[{"name":"1st Level Spell Scroll","description":"1st Level Spell Scroll Scroll, common A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a success, you cast the spell; on a failure, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Spell Scroll Spell Level Rarity Save DC Attack Bonus 1st Common 13 +5","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"2nd Level Spell Scroll","description":"2nd Level Spell Scroll Scroll, Uncommon A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a success, you cast the spell; on a failure, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Spell Scroll Spell Level Rarity Save DC Attack Bonus 2nd Uncommon 13 +5","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"A Revised History of the World","description":"Wondrous item, artifact Thick straps stamped with intricate sigils are buckled around the red leather cover of this massive book. The work inside is a handwritten manuscript, filled with footnotes, revisions, and corrections. The book contains a history of all significant events for the last two hundred years—and this history can be edited. A careless scratch can erase the founding of a kingdom and a quick note can change the outcome of a war. Revising history creates a new, branching timeline in which that change applies. The ripple effect of unintended consequences is significant, and changes always come with severe, unwelcome consequences: the early death of an evil king creates a power vacuum that allows a new tyrant to rise; preventing a plague leads to overpopulation and famine. If you make a revision in the timeline using this book, you remember the original timeline and the change you’ve made, but struggle to separate the two. Your Intelligence score is permanently reduced by 2 and can’t be restored by any means. Each time the book is changed, there is a 10% chance that the latest revision creates so many conflicts with previous versions that the book goes up in flames and is destroyed, and the change fails to take effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"A Trip Away Inn Tablet","description":"Wonderous Item, Uncommon These small writing tablets contain 30 pieces of parchment bound together with stitching that allows a sheet to be easily pulled out and taken. The tablets look unassuming, however anything written in it will appear in Flip's Codex exactly as it is written or drawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Aastrika's Crown","description":"Aastrika’s Crown Wondrous item, rare (requires attunement) Aastrika’s crown is a relic Aastrika took from her previous commander after killing him. It has been infused with a shred of her power, and it magically resizes to fit its attuned wearer. Blend with the Blaze. As an action, you can touch a Small or larger mundane flame. When you do, you take no damage from the fire, and you know the location of every Small or larger flame within 10 miles of you. As part of the action, you can teleport to an unoccupied space within 5 feet of another flame you detect. This property can be used twice, and the crown regains all expended uses daily at dawn. Fire Resistance. You have resistance to fire damage while wearing this crown. Magma Transport. You know the location of all lava pools in the Molten Enclave. While you are within 10 feet of one of these lava pools, you can use an action to teleport yourself and up to one willing creature within 10 feet of you to an unoccupied space within 10 feet of any other lava pool in the lair.","properties":{"Category":"Items","Expansion":28288,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abacus","description":"Abacus Adventuring gear Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Abacus","description":"Abacus Adventuring gear Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Abacus","description":"Abacus Adventuring gear Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Aberrant Agreement","description":"Scroll, rare This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the aberration, negotiating a service from it in exchange for a reward. The aberration is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration’s thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Aberrant Sextant","description":"Aberrant Sextant Wondrous Item, artifact (requires attunement) Like a standard sextant, this tool is an aid to navigation, using the distant horizon and the celestial bodies in the sky as reference points to establish the user’s current position. Unlike a standard sextant, however, this device can be used to travel to another plane of existence. To use an aberrant sextant, you must be attuned to it, be aboard a vehicle, such as a boat, airship, or carriage, and have an unobstructed view of the sky and the horizon. On planes without a sky or a horizon, you must have a clear view of the area around you. For instance, you cannot be in a ship’s cabin, even if you are looking out a window, but must be on the deck of the ship or in the crow’s nest. You must spend 10 minutes using the sextant to determine your location and the route to your destination. At the end of that time, you speak the name of the plane of existence you want to travel to, such as the Shadowfell or the Elemental Plane of Air, or the name of a location on your current plane of existence. A portal large enough for your vehicle and its passengers opens in front of you and remains open only long enough for the vehicle to pass through. The vehicle emerges at the desired destination, and the portal immediately closes behind you before any other creatures or vehicles can make use of it. Once the sextant is used in this manner, it can’t be used again until the next dawn. You can name a specific location on another plane of existence, such as the City of Brass on the Elemental Plane of Fire. You appear at or near that destination, at the GM’s discretion. If the specific location does not exist, you arrive at a similar area (a different area that’s visually or thematically similar to the target area) on that plane of existence. Sextant Components An aberrant sextant is made up of five main components, each a powerful magic item in its own right that functions if it is detached from the sextant. If any component is removed from the sextant, the sextant becomes unusable until all the separated parts are reinstalled. Detaching a component or reinstalling one takes 1 minute of work. Being able to use a detached component requires attunement, and the creature attuned to the component must hold the item to make use of its features. Index Mirror. When it is attached to the sextant, this mirror catches the reflection of the celestial body being used to determine the vessel’s position. If you are attuned to the index mirror separately, you have advantage on Intelligence (Nature) checks. In addition, you can use a bonus action to assume stardust form for 1 hour. In this form, your outline is hazy and you glitter like starlight, shedding dim light in a 10-foot radius. You become incorporeal, along with everything you’re wearing or carrying, and you have a walking speed of 120 feet. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You move through other creatures and objects as if their spaces were difficult terrain. If you end your turn inside an object, you take 4d10 force damage. While in stardust form, you can’t speak or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. You can use a bonus action to end this effect early; if you do, choose one of the following effects: Each creature within 30 feet of you regains 8d10 hit points. Each creature within 30 feet of you takes 4d10 cold damage and 4d10 radiant damage. Once you use the index mirror’s stardust form feature, that feature can’t be used again until the next dawn. Horizon Mirror. When it is attached to the sextant, this mirror displays the horizon and the celestial body reflected by the index mirror. If you are attuned to the horizon mirror separately, you have advantage on skill checks using navigator’s tools. In addition, you can cast the following spells at will: arcane eye, clairvoyance, find the path, locate creature , and scrying . Eyepiece. Resembling a small telescope, the eyepiece is used to sight through when it is attached to the sextant. If you are attuned to the eyepiece separately, you have advantage on Intelligence (Investigation) checks. In addition, you can use your reaction to capture the soul of a humanoid when it dies. The soul becomes trapped within the eyepiece and remains there until you use an action to release it, after which you can capture a different soul if the opportunity presents itself. The soul can perceive its surroundings from inside the eyepiece using its own senses, but it can’t move or take actions. You can communicate telepathically with the soul. Arc. When it is attached to the sextant, the arc pivots to display the measurement of the angle between the horizon and the celestial body. If you are attuned to the arc separately, you gain a +1 bonus to Intelligence saving throws. In addition, you can cast the following spells at will: detect magic, fabricate, identify , and mending . Index Arm. When it is attached to the sextant, the index arm supports the index mirror and indicates the correct measurement of the angle on the arc. If you are attuned to the index arm separately, you have advantage on Dexterity saving throws. In addition, you can use a bonus action to cause a blade of silver starlight to spring forth from the index arm, which serves as the hilt of the weapon. The blade can take the form of a longsword, a short sword, a rapier, or a dagger (your choice), and it deals 3d6 cold damage. You are proficient with this weapon. The blade remains until you dismiss it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Aboleth Orb","description":"Wondrous item, artifact (requires attunement) The orb that contains the mind of this ancient Aboleth is about 6 inches in diameter, its sides cut into strange, irregular facets, so black as to almost give off no reflection. No matter what heat is applied to it, it is constantly cold to the touch, and seems to weigh a good 20lb when held, although when stowed, it seems no heavier than 3lb. While attuned to the orb, you can use an action to try and connect with the aboleth contained within. You must succeed on a DC 15 Wisdom saving throw, or become charmed by the aboleth. All the rules of the aboleth’s Enslave ability then apply. Eons’ Knowledge: Aboleths’ knowledge is genetically shared, meaning each aboleth has access to millennia of memories and learning. While attuned to the orb, you can use an action to grant any Intelligence (Arcana, History, Nature, Religion) checks a +15 bonus. Destroying the Orb: Normal physical or magical damage will do no damage to the orb, but a disintegrate spell or a stike from a +2 magical weapon will turn it to dust. The essence of the aboleth will be returned to its plane of origin, free to enter a new body, and perhaps seek revenge.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Aboleth's Armament","description":"Wondrous Item, Rare (Requires Attunement) This magic mask is carved from jade and depicts an aboleth's visage. Aberrational Mind. While wearing the mask, you can speak and understand Deep Speech and you can communicate simple ideas, emotions, and images telepathically with any creature within 60 feet that can understand a language. Probe. As a bonus action, you probe the mind of a creature you can see within 60 feet. The creature must make a DC 15 Charisma saving throw. On a failure, you learn your choice of one of the following pieces of information about the creature: Base Statistics. The creature's type, speeds, and current hit points Damage. The creature's damage immunities, resistances, and vulnerabilities Conditions & Proficiencies. The creature's condition immunities and saving throw proficiencies Ability. One significant action or trait the creature has (GM's choice) On a success, the creature is immune to this property for 24 hours.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Abominable Club","description":"Melee Weapon (Club), Very Rare Damage: 1d10 bludgeoning Two-Handed, Heavy Heavy Tool: Only creatures with a STR 16 can wield this weapon. Terrorizer: You gain advantage on Intimidation rolls when you wield the club. Monster Slayer: When you hit a monstrosity, beast, aberration, or fiend with a melee weapon attack with the Abominable Club, you deal an additional 7 (2d6) bludgeoning damage. Murderous Swing: When you hit a creature with a melee weapon attack with the Abominable Club, you deal 2 (1d4) bludgeoning damage to every other enemy within 5ft of the creature. The Destroyer: On a Critical hit with a melee weapon attack with the Abominable Club you deal 11 (2d10) extra force damage. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Club)"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Abracadabrus","description":"An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Abracadabrus","description":"Abracadabrus Wondrous item, very rare An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. Weight: 25","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Abramelin Oil","description":"Potion, Weird, Legendary This magical rainbow-hued oil is always stored in an organic container like a leather wine skin, goard, stitched stomach, etc. A hag that has gone to the trouble to make this oil will only use it if she is expecting something truly dangerous to attack her lair soon. The hag must be completely naked and have nothing in her hands when she pours this oil over her head to activate it, as an action. When she applies the oil to her skin she gains immunity to fire and radiant damage for the next three hours, but she will also find that it is impossible to hide as her chromatic skin is now glowing with a 10-foot radius dim illumination of shifting colors. This oil magically spreads and covers a hag once she pours it over her head. In battle her natural attacks will cause + (3) 1d6 radiant damage per successful hit and any magical attacks that cause her damage will cause a 15-foot radius explosion of (6) 1d12 radiant damage. If the hag manages to survive whatever assault forced her to use this oil then she will be vulnerable to fire and radiant damage for the next year and a day unless she manages to have a wish cast on her to negate this penalty. If a creature, other than a hag uses this oil it will permanently pit and disfigure their skin resulting in a -2 penalty to their Constitution and Charisma. The oil will otherwise work normally for them but their future vulnerability will last for the rest of their life unless cured by a wish.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Absorbing Tattoo","description":"Absorbing Tattoo Wondrous item (tattoo), very rare (requires attunement ) Produced by a special needle, this magic tattoo features designs that emphasize one color. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. d10 Damage Type Color 1 Acid Green 2 Cold Blue 3 Fire Red 4 Force White 5 Lightning Yellow 6 Necrotic Black 7 Poison Violet 8 Psychic Silver 9 Radiant Gold 10 Thunder Orange Dama ge Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Absorption Field Emitter","description":"Absorption Field Emitter Mod (armor: light, medium, heavy, PSD), rare (requires affinity) While wearing armor with this mod, you have resistance to one damage type. The GM chooses the type or determines it randomly from the options below. The device itself disintegrates once its activated. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Abyss Warden's Axeblade","description":"Abyss Warden's Axeblade Trick weapon (longsword, battleaxe), rare Infused with otherworldly ichor, this dark blade is given to warriors of the Abyss Warden, forged from the remains of the monsters they’ve slain. The elegant and virtuous design of the weapon hides its macabre origins, mirroring the order it came from. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon by sliding the pommel up and down on the blade. In its untransformed state, the abyss warden's axeblade is a longsword. In its transformed state, the weapon becomes a battleaxe. As part of this bonus action, you can slam the weapon down, emitting a wave of radiance centered on you. Each creature within 5 feet of you must succeed on a DC 13 Constitution saving throw or take 1d6 radiant damage. Both forms of the weapon deal an extra 1d6 radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller aberrations and to 2d6 for the battleaxe against Large or larger aberrations. *Roll20 Note: Add the Abyss Warden's Battleaxe and Abyss Warden's Longsword to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Abyss Warden's Battleaxe","description":"*Roll20 Note: This weapon should be added to a character sheet with the Abyss Warden's Axeblade to populate attacks in its untransformed form. Both forms of the weapon deal an extra 1d6 radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller aberrations and to 2d6 for the battleaxe against Large or larger aberrations.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Abyss Warden's Longsword","description":"*Roll20 Note: This weapon should be added to a character sheet with the Abyss Warden's Axeblade to populate attacks in its untransformed form. Both forms of the weapon deal an extra 1d6 radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller aberrations and to 2d6 for the battleaxe against Large or larger aberrations.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Abyssal Bane Battleaxe","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Battleaxe (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Battleaxe (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Chakram","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Chakram (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Chakram (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Claw","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Claw (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Claw (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Club","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Club (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Club (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Dagger","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Dagger (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Dagger (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Flail","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Flail (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Flail (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Glaive","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Glaive (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Glaive (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greataxe","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greataxe (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greataxe (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greatclub","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greatclub (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greatclub (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greatsword","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greatsword (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Greatsword (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Halberd","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Halberd (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Halberd (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Handaxe","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Handaxe (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Handaxe (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Javelin","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Javelin (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Javelin (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Knuckle Duster","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Knuckle Duster (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Knuckle Duster (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Lance","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Lance (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Lance (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Light Hammer","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Light Hammer (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Light Hammer (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Longsword","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Longsword (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Longsword (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Mace","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Mace (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Mace (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Maul","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Maul (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Maul (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Morningstar","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Morningstar (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Morningstar (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Nunchaku","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Nunchaku (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Nunchaku (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Pike","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Pike (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Pike (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Quarterstaff","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Quarterstaff (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Quarterstaff (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Rapier","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Rapier (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Rapier (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Scimitar","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Scimitar (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Scimitar (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Shortsword","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Shortsword (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Shortsword (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Sickle","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Sickle (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Sickle (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spear","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spear (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spear (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spiked Cestus","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spiked Cestus (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spiked Cestus (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spiked Knuckle Duster","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spiked Knuckle Duster (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Spiked Knuckle Duster (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Starknife","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Starknife (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Starknife (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Tetherhook","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Tetherhook (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Tetherhook (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Trident","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Trident (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Trident (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Twinblade","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Twinblade (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Twinblade (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane War Crescent","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane War Crescent (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane War Crescent (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane War Pick","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane War Pick (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane War Pick (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Warhammer","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Warhammer (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Warhammer (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Whip","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Whip (rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Bane Whip (very rare variant)","description":"Weapon (any melee), uncommon Component: fiend (demon) bone Fashioned of bone, stone, and demon eyes, abyssal weapons are gestated by unholy bonesmiths within the infernal depths of the Hells. Fortified by magic to prevent the brittle materials from shattering, such weapons are carved with the true name of the demon whose eyes were ‘donated’ to its conception. The power of such a weapon is linked to the number of eyes used to craft it, with each open eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn. Bonerip. As a bonus action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilises, boney teeth and necrotic energy ripping through the target’s defences. The target gains a permanent and cumulative -1 penalty to its AC. Its AC can’t be reduced to less than 10 + its Dexterity modifier. The target can repair its armour with enough rest (for natural armour) or at an appropriate armoursmith’s (for worn armour) at the GM’s discretion. Rare variant: You gain a +1 bonus to attack and damage rolls you make with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls you make with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Abyssal Heart","description":"Wondrous Item, Rare (Requires Attunement) Golden needles protrude from this faintly pulsing, grotesque organ. Abyssal Implant. During a 10-minute ritual, you can place the heart into the empty chest cavity of a Medium or larger creature that has been dead for no longer than 24 hours. The heart becomes a functioning heart for the creature; the creature regains all its hit points and is brought back to life as an Undead creature. While Undead, the creature doesn't need to eat, drink, or sleep, and it can't regain hit points or gain the benefits of a short or long rest. As an action, you can force the creature to make a DC 15 Wisdom saving throw. On a failure, the creature is controlled by you as if affected by the Dominate Monster spell while in its Undead form (no concentration required). The creature can repeat the saving throw each time it takes damage, ending the domination on itself on a success. If the heart is removed or the creature is reduced to 0 hit points, the creature dies, and the heart can't be used again in this way until seven days have passed.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Accounting and Valuation of All Things","description":"Wondrous item, artifact (requires attunement) The Accounting and Valuation of All Things is bound in gold leaf, with pages of silver and text of blood. This is a magic tome that functions as a spellbook and arcane focus. You have a +3 bonus to your spell attack and spell save DC. Random Properties. The Accounting and Valuation of All Things has the following random properties: 1 major beneficial property 1 major detrimental property The Soul Trade. One section of the book is dedicated to negotiating and valuing mortal souls. When the book is opened within 10 feet of a creature with a soul, that creature must make a DC 22 Wisdom saving throw. On a failed save, the tome analyzes their greatest desires and calculates exactly what they would need to give up their soul. That information is then displayed within the tome, such that the user can offer a trade to acquire a soul. Creatures that succeed on the saving throw simply show up as a question mark in the book’s pages and are immune to further valuations. Mammon’s Tax. When the Accounting and Valuation of All Things is used as a spellbook, it maintains a unique ability to forcibly acquire souls. Any creature killed by a spell transcribed within the book has their soul ripped from their body and sent to Minauros. This process renders the subject immune to all forms of resurrection aside from True Resurrection . In payment for their soul, Mammon drops gold equal to (20 x CR) or (2 x Level) on their corpse. Negotiation Tactics. The tome is capable of providing some assistance to all negotiations, not just those made for souls. You gain a passive +5 to Charisma (Persuasion) checks made to barter. Additionally, as an action, you can surrender your consciousness to the tome, allowing it to take over. For 1 minute, the Accounting and Valuation of All Things speaks for you, using a +12 Charisma (Persuasion) skill and gaining advantage on your rolls. Using the book in this manner has a corrupting influence, and each use compels you to become increasingly greedy, vain, and evil—much like its original owner, Mammon. When the duration ends, if your alignment is non-evil, you suffer 6d6 necrotic damage. Transcribed Spells. The spellbook section of the Accounting and Valuation of All Things comes with some spells already recorded. For each spell level, roll (1d4–1). The DM will determine the necessary spells of each level that already exist within the tome. If you copy spells from the tome to your own spellbook, the cost in gold is doubled. On the opposite end, copying spells from your spellbook to the tome only costs half the gold it normally would. Destroying the Tome. Destroying the Accounting and Valuation of All Things can be done in two ways. The first option is a simple bribe to Mammon to have him destroy the tome. An offering of 99,999 gp must be made, at midnight, by opening the book and placing the gold inside. If Mammon accepts the offering, the gold melts around the book, then both vanish. The second route, in case Mammon is unavailable or unwilling, is to incinerate the book. To accomplish this task, a pot of platinum (valued at no less than 99,999 gp) must be melted, enough to fully submerge the book. Once the platinum is prepared, dropping the tome into the molten solution melts the tome. The process completely destroys the tome, as well as the platinum.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Accursed Idol","description":"Wondrous item, uncommon (requires attunement) Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits: You can speak, read, and write Deep Speech. You can use an action to speak the idol’s command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don’t suffer the effects of the idol’s Otherworldly Whispers property at the next dusk. Once used, this property of the idol can’t be used again until the next dusk. You can use an action to cast the augury spell from the idol. The idol can’t be used this way again until the next dusk. Otherworldly Whispers. You have a 10 percent chance each day at dusk of taking 2d4 psychic damage and becoming incapacitated by fear for 1 minute as terrifying, otherworldly whispers fill your mind.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Acheron Blade","description":"Acheron Blade Weapon (any sword), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing . While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike . When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk.","properties":{"Category":"Items","Expansion":5016,"Item Type":"melee weapon","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Acheron Blade","description":"Acheron Blade Weapon (any sword), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk. Roll20 Note: This is a template for creating custom weapons and does not have full drag-and-drop capability.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Acheron Greatsword","description":"Acheron Greatsword Weapon (greatsword), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk. Damage : 2d6+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Acheron Longsword","description":"Archeron Longsword Weapon (longsword), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Acheron Rapier","description":"Acheron Rapier Weapon (rapier), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk. Damage : 1d8+1 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Acheron Scimitar","description":"Archeron Scimitar Weapon (scimitar), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk. Damage : 1d6+1 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Acheron Shortsword","description":"Archeron Shortsword Weapon (shortsword), rare (requires attunement) The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk. Damage : 1d6+1 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Acid","description":"Acid (vial) Adventuring gear As an action , you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon . On a hit, the target takes 2d6 acid damage . Damage: 2d6 Damage Type: Acid Properties: Improvised Weapon Range: 20 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"2d6","Source":"5th Edition SRD","Weight":1,"Subtype":"Consumable","Item Type":"Adventuring Gear","data-List":"false","Properties":"Improvised Weapons","Damage Type":"Acid","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Acid","description":"Acid (vial) Adventuring gear Price: 25 gp Quantity: vial As a Main Action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object. On a hit, the target takes 2d6 acid damage.","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Acid","description":"Adventuring Gear Weight: 1 lb. Cost: 25 GP When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus ) or take 2d6 Acid damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Acid"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Acid","description":"Acid (vial) Adventuring gear As an action , you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon . On a hit, the target takes 2d6 acid damage . Damage: 2d6 Damage Type: Acid Properties: Improvised Weapon Range: 20 Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Properties":"Improvised Weapons"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Acid Arrow","description":"On a successful hit add 1d4 acid damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Acid Bolt","description":"On a successful hit add 1d4 acid damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Acid Bomb","description":"By mixing your bomb’s explosive contents with a few drops of ardenflotic acid, a highly corrosive chemical, you can change it into an acid bomb. An acid bomb deals acid damage instead of fire damage, and its damage dice are d4s. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, takes the same amount of damage again at the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Acid Bullet","description":"On a successful hit add 1d4 acid damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Acidic Ammunition","description":"+1d4 Acid Damage","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Adamantine - Armor","description":"Journeyman armor property Components: Masterwork suit of exotic heavy armor This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Adamantine - Weapon","description":"Master weapon property Components: Masterwork exotic melee weapon with the Heavy or Versatile property This weapon’s damage die increases by two steps, and it deals double damage to objects and structures.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Adamantine Armor","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Item Type":"Armor (medium or heavy, but not hide)","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Armor","description":"Adamantine Armor Armor (medium or heavy, but not hide) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Armor (medium or heavy, but not hide)","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Armor (Template)","description":"Armor (Any Medium or Heavy, Except Hide Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Armor (Template)","description":"Armor (Any Medium or Heavy, Except Hide Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Uncommon","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Arrow","description":"Weapon (Ammunition), Uncommon This piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this piece of ammunition hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Adamantine Arrow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Battleaxe","description":"Weapon (Battleaxe), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Adamantine Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Bolt","description":"Weapon (Ammunition), Uncommon This piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this piece of ammunition hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Adamantine Bolt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Breastplate","description":"Adamantine Armor Armor (medium) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":14,"Weight":20,"Subtype":"armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Breastplate","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Breastplate","description":"Armor (Breastplate), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Adamantine Breastplate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Breastplate","description":"Armor (Breastplate), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Breastplate\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Breastplate\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":20,\\\"properties\\\":[],\\\"cost\\\":\\\"800 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Breastplate Armor Class\",\"parent\":\"Adamantine Breastplate\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Adamantine Breastplate Critical Immunity\",\"parent\":\"Adamantine Breastplate\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Breastplate","Weight":20,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Chain Mail","description":"Adamantine Armor Armor (heavy) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":16,"Weight":55,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"uncommon","Properties":"Stealth Disadvantage","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Chain Mail","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Chain Mail","description":"Armor (Chain Mail), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Adamantine Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Chain Mail","description":"Armor (Chain Mail), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Chain Mail\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"cost\\\":\\\"475 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chainmail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Chain Mail Armor Class\",\"parent\":\"Adamantine Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Adamantine Chain Mail Critical Immunity\",\"parent\":\"Adamantine Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Chain Mail","Weight":55,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Chain Shirt","description":"Adamantine Armor Armor (medium) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":13,"Weight":20,"Subtype":"armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Chain Shirt","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Chain Shirt","description":"Armor (Chain Shirt), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Adamantine Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Chain Shirt","description":"Armor (Chain Shirt), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Chain Shirt\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":20,\\\"properties\\\":[],\\\"cost\\\":\\\"450 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Chain Shirt Armor Class\",\"parent\":\"Adamantine Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Adamantine Chain Shirt Critical Immunity\",\"parent\":\"Adamantine Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Chain Shirt","Weight":20,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Club","description":"Weapon (Club), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Adamantine Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Dagger","description":"Weapon (Dagger), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Adamantine Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Firearm Bullet","description":"Weapon (Ammunition), Uncommon This piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this piece of ammunition hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Adamantine Firearm Bullet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Flail","description":"Weapon (Flail), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Adamantine Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Glaive","description":"Weapon (Glaive), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Adamantine Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Greataxe","description":"Weapon (Greataxe), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Adamantine Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Greatclub","description":"Weapon (Greatclub), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Adamantine Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Greatsword","description":"Weapon (Greatsword), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Adamantine Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Halberd","description":"Weapon (Halberd), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Adamantine Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Half Plate Armor","description":"Adamantine Armor Armor (medium) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":15,"Weight":40,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"uncommon","Properties":"Stealth Disadvantage","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Half Plate Armor","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Half Plate Armor","description":"Armor (Half Plate Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Adamantine Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Half Plate Armor","description":"Armor (Half Plate Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Half Plate Armor\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"1150 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Half Plate Armor Armor Class\",\"parent\":\"Adamantine Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Adamantine Half Plate Armor Critical Immunity\",\"parent\":\"Adamantine Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"},{\"name\":\"Adamantine Half Plate Armor Stealth Disadvantage\",\"parent\":\"Adamantine Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Half Plate Armor","Weight":40,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Handaxe","description":"Weapon (Handaxe), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Adamantine Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Javelin","description":"Weapon (Javelin), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Adamantine Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Lance","description":"Weapon (Lance), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Adamantine Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Light Hammer","description":"Weapon (Light Hammer), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Adamantine Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Longsword","description":"Weapon (Longsword), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Adamantine Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Mace","description":"Weapon (Mace), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Adamantine Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Maul","description":"Weapon (Maul), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Adamantine Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Morningstar","description":"Weapon (Morningstar), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Adamantine Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Needle","description":"Weapon (Ammunition), Uncommon This piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this piece of ammunition hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Adamantine Needle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Pike","description":"Weapon (Pike), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Adamantine Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Plate Armor","description":"Adamantine Armor Armor (heavy) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":18,"Weight":65,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"uncommon","Properties":"Stealth Disadvantage","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Plate Armor","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Plate Armor","description":"Armor (Plate Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Adamantine Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Plate Armor","description":"Armor (Plate Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Plate Armor\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"cost\\\":\\\"1900 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Plate Armor Armor Class\",\"parent\":\"Adamantine Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Adamantine Plate Armor Critical Immunity\",\"parent\":\"Adamantine Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Plate Armor","Weight":65,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Polish","description":"Potion, uncommon This abrasive paste can be applied as an action to the claws, fangs, tusks, or spines of a creature to make them sharper, harder, or cleaner. For 8 hours after application, that creature gains a +1 to attack and damage rolls with its natural weapons, which count as being made of adamantine for the purposes of overcoming damage resistance and immunity.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Adamantine Quarterstaff","description":"Weapon (Quarterstaff), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Adamantine Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Rapier","description":"Weapon (Rapier), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Adamantine Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Ring Mail","description":"Adamantine Armor Armor (heavy) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":14,"Weight":40,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"uncommon","Properties":"Stealth Disadvantage","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Ring Mail","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Ring Mail","description":"Armor (Ring Mail), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Adamantine Ring Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Ring Mail","description":"Armor (Ring Mail), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Ring Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Ring Mail\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"430 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Ring Mail Armor Class\",\"parent\":\"Adamantine Ring Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Adamantine Ring Mail Critical Immunity\",\"parent\":\"Adamantine Ring Mail\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Ring Mail","Weight":40,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Scale Mail","description":"Adamantine Armor Armor (medium) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":14,"Weight":45,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"uncommon","Properties":"Stealth Disadvantage","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Scale Mail","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Scale Mail","description":"Armor (Scale Mail), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Adamantine Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Scale Mail","description":"Armor (Scale Mail), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Scale Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Scale Mail\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"450 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Scale Mail Armor Class\",\"parent\":\"Adamantine Scale Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Adamantine Scale Mail Critical Immunity\",\"parent\":\"Adamantine Scale Mail\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"},{\"name\":\"Adamantine Scale Mail Stealth Disadvantage\",\"parent\":\"Adamantine Scale Mail\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Scale Mail","Weight":45,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Scimitar","description":"Weapon (Scimitar), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Adamantine Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Shortsword","description":"Weapon (Shortsword), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Adamantine Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Sickle","description":"Weapon (Sickle), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Adamantine Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Sling Bullet","description":"Weapon (Ammunition), Uncommon This piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this piece of ammunition hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Adamantine Sling Bullet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Spear","description":"Weapon (Spear), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Adamantine Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Splint Armor","description":"Adamantine Armor Armor (heavy) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","AC":17,"Weight":60,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"uncommon","Properties":"Stealth Disadvantage","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adamantine Splint Armor","description":"Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Adamantine Splint Armor","description":"Armor (Splint Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Adamantine Splint Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Splint Armor","description":"Armor (Splint Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Adamantine Splint Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Adamantine Splint Armor\\\",\\\"description\\\":\\\"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"cost\\\":\\\"600 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Adamantine Splint Armor Armor Class\",\"parent\":\"Adamantine Splint Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Adamantine Splint Armor Critical Immunity\",\"parent\":\"Adamantine Splint Armor\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Critical Hit\\\",\\\"details\\\":\\\"While wearing Adamantine Armor, any Critical Hit against you becomes a normal hit.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Adamantine Splint Armor","Weight":60,"data-description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Adamantine Trident","description":"Weapon (Trident), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Adamantine Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine War Pick","description":"Weapon (War Pick), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Adamantine War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Warhammer","description":"Weapon (Warhammer), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Adamantine Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Weapon (Template)","description":"Weapon (Any Ammunition or Melee Weapon), Uncommon This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adamantine Whip","description":"Weapon (Whip), Uncommon This weapon is made of adamantine, one of the hardest substances in existence. Whenever this weapon hits an object, the hit is a Critical Hit.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Adamantine Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Adaptation Mask","description":"Adaptation Mask Utility, uncommon (requires affinity) This slim electronic device is 3 inches long and is worn behind the ear or as an attachment to a head covering. It detects harmful atmospheric conditions caused by lack of oxygen or contaminated air, which trigger it to then expand into a full-sized mask to protect the wearer. While wearing this device, you can breathe normally in any environment and you have advantage on saving throws made against harmful gases and vapors (such as those created from certain esper powers, air contaminants, inhaled poisons, and the breath weapons of some creatures). This device remains in its mask-like state until you deactivate it or the mask is removed.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Adder's Embrace","description":"The Adder’s Embrace carries wicked surprises from the serpent coiled around its spike. Legend Legend says the warlord Tyrax created this pike using a serpent from her medusa lieutenant’s head. Under this new standard, her armies ravaged the land. Stories vary as to whether her lieutenant usurped command, or the pike was hidden by Tyrax until the day she returns from an unknown plane to unite the world beneath her banner. Location The Adder’s Embrace can often be found as a trophy on the battlefield, in the reliquary of a war deity’s shrine, or as the prized weapon of a despotic general. Encounter Ideas Stone Clutches. Adder’s Embrace is trapped in the grips of both medusa and adventurer, mid-bite as they petrified each other. Another medusa guards the statues until their stone love can be restored. Battlefield Demotion. A baron sneaks a message through enemy lines promising reward for stealing a besieging army’s battle standard ( Adder’s Embrace ) in order to undercut their morale. Stopped in Time. An NPC begs the party to retrieve the pike to petrify their twin until a cure for the curse afflicting them is found. Progression Adder’s Embrace progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Pike), Rarity Varies (Requires Attunement) Common . The pike has 3 charges. The pike regains 1d3 expended charges daily at dawn. Snakebite. As a bonus action, you can expend 1 charge to make a melee attack with the pike’s serpent head. On a hit, the pike deals 1d4 piercing damage plus 2 poison damage. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its total number of charges increases to 5 and it now regains 1d4 + 1 expended charges daily at dawn. Lunging Coils. As an action, you can expend 2 charges to cause the serpent to lock around a Large or smaller creature within the weapon’s reach, grappling the target (escape DC 10). Rare . The bonus to attack and damage rolls increases to +2, the DC of Lunging Coils increases to 13, its total number of charges increases to 7, and it now regains 1d6 + 1 expended charges daily at dawn. Blinding Venom. As an action, you can expend 3 charges to spit venom from the serpent’s mouth in a 15-foot cone. Each creature in the cone must succeed on a DC 13 Dexterity saving throw or take 5 poison damage and be blinded until the end of their next turn. Very Rare . The bonus to attack and damage rolls increases to +3, the DCs of its abilities increase to 15, the total number of charges increases to 9 and it now regains 1d8 + 1 expended charges daily at dawn. Petrify. As an action, you can expend 6 charges to cast flesh to stone (save DC 15) from the weapon. Legendary . The DCs of the weapon’s abilities increase to 17, its total number of charges increases to 11 and it now regains 1d10 + 1 expended charges daily at dawn. While attuned to the pike, your Dexterity score increases by 2, as does your maximum for that score.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Adder's Embrace (Common)","description":"Adder's Embrace Weapon (Pike), Common (Requires Attunement) The pike has 3 charges. The pike regains 1d3 expended charges daily at dawn. Snakebite. As a bonus action, you can expend 1 charge to make a melee attack with the pike’s serpent head. On a hit, the pike deals 1d4 piercing damage plus 2 poison damage. Progression Adder’s Embrace progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Adder's Embrace (Legendary)","description":"Adder's Embrace Weapon (Pike), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. While attuned to the pike, your Dexterity score increases by 2, as does your maximum for that score. The pike has 11 charges. The pike regains 1d10 + 1 expended charges daily at dawn. Snakebite. As a bonus action, you can expend 1 charge to make a melee attack with the pike’s serpent head. On a hit, the pike deals 1d4 piercing damage plus 2 poison damage. Lunging Coils. As an action, you can expend 2 charges to cause the serpent to lock around a Large or smaller creature within the weapon’s reach, grappling the target (escape DC 17). Blinding Venom. As an action, you can expend 3 charges to spit venom from the serpent’s mouth in a 15-foot cone. Each creature in the cone must succeed on a DC 17 Dexterity saving throw or take 5 poison damage and be blinded until the end of their next turn. Petrify. As an action, you can expend 6 charges to cast flesh to stone (save DC 17) from the weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Adder's Embrace (Rare)","description":"Adder's Embrace Weapon (Pike), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The pike has 7 charges. The pike regains 1d6 + 1 expended charges daily at dawn. Snakebite. As a bonus action, you can expend 1 charge to make a melee attack with the pike’s serpent head. On a hit, the pike deals 1d4 piercing damage plus 2 poison damage. Lunging Coils. As an action, you can expend 2 charges to cause the serpent to lock around a Large or smaller creature within the weapon’s reach, grappling the target (escape DC 13). Blinding Venom. As an action, you can expend 3 charges to spit venom from the serpent’s mouth in a 15-foot cone. Each creature in the cone must succeed on a DC 13 Dexterity saving throw or take 5 poison damage and be blinded until the end of their next turn. Progression Adder’s Embrace progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Adder's Embrace (Uncommon)","description":"Adder's Embrace Weapon (Pike), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The pike has 5 charges. The pike regains 1d4 + 1 expended charges daily at dawn. Snakebite. As a bonus action, you can expend 1 charge to make a melee attack with the pike’s serpent head. On a hit, the pike deals 1d4 piercing damage plus 2 poison damage. Lunging Coils. As an action, you can expend 2 charges to cause the serpent to lock around a Large or smaller creature within the weapon’s reach, grappling the target (escape DC 10). Progression Adder’s Embrace progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Adder's Embrace (Very Rare)","description":"Adder's Embrace Weapon (Pike), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The pike has 9 charges. The pike regains 1d8 + 1 expended charges daily at dawn. Snakebite. As a bonus action, you can expend 1 charge to make a melee attack with the pike’s serpent head. On a hit, the pike deals 1d4 piercing damage plus 2 poison damage. Lunging Coils. As an action, you can expend 2 charges to cause the serpent to lock around a Large or smaller creature within the weapon’s reach, grappling the target (escape DC 15). Blinding Venom. As an action, you can expend 3 charges to spit venom from the serpent’s mouth in a 15-foot cone. Each creature in the cone must succeed on a DC 15 Dexterity saving throw or take 5 poison damage and be blinded until the end of their next turn. Petrify. As an action, you can expend 6 charges to cast flesh to stone (save DC 15) from the weapon. Progression Adder’s Embrace progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Aduro Shield","description":"Wondrous Item (shield), artifact (requires attunement by a creature of good alignment) Armor Class (AC). While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Bright Burn. While holding this shield, your Intelligence and Wisdom scores are increased by 2 points (up to a maximum of 22) and you are immune to fire damage. Radiant. The Aduro Shield casts a bright light in a 20-foot radius and dim light for an additional 20 feet. Creatures of evil alignment can’t turn invisible while illuminated by this light. Sanctified Protection. The front of the shield bears holy inscriptions that emanate a calming aura. Every creature of your choice within 30 ft. of the shield has advantage on saving throws against being frightened or charmed and can’t be frightened or charmed by Fiends. The Touch of Light. As an action, you regain hit points equal to half your maximum hit points and end any condition you are suffering from. This action can be used while you are incapacitated (but not unconscious). Once you use this feature, you can't use it again until you finish a short or long rest. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Wondrous item (Shield)","Properties":"Immune to fire","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Advanced Microcomputer","description":"Microcomputer Augment (head), varies (requires affinity) This uncommon augment is a tiny digital device that functions as a personal computer and portable media device. You can view and input data through an augmented reality display that only you can see. As an action, you can connect to an unsecured display either wirelessly or through a built-in chip port. Advanced Microcomputer. The rare version of this augment starts as a Rating 1 device and is customizable up to Rating 4 (see “ Computers and Virtualities ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Adze of Annam","description":"Adze of Annam Melee Weapon (martial, greataxe), artifact (requires attunement) This massive adze is said to have been wielded by All-Father Annam, not as a weapon but as the tool he used to shape the various worlds of the Material Plane eons ago. Random Properties. The adze has the following random properties, determined by rolling on the appropriate table in the Dungeon Maste r’s Guide : 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Magic Weapon. When a creature attunes to the adze, the artifact magically adjusts its size so that creature can wield it as a greataxe. The adze is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures. Divine Mattock. As an action, you can call upon the might of the All-Father and use the adze to cast move earth or fabricate . Once this property is used, it can’t be used again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Heavy, Two-Handed Secondary Damage: 3d12 Secondary Damage Type: force Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Aegis of Dread","description":"Armor (Shield), Uncommon (Requires Attunement) When a creature misses you with a melee weapon attack while you are holding this shield, you can use your reaction to cause the shield to emanate a sense of dread. The attacker must succeed on a DC 13 Wisdom saving throw or become frightened of you until the end of its next turn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Armor","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Aereni Mask","description":"Aereni Mask Wondrous item, uncommon (requires attunement by a worthy bearer) This mask’s intricate design links it to one of the Aereni noble lines, and the guidance it offers comes from spirits of that line. You can’t attune to the mask unless those spirits judge you worthy to wear it. An Aereni mask is imbued with two skills when it is created. While wearing the mask, when you make an ability check using either of those skills, you can roll a d4 and add the number rolled to the ability check.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a worthy bearer"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Aerodynamic","description":"Apprentice weapon property Components: Masterwork weapon with the Thrown property This weapon’s normal range increases by 40 feet and its long range increases accordingly (see the “Changing Weapon Ranges” sidebar).","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aeromancer's Fan","description":"Wondrous Item, Rare (Requires Attunement) This fan is made from purple feathers attached to a handle that clasps a bright, blue crystal. Oxygen Manipulation This fan has 3 charges and regains all expended charges daily at dawn. As an Action, you can expend 1 charge to produce one of these effects in a 20-foot Sphere centered on the fan for 1 minute or until you end the effect (no action required). Oxygen Surge. You enrich the air, causing the following effects: Fire damage dealt to targets in the area is increased by 1d6. The radius of light created by any flames in the area is doubled. A creature that starts its turn in the area gains 5 Temporary Hit Points (creatures that don't breathe oxygen don't gain this benefit). Oxygen Depletion. You suck oxygen from the air, causing the following effects: Fire damage dealt to targets in the area is reduced by 1d6 (to a minimum of 1). The radius of light created by non-magical flames in the area is halved. A creature that starts its turn in the area must succeed on a DC 15 CON save or suffer 1 Exhaustion level (creatures that don't breathe oxygen are immune to this effect). All levels of Exhaustion gained this way are removed when the creature ends its turn outside the area.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Aethis’ Belt of Infinite Wands","description":"Aethis’ Belt of Wands Wondrous Item, Rare (requires attunement) Created by a methodical mage, this practical belt allows avid wand collectors to make the most out of their prized wands and keep them close at hand. The belt can hold up to 10 wands designed for Small and Medium-sized creatures. The wands are held securely by the belt and cannot be removed against your will unless you’re incapacitated. Stick Them Up! While attuned to the belt, you can use a bonus action to instantly summon a wand from the belt in any of your hands, stow any wands you might be holding back into the belt, or swap any wands you might be holding with any other wands from the belt. Concealed Carry. While attuned to the belt, you can use an action to cause the belt and any wands in it to become invisible until you use another action to make it visible again, until you remove the belt, or until you die. The wands become visible when taken out of the belt. Harmonious Handling. Any wands held by the belt regain 1 additional expended charge whenever they regain charges. Additionally, attuning to any wand held by the belt takes only 1 minute. Sheath of the War Mage. The belt is equipped with a special sheath designed to hold a Wand of the War Mage . You can attune to the belt and the Wand of the War Mage held in that sheath using a single attunement slot for both items. While attuned to both items that way, you gain the wand’s bonus to spell attack rolls even when not holding it, as long as it remains in the sheath. Item Variant: Aethis’ Belt of Infinite Wands At the gamemaster’s discretion, a legendary version of this item can be found. Aethis’ Belt of Infinite Wands can hold an unlimited number of wands and allows its wearer to attune to three additional items that belong in the wand category at once. Nyctos on Aethis’ Belt of Wands “Hey, I got an idea - hear me out! A belt of wands sounds nice, BUT what about a wand of belts, eh?”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Aethis’ Belt of Wands","description":"Aethis’ Belt of Wands Wondrous Item, Rare (requires attunement) Created by a methodical mage, this practical belt allows avid wand collectors to make the most out of their prized wands and keep them close at hand. The belt can hold up to 10 wands designed for Small and Medium-sized creatures. The wands are held securely by the belt and cannot be removed against your will unless you’re incapacitated. Stick Them Up! While attuned to the belt, you can use a bonus action to instantly summon a wand from the belt in any of your hands, stow any wands you might be holding back into the belt, or swap any wands you might be holding with any other wands from the belt. Concealed Carry. While attuned to the belt, you can use an action to cause the belt and any wands in it to become invisible until you use another action to make it visible again, until you remove the belt, or until you die. The wands become visible when taken out of the belt. Harmonious Handling. Any wands held by the belt regain 1 additional expended charge whenever they regain charges. Additionally, attuning to any wand held by the belt takes only 1 minute. Sheath of the War Mage. The belt is equipped with a special sheath designed to hold a Wand of the War Mage . You can attune to the belt and the Wand of the War Mage held in that sheath using a single attunement slot for both items. While attuned to both items that way, you gain the wand’s bonus to spell attack rolls even when not holding it, as long as it remains in the sheath. Item Variant: Aethis’ Belt of Infinite Wands At the gamemaster’s discretion, a legendary version of this item can be found. Aethis’ Belt of Infinite Wands can hold an unlimited number of wands and allows its wearer to attune to three additional items that belong in the wand category at once. Nyctos on Aethis’ Belt of Wands “Hey, I got an idea - hear me out! A belt of wands sounds nice, BUT what about a wand of belts, eh?”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Ageless Honey","description":"Wondrous item, rare Crafted only by the Honey Queens of the Old Margreve from honeys made from the pollen of the effildawnan ﬂower, a small spoonful of this purple-tinged honey causes you to fall into a deep sleep for 1 month (a successful DC 20 Constitution saving throw reduces this time to 1 day). During this time, you are subject to neither aging nor hunger.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Agent's Pack","description":"Agent's Pack Equipment pack Includes: backpack flashlight metallic restraints recording unit 6 flares 5 days of rations microfilament wire (50 feet)","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Agile Armor","description":"Armor (any medium or heavy), common This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Agonizing Caltrops","description":"Agonizing Caltrops Ninja tools Use Time: 1 Action Range: Self (10-foot-sweep) You spread a bag of specialized caltrops around you. The area of effect becomes difficult terrain. Each creature that enters or moves through this area must make a Dexterity saving throw. On failure, a creature suffers 1d4 piercing damage and the maimed condition (–10 feet speed and disadvantage on Dexterity saving throws, removed after it regains HP) for 1 minute. If a creature is already maimed, it takes 1d10 piercing damage instead. A creature proficient in ninja tools is skilled at avoiding caltrops and automatically succeeds these saving throws.","properties":{"Category":"Items","Item Type":"Ninja Tools"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Agony","description":"Agony Melee weapon (martial, flail), legendary (requires attunement by a creature of non-good alignment) Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the Calamity by the gnoll scion of a flesh-eating Demon Lord. Dormant While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony , that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra 1d6 piercing damage. Awakened When Agony reaches an awakened state, you gain the following benefits: The extra damage when you hit a marked creature increases to 1d8. A marked creature has disadvantage on Constitution checks and Constitution saving throws. When you reduce a creature to 0 hit points with an attack using Agony , you can immediately make an additional melee attack with this weapon as a bonus action. Exalted When Agony reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra damage when you hit a marked creature increases to 2d8. When you score a critical hit with this weapon, the target must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours.","properties":{"Category":"Items","Expansion":20583,"Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Agony, Awakened","description":"Agony, Awakened Melee weapon (martial, flail), legendary (requires attunement by a creature of non-good alignment) Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the Calamity by the gnoll scion of a flesh-eating Demon Lord. Dormant While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony , that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra 1d6 piercing damage. Awakened When Agony reaches an awakened state, you gain the following benefits: The extra damage when you hit a marked creature increases to 1d8. A marked creature has disadvantage on Constitution checks and Constitution saving throws. When you reduce a creature to 0 hit points with an attack using Agony , you can immediately make an additional melee attack with this weapon as a bonus action. Damage : 1d8+2 Damage Type : Bludgeoning Secondary Damage: 1d8 Secondary Damage Type: Piercing Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Agony, Dormant","description":"Agony, Dormant Melee weapon (martial, flail), legendary (requires attunement by a creature of non-good alignment) Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the Calamity by the gnoll scion of a flesh-eating Demon Lord. Dormant While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony , that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra 1d6 piercing damage. Damage : 1d8+2 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Agony, Exalted","description":"Agony, Exalted Melee weapon (martial, flail), legendary (requires attunement by a creature of non-good alignment) Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the Calamity by the gnoll scion of a flesh-eating Demon Lord. Dormant While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony , that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra 1d6 piercing damage. Awakened When Agony reaches an awakened state, you gain the following benefits: The extra damage when you hit a marked creature increases to 1d8. A marked creature has disadvantage on Constitution checks and Constitution saving throws. When you reduce a creature to 0 hit points with an attack using Agony , you can immediately make an additional melee attack with this weapon as a bonus action. Exalted When Agony reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra damage when you hit a marked creature increases to 2d8. When you score a critical hit with this weapon, the target must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Damage : 1d8+3 Damage Type : Bludgeoning Secondary Damage: 2d8 Secondary Damage Type: Piercing Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ahool Moss Net","description":"These tiny orbs seem to be little more than a small green mass. Made from highly compacted moss and treated with mysterious substances known only to the ahool, when thrown against an object a moss net instantly expands to completely cover a 5-foot square or any Medium or smaller target occupying it. A moss net operates as a net does normally with a few key differences. A creature struck by a moss net also suffers from all the penalties a prone creature does, with the singular exception that once they are free of the moss net, no action is required to stand. A creature can use its action to make a DC 15 Strength check to free itself or another creature within its reach on a success. The net has AC 20, 20 hit points and a damage threshold of 5. Dealing 5 points of slashing damage to the net makes a hole large enough to freeing any creature trapped in it. Additionally, a moss net is extremely susceptible to flame—even a single point of fire damage exceeding the damage threshold completely destroys it. A moss net that hits an area covers it entirely in vegetation, making it into difficult terrain until it is cleared or burned away.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ahool Moss Rope","description":"Unlike standard ropes, a moss rope is capable of stretching considerably before breaking. A moss rope normally has 6 hit points and can be torn with a DC 25 Strength check. Most moss ropes are designed for ahooling, and thus support up to 250 pounds of weight at a length of 50 feet. For every additional 50 pounds of weight the moss rope bears, it extends by 10 feet, up to a maximum length of 100 feet. For every 10 feet the moss rope stretches, its effective hit points reduce by 1 (to a minimum of 1) and should it bear more than 500 pounds, it immediately snaps. Any exposure to fire (1 point of fire damage) entirely destroys a moss rope as it immediately goes up in flames.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Air Fragment","description":"Air Fragment Wondrous item, Rare (requires attunement) While attuned to this fragment, you have resistance to lightning damage and you can hold your breath indefinitely while you’re not incapacitated. Additionally, you can speak, read, and write Auran, and you can cast the minor gust cantrip at will. Awakened Air Fragment. Attuning to the Air Fragment while also attuned to the Shattered Staff awakens the fragment and it magically merges with the staff, becoming one item that takes up a single attunement slot. After the Air Fragment has been awakened, the following spells are added to the staff’s spell list: fly (3 charges), gust of wind (2 charges), gaseous form (3 charges), wind control (5 charges), and wind wall (3 charges).","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Air Seed","description":"Wondrous item, uncommon This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Airship","description":"Airship Cost: 20,000 gp Speed: 8 mph Crew: 10 Passengers: 20 Cargo (tons): 1 AC: 13 HP: 300 Damage Threshold: - Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Airship","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Airskimmer Bridle","description":"Wondrous item, uncommon While a creature with the Mounted trait wears this bridle and bit, it gains the following benefits: Any swimming or burrowing speed becomes a flying speed, and the creature can hover. The creature can breathe air and water. The creature weighs half as much as it normally does.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Ajna Maang Tikka","description":"Ajna Maang Tikka Wondrous item, very rare (requires attunement) This beaded headpiece attaches to your hair and hangs down in the center of your forehead. When attuned to this item, you gain a +1 increase to your Intelligence and Wisdom scores, and you have advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Akaasit Blade","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated akaasit (see Tome of Beasts 2 ). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can’t be activated again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":" Finesse, Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Akaasit Blade","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the armblades of a defeated akaasit. You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can’t be activated again until the next dawn.","properties":{"Category":"Items","Expansion":8073,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Akmon, Hammer of Purphoros","description":"Akmon, Hammer of Purphoros Melee weapon (martial, warhammer), artifact (requires attunement) Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome. Hammer of the Forge. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage. Blessing of the Forge. If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety: Piety 10+. The hammer has 1 randomly determined minor beneficial property. Piety 25+. The hammer has 1 randomly determined major beneficial property. Piety 50+. The hammer has 1 additional randomly determined major beneficial property. If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties. See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. Reforged. While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them. Spells. While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects , heat metal , fabricate , magic weapon , mending , shatter . Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk. Destroying the Hammer. To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Modifiers: Melee Attack +3, Melee Damage +3 Secondary Damage: 3d10","properties":{"Category":"Items","Expansion":5432,"Item Type":"Weapon ","Item Rarity":"artifact ","Requires Attunement":"yes"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Alabaster Salt Shaker","description":"Wondrous item, rare This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can’t be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don’t need to eat again for 48 hours, at which point the magic wears off. If you don’t eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don’t eat.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Alces' Gift","description":"Alces’ Gift Wondrous item, artifact (requires attunement) While wearing this circlet, you gain the following benefits: You can use an action to cast the awaken and conjure woodland beings spells once per day. You are immune to any spell or effect that would alter your form. All normal plants within 5 feet of you become thick and overgrown as if under the effects of the plant growth spell.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Alchemical Anesthetic","description":"Potion, uncommon This clear, odorless potion is housed in a wicked-looking syringe that contains 4 doses. You can administer the anesthetic to a willing creature as an action, dulling its nerves and making it impossible for it to feel pain for one hour. An anesthetized creature has advantage on Constitution checks and saving throws and can’t be incapacitated or have disadvantage on rolls due to being in pain. However, the creature is unaware of how much pain it is in or how many levels of exhaustion it has. If a player character is anesthetized, the GM tracks the character’s hit points and levels of exhaustion instead of the player for the duration. If you administer a dose over the course of a minute to a willing or unconscious creature, you can render the creature unconscious for one hour. If you continue to slowly administer anesthetic (one dose every eight hours), you can keep a creature unconscious for up to 24 hours; keeping a creature unconscious longer than this results in death.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Alchemical bolts","description":"As an action, you can fill this bulb-headed crossbow bolt with any alchemical liquid, such as alchemist’s fire or holy water. When you hit a creature with this bolt, it deals damage as normal then shatters, releasing the alchemical liquid inside it onto the target. The target is then subjected to the substance.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Alchemical Compendium","description":"Alchemical Compendium Wondrous item, rare (requires attunement by a wizard ) Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce , feather fall , flesh to stone , gaseous form , magic weapon , and polymorph . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school. As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original. ","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Alchemical Lantern","description":"Wondrous item, uncommon This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern’s bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Alchemical Reactor","description":"Wondrous item, very rare (requires attunement by an alchemist) This stupendously complex vessel the size of a cask is festooned with valves and dials. While attuned to the reactor, you can use an action to adjust its settings and begin producing any of the following potions: potion of flying, potion of hill giant strength, potion of invisibility, potion of superior healing, sovereign glue (1 ounce), or universal solvent. The reactor rumbles and whirs for the next 12 hours as it produces the specified potion. Once it is finished, you can use your action to pour the potion from the top of the reactor. This potion loses its potency and becomes nonmagical if it is not consumed within 24 hours. Additionally, while attuned to the reactor, you can regain 2 expended reagent dice whenever you finish a short rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by an alchemist"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Alchemist's Fire","description":"Alchemist's Fire (flask) Adventuring gear This sticky, adhesive fluid ignites when exposed to air. As an action , you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon . On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Damage: 1d4 Damage Type: Fire Properties: Improvised Weapon Range: 20 Weight: 1","properties":{"Category":"Items","Save":"Dexterity","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Subtype":"Consumable","Item Type":"Adventuring Gear","data-List":"false","Properties":"Improvised Weapons","Damage Type":"Fire","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Alchemist's Fire","description":"Alchemist's Fire (flask) Adventuring gear Price: 50 gp Quantity: flask This sticky, adhesive fluid ignites when exposed to air. As a Main Action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its Main Action to make a Dexterity check with a Difficulty of 10 to extinguish the flames.","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Alchemist's Fire","description":"Adventuring Gear Weight: 1 lb. Cost: 50 GP When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus ) or take 1d4 Fire damage and start burning .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Alchemist's Fire"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Alchemist's Fire","description":"Alchemist's Fire (flask) Adventuring gear This sticky, adhesive fluid ignites when exposed to air. As an action , you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon . On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Damage: 1d4 Damage Type: Fire Properties: Improvised Weapon Range: 20 Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Properties":"Improvised Weapons"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Alchemist's Ice","description":"This blue-white flask is cool to the touch because it contains a volatile liquid that turns to ice when exposed to air. If the flask is poured over a surface, it creates a 5-foot patch of ice that functions as regular ice for movement purposes. The flask can be thrown at a creature like a flask of alchemist’s fire; if it hits, it deals 1d8 cold damage and the creature must make a successful DC 10 Dexterity saving throw or its speed becomes 0 until the start of your next turn. Alchemist’s ice was invented by alkemancers in the tropics as a way of keeping their food and drinks cold, and many restaurants and taverns still use it for this purpose. A vial of alchemist’s ice costs 50 gp.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Alchemist’s Ice","description":"This blue-white flask is cool to the touch because it contains a volatile liquid that turns to ice when exposed to air. If the flask is poured over a surface, it creates a 5-foot patch of ice that functions as regular ice for movement purposes. The flask can be thrown at a creature like a flask of alchemist’s fire; if it hits, it deals 1d8 cold damage and the creature must make a successful DC 10 Dexterity saving throw or its Speed becomes 0 until the start of your next turn. Alchemist’s ice was invented by alkemancers in the tropics as a way of keeping their food and drinks cold, and many restaurants and taverns still use it for this purpose. A vial of alchemist’s ice costs 50 gp.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Alchemist's Kit","description":"Alchemist's Kit Adventuring gear (mystic implement) Used by those trained in the art of alchemy, an alchemist’s kit can be used to distill the offerings and prayers required to activate an invocation into a potion form. An alchemist’s kit is required to create distilled invocations.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Alchemist's Smoke","description":"Kobolds invented these smoke bombs, but now they can be found all over Midgard. Each one is a fist-sized clay bulb containing a mixture of volatile chemicals that produce a cloud of dense smoke on contact with air. A smoke bulb can be thrown up to 20 feet as an action. It shatters on impact to create a cloud of smoke that fills a 10-foot cube. The cube is heavily obscured for 5 rounds, then the smoke clears. Price 20 gp, weight 1 lb. Specialized versions of alchemist’s smoke that also do 1d4 acid or poison damage to creatures that start their turn in the cube might also be available, for 50 gp.","properties":{"Category":"Items","Expansion":9,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Alchemist's Supplies","description":"Alchemist's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":8,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Alchemist's Supplies","description":"Artisan's Tools Ability: Intelligence Weight: 8 lb. Cost: 50 GP Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid , Alchemist’s Fire , Component Pouch , Oil , Paper , Perfume","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Alchemist's Supplies"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Alchemist's Supplies","description":"Alchemist's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Alchemy Jug","description":"Alchemy Jug Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison 1/2 ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Alchemy Jug","description":"Wondrous Item, Uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty. You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Alchemy Jug Liquids Liquid Max. Amount Acid 8 ounces Basic Poison 4 ounces Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Alchemy Jug"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Aldrnari Blade Greatsword","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13).","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Greatsword (legendary variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, the damage to 1d10, and the DC to 17. Heat metal is cast at 5th level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Greatsword (rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Longsword","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Longsword (legendary variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, the damage to 1d10, and the DC to 17. Heat metal is cast at 5th level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Longsword (rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Longsword (very rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Rapier","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13).","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Rapier (legendary variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, the damage to 1d10, and the DC to 17. Heat metal is cast at 5th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Rapier (rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Rapier (very rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Scimitar","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13).","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Scimitar (legendary variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, the damage to 1d10, and the DC to 17. Heat metal is cast at 5th level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Scimitar (rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Shortsword","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13).","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Shortsword (legendary variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, the damage to 1d10, and the DC to 17. Heat metal is cast at 5th level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Shortsword (rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldrnari Blade Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (enhanced attunement) Component: dragon (red, gold, or brass) breath sac This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In northern clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin. This magic weapon has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in fiery embers. As a bonus action, you can expend 1 charge to ignite the blade for 10 minutes, or until you sheathe it. Flames erupt along the sword’s length; it sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and it deals an extra 1d4 fire damage on a hit. Enhanced Attunement. If you undergo a branding ritual to become bonded to the blade, it gains the Brand property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the blade until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the sword instead. EA: Brand. As an action, you can expend 2 charges to cast the heat metal spell (save DC 13). Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the damage to 1d6, and the DC to 15. Heat metal is cast at 3rd level. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the damage to 1d8, and the DC to 16. Heat metal is cast at 4th level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aldyhn's Game","description":"Aldyhn’s Game Wondrous item, common Aldyhn created this magical, practice board for the Thinker’s Game and gifted it to her son, Thonir. Though he never became as fond of the game as she, he did use it for a while before abandoning it in favor of more interesting amusements. The board has seven charges. When the item’s owner expends a charge, the board plays an automated game against the owner. The owner, if they are a spellcaster, also regains one expended spell slot of their choice. Once a charge has been spent, a long rest must be finished before another charge is used. Once all seven charges have been used, the owner gains a +1 bonus to any skill checks made while playing the Thinker’s Game (on this board, or otherwise). Once the board has no charges, it regains seven charges the following dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ale Seed","description":"Wondrous Item, Common When thrown, this illusion seed turns into a small cask of wholesome ale, roughly 4 gallons worth, together with 4 tankards. It is often used by shadow goblins or porters to avoid carrying heavy, full-sized casks.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Alembic of Unmaking","description":"Wondrous item, very rare This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won’t physically fit into the alembic (anything larger than a shortsword or a cloak) can’t be dissolved in this way. Full dissolution and distillation of an item’s magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Very rare"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Alembic of Unmaking","description":"Wondrous item, very rare This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won’t physically fit into the alembic (anything larger than a shortsword or a cloak) can’t be dissolved in this way. Full dissolution and distillation of an item’s magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Alembic of Unmaking","description":"Wondrous Item, Very Rare This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won’t physically fit into the alembic (anything larger than a shortsword or a cloak) can’t be dissolved in this way. Full dissolution and distillation of an item’s magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"All-Purpose Tool +1","description":"All-Purpose Tool +1 Wondrous item, uncommon (requires attunement by an artificer ) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by an artificer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"All-Purpose Tool +1","description":"All-Purpose Tool +1 Wondrous item, uncommon (requires attunement by an artificer) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. Modifiers: Spell Attack +1, Spell DC +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by an artificer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"All-Purpose Tool +2","description":"All-Purpose Tool +2 Wondrous item, rare (requires attunement by an artificer ) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by an artificer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"All-Purpose Tool +3","description":"All-Purpose Tool +3 Wondrous item, very rare (requires attunement by an artificer ) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by an artificer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Allfather's Eye","description":"Ring, uncommon (requires attunement) Component: humanoid (stormsinger) eye When a stormsinger desires greater wisdom, they sacrifice their own eye and seek the Allfather’s blessing. If their song is answered, the eye doesn’t rot, and can be crafted into a ring or other adornment known as an allfather’s eye. You gain a +2 bonus to your passive Perception score while you wear this magic ring. Wise Beyond Years. This ring has 3 charges and regains all expended charges daily at dawn. Immediately after you make a Wisdom check while wearing this ring, you can expend 1 charge to roll an additional d20, using the higher of the two results. Selective Attunement. If this item was crafted using your own eye, it doesn’t require attunement. However, if you ever regain your eye (such as by the regeneration spell), the allfather’s eye requires attunement.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Allfather's Eye (rare variant)","description":"Ring, uncommon (requires attunement) Component: humanoid (stormsinger) eye When a stormsinger desires greater wisdom, they sacrifice their own eye and seek the Allfather’s blessing. If their song is answered, the eye doesn’t rot, and can be crafted into a ring or other adornment known as an allfather’s eye. You gain a +2 bonus to your passive Perception score while you wear this magic ring. Wise Beyond Years. This ring has 3 charges and regains all expended charges daily at dawn. Immediately after you make a Wisdom check while wearing this ring, you can expend 1 charge to roll an additional d20, using the higher of the two results. Selective Attunement. If this item was crafted using your own eye, it doesn’t require attunement. However, if you ever regain your eye (such as by the regeneration spell), the allfather’s eye requires attunement. Rare variant: Increase the passive Perception bonus to +3. The Wise Beyond Years property can also be used for Wisdom saving throws.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Allfather's Eye (very rare variant)","description":"Ring, uncommon (requires attunement) Component: humanoid (stormsinger) eye When a stormsinger desires greater wisdom, they sacrifice their own eye and seek the Allfather’s blessing. If their song is answered, the eye doesn’t rot, and can be crafted into a ring or other adornment known as an allfather’s eye. You gain a +2 bonus to your passive Perception score while you wear this magic ring. Wise Beyond Years. This ring has 3 charges and regains all expended charges daily at dawn. Immediately after you make a Wisdom check while wearing this ring, you can expend 1 charge to roll an additional d20, using the higher of the two results. Selective Attunement. If this item was crafted using your own eye, it doesn’t require attunement. However, if you ever regain your eye (such as by the regeneration spell), the allfather’s eye requires attunement. Rare variant: Increase the passive Perception bonus to +3. The Wise Beyond Years property can also be used for Wisdom saving throws. Very rare variant: Increase the passive Perception bonus to +4. You gain proficiency in the Insight skill. If you are already proficient, your proficiency bonus is doubled for any Insight check you make. The Wise Beyond Years property can also be used for Wisdom saving throws.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Allfather's Own Eye","description":"Ring, uncommon (requires attunement) Component: humanoid (stormsinger) eye When a stormsinger desires greater wisdom, they sacrifice their own eye and seek the Allfather’s blessing. If their song is answered, the eye doesn’t rot, and can be crafted into a ring or other adornment known as an allfather’s eye. You gain a +2 bonus to your passive Perception score while you wear this magic ring. Wise Beyond Years. This ring has 3 charges and regains all expended charges daily at dawn. Immediately after you make a Wisdom check while wearing this ring, you can expend 1 charge to roll an additional d20, using the higher of the two results. Selective Attunement. If this item was crafted using your own eye, it doesn’t require attunement. However, if you ever regain your eye (such as by the regeneration spell), the allfather’s eye requires attunement. Rare variant: Increase the passive Perception bonus to +3. The Wise Beyond Years property can also be used for Wisdom saving throws. Very rare variant: Increase the passive Perception bonus to +4. You gain proficiency in the Insight skill. If you are already proficient, your proficiency bonus is doubled for any Insight check you make. The Wise Beyond Years property can also be used for Wisdom saving throws. Legendary variant, Allfather’s Own Eye: Increase the passive Perception bonus to +5 and the charges to 5. You can’t be surprised. You gain proficiency in Wisdom saving throws, and in the Insight and Perception skills. If you are already proficient, your proficiency bonus is doubled for any Insight or Perception check you make. The Wise Beyond Years property can also be used for Wisdom saving throws.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Allure","description":"Wondrous item, uncommon (requires attunement) Component: fey eye As the saying goes: “Lights on the surface serve a purpose. Lights in the deep lure then reap.” This magical headpiece, while not the most attractive, has a certain allure. While wearing this circlet, you can cast the dancing lights cantrip. Lure. While wearing this circlet, you can use your action to briefly create an alluring pattern of glowing lights around you. Each creature within 10 feet of you who sees the pattern must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed until the start of your next turn. While charmed in this way, the creature is incapacitated and must use all its movement to approach you. If a creature ends its movement within 5 feet of you, it reaches towards your circlet. As a reaction, you can cause the circlet to bite down on the creature, dealing 1d6 piercing damage and 1d6 poison damage to it. Once this property of the circlet has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Allure (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey eye As the saying goes: “Lights on the surface serve a purpose. Lights in the deep lure then reap.” This magical headpiece, while not the most attractive, has a certain allure. While wearing this circlet, you can cast the dancing lights cantrip. Lure. While wearing this circlet, you can use your action to briefly create an alluring pattern of glowing lights around you. Each creature within 10 feet of you who sees the pattern must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed until the start of your next turn. While charmed in this way, the creature is incapacitated and must use all its movement to approach you. If a creature ends its movement within 5 feet of you, it reaches towards your circlet. As a reaction, you can cause the circlet to bite down on the creature, dealing 1d6 piercing damage and 1d6 poison damage to it. Once this property of the circlet has been used, it can’t be used again until the next dawn. Rare variant: Increase the range to 15 feet, the DC to 15, and the poison damage to 2d6. The Lure property can be used twice, regaining all expended uses daily at dawn. When you cast dancing lights, you can choose any number of the lights to shed bright light in a 10-foot radius and dim light for an additional 10 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Allure (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey eye As the saying goes: “Lights on the surface serve a purpose. Lights in the deep lure then reap.” This magical headpiece, while not the most attractive, has a certain allure. While wearing this circlet, you can cast the dancing lights cantrip. Lure. While wearing this circlet, you can use your action to briefly create an alluring pattern of glowing lights around you. Each creature within 10 feet of you who sees the pattern must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed until the start of your next turn. While charmed in this way, the creature is incapacitated and must use all its movement to approach you. If a creature ends its movement within 5 feet of you, it reaches towards your circlet. As a reaction, you can cause the circlet to bite down on the creature, dealing 1d6 piercing damage and 1d6 poison damage to it. Once this property of the circlet has been used, it can’t be used again until the next dawn. Rare variant: Increase the range to 15 feet, the DC to 15, and the poison damage to 2d6. The Lure property can be used twice, regaining all expended uses daily at dawn. When you cast dancing lights, you can choose any number of the lights to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Very rare variant: Increase the range to 20 feet, the DC to 16, and the poison damage to 4d6. The Lure property can be used twice, regaining all expended uses daily at dawn. When you cast dancing lights, the spell doesn’t require concentration but ends if you cast it again, and you can choose any number of the lights to shed bright light in a 10-foot radius and dim light for an additional 10 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Almanac of Common Wisdom","description":"Wondrous item, common The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac’s magic can help you recall and find the location of a city’s oldest tavern, but its magic won’t help you notice a thug hiding in an alley near the tavern.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Alp's Cap","description":"While wearing this tiny white cap, you can turn invisible as an action for 2d4 rounds once every three days. Once invisible, you don’t know the duration of the invisibility.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Alseid's Peony","description":"Magic plant, rare Themes: Guidance, secrets, and teamwork Environments: In druidic circles, along animal paths, beside anthills Alseid’s peony is a flowering plant with large, many-petaled blooms in shades of white, pink, and red. Its flowers have bright yellow centers and close at night or in cloudy conditions. Minor Wort. As an action, you can tear an alseid peony bloom from its stem to summon a small, red-petaled creature called a bloomling. The blooming uses the statistics of an awakened shrub and lasts for 1 hour or until destroyed. It is friendly to you and your companions. In combat, roll initiative for the shrub, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the shrub, it defends itself from hostile creatures but otherwise takes no actions. At the end of the duration or when it is destroyed, the bloomling crumbles into a pile of petals and sticks. Ceremony Wort (3rd Level). While holding a handful of alseid peony petals, you can spend 10 minutes concentrating on a specific location, such as Bentbow Bay, Splitleaf Village, or Worg’s Crag, then scatter the petals before you. The petals fall gently to the ground and land in the shape of an arrow, pointing toward the location you imagined. The petals scatter and don’t land in the shape of an arrow if the location doesn’t exist or if the location is on another plane of existence. A clump of petals forms at the point of the arrow if a major obstacle exists between your current location and the desired location, such as a magical barrier, a miles-long wall, or a desert, river, or other naturally occurring obstacle. This wort requires 2 cuttings of alseid peony. Cultivated Wort. A garden of alseid peonies that has been cultivated for at least 4 weeks whispers secrets, lore, and rumors to those who listen. Each peony bloom whispers, in the same language and voice as the original speaker, any words spoken within the bounds of the garden since the peony’s first blooming. To those standing in or near the garden, these whispers sound like wind through leaves, but a creature can put an ear next to a bloom to hear everything the bloom whispers. The peonies have no intelligence and don’t differentiate truth from lies or past from present or future. They simply repeat words spoken in the garden. For particularly old alseid peony gardens, the peonies might whisper fragments of conversations out of order or from different years. In addition, the zone of truth spell can’t be cast inside of or within 100 feet of the garden, but creatures that can naturally distinguish truth from lies, such as planetars, know which whispers are lies.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Amalgamask","description":"Wondrous item, rare (requires attunement) Component: phial of ooze mucus In order to remain as impartial bastions of righteousness, the Knights Penitent are forbidden from emotional outbursts or impassioned self-expression. Those most committed to this form of self-sacrifice wear this many-faced mask, which they shift to convey the appropriate emotion and prevent their true thoughts from ever being known. Fickle Faces. While wearing this mask, you have advantage on ability checks using a certain skill, depending on which face is at the front. When you first attune to the mask, and each day at dawn while you remain attuned to it, you can select the mask’s expression. You can use a bonus action to shift a different expression to the front, but spiked chains drag across your skin when you do so, and you take 2d6 slashing damage. Expression Ability Check Joyous Laughter Performance Raging Scream Intimidation Sinister Smile Deception Focused Frown Insight Pitiful Sob Persuasion","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amalgamask","description":"Wondrous item, rare (requires attunement) Component: phial of ooze mucus In order to remain as impartial bastions of righteousness, the Knights Penitent are forbidden from emotional outbursts or impassioned self-expression. Those most committed to this form of self-sacrifice wear this many-faced mask, which they shift to convey the appropriate emotion and prevent their true thoughts from ever being known. Fickle Faces. While wearing this mask, you have advantage on ability checks using a certain skill, depending on which face is at the front. When you first attune to the mask, and each day at dawn while you remain attuned to it, you can select the mask’s expression. You can use a bonus action to shift a different expression to the front, but spiked chains drag across your skin when you do so, and you take 2d6 slashing damage. Expression Ability Check Joyous Laughter Performance Raging Scream Intimidation Sinister Smile Deception Focused Frown Insight Pitiful Sob Persuasion","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Amalgamask (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: ooze (amalgamooze) vesicle In order to remain as impartial bastions of righteousness, the Knights Penitent are forbidden from emotional outbursts or impassioned self-expression. Those most committed to this form of self-sacrifice wear this many-faced mask, which they shift to convey the appropriate emotion and prevent their true thoughts from ever being known. Fickle Faces. While wearing this mask, you have advantage on ability checks using a certain skill, depending on which face is at the front. When you first attune to the mask, and each day at dawn while you remain attuned to it, you can select the mask’s expression. You can use a bonus action to shift a different expression to the front, but spiked chains drag across your skin when you do so, and you take 2d6 slashing damage. Expression Ability Check Joyous Laughter Performance Raging Scream Intimidation Sinister Smile Deception Focused Frown Insight Pitiful Sob Persuasion Uncommon variant: Once the Fickle Faces property has been used to gain advantage on an ability check, you can’t use it to gain advantage on that kind of check again until you shift the expression. Reduce the damage from shifting the expression to 1d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amalgamask (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: phial of ooze mucus In order to remain as impartial bastions of righteousness, the Knights Penitent are forbidden from emotional outbursts or impassioned self-expression. Those most committed to this form of self-sacrifice wear this many-faced mask, which they shift to convey the appropriate emotion and prevent their true thoughts from ever being known. Fickle Faces. While wearing this mask, you have advantage on ability checks using a certain skill, depending on which face is at the front. When you first attune to the mask, and each day at dawn while you remain attuned to it, you can select the mask’s expression. You can use a bonus action to shift a different expression to the front, but spiked chains drag across your skin when you do so, and you take 2d6 slashing damage. Expression Ability Check Joyous Laughter Performance Raging Scream Intimidation Sinister Smile Deception Focused Frown Insight Pitiful Sob Persuasion Uncommon variant: Once the Fickle Faces property has been used to gain advantage on an ability check, you can’t use it to gain advantage on that kind of check again until you shift the expression. Reduce the damage from shifting the expression to 1d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Amalgamask (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: ooze (amalgamooze) vesicle In order to remain as impartial bastions of righteousness, the Knights Penitent are forbidden from emotional outbursts or impassioned self-expression. Those most committed to this form of self-sacrifice wear this many-faced mask, which they shift to convey the appropriate emotion and prevent their true thoughts from ever being known. Fickle Faces. While wearing this mask, you have advantage on ability checks using a certain skill, depending on which face is at the front. When you first attune to the mask, and each day at dawn while you remain attuned to it, you can select the mask’s expression. You can use a bonus action to shift a different expression to the front, but spiked chains drag across your skin when you do so, and you take 2d6 slashing damage. Expression Ability Check Joyous Laughter Performance Raging Scream Intimidation Sinister Smile Deception Focused Frown Insight Pitiful Sob Persuasion Uncommon variant: Once the Fickle Faces property has been used to gain advantage on an ability check, you can’t use it to gain advantage on that kind of check again until you shift the expression. Reduce the damage from shifting the expression to 1d6. Very rare variant: The mask has the Blood of the Guilty property. Blood of the Guilty. As an action while wearing this mask, you can cause blood to pour from the eyes, noses, and mouths of each face. Each creature of your choice within 15 feet of you that can see you must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 2d8 psychic damage and begins to bleed from its eyes as well, becoming blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature without blood automatically succeeds on this saving throw. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the mask has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amalgamask (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: phial of ooze mucus In order to remain as impartial bastions of righteousness, the Knights Penitent are forbidden from emotional outbursts or impassioned self-expression. Those most committed to this form of self-sacrifice wear this many-faced mask, which they shift to convey the appropriate emotion and prevent their true thoughts from ever being known. Fickle Faces. While wearing this mask, you have advantage on ability checks using a certain skill, depending on which face is at the front. When you first attune to the mask, and each day at dawn while you remain attuned to it, you can select the mask’s expression. You can use a bonus action to shift a different expression to the front, but spiked chains drag across your skin when you do so, and you take 2d6 slashing damage. Expression Ability Check Joyous Laughter Performance Raging Scream Intimidation Sinister Smile Deception Focused Frown Insight Pitiful Sob Persuasion Uncommon variant: Once the Fickle Faces property has been used to gain advantage on an ability check, you can’t use it to gain advantage on that kind of check again until you shift the expression. Reduce the damage from shifting the expression to 1d6. Very rare variant: The mask has the Blood of the Guilty property. Blood of the Guilty. As an action while wearing this mask, you can cause blood to pour from the eyes, noses, and mouths of each face. Each creature of your choice within 15 feet of you that can see you must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 2d8 psychic damage and begins to bleed from its eyes as well, becoming blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature without blood automatically succeeds on this saving throw. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the mask has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ambassador’s Ring","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Amber Apples","description":"Amber Apples Wondrous item, uncommon Eating one of these apples confers all the benefits of a completed long rest to the eater and reduces their physical age by 2d4 years.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Amber Blade","description":"Amber Blade Weapon (longsword), very rare (requires attunement) This magical longsword has a +1 bonus to hit and a +1 bonus to damage and an additional 1d6 slashing damage to Giants and Yoten. The sword’s pommel is decorated with a chunk of amber, inside of which is a trapped object. The sword confers an additional benefit depending on the type of object: Lizard. The bonus damage changes from 1d6 to 1d8. Ant. The wielder may use a bonus action to gain the benefits of the enlarge reduce spell. This effect does not require concentration and lasts one hour. After being activated, this feature may not be used again until the wielder completes a long rest. Scorpion. The wielder may make two reactions during a combat round but is still limited to one reaction per turn. Plant. If the wielder is standing in direct sunlight, they may use a bonus action to cast the heal spell on themselves. This feature may not be used again until the wielder completes a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Amber Blade (Lizard)","description":"Amber Blade (Lizard) melee weapon (martial, sword) This magical longsword deals additional 1d6 slashing damage to Giants and Yoten. The sword’s pommel is decorated with a chunk of amber, inside of which is a trapped object. The sword confers an additional benefit depending on the type of object: Lizard. The bonus damage changes from 1d6 to [[1d8]] (1d8).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Amber Lotus","description":"wondrous item, rare These small, golden flowers grow in clusters of three on delicate vines that wrap around trees in flooded areas, producing a perfume akin to a mixture of honey and cinnamon. When you consume it, you have disadvantage on all Wisdom ability checks and saving throws until you finish a short rest. If you are a spellcaster, you can use one application of Lotus Infused ability to gain one of the following: Increase the saving throw DC of an enchantment spell you cast by 2. Cast an enchantment spell as if you used a spell slot one level higher than the one you expended. Cast the spell as if you had applied one of the following metamagic benefits to it, whether or not you know the particular metamagic: Extended Spell or Subtle Spell (when stacking uses, each metamagic benefit may be chosen only once). You can use one to three uses of the amber lotus as part of the action of casting a spell. When using the same ability boost more than once, the effects stack. If you aren’t a spellcaster, you can expend an application as a reaction when you fail a saving throw against an enchantment spell. Reroll the saving throw and use the new result.","properties":{"Category":"Items","Item Type":"Wonderous item","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Amber Shard of Hateful Wasting","description":"Amber Shard of Hateful Wasting Wondrous item, rare (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Amber (Rare). This shard melds into your jaw. When you trigger this shard, your mouth widens and fills with jagged teeth. For the duration, you can use your bonus action to make a bite attack that deals 1d6 piercing damage and you become immune to poison. When you make a bite attack, you can trigger your shard again to deal an extra 2d6 piercing damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Amber Skull of Nogg","description":"Amber Skull of Nogg Wondrous item, rare (requires attunement) Named after an ogre magi warlord who terrorized the wastes for several decades and was infamous for his collection of skulls, these objects look like normal human, elf, or orc skulls constructed out of semiprecious stone. The saving throw DC for any spell cast from a skull is DC 15. Amber Skull (Rare). While holding this yellow skull, you have resistance to psychic damage and you can cast suggestion from it once per day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Amber Spell Gem","description":"Amber Spell Gem Wondrous item, very rare (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 4th level. The stored spell’s saving throw DC is 15 and its attack bonus is +9. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very rare","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Ambrosia","description":"Wondrous item, legendary (requires attunement) This painted amphora contains ambrosia: the nectar of the gods. It resizes itself to fit the hands of the creature that holds it, and it contains enough ambrosia for six creatures to drink from it. The amphora refills itself at dawn of each day. Drinking ambrosia has the following temporary and permanent effects. Immortality . Drinking ambrosia just once makes you effectively immortal. You no longer show the physical effects of aging, and you will never die of old age. However, if you are killed after exceeding the maximum age of your race, spells can no longer resurrect you. Fountain of Youth . Each day that you drink ambrosia, your physical age is reduced by 1d10 years, to a minimum of 13 years. This effect is permanent. Voice of the Gods. Each day that you drink ambrosia, your Charisma score increases by 1, to a maximum of 20. If even a single day passes where you don't drink ambrosia, this effect wears off.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Ambrosia","description":"Ambrosia Potion, legendary This golden-hued effervescent beverage is the legendary nectar of the gods. Mortals are rarely lucky enough to discover a supply of the divine drink but a generous celestial might gift it to an adventurer for completing a quest. The first time you consume ambrosia, you gain the following benefits: You gain all the benefits of completing a long rest. For every 2 years that pass, your body ages only 1 year. Roll 1d6 twice and consult the chart below. Each time, the ability score indicated increases by 2, to a maximum of 22. Ambrosia d6 Ability Score 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Amethyst Cosmos Rod","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Rod (legendary variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the initial damage of the Planetary Prison property to 6d6. Legendary variant: Increase the charges to 12, the recharge to 1d10 + 2, the DCs to 17, and the initial and secondary damages of the Planetary Prison property to 10d6 and 4d6, respectively.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Rod (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the initial damage of the Planetary Prison property to 6d6.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Staff","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Staff (legendary variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the initial damage of the Planetary Prison property to 6d6. Legendary variant: Increase the charges to 12, the recharge to 1d10 + 2, the DCs to 17, and the initial and secondary damages of the Planetary Prison property to 10d6 and 4d6, respectively.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Staff (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the initial damage of the Planetary Prison property to 6d6.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Wand","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Wand (legendary variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the initial damage of the Planetary Prison property to 6d6. Legendary variant: Increase the charges to 12, the recharge to 1d10 + 2, the DCs to 17, and the initial and secondary damages of the Planetary Prison property to 10d6 and 4d6, respectively.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Cosmos Wand (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: dragon (amethyst) heart Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, a homage to the amethyst dragons and their adoration of celestial bodies. The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn. Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw. Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped. A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the initial damage of the Planetary Prison property to 6d6.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Amethyst Deceiver (Common)","description":"Weapon (Dagger), Common (Requires Attunement) Common This magic weapon shimmers with a subtle purple hue while it is within 60 feet of a poisonous substance. While within 30 feet of a poisonous substance, the purple shimmer becomes bolder. In addition, you have advantage on Medicine and Nature checks to identify poisons.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (dagger)","Properties":"finesse, light, thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Amethyst Deceiver (Legendary)","description":"Weapon (Dagger), Legendary (Requires Attunement) Common This magic weapon shimmers with a subtle purple hue while it is within 60 feet of a poisonous substance. While within 30 feet of a poisonous substance, the purple shimmer becomes bolder. In addition, you have advantage on Medicine and Nature checks to identify poisons. Uncommon Pinpoint Poison. While holding this weapon, you can cast detect poison and disease (no concentration required) but only to detect poisons. Once used, this property can’t be used again until you finish a short rest. Antidotal Absorption. By touching the tip of the weapon to a poisonous substance no larger than 3 feet in any dimension, you can absorb it into the blade as an action. You can also absorb the poison from a poisoned creature. To do so you must use an action to deal 1 piercing damage to the target with the weapon (this damage can’t be reduced in any way). This removes the poisoned condition from the target. In either case, the weapon becomes imbued with poison. The dagger can only be imbued with one poison at a time. You can use this property three times, and regain all expended uses when you finish a long rest. Venomous Vengeance. While imbued with poison, the weapon deals an extra 2d6 poison damage on its next hit. A creature who takes this poison damage must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Once this poison damage has been dealt, the weapon is no longer imbued with poison. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon now remains imbued with poison for two successive hits, the poison damage dealt by Venomous Vengeance increases to 3d6, the DC for its Constitution saving throw increases to 15, and the duration of the poisoned condition increases to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Very Rare The bonus to attack and damage rolls increases to +2, the weapon now remains imbued with poison for three successive attacks, the poison damage dealt by Venomous Vengeance increases to 4d6, and the DC for its Constitution saving throw increases to 17. In addition, a creature that fails three Constitution saving throws against its poison becomes paralyzed while poisoned. Legendary The bonus to attack and damage rolls increases to +3, the poison damage dealt by Venomous Vengeance increases to 5d6, and the DC for its saving throw increases to 19. While holding the weapon, you can convert an absorbed poison into one dose of any poison with which you are familiar. Once this poison has been administered, the weapon is no longer imbued with poison and this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (dagger)","Properties":"finesse, light, thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Amethyst Deceiver (Rare)","description":"Weapon (Dagger), Rare (Requires Attunement) Common This magic weapon shimmers with a subtle purple hue while it is within 60 feet of a poisonous substance. While within 30 feet of a poisonous substance, the purple shimmer becomes bolder. In addition, you have advantage on Medicine and Nature checks to identify poisons. Uncommon Pinpoint Poison. While holding this weapon, you can cast detect poison and disease (no concentration required) but only to detect poisons. Once used, this property can’t be used again until you finish a short rest. Antidotal Absorption. By touching the tip of the weapon to a poisonous substance no larger than 3 feet in any dimension, you can absorb it into the blade as an action. You can also absorb the poison from a poisoned creature. To do so you must use an action to deal 1 piercing damage to the target with the weapon (this damage can’t be reduced in any way). This removes the poisoned condition from the target. In either case, the weapon becomes imbued with poison. The dagger can only be imbued with one poison at a time. You can use this property three times, and regain all expended uses when you finish a long rest. Venomous Vengeance. While imbued with poison, the weapon deals an extra 2d6 poison damage on its next hit. A creature who takes this poison damage must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Once this poison damage has been dealt, the weapon is no longer imbued with poison. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon now remains imbued with poison for two successive hits, the poison damage dealt by Venomous Vengeance increases to 3d6, the DC for its Constitution saving throw increases to 15, and the duration of the poisoned condition increases to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (dagger)","Properties":"finesse, light, thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Amethyst Deceiver (Uncommon)","description":"Weapon (Dagger), Uncommon (Requires Attunement) Common This magic weapon shimmers with a subtle purple hue while it is within 60 feet of a poisonous substance. While within 30 feet of a poisonous substance, the purple shimmer becomes bolder. In addition, you have advantage on Medicine and Nature checks to identify poisons. Uncommon Pinpoint Poison. While holding this weapon, you can cast detect poison and disease (no concentration required) but only to detect poisons. Once used, this property can’t be used again until you finish a short rest. Antidotal Absorption. By touching the tip of the weapon to a poisonous substance no larger than 3 feet in any dimension, you can absorb it into the blade as an action. You can also absorb the poison from a poisoned creature. To do so you must use an action to deal 1 piercing damage to the target with the weapon (this damage can’t be reduced in any way). This removes the poisoned condition from the target. In either case, the weapon becomes imbued with poison. The dagger can only be imbued with one poison at a time. You can use this property three times, and regain all expended uses when you finish a long rest. Venomous Vengeance. While imbued with poison, the weapon deals an extra 2d6 poison damage on its next hit. A creature who takes this poison damage must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Once this poison damage has been dealt, the weapon is no longer imbued with poison.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (dagger)","Properties":"finesse, light, thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Amethyst Deceiver (Very Rare)","description":"Weapon (Dagger), Very Rare (Requires Attunement) Common This magic weapon shimmers with a subtle purple hue while it is within 60 feet of a poisonous substance. While within 30 feet of a poisonous substance, the purple shimmer becomes bolder. In addition, you have advantage on Medicine and Nature checks to identify poisons. Uncommon Pinpoint Poison. While holding this weapon, you can cast detect poison and disease (no concentration required) but only to detect poisons. Once used, this property can’t be used again until you finish a short rest. Antidotal Absorption. By touching the tip of the weapon to a poisonous substance no larger than 3 feet in any dimension, you can absorb it into the blade as an action. You can also absorb the poison from a poisoned creature. To do so you must use an action to deal 1 piercing damage to the target with the weapon (this damage can’t be reduced in any way). This removes the poisoned condition from the target. In either case, the weapon becomes imbued with poison. The dagger can only be imbued with one poison at a time. You can use this property three times, and regain all expended uses when you finish a long rest. Venomous Vengeance. While imbued with poison, the weapon deals an extra 2d6 poison damage on its next hit. A creature who takes this poison damage must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Once this poison damage has been dealt, the weapon is no longer imbued with poison. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon now remains imbued with poison for two successive hits, the poison damage dealt by Venomous Vengeance increases to 3d6, the DC for its Constitution saving throw increases to 15, and the duration of the poisoned condition increases to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Very Rare The bonus to attack and damage rolls increases to +2, the weapon now remains imbued with poison for three successive attacks, the poison damage dealt by Venomous Vengeance increases to 4d6, and the DC for its Constitution saving throw increases to 17. In addition, a creature that fails three Constitution saving throws against its poison becomes paralyzed while poisoned.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (dagger)","Properties":"finesse, light, thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Amethyst Die","description":"Amethyst Die Wondrous item, rare (requires attunement) This gaming die is carved from a fragment of powerful psionic crystal and resonates with a remnant of its power. This die has 3 charges and regains all expended charges daily at dawn. When you make an ability check, attack roll, or saving throw, you can expend 1 charge to roll a d6 and add the number rolled to the d20 roll. Immediately after the ability check, attack roll, or saving throw is resolved, you take psychic damage equal to twice the number you rolled on the d6.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Amethyst Lodestone","description":"Amethyst Lodestone Wondrous item, very rare (requires attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ammunition +1 (Template)","description":"Weapon (Any Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ammunition","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ammunition +1 (Template)","description":"Weapon (Any Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"No","filter-Attunement":"Uncommon","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ammunition +2 (Template)","description":"Weapon (Any Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ammunition","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ammunition +2 (Template)","description":"Weapon (Any Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ammunition +3 (Template)","description":"Weapon (Any Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ammunition","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ammunition +3 (Template)","description":"Weapon (Any Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ammunition of Slaying (Template)","description":"Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35 Dragons 36–45 Elementals 46–50 Humanoids 51–60 Fey 61–70 Fiends 71–75 Giants 76–80 Monstrosities 81–85 Oozes 86–90 Plants 91–00 Undead Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Amphibious Adaptation","description":"Donor: Any creature with the Amphibious trait Slot: Head You have grafted the gills of an aquatic creature to your neck, allowing you to breathe both air and water. Additionally, you attach minimal fins and gain a swimming speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Amulet","description":"Amulet Adventuring gear (holy symbol) Holy Symbol : A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. The Player's Handbook lists many gods in the multiverse and their typical symbols. A cleric can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Amulet","description":"Amulet Adventuring gear (holy symbol) A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield , or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus . To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Neck","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Amulet","description":"Adventuring Gear (Holy Symbol) Weight: 1 lb. Cost: 5 GP A Holy Symbol is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus . An Amulet can be worn or held.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Amulet"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Amulet","description":"Amulet Adventuring gear (holy symbol) A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield , or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus . To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Amulet Holy Symbol","description":"Amulet Holy Symbol Adventuring Gear Focus Usage Cost Weight Holy Symbols (Clerics and Paladins) Amulet Held or worn 5 gp 1 lb","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Amulet of a Thousand Voices","description":"Amulet of a Thousand Voices Wondrous Item, Rare Created by a legendary drag queen bard who sought to sing in every voice, this amulet allows anyone to perfectly mimic the speech of countless different persons. A Thousand Voices. While wearing this amulet and you hear another person speaking, you can use your action to copy that person’s voice in the amulet. You can use a bonus action to cause the amulet to change your voice to perfectly mimic any copied voice as long as you know it has been copied by the amulet. You can use another bonus action to use another copied voice or end this effect. The amulet is rumored to be able to hold a thousand different copied voices. Many sages believe this figure to be exaggerated, while some believe the amulet could potentially hold every voice in existence, but no person has been able to verify this yet. Realness. A copied voice by this amulet is indistinguishable from the original in terms of articulation, texture, timbre, and tone. The amulet envelops whoever wears it in a faint aura of transmutation magic if targeted by detect magic . Hoarseness Immunity. While wearing this amulet, your voice cannot become hoarse due to disease, overuse, or magic. Item Variant: Legendary Disguise Kit The Amulet of a Thousand Voices is one of five magic items in this book that allow player characters to transform their appearance. At the gamemaster’s discretion, player characters may seek to collect all five items to complete a Legendary Disguise Kit, or they may be able to obtain a Legendary Disguise Kit that includes all five items together. The Legendary Disguise Kit is a legendary item that does not require attunement and includes the following individual items: Amulet of a Thousand Voices Bag of Prodigious Props Fabulous Wig Kaleidoscopic lenses Masterful Makeup Kit","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Amulet of Appearance","description":"Wondrous item, rare (requires attunement) Your armor, weapons, and other equipment always shine as if just polished. Even if you’re wounded, your wounds do not appear to others. You’re immune to the frightened and poisoned conditions, as these would otherwise ruin your elegant appearance. However, whenever you would otherwise have been affected by one of these conditions, a random non-evil Humanoid on the Material Plane whom you have previously met gets the condition instead. You know this.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Amulet of Betrayal","description":"Wondrous item, very rare (requires attunement) You can use a bonus action to move one of the following conditions from yourself to an ally within 60 feet of you: blinded, deafened, frightened, poisoned, stunned, exhaustion. When transferring exhaustion, move all your exhaustion levels. If the chosen ally is immune to a transferred condition, the transfer fails.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Amulet of Death's Defiance","description":"Wondrous item, very rare (requires attunement) This amulet’s pendant is of a tiny human skull protruding from a polished black stone. While attuned to the amulet, the wearer cannot have disadvantage on death saving throws, and if they would be subjected to a spell or effect that would kill them without dealing damage, the effect is delayed by 1 round. If the effect normally has an instantaneous duration, it gains a duration of 1 round, taking effect at the beginning of the current initiative count on the following round. If it is a spell, it may be dispelled (but not countered) during that round. Once per day, as an action, the wearer may activate the amulet to remove any effect delayed by the amulet. Once it has been activated, the amulet’s delay function ceases until the next day at dawn. Legends tell of one such amulet which does not require attunement and which continues to function after activation.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Amulet of Duplicity","description":"Wondrous item, very rare (requires attunement) When you die, you’re transported to an extradimensional space where you’re stabilized at 0 hit points and kept in that state. The amulet creates a perfect copy of your corpse and places it where you were just before you died, but without any of your worn or carried items. After 24 hours, you regain 1 hit point and are returned to the location of your near-death. Everything about you is the same, except that your facial features are entirely different from before. Only a Wish spell can restore your true identity. Until then, you have disadvantage on any Charisma (Persuasion) checks to attempt to reveal who you really are. Curse. An Identify spell or similar reveals only that the amulet can prevent death. Once you attune to the amulet, you can’t describe its ability to any other creature, and if unattuned, you immediately forget what the amulet does. A Remove Curse spell reveals the details of the curse but does not remove it from the amulet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Amulet of Emotion Magic","description":"Amulet of Emotion Magic Wondrous item, rare (requires attunement) While you wear this brass amulet, it grants you immunity to being charmed or frightened, and it allows you to cast fear or suggestion (save DC 13) as an action. Once these spells have been cast from the amulet a combined total of three times, the amulet can no longer cast them. Thereafter you can cast cause fear XGE or charm person (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay. Curse. The amulet’s affinity with emotion manifests as an unusual curse. Creatures that are strongly related to emotion magic, such as fey and creatures with the Frightful Presence action, have advantage on saving throws against spells cast from the amulet. If such a creature’s save is successful, the amulet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell’s effects last on you for their full duration without requiring any creature to maintain concentration.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Amulet of Find the Path","description":"This magical amulet is carved from wood, depicting a forest of trees that shift about forming paths. Once per week as an action, you can activate the amulet to cast the find the path spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Amulet of Freshness","description":"Wondrous Item, Common This locket carries a faint scent of fresh herbs. As an action, you can open the locket to cause the scent to grow more intense. Until the end of your next turn, creatures within 10-foot of you have advantage on saving throws against poison. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Amulet of Fungal Flesh","description":"Amulet of Fungal Flesh Wondrous item, very rare (requires attunement) A palm-sized gray and black gemstone is set into delicate-looking layers of fungus that are connected to a chain of redcap mushrooms. Despite how fragile the piece appears to be, any attempts to damage it automatically fail. While you wear this amulet, your flesh takes on a spongy, fungus-like consistency, and you gain some of the inherent traits of the mushroom folk. You have resistance to bludgeoning damage from nonmagical attacks. You have advantage on saving throws against poison and resistance to poison damage. If you are in an environment with naturally occurring plants or fungi, such as a grassland, a forest, or underground, you can use your action to adjust your coloration to blend in with the local plant life. If you do so, you have advantage on Dexterity (Stealth) checks for the next 1 hour while you remain in that environment. After you have used this feature, you can’t do so again until you finish a long rest. You are treated as a mushroom folk by other creatures of that race.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Amulet of Great Change","description":"Wondrous Item, Uncommon (Requires Attunement) This amulet consists of an iridescent stone with a mesmerizing glow set on a golden chain. While you wear it, you gain a +1 bonus to D20 Tests. Moreover, whenever you make an ability check using Charisma, you can treat a d20 roll of 9 or lower as a 10. Radioactive One hour after you attune to the amulet and whenever you finish a Long Rest while attuned to it, you must succeed on a DC 10 Constitution save or suffer Radiation Sickness .","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Amulet of Health","description":"Amulet Of Health Wondrous item, rare ( requires attunement ) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Amulet of Health","description":"Amulet of Health Wondrous item, rare (requires attunement ) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","Modifiers":"Constitution: 19","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Amulet of Health","description":"Wondrous Item, Rare (Requires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Amulet of Health"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Amulet of Health","description":"Wondrous Item, Rare (Requires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Amulet of Health\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Amulet of Health\\\",\\\"description\\\":\\\"Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Amulet of Health Attunement\",\"parent\":\"Amulet of Health\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Amulet of Health Constitution\",\"parent\":\"Amulet of Health Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Constitution\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":19}}\"}]","filter-Attunement":"Rare","Name":"Amulet of Health","data-description":"Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Amulet of Memory","description":"Wondrous item, rare (requires attunement) Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Amulet of Positive Energy","description":"The amulet of positive energy contains condensed life essence that can be used to heal or keep undead creatures at bay. As an action, you can speak the command word of the amulet to create an immobile shimmering barrier that extends out from the amulet in a 200-foot radius, hedging out undead creatures. Undead already within the area are unaffected. The barrier lasts until dismissed and prevents undead from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. Once per day as an action, you can also choose a creature within 50 feet. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This effect also ends blindness, deafness, and any disease affecting the target. If you choose a target that is an undead, the target must make a DC 16 Constitution saving throw. On a failed save, it takes 49 (14d6) radiant damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the radiant damage dealt. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. Additionally, you can break the vial of the amulet to cast the true resurrection spell, and the amulet’s magic is lost","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Properties":"DC 16 Constitution saving throw ","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Amulet of Proof against Detection and Location","description":"Amulet of Proof against Detection and Location Wondrous item, uncommon (requires attunement ) While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Amulet of Proof against Detection and Location","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Amulet of Proof against Detection and Location"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Amulet of Proof against Detection and Location","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Amulet of Proof against Detection and Location\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Amulet of Proof against Detection and Location\\\",\\\"description\\\":\\\"While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Amulet of Proof against Detection and Location Attunement\",\"parent\":\"Amulet of Proof against Detection and Location\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Amulet of Proof against Detection and Location Immunity\",\"parent\":\"Amulet of Proof against Detection and Location Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Condition Immunity\\\",\\\"condition\\\":\\\"Scrying and Divination\\\",\\\"details\\\":\\\"While wearing the Amulet of Proof against Detection and Location, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Amulet of Proof against Detection and Location","data-description":"While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Amulet of Proof Against Detection and Location","description":"Amulet Of Proof Against Detection And Location Wondrous item, uncommon ( requires attunement ) While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Amulet of Proof Against Detection and Location","description":"Amulet of Proof Against Detection and Location Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. Weight: 1","properties":{"Category":"Items","Expansion":20627,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Amulet of Protection from Turning","description":"Amulet of Protection From Turning Wondrous item, rare (requires attunement) While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. ( The Hidden Shrine of Tamoachan )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Amulet of Rationality","description":"Wondrous Item, Rare (Requires Attunement) This magic amulet is crafted from arcamantium and imbued with the essence of order. Your Intelligence score increases by 2, to a maximum of 20, while you wear this amulet. Essence of Order. The amulet has 3 charges and regains all expended charges daily at dawn. When you would roll an ability check, attack roll, or saving throw, you can choose to forgo rolling and instead treat the d20 roll as if you had rolled a 10. Cursed. This amulet is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the amulet. You gain the personality trait “I always act with perfect objectivity and rationality, without regard for my own or other’s feelings,” and have an irresistible urge to make the world a more lawful and orderly place, in whatever way you can.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Amulet of Stoic Fortitude","description":"Wondrous item, rare (requires attunement) This simple iron amulet is carved with a triskelion of interconnected lines. While attuned to this amulet, your Injury thresholds increase by an amount equal to half of your level. Additionally, when you would be reduced to 0 hit points, you may spend your reaction to gain twice your level in temporary hit points before taking damage. These temporary hit points last until the end of your next turn, and damage dealt to them does not apply against your Injury thresholds. Once used, the amulet cannot be activated until dawn the following day.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Amulet of Sustaining Health","description":"Wondrous item, uncommon (requires attunement) While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Amulet of the Black Skull","description":"Amulet of the Black Skull Wondrous item, very rare (requires attunement) This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. Black Skull Transformation d100 Transformation 01-20 The symbol of Acerak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic. 21-35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 36-50 You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 51-70 You arrive at the destination wearing nothing but the amulet of the black skull . Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. 71-95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. 96-00 You become petrified. This effect can be ended only with a greater restoration spell or similar magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Amulet of the Black Skull","description":"Amulet of the Black Skull Wondrous item, very rare (requires attunement) This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. Black Skull Transformation d100 Transformation 01—20 The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. 21—35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 36—50 You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 51—70 You arrive at the destination wearing nothing but the amulet of the black skull . Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. 71—95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. 96—00 You become petrified. This effect can be ended only with a greater restoration spell or similar magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Amulet of the Devout +1","description":"Amulet of the Devout +1 Wondrous item, uncommon (requires attunement by a cleric or paladin ) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Amulet of the Devout +2","description":"Amulet of the Devout +2 Wondrous item, rare (requires attunement by a cleric or paladin ) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Amulet of the Devout +3","description":"Amulet of the Devout +3 Wondrous item, very rare (requires attunement by a cleric or paladin ) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Amulet of the Drunkard","description":"Amulet Of The Drunkard Wondrous item, uncommon This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Amulet of the Drunkard","description":"Amulet of the Drunkard Wondrous item, uncommon This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Amulet of the First Paladins","description":"Amulet of the First Paladins Wondrous Item, Legendary (requires attunement) Worn by the ancient heroes who first rose up against the warring gods of Naam, these amulets were crafted to protect against divine influence. Blessed by Dysangelist Lethimus himself and handed down from hero to hero across the ages, nine of these amulets are believed to exist. Protection from Gods. While attuned to this amulet, you are always under the effects of the nondetection and the protection from evil and good spells. Freethinking. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Amulet of the Inferno","description":"Wondrous item, artifact (requires attunement) When Fierna was born, petitioners and devils from all over came to celebrate her birth. Many brought gifts and treasures, including a powerful infernal warlock. Recognizing the strength and inner fire of Fierna, the warlock gifted her with the Amulet of the Inferno , and it has been around her neck ever since. The Amulet of the Inferno is a magic necklace that grants a +3 bonus to spell save DC and spell attack bonus. Random Properties. The Amulet of the Inferno has the following random properties: 3 major beneficial properties 2 major detrimental properties Infernal Fire . While worn, the amulet augments any magical flames created by you, transforming normal fire into Hellfire. Hellfire ignores resistances and immunities to fire damage and deals double damage to creatures vulnerable to either fire or necrotic damage. It is also capable of melting stone, as well as igniting flammable objects. Raging Inferno. While attuned to the Amulet of the Inferno , you may use a bonus action to cast Fire Bolt or Produce Flame . The cantrips scale based on your total character level and use Intelligence as a spellcasting modifier if you’re normally incapable of casting spells. Everburning. The Amulet of the Inferno grants resistance to cold damage and the ability to breathe underwater. Any magical flames you conjure are similarly augmented: they can be used underwater, can’t be extinguished through any means, and can exude any temperature. While the casting of a fire spell can still be interrupted with Counterspell , once the spell has been cast, any lingering flames can’t be removed. Destroying the Amulet. The only creature capable of destroying the amulet is the warlock that created it. Nobody living knows the warlock’s identity, making destroying the amulet almost impossible.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Amulet of the Oracle","description":"Wondrous item, rare (requires attunement) When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it. Change Fate. When you fail an attack roll, an ability check, or a saving throw while wearing the amulet, you can reroll the die and must use the new roll. Once used, this property can’t be used again until the next dawn. Eternal Gift. The amulet can’t be taken from you against your will. If you want to part with the amulet, you must donate it willingly. If you exchange the amulet for money or some other good or service, you have disadvantage on Wisdom checks and Wisdom saving throws until the next dawn, at which time the amulet reappears on your person. At the GM’s discretion, the amulet can be exchanged in return for a service such as saving a life, rebuilding a burned home, or other selfless service.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Amulet of the Planes","description":"Amulet of the Planes Wondrous item, very rare (requires attunement ) While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check . On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence . Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Amulet of the Planes","description":"Amulet Of The Planes Wondrous item, very rare (requires attunement) While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Amulet of the Planes","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift . On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell 71–80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard 81–90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium 91–00 Random location on the Astral Plane","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Amulet of the Planes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Amulet of Whirlwinds","description":"Wondrous item, rare (requires attunement) This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet’s charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Amulet of Wild Shape","description":"Amulet of Wild Shape Wondrous Item, rare (requires attunement by a druid) Weight: 1 lb. While wearing this item, you can Wild Shape into a beast or monstrosity you have seen before, at double your Maximum CR. You can stay in a beast or monstrosity shape for a number of hours equal to your druid level. Dunshie’s Curse. While you are in a beast or monstrosity shape, the amulet remains around your neck. If the amulet is taken or lost while you are in this shape, you are cursed to remain in that shape until you die or regain the amulet.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Amulet of Woodland Speech","description":"Wondrous item, uncommon This small stone pendant is carved like an acorn and feels slightly warm to the touch. The amulet has 3 charges, and regains all expended charges daily at dawn. While wearing this pendant, you can understand and speak Sylvan, and you have advantage on Wisdom (Animal Handling) checks made to interact with nonhostile animals. In addition, you can expend 1 charge as an action to cast the speak with animals spell from it. Story Hook: Amulet of Woodland Speech Humanoid loggers are destroying the habitats of many woodland folk, and when the loggers turn their sawblades to a flourishing grove, the animals of the forest send the awakened squirrel Quickpaw to ask for the characters’ aid. If they can scare away the loggers or persuade them to take their tree cutting elsewhere, Quickpaw gives them an amulet of woodland speech from her winter store. “You can’t munch it, but it’s warm!”","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Amulet, Bulla Talisman","description":"Wondrous item, neck This acorn-shaped golden amulet is engraved with a winged figure wielding a harp. While wearing this amulet, if your alignment is good, you have advantage on saving throws against spells and magical effects cast by fiends and fey creatures.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Amulet, Lunula Talisman","description":"Wondrous item, neck This crescent moon-shaped golden amulet is engraved with beautiful filigree. While wearing this amulet, if your alignment is good, you have advantage on saving throws against spells and magical effects cast by aberrations and monstrosities.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Amzy's Trophy","description":"Swift to strike and pure of heart, the wielder of Amzy’s Trophy is a shimmering force of protection for their allies. Legend A headstrong duelist, the first and last fight the half-orc mage T’ra Veth lost ended with her opponent—Amzy Repromer—casting true polymorph , permanently turning T’ra Veth into a unicorn. As their prize, the opponent snapped off T’ra Veth’s horn, which was fashioned into a dagger by Amzy’s daughter as a way to decoratively display the trophy. Location Amzy’s Trophy was last seen on the mantle above the fireplace in Amzy’s tower, although rumors claim the dagger will be transferred to a nearby magical university for public display. Encounter Ideas Home Visit. The adventurers are invited to dinner at the home of a famous elf, Amzy Repromer (uses the archmage stat block but replaces time stop with true polymorph in her spell list) who gloats about the item if asked about it. She is unaware of its evolving properties, however. Birthright. A centaur with a single horn protruding from his forehead is found threatening an elderly Amzy ( mage ), who wields the dagger, claiming it belongs to his mother. For Display Only. The dagger is on display at a magical university beside a placard detailing its history and progression abilities. The glass case is trapped with a glyph of warding and the entire exhibit is protected by magical means. Progression Amzy’s Trophy progresses any time it reduces an evil-aligned creature with a CR equal to or greater than the attuned character’s level to 0 hit points. Statistics Weapon (Dagger), Rarity Varies (Requires Attunement) Common . Your hit point maximum increases by 5 while you are attuned to this weapon. Uncommon . When you score a critical hit with this weapon, the attack deals an extra 1d8 piercing damage. Additionally, on a critical hit, you can activate a Celestial Shield option. Celestial Shield (Self). You gain a +2 bonus to AC until the end of your next turn. Rare . The extra piercing damage dealt on a critical hit increases to 2d8. In addition, the weapon gains the following Celestial Shield option. Celestial Shield (Them). You form a protective shield around another creature you can see within 15 feet, granting them a +2 bonus to AC until the end of your next turn. You can activate a Celestial Shield option as a bonus action, without needing to score a critical hit. Once you have activated a Celestial Shield option this way, you can’t do so again until you finish a short or long rest. Very Rare . The weapon gains the following Celestial Shield option. Celestial Shield (Us). You form a protective shield around yourself and one other creature you can see within 30 feet. You each gain a +2 bonus to AC until the end of your next turn. The weapon deals an extra 1d8 piercing damage on a hit. Legendary . The extra piercing damage the weapon deals on a hit increases to 2d8. In addition, the weapon gains the following Celestial Shield option. Celestial Shield (We). You may form a protective shield around yourself and up to 2 other creatures you can see within 60 feet. You each gain a +3 bonus to AC until the end of your next turn. This weapon ignores all resistance and immunity to piercing damage.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Amzy's Trophy (Common)","description":"Amzy's Trophy Weapon (Dagger), Common (Requires Attunement) Your hit point maximum increases by 5 while you are attuned to this weapon. Progression Amzy’s Trophy progresses any time it reduces an evil-aligned creature with a CR equal to or greater than the attuned character’s level to 0 hit points.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Amzy's Trophy (Legendary)","description":"Amzy's Trophy Weapon (Dagger), Legendary (Requires Attunement) Your hit point maximum increases by 5 while you are attuned to this weapon. The weapon deals an extra 2d8 piercing damage on a hit. This weapon ignores all resistance and immunity to piercing damage. When you score a critical hit with this weapon, the attack deals an extra 2d8 piercing damage. Additionally, on a critical hit, you can activate a Celestial Shield option. You can also activate a Celestial Shield option as a bonus action, without needing to score a critical hit. Once you have activated a Celestial Shield option this way, you can’t do so again until you finish a short or long rest. Celestial Shield (Self). You gain a +2 bonus to AC until the end of your next turn. Celestial Shield (Them). You form a protective shield around another creature you can see within 15 feet, granting them a +2 bonus to AC until the end of your next turn. Celestial Shield (Us). You form a protective shield around yourself and one other creature you can see within 30 feet. You each gain a +2 bonus to AC until the end of your next turn. Celestial Shield (We). You may form a protective shield around yourself and up to 2 other creatures you can see within 60 feet. You each gain a +3 bonus to AC until the end of your next turn.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Amzy's Trophy (Rare)","description":"Amzy's Trophy Weapon (Dagger), Rare (Requires Attunement) Your hit point maximum increases by 5 while you are attuned to this weapon. When you score a critical hit with this weapon, the attack deals an extra 2d8 piercing damage. Additionally, on a critical hit, you can activate a Celestial Shield option. You can also activate a Celestial Shield option as a bonus action, without needing to score a critical hit. Once you have activated a Celestial Shield option this way, you can’t do so again until you finish a short or long rest. Celestial Shield (Self). You gain a +2 bonus to AC until the end of your next turn. Celestial Shield (Them). You form a protective shield around another creature you can see within 15 feet, granting them a +2 bonus to AC until the end of your next turn. Progression Amzy’s Trophy progresses any time it reduces an evil-aligned creature with a CR equal to or greater than the attuned character’s level to 0 hit points.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Amzy's Trophy (Uncommon)","description":"Amzy's Trophy Weapon (Dagger), Uncommon (Requires Attunement) Your hit point maximum increases by 5 while you are attuned to this weapon. When you score a critical hit with this weapon, the attack deals an extra 1d8 piercing damage. Additionally, on a critical hit, you can activate a Celestial Shield option. Celestial Shield (Self). You gain a +2 bonus to AC until the end of your next turn. Progression Amzy’s Trophy progresses any time it reduces an evil-aligned creature with a CR equal to or greater than the attuned character’s level to 0 hit points.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Amzy's Trophy (Very Rare)","description":"Amzy's Trophy Weapon (Dagger), Very Rare (Requires Attunement) Your hit point maximum increases by 5 while you are attuned to this weapon. The weapon deals an extra 1d8 piercing damage on a hit. When you score a critical hit with this weapon, the attack deals an extra 2d8 piercing damage. Additionally, on a critical hit, you can activate a Celestial Shield option. You can also activate a Celestial Shield option as a bonus action, without needing to score a critical hit. Once you have activated a Celestial Shield option this way, you can’t do so again until you finish a short or long rest. Celestial Shield (Self). You gain a +2 bonus to AC until the end of your next turn. Celestial Shield (Them). You form a protective shield around another creature you can see within 15 feet, granting them a +2 bonus to AC until the end of your next turn. Celestial Shield (Us). You form a protective shield around yourself and one other creature you can see within 30 feet. You each gain a +2 bonus to AC until the end of your next turn. Progression Amzy’s Trophy progresses any time it reduces an evil-aligned creature with a CR equal to or greater than the attuned character’s level to 0 hit points.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"An'ducyr, Treasure of the Khan","description":"At the foot of the world tree, among the roots that rose high as hills, the centaurs of the Dargit clan knelt before the young Khan. “We will know our enemy by the sight of your arrows,” the centaur bowyer said, “call us Kin Ludi, allies of the Khazzaki.” The centaur then presented Bodhan with his masterpiece. The Khan took the bow, drew back the string, and fired a gleaming arrow toward the stars. “All of Midgard will tremble before our hooves, Centaur and Khazzaki!” he cried. With that, a roar arose such that the leaves of the world tree shook high above. Made from the boughs of the world tree in Domovogrod by the legendary centaur bowyer, Hazunn the Bender, the bow of unity is one of the treasures of the Khazzaki people. The bow is the property of the current Khan, Bodhan Zenody, and serves as both dreadful weapon and symbol of his power. The world tree in Domovogrod has roots into the Elflands, and the bow has traces of elven magic in its grain; but the tree also grows into the Shadow Realm, and drawing back the string of An’ducyr is an invitation to the cunning shadow fey who want the bow for themselves. Magic Weapon. An’ducyr is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. It does not require ammunition, instead generating gleaming arrows when its string is drawn back. These arrows do radiant damage. Eyes into the Elflands. As a bonus action, you may draw back the string of An’ducyr, conjuring a gleaming arrow of radiant energy. Until the end of your turn, you gain truesight (600 feet). If the bow is not fired at a creature before the end of your turn, you take 2d6 radiant damage. Blinding Arrows. Once each day, as a bonus action, you may call upon the magic of the Elflands to steal your enemy’s sight. For one minute, any creature damaged by An’ducyr must succeed a DC 16 Wisdom save or be blinded until the end of your next turn. Unifier. While attuned to An’ducyr, you have advantage on all Charisma checks. Additionally, you gain proficiency in Intimidation, Persuasion, and Performance. Known in the Shadow Courts. While attuned to An’ducyr, you are stalked by the shadow fey. They wish to steal the bow and corrupt it. At inopportune times, you are attacked or manipulated by agents of the shadow courts. While in Khan Zenody’s possession, An’ducyr is safe from the shadow fey, who wait for it to pass into weaker hands. Destroying the Bow . To destroy An’ducyr, the wielder must be of Khazzaki descent, use the bow to slay Sleipnir with an arrow of horse slaying, and then bathe the bow in the magical horse’s blood.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Anabolic Compound Alpha","description":"Anabolic Compound Compound, varies When you use this compound, your Strength score changes for 1 hour. The grade of the compound determines the score (see the table below). The compound has no effect on you if your Strength is equal to or greater than that score. The compound is a milky solution with flecks of gray. Compound Grade Strength Rarity Alpha 21 Uncommon Beta 23 Rare Gamma 25 Rare Delta 27 Very rare Omega 29 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Anabolic Compound Beta","description":"Anabolic Compound Compound, varies When you use this compound, your Strength score changes for 1 hour. The grade of the compound determines the score (see the table below). The compound has no effect on you if your Strength is equal to or greater than that score. The compound is a milky solution with flecks of gray. Compound Grade Strength Rarity Alpha 21 Uncommon Beta 23 Rare Gamma 25 Rare Delta 27 Very rare Omega 29 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Anabolic Compound Delta","description":"Anabolic Compound Compound, varies When you use this compound, your Strength score changes for 1 hour. The grade of the compound determines the score (see the table below). The compound has no effect on you if your Strength is equal to or greater than that score. The compound is a milky solution with flecks of gray. Compound Grade Strength Rarity Alpha 21 Uncommon Beta 23 Rare Gamma 25 Rare Delta 27 Very rare Omega 29 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Anabolic Compound Gamma","description":"Anabolic Compound Compound, varies When you use this compound, your Strength score changes for 1 hour. The grade of the compound determines the score (see the table below). The compound has no effect on you if your Strength is equal to or greater than that score. The compound is a milky solution with flecks of gray. Compound Grade Strength Rarity Alpha 21 Uncommon Beta 23 Rare Gamma 25 Rare Delta 27 Very rare Omega 29 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Anabolic Compound Omega","description":"Anabolic Compound Compound, varies When you use this compound, your Strength score changes for 1 hour. The grade of the compound determines the score (see the table below). The compound has no effect on you if your Strength is equal to or greater than that score. The compound is a milky solution with flecks of gray. Compound Grade Strength Rarity Alpha 21 Uncommon Beta 23 Rare Gamma 25 Rare Delta 27 Very rare Omega 29 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Anachronism","description":"Anachronism Weapon (Dagger), Rare (Requires Attunement) This blade is forged from unusually hard steel, shaped with impossible precision, and coated in a strange black glaze that absorbs light and resists corrosion. The hilt is made of stacked, tightly woven leather discs. Four strange runes are stamped into the bottom of the blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you take damage from an attack while wielding Anachronism , you can use your reaction to mark the attack. If the attacker dies before the end of your next turn, remove the damage dealt by the marked attack, as if it had never hit you (restoring any hit points lost). If the attack also inflicted a negative effect or condition, that effect or condition ends on you. Once this property has successfully nullified a marked attack, it can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Anarath","description":"Anarath Elder Rune of Protection and Sacrifice Bane Effect: The target must succeed on a Constitution saving throw or it can’t regain hit points until a remove curse or greater restoration spell is cast on it. Boon Effect: The target is immune to the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and stunned conditions. In addition, the target stabilizes immediately when it drops to 0 hit points. This boon effect lasts for 24 hours.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Ancestral Staff of House Ardelean","description":"Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1 or a 2 the staff crumbles to dust. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) insect plague (5 charges), or conjure swarm (5 charges) Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30 foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Anchor of Seafaring","description":"Anchor of Seafaring Wondrous item, uncommon This item consists of a 2-foot-long central iron shaft with an upper crosspiece and two curved bars at the base. Attached to it is a 4-foot length of stout, coarse rope. When the anchor is fastened to a vessel and thrown overboard, you can use an action to speak the anchor’s command word. The rope magically lengthens until the anchor touches bottom or the rope reaches its maximum length of 1 mile. If you use an action to speak the command word again, the rope shortens back to its original length.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Anchor of Striking","description":"Weapon (war pick), rare (requires attunement) This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can’t be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can’t move further than 50 feet from each other.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Andvaranaut","description":"Ring, uncommon Component: celestial bone Glowing with tiny motes of pulsing light, this brilliant golden ring is inscribed with runes of wealth and prosperity. Two legends follow this ring. The first tells of humble folk using the ring to lead modest lives free from discomfort and hardship. The second tells of mighty leaders brought low by their own greed. Which is true—if either—is anyone’s guess. Andvari’s Gift. As a bonus action, you can speak the ring’s command word—“plunder”—to form a trail of softly glowing golden dust that leads to the nearest source of gold worth at least 5 gp that isn’t currently carried or worn by a creature. The trail extends out 100 feet from you, growing as you follow it. The trail can’t pass through solid objects but will navigate through holes as small as 1 inch in diameter. If all paths to the gold source are blocked by solid objects, the trail ends as close to the gold as possible. The trail disappears immediately if the gold source is destroyed, transported to another plane, or picked up by a creature. Curse. This ring is cursed with Andvari’s avarice. When you use the Andvari’s Gift property, if it’s the third time it’s been used in the last 24 hours, you become attuned to the ring, extending the curse to you until you are targeted by the remove curse spell or similar magic. If you are already attuned to the maximum number of magic items, you must choose one uncursed item to end your attunement to. As long as you remain cursed, you are unwilling to part with the ring, keeping it within reach at all times. In addition, you suffer from an affliction known as dragopathy, which causes you to become uncompromisingly greedy, using all your cunning to keep as much treasure for yourself as possible, and grants you disadvantage on Wisdom checks and Wisdom saving throws.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Andvaranaut (common variant)","description":"Ring, uncommon Component: celestial bone Glowing with tiny motes of pulsing light, this brilliant golden ring is inscribed with runes of wealth and prosperity. Two legends follow this ring. The first tells of humble folk using the ring to lead modest lives free from discomfort and hardship. The second tells of mighty leaders brought low by their own greed. Which is true—if either—is anyone’s guess. Andvari’s Gift. As a bonus action, you can speak the ring’s command word—“plunder”—to form a trail of softly glowing golden dust that leads to the nearest source of gold worth at least 5 gp that isn’t currently carried or worn by a creature. The trail extends out 100 feet from you, growing as you follow it. The trail can’t pass through solid objects but will navigate through holes as small as 1 inch in diameter. If all paths to the gold source are blocked by solid objects, the trail ends as close to the gold as possible. The trail disappears immediately if the gold source is destroyed, transported to another plane, or picked up by a creature. Curse. This ring is cursed with Andvari’s avarice. When you use the Andvari’s Gift property, if it’s the third time it’s been used in the last 24 hours, you become attuned to the ring, extending the curse to you until you are targeted by the remove curse spell or similar magic. If you are already attuned to the maximum number of magic items, you must choose one uncursed item to end your attunement to. As long as you remain cursed, you are unwilling to part with the ring, keeping it within reach at all times. In addition, you suffer from an affliction known as dragopathy, which causes you to become uncompromisingly greedy, using all your cunning to keep as much treasure for yourself as possible, and grants you disadvantage on Wisdom checks and Wisdom saving throws. Common variant: Remove the curse. The Andvari’s Gift property only forms a trail to a source of gold if it is within 100 feet of you, and once it has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Angel's Heart","description":"Wondrous Item, Very Rare (Requires Attunement) This magic amulet has 7 charges and regains all expended charges daily at dawn. As an action, you can expend its charges to cast one of the following spells: detect evil and good (1 charge), divination (4 charges), shield of faith (1 charge), tongues (3 charges), and true seeing (6 charges). Angelic Ally. As an action, you can speak the amulet’s command word to summon a deva in an unoccupied space within 60 feet as if you had cast the planar ally spell. The deva performs one task for you without asking anything in return, though it refuses a request that would require it to hurt the innocent or act dishonorably. Once used, the amulet loses this property.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Angelic Earrings","description":"Wondrous item, uncommon (requires attunement) These earrings feature platinum loops from which hang bronzed claws from a chamrosh (see Tome of Beasts 2 ), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Angras","description":"Angras Elder Rune of War Bane Effect: The target must succeed on a Constitution saving throw or it gains vulnerability to all damage and a −2 penalty to death saving throws for 24 hours. Boon Effect: When the target hits with an attack, the target can turn that hit into a critical hit, after which this boon effect ends.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Angry Hornet","description":"Weapon (any ammunition), uncommon This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Angry Mob Starter Pack","description":"Wondrous item, rare Component: fey egg With safety pitchforks and protest signs strapped to the back, this plain leather satchel’s unassuming exterior hides a secret within: it houses an illusory mob. Assemble the Mob! When you open this satchel as an action, you can designate up to four willing creatures you can see within 30 feet of you to be ‘multiplied’ for 1 hour. Each affected creature sprouts nine illusory duplicates that all have minor alterations: different clothes, hair, and heights. The duplicates surround and follow the original and seem completely real, including sounds, smells, and temperature appropriate to the creature depicted. So long as you and any multiplied creatures remain within 100 feet of the satchel, these duplicates muddle about, shouting vaguely angry phrases such as “Get them!”, “Begone!”, and “Why is existence vacuous and happiness illusory!?” If a duplicated creature is ever more than 100 feet away from a satchel, its duplicates vanish. A creature that uses its action to examine the mob can determine that it is an illusion with a successful DC 15 Intelligence (Investigation) check, ascertaining which members of the mob are real creatures. If a creature targets a member of the mob with an attack, roll a d10. On a 10, it hits a real creature within the mob (GM’s choice). On a 1-9, it hits one of the duplicates, who doesn’t react, causing the creature to gain advantage on all Intelligence (Investigation) checks to see through the illusion, and it can immediately make one as part of its attack. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Angry Mob Starter Pack (uncommon variant)","description":"Wondrous item, rare Component: fey egg With safety pitchforks and protest signs strapped to the back, this plain leather satchel’s unassuming exterior hides a secret within: it houses an illusory mob. Assemble the Mob! When you open this satchel as an action, you can designate up to four willing creatures you can see within 30 feet of you to be ‘multiplied’ for 1 hour. Each affected creature sprouts nine illusory duplicates that all have minor alterations: different clothes, hair, and heights. The duplicates surround and follow the original and seem completely real, including sounds, smells, and temperature appropriate to the creature depicted. So long as you and any multiplied creatures remain within 100 feet of the satchel, these duplicates muddle about, shouting vaguely angry phrases such as “Get them!”, “Begone!”, and “Why is existence vacuous and happiness illusory!?” If a duplicated creature is ever more than 100 feet away from a satchel, its duplicates vanish. A creature that uses its action to examine the mob can determine that it is an illusion with a successful DC 15 Intelligence (Investigation) check, ascertaining which members of the mob are real creatures. If a creature targets a member of the mob with an attack, roll a d10. On a 10, it hits a real creature within the mob (GM’s choice). On a 1-9, it hits one of the duplicates, who doesn’t react, causing the creature to gain advantage on all Intelligence (Investigation) checks to see through the illusion, and it can immediately make one as part of its attack. Once this property of the item has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. When one of the illusory duplicates is hit by an attack, all illusory duplicates disappear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Angst Weapons","description":"Weapon (any melee weapon), rare Since angst is a material that interacts with blood, it is commonly used in many everyday items, including weapons. Angst weapons are crafted with a cavity in the middle of them, which is later filled with angst. This angst is connected to the hilt with tiny tubes, and the spiked hilt of the weapon has a space in which a blood shell can be inserted. There is a button on the back of the hilt to move the blood in the shell through the angst, which ejects the shell afterwards, making room for a new one. You can take a bonus action to push the button and activate the weapon. Once activated, your successful weapon attacks made with the angst weapon deal an extra 1d6 fire damage for 1 minute. In case you lack blood shells, you can squish the spiked hilt as a bonus action, which drains your blood. You take 3 piercing damage that can’t be reduced by any means, and the weapon is activated in the same way described above. Attacks made with angst weapons are magical owing to the nature of the angst crystals. The magical properties of this weapon keep working in areas devoid of magic, such as an area affected by the antimagic field spell, again, owing to the nature of the angst.","properties":{"Category":"Items","Item Type":"Weapon (any melee weapon)","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Angstblazed Grip","description":"Wondrous item, rare (requires attunement) Made in junkyards by the creative and mad crafters in Tolia, these gauntlets are generally used by street gangs and anarchists since they are usually made of junk metal, a small amount of angst dust, two long blood tubes, and old rags (for a comfortable grip). While wearing this gauntlet, you gain the following benefits: Your Strength score increases by 1, to a maximum of 20. You have advantage on checks you make to grapple a Medium or smaller creature. Your unarmed strikes deal an extra 1d8 fire damage on a hit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Animal Feed (per day)","description":"Weight: 10 lb. Cost: 5 CP","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Animal Feed (per day)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animal-hide Armor","description":"Animal-Hide Armor Medium armor (armor) Hide armor is relatively uncommon in Rokugan, but it is used by some among the Dragon Clan, as it can provide excellent protection against the elements as well as the weapons of enemies. Wearer reduces magical cold damage they take by 2, has resistance to nonmagical cold damage. AC: 12 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Animated","description":"Master armor property Components: Masterwork suit of exotic heavy armor This armor is enchanted with powerful transmutation magic. As an action, you can doff the armor, which animates, as per the spell animate objects, becoming a Medium animated object. The armor’s AC equals your own while you wore it, and it uses your own melee attack bonus instead of its own. As normal, the animated armor has 40 hit points. If you were holding a weapon when the armor became animated, it can make one attack with that weapon instead of its normal slam attack. The armor remains animated for 1 minute, or until it is reduced to 0 hit points or you use your action to end this effect early. When you do so, if the armor is within 30 feet of you, you can command it to return to you and be donned as part of the same action. Once you use this property, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Master armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Animated Abacus","description":"Wondrous item, common If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Animated Chain Mail","description":"Armor (chain mail), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal. Grasping Chains. While wearing this armor with the chains active, you can use an action to attack twice with the chains. You are proficient with the chains. Each chain has a reach of 10 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a chain, you automatically grapple the creature with the chain. You can have no more than two creatures grappled in this way at a time. While grappling a target with a chain, you can’t attack other creatures with that chain. You can’t attack a creature with either chain if you are climbing.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Animated Painting","description":"Wondrous Item, Rarity Varies This magic painting depicts a beast, a dragon, or a monstrosity. When a command word is spoken, the creature springs to life, leaving the canvas blank as it appears in the nearest unoccupied space next to the painting. The creature understands your verbal commands, but can’t speak, cast spells, or use legendary actions even if its statistics would normally allow it to do so. It regards you as its companion and obeys your commands as best as it can, taking its turn on your initiative. After 1 hour has passed, or if the creature dies before then, it returns to the canvas. Once this property has been used, it can’t be used again until 7 days have passed. The GM chooses the depicted creature or determines it randomly. The maximum challenge rating of the creature is determined by the painting’s rarity Rarity Challenge Rating Rare CR 0–3 Very Rare CR 4–7 Legendary CR 8–10","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rarity Varies"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Animated Shard","description":"Animated Shard Spell catalyst, rare Animated objects — like animated armor, helmed horrors, flying swords, and rugs of smothering — are simple objects imbued with magic to obey their creators’ commands. When they are defeated, a portion of that animating power may be maintained in a small piece of it. When you cast the cloud of daggers spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring concentration, and once during each of your turns you can verbally command the cloud to move to a different point within 30 feet that you can see (no action required by you). The cloud moves in the most direct path possible. When the cloud moves into a creature’s space for the first time each turn, that creature must make a Dexterity saving throw against your spell save DC. The creature takes the spell’s damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Animated Shield","description":"Animated Shield Armor (shield), very rare (requires attunement ) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC: 2 Weight: 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Subtype":"Shield","Item Type":"Shield","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animated Shield","description":"Animated Shield Armor (shield), very rare ( requires attunement ) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Shield","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Animated Shield","description":"Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Animated Shield"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Animated Shield","description":"Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Animated Shield\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Animated Shield\\\",\\\"description\\\":\\\"While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"cost\\\":40010,\\\"rarity\\\":\\\"Very Rare\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Animated Shield AC\",\"parent\":\"Animated Shield\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Animated Shield Bonus Action\",\"parent\":\"Animated Shield\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Start or Stop Animating Shield\\\",\\\"description\\\":\\\"While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Animated Shield Attunement\",\"parent\":\"Animated Shield\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"}]","filter-Attunement":"Very Rare","Name":"Animated Shield","Weight":6,"data-description":"While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animator's Quill","description":"Wondrous Item, Uncommon As an action, you can animate a tiny creature that you have drawn with this quill. The creature manifests as a three-dimensional representation of the drawing made out of a solid, purple substance. The creature uses a rat ’s statistics but has 6 Intelligence, +4 to Dexterity (Stealth) checks, and can cast invisibility (targeting only itself) at will. It can’t speak but shares a telepathic bond with you and understands simple commands, which it follows as best as it can. As an action, you can see through the creature’s eyes. There is no limit to how far away from you the creature can move, but it can’t enter another plane of existence. After 1 hour it dissipates into thin air. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ankh Dagger","description":"Ankh Dagger Weapon, uncommon This silver-bladed dagger is shaped like a classic ankh. A scabbard covers the blade, so the dagger can be used as a holy symbol or a spell focus. When the scabbard is removed, the hoop can be used as the handle, and when wielded as a weapon, the ankh dagger is +1 to hit and damage.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"uncommon"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Ankh of Anubis","description":"Wondrous item, rare (requires attunement by a martyr) While attuned to this wrought iron holy symbol, you have advantage on attack rolls, ability checks, and saving throws while you have 10 hit points or less. Additionally, whenever you take damage, record the damage you take in a damage pool, which resets to 0 at the end of your turn. When you lose hit points to cast a martyr spell, you subtract the number in the damage pool from the spell’s hit point cost, to a minimum of 0 hit points lost.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a martyr"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ankh of Aten","description":"Wondrous item, rare This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn’t blinded. Undead have disadvantage on this saving throw. The ankh regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":11995,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Ankh of Aten","description":"Wondrous item, rare This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn’t blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ankh of Aten","description":"This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn’t blinded. Undead have disadvantage on this saving throw. The ankh regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Ankh of Ra","description":"This golden holy symbol, blessed by the Sun Above, shields you from death. When you drop to 0 hit points as a result of taking damage while you are attuned to the ankh, you instead regain 4d10 hit points. The ankh then loses its luster and becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Anklet of Hobbling","description":"Anklet of Hobbling Wondrous item, rare When this delicate golden chain is placed around the ankle of a creature, the creature has its speed reduced to half. The anklet can only be placed on an unwilling creature if the creature is incapacitated. You and any creature you designate when you use the anklet can use an action to remove it. Once every 10 days, the bound creature can make a DC 20 Strength (Athletics) check. On a success, the creature breaks free and destroys the anklet. Hobbling a creature over an extended period can result in permanent injury and is really a form of torture. I can think of few instances where the Balance is served by gratuitous cruelty.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Anklet of Levitation","description":"Anklet of Levitation Wondrous item, uncommon While you wear this anklet, you can use an action to cast the levitate spell on yourself. Once used, this property of the anklet can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Anklet of Walking","description":"Anklet of Walking Wondrous item, uncommon While wearing this anklet, you can stand on and move across any liquid surface as if it were solid ground.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Anointing Mace","description":"Weapon (maul), uncommon (requires attunement) Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist’s fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example, an anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Anstruth Harp","description":"Anstruth Harp Wondrous item ( musical instrument) , very rare ( requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Musical instrument. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Spells: Fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), wall of thorns","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Anstruth Harp of the Bards","description":"Wondrous Item, Very Rare (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Anstruth harp Cure Wounds (level 5), Ice Storm, Wall of Thorns","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Anstruth Harp of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Anti-friction Atomizer","description":"This small bottle sprays an extremely slick lubricant. Each bottle has enough for three applications. One application takes 1 minute to apply, lasts 8 hours, and is enough to cover either a Medium-sized creature or a 5-foot-square area. When applied to a creature, they have advantage on rolls made to escape from being grappled or restrained. An area upon which the solution is applied becomes difficult terrain. Each creature that enters the area or ends its turn there must succeed on a DC 15 Dexterity saving throw or fall prone. Checks made to climb a surface sprayed with the solution are made with disadvantage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Anti-Material Rifle","description":"","properties":{"Category":"Items","Item Type":"Weapon (anti-material rifle)","Properties":"Ammunition (150/600), Heavy, Loading, Sighted, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Antigravity Belt","description":"Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges. Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Antikythera Device","description":"Wondrous item, legendary (requires attunement) The Antikythera is a complex construct that acts as a magical compass. It also has the power to mend damage to a ship: once per day it can magically repair 50 hit points of damage to a ship it is aboard. It uses the constellations to guide its user to islands in the Cerulean Gulf or Forgotten Sea. Every island in these seas are associated with a specific constellation. The Antikythera must be used on dry land as the constant movement of waves makes it impossible to calibrate. When it is calibrated to the proper constellations, it will show a path that can be used to reach the island associated with a particular constellation.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Antimagic Armor","description":"Antimagic Armor Armor (Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Bell","description":"Wondrous item, common This round bell is enchanted to be perfectly silent. It only rings when its magic is disrupted, such as within an antimagic field .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Antimagic Breastplate","description":"Antimagic Breastplate Armor (Medium), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Chain Mail","description":"Antimagic Chain Mail Armor (Heavy), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Chain Shirt","description":"Antimagic Chain Shirt Armor (Medium), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Half Plate","description":"Antimagic Half Plate Armor (Medium), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Hide Armor","description":"Antimagic Hide Armor Armor (Medium), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Leather Armor","description":"Antimagic Leather Armor Armor (Light), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Padded Armor","description":"Antimagic Padded Armor Armor (Light), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Padded Armor. Padded armor consists of quilted layers of cloth and batting. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Plate Armor","description":"Antimagic Plate Armor Armor (Heavy), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Ring Mail","description":"Antimagic Ring Mail Armor (Heavy), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Scale Mail","description":"Antimagic Scale Mail Armor (Medium), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Splint Armor","description":"Antimagic Splint Armor Armor (Heavy), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimagic Studded Leather Armor","description":"Antimagic Studded Leather Armor Armor (Light), Very Rare (Requires Attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field , requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Antimatter Carbine","description":"A more versatile model of the standard carbine, this antimatter-firing weapon has a collapsible stock and a shortened muzzle, so it can be used in any environment.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Automatic, Blaster, Foregrip","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Antimatter Dagger","description":"Favored by assassins and infiltrators, the antimatter dagger produces a short blade of crackling energy. With some skill, this weapon can be hidden up a sleeve, stashed in a belt, or secreted away in a hidden compartment, to be revealed at the right moment for a precision kill.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Antimatter rifle","description":"Antimatter Rifle Ranged weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. Damage : 6d8 Damage Type : necrotic Properties : Ammunition, Reload (2 shots), Two-Handed Range : 120/360 Weight : 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Reload (2 shots), Two-Handed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Antimatter Rifle","description":"Martial Ranged Weapon Damage: 6d8 Necrotic Properties: Ammunition (Range 120/360; Energy Cell), Reload (2 shots), Two-Handed Mastery: Sap Weight: 10 lb.","properties":{"Category":"Items","Expansion":33359,"Item Type":"martial","Properties":"Reload, Two-Handed, Range","Item Rarity":"No","Name":"Antimatter Rifle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Antitoxin","description":"Antitoxin (vial) Adventuring gear A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs . Weight: —","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Consumable","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Antitoxin","description":"Antitoxin (vial) Adventuring gear Price: 50 gp Quantity: vial A creature that drinks this vial of liquid gains Advantage on Attribute Checks against poison for 1 hour. It confers no benefit to undead or to constructs.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Antitoxin","description":"Adventuring Gear Weight: — Cost: 50 GP As a Bonus Action , you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Antitoxin"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Antitoxin","description":"Antitoxin (vial) Adventuring gear A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs . Weight: —","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Antitoxin (ampoule)","description":"Antitoxin (Ampoule) Miscellaneous gear (compound) A creature that drinks or is injected with this liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to automatons or constructs.","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Antiviral Module","description":"Antiviral Module Utility, uncommon (requires affinity) This 3-inch diameter device adheres to your skin and secretes a specialized antiviral solution. While you wear it, you are immune to contracting any disease. If you are already infected with a disease, the effects of the disease are suppressed while you wear the device.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Antler Bow","description":"Weapon (shortbow), uncommon This Vikmordere shortbow is made from elk antlers. You gain +1 to attack and damage rolls made with this weapon. Rake. You can wield this bow to make a melee attack that deals 1d6 piercing damage on a hit.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"ammunition, range, two-handed","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Anu-Akma's Book of the Hungering Dead","description":"Wondrous item, legendary (requires attunement) This aged book is made of yellowed parchment bound between wooden covers stretched with black leather and is debossed with a tarnished, silver ankh. While attuned to the book, you can spend 10 minutes affecting your companions with the book’s magic. When you do so, choose up to six friendly and willing creatures (which can include yourself) within 30 feet of you who can see or hear you. Each targeted creature gains the following benefits: You have darkvision out to a range of 60 feet. If you already have darkvision, you are unaffected by this benefit. You are immune to the Stench trait of ghasts and darakhul. In addition, you have advantage on saving throws against nonmagical toxic gases or other odors, such as the toxic gases from an active volcano. You assume a ghoulish countenance. This benefit works like the disguise self spell, except your appearance changes only into that of a darakhul version of yourself. To discern you are disguised, a creature can use its action to inspect your appearance and must succeed on a DC 17 Intelligence (Investigation) check. These benefits last for 24 hours or until you speak the book’s command word to end them. If you end the book’s effects early, you must wait 1 hour before using the book’s magic again.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Anuraag's Crucible","description":"Wondrous item, artifact Thousands of years ago, a powerful alkemancer named Anuraag constructed an enormous crucible in his quest to create the perfect organism. He hoped it would bring forth an immortal being that could surpass the limitations imposed by human flesh and surpass even the gods. Anuraag used the crucible to create so many monstrosities that eventually the local deities had to take action against him. The alkemancer was destroyed for his impertinence, and his crucible was sealed away at the bottom of a mighty chasm. Anuraag’s crucible is an enormous object fashioned from white clay and engraved with mystical symbols chased with burnished copper and electrum. The crucible is large enough to hold a single Huge creature, two Large creatures, four Medium creatures, or eight Small ones. If one or more creatures are placed in the crucible and the crucible is heated over an intense, magical flame, each creature must make a DC 20 Constitution saving throw against the crucible’s powerful transmutation magic. If this saving throw fails, the creature’s body liquefies and the creature is blinded, deafened, and paralyzed until the transformation is complete. The creature’s equipment doesn’t dissolve; as a result, most creatures are stripped naked before being placed in the crucible. Over the course of 10 minutes, the liquefied creature transforms into another creature. If this transformation is interrupted, the transforming creature is slain. It can be brought back to life in its original form by a resurrection spell or similar magic. If the process reaches completion, the creature transforms into another creature as if affected by a shapechange spell. The transformed creature must make a successful DC 20 Wisdom saving throw or lose its memory and all its previous abilities, traits, and features, which are replaced by the blank mind of a newly born version of the creature it transformed into. Whether or not a creature retains its mental faculties, the newly assumed form is permanent. At that point, the creature can regain its former form (and memories and abilities) only through a wish spell. Constructs and undead are immune to the crucible’s power, as is any creature that has the Shapechanger trait, such as a doppelganger. To determine what a creature transforms into, roll a d20 and consult the following table. d20 Creature d20 Creature 01 Cat 11 Chimera 02 Ape 12 Griffon 03 Camel 13 Harpy 04 Dire wolf 14 Lamia 05 Giant fly 15 Manticore 06 Giant lizard 16 Spirit naga 07 Giant toad 17 Aboleth 08 Mastiff 18 Gibbering mouther 09 Tiger 19 Gargoyle 10 Basilisk 20 New life form (GM’s choice) Destroying the Crucible. Anuraag’s crucible can be destroyed if a celestial and a fiend, both of at least challenge rating 15, willingly allow themselves to be transformed at the same time. If this happens, the crucible can’t take the burden of transforming both creatures and shatters in a spectacular explosion that deals 20d6 piercing damage to all creatures in a 60-foot radius, or half as much damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Anuraag's Crucible","description":"Artifact Thousands of years ago, a powerful alkemancer named Anuraag constructed an enormous crucible in his quest to create the perfect organism. He hoped it would bring forth an immortal being that could surpass the limitations imposed by human flesh and surpass even the gods. Anuraag used the crucible to create so many monstrosities that eventually the local deities had to take action against him. The alkemancer was destroyed for his impertinence, and his crucible was sealed away at the bottom of a mighty chasm. Anuraag's crucible is an enormous object fashioned from white clay and engraved with mystical symbols chased with burnished copper and electrum. The crucible is large enough to hold a single Huge creature, two Large creatures, four Medium creatures, or eight Small ones. If one or more creatures are placed in the crucible and the crucible is heated over an intense, magical flame, each creature must make a DC 20 Constitution saving throw against the crucible’s powerful transmutation magic. If this saving throw fails, the creature’s body liquefies and the creature is blinded, deafened, and paralyzed until the transformation is complete. The creature’s equipment doesn’t dissolve; as a result, most creatures are stripped naked before being placed in the crucible. Over the course of 10 minutes, the liquefied creature transforms into another creature. If this transformation is interrupted, the transforming creature is slain. It can be brought back to life in its original form by a resurrection spell or comparable magic. If the process reaches completion, the creature transforms into another creature as if affected by a shapechange spell. The transformed creature must make a successful DC 20 Wisdom saving throw or lose its memory and all its previous abilities, traits, and features, which are replaced by the blank mind of a newly born version of the creature it transformed into. Whether or not a creature retains its mental faculties, the newly assumed form is permanent. At that point, the creature can regain its former form (and memories and abilities) only through a wish spell or comparable magic. Constructs and undead are immune to the crucible’s power, as is any creature that can change its shape at will, such as a doppelganger. To determine what a creature transforms into, roll a d20. d20 Creature d20 Creature 01 Cat 11 Chimera 02 Ape 12 Girallon 03 Camel 13 Harpy 04 Dire wolf 14 Lamia 05 Giant fly 15 Manticore 06 Giant lizard 16 Spirit naga 07 Giant toad 17 Aboleth 08 Mastiff 18 Gibbering mouther 09 Tiger 19 Nothic 10 Basilisk 20 New life form* You can introduce a new creature into the campaign or choose something from Creature Codex, Tome of Beasts, or another book of monsters. Destroying the Crucible. Anuraag's crucible can be destroyed if a celestial and a fiend, both of at least challenge rating 15, willingly allow themselves to be transformed at the same time. If this happens, the crucible can’t take the burden of transforming both creatures and shatters in a spectacular explosion that deals 20d6 piercing damage to all creatures in a 60-foot radius, or half as much damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Artifact"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Anuraag’s Crucible","description":"Wondrous Item, Artifact Thousands of years ago, a powerful alkemancer named Anuraag constructed an enormous crucible in his quest to create the perfect organism. He hoped it would bring forth an immortal being that could surpass the limitations imposed by human flesh and surpass even the gods. Anuraag used the crucible to create so many monstrosities that eventually the local deities had to take action against him. The alkemancer was destroyed for his impertinence, and his crucible was sealed away at the bottom of a mighty chasm. Anuraag’s crucible is an enormous object fashioned from white clay and engraved with mystical symbols chased with burnished copper and electrum. The crucible is large enough to hold a single Huge creature, two Large creatures, four Medium creatures, or eight Small ones. If one or more creatures are placed in the crucible and the crucible is heated over an intense, magical flame, each creature must make a DC 20 Constitution saving throw against the crucible’s powerful transmutation magic. If this saving throw fails, the creature’s body liquefies and the creature is blinded, deafened, and paralyzed until the transformation is complete. The creature’s equipment doesn’t dissolve; as a result, most creatures are stripped naked before being placed in the crucible. Over the course of 10 minutes, the liquefied creature transforms into another creature. If this transformation is interrupted, the transforming creature is slain. It can be brought back to life in its original form by a resurrection spell or similar magic. If the process reaches completion, the creature transforms into another creature as if affected by a shapechange spell. The transformed creature must make a successful DC 20 Wisdom saving throw or lose its memory and all its previous abilities, traits, and features, which are replaced by the blank mind of a newly born version of the creature it transformed into. Whether or not a creature retains its mental faculties, the newly assumed form is permanent. At that point, the creature can regain its former form (and memories and abilities) only through a wish spell. Constructs and undead are immune to the crucible’s power, as is any creature that has the Shapechanger trait, such as a doppelganger. To determine what a creature transforms into, roll a d20 and consult the following table. d20 Creature 01 Aboleth 02 Ape 03 Basilisk 04 Camel 05 Cat 06 Chimera 07 Dire wolf 08 Gargoyle 09 Giant fly 10 Giant lizard 11 Giant toad 12 Gibbering mouther 13 Griffon 14 Harpy 15 Lamia 16 Manticore 17 Mastiff 18 Spirit naga 19 Tiger 20 New life form (GM’s choice) Destroying the Crucible. Anuraag’s crucible can be destroyed if a celestial and a fiend, both of at least Challenge rating 15, willingly allow themselves to be transformed at the same time. If this happens, the crucible can’t take the burden of transforming both creatures and shatters in a spectacular explosion that deals 20d6 piercing damage to all creatures in a 60‑foot radius, or half as much damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Artifact"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Anvil of Wrought","description":"Anvil of Wrought Wondrous item, legendary This enchanted black iron anvil is inscribed with angular mithral runes that pulse and glow softly when any weapon is placed on its surface. If used by a master smith, with arcane magic and suitable high-quality materials, the anvil can be used to create enchanted weapons. It weighs over 500 pounds and is worth 25,000 gp—double that to dwarven smiths, and priceless to the descendants of the Ironshaper clan. The anvil is a prized possession of Chlorothra, who centuries ago despoiled the Ironshaper Smithies far to the north, carrying off the anvil as his prize.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Aosda Hymnal","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) The iron chain of this belt or girdle tome allows the grimoire to hang at the thigh, ready to be picked up and read. Within, the ancient pages seem impossibly thin yet magically resist damage. The grimoire is organized in the manner of a choir book, each page displaying notations on forgotten and powerful words that originated with the elder beings beyond the void. The owner of the Aosda Hymnal gradually becomes skeptical and wary, developing a fascination with codes, word puzzles, and names. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. Moreover, while this tome is in your possession, you can use an action to cast the word of unmaking spell (see Chapter 5) from it at will. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: broken charge* 2nd level: clearing the field*, combust the dead* 3rd level: dimensional shove*, forceful repurposing* 4th level: knife of fate*, verbal assault* 5th level: bone of contention*, souleater* 6th level: dimensional rending* 7th level: symbol 8th level: desolation* 9th level: black hole* Tome of Hidden Words (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spell save DC. 5th level. As an action, you read a word of power from the grimoire that causes a creature to forget a bit of time. If the creature has 25 hit points or fewer, it forgets the last minute of time. When you use this property, you can choose specific events or individuals that the target will forget. The target’s mind fills in any gaps in its memory and will naturally explain away absences or illogical events, such as a message arriving when the messenger has been forgotten. The target’s memory returns after 1 week. If you expend a spell slot of 3rd level or higher when you use this property, you can insert one memory into the time the target has forgotten. For example, you might suggest to a noble that you are the new guardsman he just met. The target must make a Wisdom saving throw. On a failed save, the target believes the memory is real and true. This memory must somehow fit into the target’s experience during the forgotten time. If the inserted memory is too illogical, the target gains advantage on the saving throw. Once you use this property, you must finish a short or long rest before you can use it again. 9th level. As an action, you read a word of power from the grimoire to momentarily take control of a creature’s attacks. If the creature has 50 hit points or fewer, it immediately uses its reaction to make an attack or cast a spell on a target of your choice. You can command the target to use a spell if you have witnessed the target using the spell and if it has uses of that spell remaining. Once you use this feature, you must finish a short or long rest before you can use it again. 13th level. As an action, you read a word of power from the grimoire to strip away a creature’s magic. One creature that you can see within 60 feet is subjected to an aura of antimagic, as in the antimagic field spell. This aura moves with the creature. At the end of each of the target’s turns, it can make a Wisdom saving throw. On a success, the effect ends on the target. Once you use this feature, you must finish a long rest before you can use it again. 17th level. As an action, you read a word of power from the grimoire to send a rippling wave of detonations to rend your foes’ very existence. Hostile creatures within 90 feet of a point you can see within 60 feet of you are affected in descending order of their current hit points (ignoring unconscious creatures). Starting with the hostile creature that has the highest current hit points, the first creature takes 10d10 force damage, the second target takes 9d10 force damage, and so on until there are no d10s remaining. A creature can only take damage from this property once with each use. When there are no d10s remaining or no unaffected hostile creatures in range, the effect ends. Once you use this property, you must finish a long rest before you can use it again. Quirks of the Aosda Hymnal. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Aosda Hymnal table. Quirks of the Aosda Hymnal d8 Quirk 1 If there is no hope of defeating what is to come, you will surely enjoy the time you have left. 2 Sometimes you are unsure if reality is a dream—or if it’s the other way around. 3 You alone hear the elder things, whispering about everything you do and everyone you meet. 4 You delight in adopting ominous speech patterns or habits that disturb others. 5 You feel an unrequited kinship with aberrations and creatures from the void. 6 You see omens in everything and use them to guide your every decision. 7 You walk the knife’s edge between sanity and the screaming depths lurking behind your eyes. 8 You will use any distraction to avoid the nightmares that constantly plague your mind.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Aperture Sword Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. Very rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. The sword has the Emergency Exit property. Emergency Exit. While holding this sword, you can cast the dimension door spell. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. Very rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. The sword has the Emergency Exit property. Emergency Exit. While holding this sword, you can cast the dimension door spell. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. Very rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. The sword has the Emergency Exit property. Emergency Exit. While holding this sword, you can cast the dimension door spell. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. Very rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. The sword has the Emergency Exit property. Emergency Exit. While holding this sword, you can cast the dimension door spell. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aperture Sword Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct lifespark After years of non-stop testing, the fatalities of several dozen volunteers, and an embezzlement scheme that crippled several small city-states, Kave Geonson finally built a weapon whose blade can pass through apertures in the planes, or “portals”. Rumours that this sword enables its wielder to cast the long-forgotten conjure cake spell are misleading and unsubstantiated. This weapon has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Thinking with Portals. As a bonus action while holding this sword, you can expend 1 charge to create a small blue portal in an unoccupied space you can see within 30 feet of you, which lasts until the start of your next turn or until you create another blue portal. When you make an attack roll with the sword, you can have it create a temporary orange portal and attack through it, allowing you to target creatures within your reach of the blue portal as if you were in its space. Additionally, creatures provoke opportunity attacks from you when moving away from the blue portal. Rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. Very rare variant: Attacks made through the portals deal an extra 1d4 force damage on a hit. The sword has the Emergency Exit property. Emergency Exit. While holding this sword, you can cast the dimension door spell. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Apparatus Crustacea","description":"Apparatus Crustacea Wondrous item, unique This unique mechanical construct was created by Arcadianus to search the ocean floor for shipwrecks and the bounty they often hold. The interior is large enough for two Medium pilots, with a supply of 1d4 + 1 hours of air (or double if there is only one occupant). The Apparatus can safely operate at depths up to 900 feet. There are 10 levers, and each can be activated with an action. Each pilot can activate a different lever each turn. The secret catch to open the hatch requires a DC 15 Wisdom (Perception) check to locate. This check is at advantage if the target witnesses another use the hatch, but is at disadvantage while the unit is moving, such as in combat. Being a magical device, the unit can function normally while the interior is full or empty of water, and dispel magic renders the unit inoperable for 10 minutes with a successful DC 17 spellcasting check. The Apparatus has an Armor Class of 20 and 120 hit points, but for every 20 hit points of damage it receives a different part malfunctions (roll 1d6 on table below). It has resistance to slashing and piercing weapons. Its speed is 20 feet, and it can magically swim at 10 feet. Its two pinchers can be used to attack, using the pilot’s attack modifier as an improvised weapon. A pincher hit causes 10 (2d6 + 3) bludgeoning damage. 1d6 roll Targeted Location Effect 1 Right pincher Can’t attack 2 Left pincher Can’t attack 3 Swimmerets Loses swim speed 4 Legs Speed reduced to 5 feet 5 Hatch Can’t open or close 6 Viewport Pilots become blinded","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"unique"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Apparatus of Kwalish","description":"Apparatus of Kwalish Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of Kwalish is a Large object with the following statistics: Armor Class : 20 Hit Points : 200 Speed : 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) Damage Immunities : poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). 6 The apparatus walks or swims forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Apparatus of Kwalish","description":"Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15). 6 The apparatus walks or swims forward provided its legs are extended. The apparatus walks or swims backward provided its legs are extended. 7 The apparatus turns 90 degrees counterclockwise provided its legs are extended. The apparatus turns 90 degrees clockwise provided its legs are extended. 8 Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The light turns off. 9 The apparatus sinks up to 20 feet if it’s in liquid. The apparatus rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Apparatus of Kwalish"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Apparatus of the Crab","description":"Apparatus of the Crab Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check . Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics : Armor Class : 20 Hit Points : 200 Speed : 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities : poison , psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as show in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim . Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack : +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage . Each extended claw makes the following melee weapon attack : +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). 6 The apparatus walks or swims forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Apple of Fickle Doom","description":"Apple of Fickle Doom Wondrous item, very rare (requires attunement) This crystal apple has facets like a cut gemstone, each inscribed with a small glowing rune. As an action, you can take a bite of the apple and throw it up to 60 feet. To you, the apple feels real and delicious. The bite you take grants you a random magical boon or causes a strange side-effect. Moreover, the bite determines the effect the apple has on your foes, as indicated below. The thrown apple explodes on impact and is temporarily destroyed. Each creature within a 5-foot radius of where the apple landed must succeed on a DC 15 Wisdom saving throw or be affected by the apple’s magical malediction. When you finish a short or long rest, the apple appears in your pocket or backpack. d10 Boon Malediction 1 You magically teleport 30 feet to an unoccupied space you can see. Each foe is teleported 30 feet in a random direction to an unoccupied space. 2 Dramatic music highlights your actions until the end of your next turn. Each foe sings along with the music. 3 You regain 2d20 hit points. Each foes loses 2d20 hit points. 4 A vortex of fluttering paper birds surrounds you in a 10-foot-radius for 1 round. Each foe takes 1d4 slashing damage from nasty paper cuts from the paper birds. 5 Until the end of your next turn, your speed increases by 10 feet. Foes’ speeds are halved until the end of their next turn. 6 An apple pie appears in your hand or at your feet. Each foe is hit in the face by an apple pie. 7 You remove one condition. Each foes gains one condition (1 blinded, 2 deafened, 3 frightened, 4 restrained) until the end of its next turn. 8 Nearby plants or rocks yell out helpful advice to you for 1 round. Nearby plants or rocks mock each foe for 1 round, as per the vicious mockery spell. 9 You turn invisible until the end of your next turn. Next attack on each foe has advantage. 10 You become convinced that one side of a philosophical question is the correct one. Each foe loudly lectures about a philosophical subject of interest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Apron of the Eager Artisan","description":"Wondrous item, common Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan’s tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can’t change them again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Apron of the Eager Artisan","description":"Wondrous item, common Created by the dwarven craft brotherhoods of Sebbek Sobor, this leather apron has narrow pockets within which one type of artisan’s tools is stored. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task at hand. Once you have changed the tools available, you cannot change them again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Aqua Delerium","description":"Aqua Delerium Potion, rare This purple potion glows dimly with octarine light. It swirls and sparkles in its small stoppered bottle. When you drink this potion, you regain expended spell slots. Roll 1d6 - you choose spell slots to regain that have a combined level that is equal to or less than the result. None of the slots can be higher than 5th level. For one hour after drinking aqua delerium , roll 1d20 each time you cast a spell of 1st level or higher. On a 1, you trigger a random arcane anomaly . If you consume more than one dose of aqua delerium before finishing your next long rest, you take 1d12 necrotic damage for each spell level regained, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. This damage can’t be reduced or prevented in any way. When a creature who cannot cast spells using spell slots drinks aqua delerium , it takes 10 (3d6) necrotic damage and gains one level of contamination.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Potion","Item Rarity":"rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Aqua Expurgo","description":"Aqua Expurgo Potion, rare This bright orange fluid is stored in a syringe and charged with arcane magic. You can use an action to administer the shot directly to the heart of yourself or another willing creature. You are protected against contamination for six hours after receiving a dose of aqua expurgo . During this time, whenever you fail a saving throw against an effect that would cause you to gain one or more contamination levels, you can choose to succeed instead. You can use this ability three times, after which the effects of aqua expurgo expire. If the effects of aqua expurgo expire in this manner, you immediately take 10 (3d6) necrotic damage and become incapacitated for 1 minute while you violently retch corrupt bile. Your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. The necrotic damage can’t be reduced or prevented by any means.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Potion","Item Rarity":"rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Aqua Fortis","description":"Potion, rare This transparent acid constantly bubbles within its sealed vial. As an action, you can throw the vial up to 20 feet, shattering it on impact. Make a ranged attack, treating the vial as an improvised weapon. If the target is an object that isn’t being worn or carried, the acid dissolves a 1-foot cube of the object. If splashed on a suit of armor or a shield, the object takes a permanent and cumulative −1 penalty to the AC it offers. A suit of armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If splashed on a weapon, it takes a permanent and cumulative −1 penalty to damage rolls. A weapon reduced to a −5 penalty is destroyed. It has no effect on magic items and objects made of gold, glass, stone, or adamantine. If the target is a creature, it takes 3d6 acid damage, followed by an extra 2d6 acid damage at the end of its next turn and another 1d6 acid damage at the end of the turn after that. The acid can be washed off with one gallon of water, ending the effect early.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aquamarine Dolphin Figurine of Wondrous Power","description":"Aquamarine Dolphin Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Aquamarine Dolphin (Rare). This aquamarine dolphin can become a dolphin ( Volo’s Guide to Monsters ) for up to 6 hours. While in dolphin form, the figurine allows you to cast the water breathing spell at will.","properties":{"Category":"Items"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Aquamarine of Spell Extending","description":"Aquamarine of Spell Extending Wondrous item, rare (requires attunement by a sorcerer, warlock, or wizard) This blue stone is fashioned in the shape of a crane and has 3 charges. While holding it, you can use a bonus action to expend a charge and double the duration of any spell cast using a spell slot of 6th level or lower that has a duration of at least 1 minute. The aquamarine regains all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Aquatic Breather","description":"The filter on this mask, worn around the nose and mouth, separates molecules from water and converts it into breathable air. Wearing it allows you to breathe normally underwater.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Arbiter's Bible","description":"Book, Rare (requires attunement) A book capable of communication via written script. Used for bounties, marks, descriptions, and instructions. A Lily of the Valley is ironed into the leather cover. When attuned to this book, you can send a message to any other Arbiter’s bible, by writing a message and signing the recipient’s name. The message then appears in the recipient’s book.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Arc Baton","description":"The weighted end of this steel baton contains a trio of crackling electrodes which send a surge of electricity through any creature they touch. When a creature is hit with this weapon, it can't take Reactions until the start of its next turn.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Special","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Arc of Ignis","description":"Weapon (Handaxe), Rare (Requires Attunement) This magic handaxe is fashioned from hardened amber and seems to glow from within. The handaxe deals an extra 1d6 Fire damage on a hit, and when you make a ranged attack with it, it flies back to your hand immediately after the attack. Searing Arc. As an action, you can cause the axe to circle around you to a distance of 10 feet until the start of your next turn, whereupon it returns to your hand. Each other creature that starts its turn within 10 feet of you or comes within 10 feet of you for the first time on its turn takes 4d6 Fire damage and must succeed on a DC 15 Constitution saving throw or be Blinded until the start of its next turn. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Light, Thrown","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Arc of the Aberrant Sextant","description":"Arc of the Aberrant Sextant Wondrous Item, artifact (requires attunement) Sextant Components An aberrant sextant is made up of five main components, each a powerful magic item in its own right that functions if it is detached from the sextant. If any component is removed from the sextant, the sextant becomes unusable until all the separated parts are reinstalled. Detaching a component or reinstalling one takes 1 minute of work. Being able to use a detached component requires attunement, and the creature attuned to the component must hold the item to make use of its features. Arc. When it is attached to the sextant, the arc pivots to display the measurement of the angle between the horizon and the celestial body. If you are attuned to the arc separately, you gain a +1 bonus to Intelligence saving throws. In addition, you can cast the following spells at will: detect magic, fabricate, identify , and mending .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Arc Thrower","description":"Arc Thrower Ranged weapon Cost : 8,000 gp Damage : 3d6 lightning Weight : 25 lb. Properties : 30 ft. cone, Two-handed This heavy device is slung around your shoulders, hanging near your waist. It features a massive array of orichalcum-filigreed glass tubes filled with a softly glowing blue liquid that converge on a copper tube extending a meter out the front, and the tip holds a jagged piece of crystal. One hand must operate a rear triggering mechanism, and the other supports and aims from a handle sticking out of the top while calibrating the arc emissions. The arc thrower requires two vril batteries to operate, and each use drains 2 charges from each battery. As an action, you may activate the arc thrower, which then creates a blast of arcing electrical energy originating from the crystal. Each creature within a 30-foot cone must make a Dexterity saving throw with a DC equal to 8 + your dexterity modifier + your proficiency bonus if you are proficient in vril weaponry. On a failed save, a target takes 3d6 lightning damage and is stunned. On a successful save, a target takes half as much damage and suffers no additional effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"30 ft. cone, Two-Handed","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Arcadianus' Coral Token","description":"Arcadianus’ Coral Token Wondrous item, common The wizard Arcadianus created these magical coral tokens, each with a special power (signified by a different color or shape) usable once. A DC 15 Intelligence (Arcana) check reveals the trigger. When you use an action to crush a token, its magical effect is released on you. Unless otherwise specified, all effects last for 1 hour. A few examples follow, but the GM is encouraged to create more. Color Effect Blue Water breathing Green Freedom of movement Pink Water walk","properties":{"Category":"Items","Expansion":18594,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Arcanaphage Stone","description":"Wondrous item, rare (requires attunement) Similar to the rocks found in a bird’s gizzard, this smooth stone helps an arcanaphage (see Creature Codex ) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells. Magic Absorption. When a spellcaster casts a spell within 30 feet of you while you are holding or wearing this stone, you can use a reaction to activate the stone and interrupt the spell. This works like the counterspell spell, except the stone must always make a check, regardless of the spell’s level. The stone makes the check with a +5 bonus. If the check is successful, the stone increases its Absorption score by 1. Its Absorption score can’t exceed 8, and if the stone has Absorption 8, it can no longer be used to interrupt spells. Once used, this property of the stone can’t be used again until the next dawn. Magic Expulsion. You can use an action to throw the stone up to 60 feet. The stone explodes on impact and is destroyed. Each creature within 5 feet per Absorption score of where the stone landed must make a DC 15 Dexterity saving throw, taking 1d6 force damage per Absorption score on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Arcane","description":"Journeyman armor property Components: Masterwork suit of exotic armor This armor is covered in arcane etchings. When you apply this property to a suit of armor, choose two cantrips from the wizard spell list. While wearing this armor, you can cast those cantrips. Intelligence is your spellcasting ability for these cantrips.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arcane Cannon","description":"Arcane Canon Ranged weapon (wondrous item), very rare This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again. The creature firing the cannon chooses the effect from the following options: Acid Jet . The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"ranged weapon","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Arcane Cannon","description":"Arcane Cannon Wondrous item, very rare This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again. The creature firing the cannon chooses the effect from the following options: Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Arcane Gauntlet","description":"Arcane Gauntlet Wondrous Item, very rare (requires attunement) Weight: 2 lbs. This single gauntlet can be used as a spell focus and lets the user create a spectral mage hand that mimics the movements of the arcane gauntlet. Mage Hand. As a bonus action, you can cast the Mage Hand cantrip. The mage hand has an extended range of 60 feet. Arcane Hand. Once per day as an action, you can cast Arcane Hand at 5th level. Add the Wielding Hand effect as one of the spell effects options: Wielding Hand. The arcane hand wields a melee weapon that you can wield one-handed (one with the finesse, light, or versatile property). As a bonus action, the hand makes a melee attack against one creature or object within 5 feet of it. Roll a melee attack for the weapon using your game statistics.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Arcane Grenade","description":"Arcane Grenade Wondrous Item, rare Weight: 2 lbs. This rune covered orb stores spells cast into it, holding up to a 5th level spell until the grenade is activated with a command word. Charge. You cast a spell up to 5th level into the grenade. Your spell slots are expended as usual, but the spell takes no effect at that time. Release. As an action, you can speak the command word and throw a grenade at a point up to 60 feet away. The grenade releases its stored spell, which uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster. Explode. When the arcane grenade releases its spell, roll a d6. On a 1, the grenade explodes and is destroyed. Each creature in a 30-foot radius must make a DC 15 Dexterity saving throw. They take 8d6 force damage on a failed save, or half as much damage on a successful one. If the grenade does not explode, it can be used again. When found, the arcane grenade contains 1 spell determined by the GM or the stored spell table. d6 Stored Spell 1 Black Tentacles 2 Cloudkill 3 Ice Storm (at 5th level) 4 Insect Plague 5 Fireball (at 5th level) 6 Flame Strike","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Arcane Grimoire +1","description":"Arcane Grimoire +1 Wondrous item, uncommon (requires attunement by a wizard ) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Arcane Grimoire +2","description":"Arcane Grimoire +2 Wondrous item, rare (requires attunement by a wizard ) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Arcane Grimoire +3","description":"Arcane Grimoire +3 Wondrous item, very rare (requires attunement by a wizard ) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Arcane Inverter","description":"Arcane Inverter Spell catalyst, rare At the heart of many golems and other constructs is a polyhedral device that generates energy by creating a constant feedback loop of arcane power. When you cast the counterspell spell, you can choose to allow the spell to consume this spell catalyst. When you do, if you successfully countered the spell, the caster of the countered spell takes 2d4 force damage if the countered spell was cast using a 1st level spell slot. If the countered spell was cast using a 2nd level or higher spell slot, this force damage increases by 1d4 for each slot level above 1st.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Arcane Opal","description":"Wonderous item, very rare This fist-sized opal flickers with iridescent arcane light. As an action on your turn, you can release a 15 foot cone of destructive magical energy outward from you. Each creature within the affected area must make a DC 19 Dexterity saving throw , taking 45 (10d8) damage on a failure and half as much on a success. The type of damage is determined by rolling 1d10 and consulting the table below. The opal recharges after a long or short rest. d10 Damage 1 Acid 2 Cold 3 Fire 4 Radiant 5 Lighting 6 Poison 7 Psychic 8 Necrotic 9 Force 10 Thunder","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Arcane Pistol","description":"Arcane Pistol Weapon (firearm), very rare (requires attunement) Damage: 1d10 force Weight: 2 lbs. Properties: Ammunition (Firearms), (Range 80/320) You gain a +1 bonus to ranged attack rolls made with this magic weapon, which deals 1d10 force damage on a successful hit. The arcane pistol fires 1 shot of magic ammunition per round and doesn’t need to be reloaded. The pistol can fire up to 20 shots each day. The magic ammunition recharges at dawn. Recharge. You can also use spell slots to recharge the magic ammunition. The arcane pistol gains 2 shots of ammunition for each level spell slot you expend.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (firearm)","Properties":"Ammunition (Firearms), (Range 80/320)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Arcane Propulsion Arm","description":"Arcane Propulsion Arm Wondrous item, very rare (requires attunement by a creature missing a hand or an arm) This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing. While attached, the prosthetic provides these benefits: The prosthetic is a fully capable part of your body. You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your will. The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. Damage: 1d8 Damage Type: Force Properties: Thrown (20/60)","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"thrown (20/60)","Item Rarity":"very rare (requires attunement by a creature missing a hand or an arm)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Arcane Synapses","description":"Donor: Any creature with the Spellcasting or Innate Spellcasting trait Slot: Head You have stolen a bit of arcane potential from a creature by inserting some of its nerves into your brain. You learn one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this cantrip. By harvesting a second creature, you can improve this graft and learn an additional wizard cantrip of your choice.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arcane Treaders","description":"Wondrous item, uncommon (requires attunement) Component: fey (blink dog) pelt When every hallway holds the potential peril of a magical experiment gone awry, walking to class can go from a 5-minute affair to a veritable journey of struggle and strife. For the scatterbrained, the accident-prone, or the simply unlucky, this practical footwear can make arriving late to an exam a thing of the past! These boots have 2 charges and regain all expended charges daily at dawn. While wearing these boots, you ignore difficult terrain caused by spells or other magical effects. Retrace Steps. At the start of each of your turns, the boots produce an ethereal afterimage of themselves, which stays in the same spot, mimicking the motions of your feet as you move. You can expend 1 charge to teleport to the space of the afterimage, as long as it’s unoccupied; you can do so as a bonus action, or as a reaction when you trigger a trap or an opportunity attack as part of your movement (potentially avoiding the trap or attack). The afterimage fades after you teleport to it or at the end of your turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcane Treaders (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey (blink dog) pelt When every hallway holds the potential peril of a magical experiment gone awry, walking to class can go from a 5-minute affair to a veritable journey of struggle and strife. For the scatterbrained, the accident-prone, or the simply unlucky, this practical footwear can make arriving late to an exam a thing of the past! These boots have 2 charges and regain all expended charges daily at dawn. While wearing these boots, you ignore difficult terrain caused by spells or other magical effects. Retrace Steps. At the start of each of your turns, the boots produce an ethereal afterimage of themselves, which stays in the same spot, mimicking the motions of your feet as you move. You can expend 1 charge to teleport to the space of the afterimage, as long as it’s unoccupied; you can do so as a bonus action, or as a reaction when you trigger a trap or an opportunity attack as part of your movement (potentially avoiding the trap or attack). The afterimage fades after you teleport to it or at the end of your turn. Rare variant: Increase the charges to 3. The boots have the Transitory State property. Transitory State. After you use the boots to teleport, you momentarily acquire the ethereal appearance of the afterimage, existing in a state of transition between the two locations. The next attack roll made against you before the start of your next turn is made with disadvantage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcane Treaders (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey (blink dog) pelt When every hallway holds the potential peril of a magical experiment gone awry, walking to class can go from a 5-minute affair to a veritable journey of struggle and strife. For the scatterbrained, the accident-prone, or the simply unlucky, this practical footwear can make arriving late to an exam a thing of the past! These boots have 2 charges and regain all expended charges daily at dawn. While wearing these boots, you ignore difficult terrain caused by spells or other magical effects. Retrace Steps. At the start of each of your turns, the boots produce an ethereal afterimage of themselves, which stays in the same spot, mimicking the motions of your feet as you move. You can expend 1 charge to teleport to the space of the afterimage, as long as it’s unoccupied; you can do so as a bonus action, or as a reaction when you trigger a trap or an opportunity attack as part of your movement (potentially avoiding the trap or attack). The afterimage fades after you teleport to it or at the end of your turn. Rare variant: Increase the charges to 3. The boots have the Transitory State property. Transitory State. After you use the boots to teleport, you momentarily acquire the ethereal appearance of the afterimage, existing in a state of transition between the two locations. The next attack roll made against you before the start of your next turn is made with disadvantage. Very rare variant: Increase the charges to 5. The boots have the Transitory State property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcanist's Armament","description":"Armor (Light), Rare (Requires Attunement) This sleek armor is made of a mesh of black metal set with tiny crystals. You can use it as a spellcasting focus and can cast spells without performing somatic components while wearing it. Piezoelectric Fit You can doff or don the armor as an Action. When you don it, the armor covers your body tightly and can't be removed against your will. Dynamic Buffer As a Reaction when you take non-Psychic damage from a spell or magical effect, you can halve the damage you take. You then gain Temporary Hit Points equal to the amount of damage reduced in this way, which lasts until the end of your next turn. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Arcanist's Conduit","description":"Staff, Rare (Requires Attunement by a Spellcaster) This magic staff is made from adamantine and tingles with unbridled arcane force. The staff has 7 charges for the following properties and regains all expended charges daily at dawn: Ward. As a reaction when you are the target of a spell, you can expend charges equal to the spell's level (minimum of 1) to gain your choice of advantage on the first saving throw you make against that spell or resistance to any damage dealt by that spell this turn. Unstable Recovery. As a bonus action, you can expend charges to regain a spell slot of a level equal to the number of charges you expend this way. When you do, you must succeed on a saving throw using your spellcasting ability with a DC of 10 plus the level of the spell slot regained or take 1d6 Psychic damage for each level of the spell slot regained.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Staff","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Arcanium Aegis","description":"Armor (Shield), Uncommon This shield is forged from an alloy of adamantine and aluminum known for its magnetic properties. Magnetic Discharge The shield has 3 charges and regains all expended charges daily at dawn. As a Bonus Action, you can expend 1 charge to cause one of these effects. Push. A Large or smaller creature you can see within 10 feet that is wearing metal armor must succeed on a DC 15 Strength save or be pushed up to 15 feet away from you. Pull. Until the start of your next turn, attacks using metal weapons or ammunition have Disadvantage against you. Moreover, when a weapon attack using a metal weapon or piece of metal ammunition is made against a target within 5 feet of you, the attack targets you instead.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Armor","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Arcano Bomb","description":"An arcano bomb deals force damage instead of fire damage, its damage dice are d12s, and it deals one extra die of damage, as if a reagent die were added to it.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arcanomagnetic Rings","description":"Ring, rare (requires attunement) Component: pouch of dragon (magnetite) scales This pair of rings forms an arcanomagnet. One, a brilliant gold that reflects light in wondrous prismatic hues, is intensely magical, while the other, a dull grey that grows darker as the surrounding light brightens, is its antimagical opposite. By creating pockets of magical and antimagical energy, you can bend the Weave, causing magic to veer off its intended trajectory. These rings can only be attuned to as a pair and count as a single magic item with regard to the number of magic items you can attune to. Spellbend. Whenever a creature or point you can see within 30 feet of you is targeted by a ranged spell attack, an attack using a magic ranged weapon or magic ammunition, or a spell with an area of effect centred on a point, you can use your reaction to redirect it. You cause a ranged attack to target a different target of your choice within 10 feet of the original (after the attack roll is made but before the outcome is determined). Alternatively, you move the area of effect’s point of origin up to 10 feet. After you use this reaction, roll a d6. On a 1-2, the rings become demagnetized and can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcanomagnetic Rings (very rare variant)","description":"Ring, rare (requires attunement) Component: pouch of dragon (magnetite) scales This pair of rings forms an arcanomagnet. One, a brilliant gold that reflects light in wondrous prismatic hues, is intensely magical, while the other, a dull grey that grows darker as the surrounding light brightens, is its antimagical opposite. By creating pockets of magical and antimagical energy, you can bend the Weave, causing magic to veer off its intended trajectory. These rings can only be attuned to as a pair and count as a single magic item with regard to the number of magic items you can attune to. Spellbend. Whenever a creature or point you can see within 30 feet of you is targeted by a ranged spell attack, an attack using a magic ranged weapon or magic ammunition, or a spell with an area of effect centred on a point, you can use your reaction to redirect it. You cause a ranged attack to target a different target of your choice within 10 feet of the original (after the attack roll is made but before the outcome is determined). Alternatively, you move the area of effect’s point of origin up to 10 feet. After you use this reaction, roll a d6. On a 1-2, the rings become demagnetized and can’t be used again until the next dawn. Very rare variant: Increase the range at which you can use this property to 60 feet, the distance a different target must be from the original to 20 feet, the distance you can move the point of origin of an effect to 20 feet, and the d6 to a d10.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcanowax","description":"Wondrous item, rare Component: celestial, fey, fiend, and undead fat It’s always reassuring to enter the territory of extraplanar entities with a lit arcanowax candle. However, due to the cripplingly expensive reagents required to make such a candle—namely oils from celestials, fey, fiends, and undead—the Bureau keeps these under tight wraps, leading to a thriving trade in arcanowax knockoffs on the grey market. When found, an arcanowax candle has 2d4 + 1 charges. Arcanowax Circle. As an action, you can light the candle, expending 1 charge and causing it to shed bright light in a 10-foot-radius, 20-foot-tall cylinder for 1 minute. The area of the light replicates the effects of the magic circle spell, except it can’t affect elementals. If the candle is moved in such a way that would result in one of those creatures entering the area of the light, the candle is snuffed out. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on its choice of a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s choice of Strength (Athletics) or Dexterity (Acrobatics). The candle’s effects end immediately when the candle is snuffed out.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcanowax","description":"Wondrous item, rare Component: celestial, fey, fiend, and undead fat It’s always reassuring to enter the territory of extraplanar entities with a lit arcanowax candle. However, due to the cripplingly expensive reagents required to make such a candle—namely oils from celestials, fey, fiends, and undead—the Bureau keeps these under tight wraps, leading to a thriving trade in arcanowax knockoffs on the grey market. When found, an arcanowax candle has 2d4 + 1 charges. Arcanowax Circle. As an action, you can light the candle, expending 1 charge and causing it to shed bright light in a 10-foot-radius, 20-foot-tall cylinder for 1 minute. The area of the light replicates the effects of the magic circle spell, except it can’t affect elementals. If the candle is moved in such a way that would result in one of those creatures entering the area of the light, the candle is snuffed out. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on its choice of a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s choice of Strength (Athletics) or Dexterity (Acrobatics). The candle’s effects end immediately when the candle is snuffed out.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Arcanowax (uncommon variant)","description":"Wondrous item, rare Component: celestial, fey, fiend, and undead fat It’s always reassuring to enter the territory of extraplanar entities with a lit arcanowax candle. However, due to the cripplingly expensive reagents required to make such a candle—namely oils from celestials, fey, fiends, and undead—the Bureau keeps these under tight wraps, leading to a thriving trade in arcanowax knockoffs on the grey market. When found, an arcanowax candle has 2d4 + 1 charges. Arcanowax Circle. As an action, you can light the candle, expending 1 charge and causing it to shed bright light in a 10-foot-radius, 20-foot-tall cylinder for 1 minute. The area of the light replicates the effects of the magic circle spell, except it can’t affect elementals. If the candle is moved in such a way that would result in one of those creatures entering the area of the light, the candle is snuffed out. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on its choice of a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s choice of Strength (Athletics) or Dexterity (Acrobatics). The candle’s effects end immediately when the candle is snuffed out. Uncommon variant: The candle is made of a cheap, fast-burning wax and the fat of only one creature type. Reduce the charges to 1d4 + 1. When lit, the candle affects only the creature type whose fat was used to craft it. If the candle is found, the GM chooses a single creature type it works against or rolls a d4 and consults the table below to randomly determine it. d4 Creature Type 1 Celestial 2 Fey 3 Fiend 4 Undead","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arcanowax (uncommon variant)","description":"Wondrous item, rare Component: celestial, fey, fiend, and undead fat It’s always reassuring to enter the territory of extraplanar entities with a lit arcanowax candle. However, due to the cripplingly expensive reagents required to make such a candle—namely oils from celestials, fey, fiends, and undead—the Bureau keeps these under tight wraps, leading to a thriving trade in arcanowax knockoffs on the grey market. When found, an arcanowax candle has 2d4 + 1 charges. Arcanowax Circle. As an action, you can light the candle, expending 1 charge and causing it to shed bright light in a 10-foot-radius, 20-foot-tall cylinder for 1 minute. The area of the light replicates the effects of the magic circle spell, except it can’t affect elementals. If the candle is moved in such a way that would result in one of those creatures entering the area of the light, the candle is snuffed out. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on its choice of a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s choice of Strength (Athletics) or Dexterity (Acrobatics). The candle’s effects end immediately when the candle is snuffed out. Uncommon variant: The candle is made of a cheap, fast-burning wax and the fat of only one creature type. Reduce the charges to 1d4 + 1. When lit, the candle affects only the creature type whose fat was used to craft it. If the candle is found, the GM chooses a single creature type it works against or rolls a d4 and consults the table below to randomly determine it. d4 Creature Type 1 Celestial 2 Fey 3 Fiend 4 Undead","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Archer’s Armband","description":"Archer’s Armband Wondrous item, uncommon From this armband dangles a small carved face, representing Skathi, a Vanir from the Lost Lands. Archers wear this talisman to improve their aim. While the armband is worn, any bow that the wearer holds in their hand becomes magical with a +1 bonus to hit and a +1 bonus to damage until the wearer is no longer holding it. If the bow was already magical, these benefits are cumulative with existing benefits.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Arctic Ring","description":"Ring, Very Rare (Requires Attunement) While wearing this magic ring, you have immunity to cold damage and difficult terrain composed of ice or snow doesn’t cost you extra movement. Winter Magic. This magic ring has 3 charges and regains all expended charges daily at dawn. As an action, you can expend its charges to cast one of the following spells (spell save DC 17): ice storm (1 charge), cone of cold (2 charges), or wall of ice (3 charges). Aura of Cold. As an action, you can speak the ring’s command word to cause the temperature to drop drastically around you for 1 minute. Any creature that starts its turn within 5 feet of you takes 1d6 cold damage. In addition, a sheen of slippery ice forms in any square you move through. The ice is difficult terrain and a creature that starts its turn there or enters the area for the first time on its turn must succeed on a DC 10 Dexterity saving throw or fall prone. The ice melts away after 1 minute. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Ring","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Argent Gliders","description":"Wondrous item, rare (requires attunement) Component: pouch of dragon (silver) scales These meticulously crafted boots imbue their wearer with the nimble grace of the majestic silver dragon. Made by the elven smith Brimbor to honour the Forgemaster, they are always comfortably cool and a snug fit, enchanted to perfectly adapt to any type of terrain or activity. These boots have 2 charges and regain all expended charges daily at dawn. Ice Glide. When you step onto slippery terrain, such as ice or that created by the grease spell, while wearing these boots, magical blades of frost instantly form under your feet, allowing you to glide smoothly and easily on the hazardous ground. While these blades are out, you ignore difficult terrain caused by slippery terrain. In addition, while on that type of terrain, you have advantage on Dexterity saving throws, you automatically succeed on saving throws made to avoid falling prone, and your walking speed is increased by 10 feet. Slip and Slide. As an action while wearing these boots, you can expend 1 charge to stomp your feet on the ground and release a burst of chilling magic that freezes the ground within 15 feet of you, covering it in a thick layer of slippery ice and turning it into difficult terrain. When the ice appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area for the first time on a turn or ends its turn there must also make the saving throw. This effect lasts for 1 minute, after which the ice melts away.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Argent Gliders (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of dragon (silver) scales These meticulously crafted boots imbue their wearer with the nimble grace of the majestic silver dragon. Made by the elven smith Brimbor to honour the Forgemaster, they are always comfortably cool and a snug fit, enchanted to perfectly adapt to any type of terrain or activity. These boots have 2 charges and regain all expended charges daily at dawn. Ice Glide. When you step onto slippery terrain, such as ice or that created by the grease spell, while wearing these boots, magical blades of frost instantly form under your feet, allowing you to glide smoothly and easily on the hazardous ground. While these blades are out, you ignore difficult terrain caused by slippery terrain. In addition, while on that type of terrain, you have advantage on Dexterity saving throws, you automatically succeed on saving throws made to avoid falling prone, and your walking speed is increased by 10 feet. Slip and Slide. As an action while wearing these boots, you can expend 1 charge to stomp your feet on the ground and release a burst of chilling magic that freezes the ground within 15 feet of you, covering it in a thick layer of slippery ice and turning it into difficult terrain. When the ice appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area for the first time on a turn or ends its turn there must also make the saving throw. This effect lasts for 1 minute, after which the ice melts away. Uncommon variant: Reduce the DC to 13. The boots have no charges, and using the Slip and Slide property requires no charges, but once that property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Argent Gliders (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of dragon (silver) scales These meticulously crafted boots imbue their wearer with the nimble grace of the majestic silver dragon. Made by the elven smith Brimbor to honour the Forgemaster, they are always comfortably cool and a snug fit, enchanted to perfectly adapt to any type of terrain or activity. These boots have 2 charges and regain all expended charges daily at dawn. Ice Glide. When you step onto slippery terrain, such as ice or that created by the grease spell, while wearing these boots, magical blades of frost instantly form under your feet, allowing you to glide smoothly and easily on the hazardous ground. While these blades are out, you ignore difficult terrain caused by slippery terrain. In addition, while on that type of terrain, you have advantage on Dexterity saving throws, you automatically succeed on saving throws made to avoid falling prone, and your walking speed is increased by 10 feet. Slip and Slide. As an action while wearing these boots, you can expend 1 charge to stomp your feet on the ground and release a burst of chilling magic that freezes the ground within 15 feet of you, covering it in a thick layer of slippery ice and turning it into difficult terrain. When the ice appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area for the first time on a turn or ends its turn there must also make the saving throw. This effect lasts for 1 minute, after which the ice melts away. Uncommon variant: Reduce the DC to 13. The boots have no charges, and using the Slip and Slide property requires no charges, but once that property has been used, it can’t be used again until the next dawn. Very rare variant: Increase the DC to 16. When you use the Slip and Slide property, each creature in the area also takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails subsequent saves doesn’t take this damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Argent Mantle","description":"","properties":{"Category":"Items"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Argh'yak Bow","description":"Weapon (Shortbow), Rare (Requires Attunement) When the string on this magic shortbow is drawn, the goblinoid face decorating the bow comes to life, muttering curses and spitting insults in Goblin. When you hit a creature with an attack roll using this bow, the target takes an extra 1d6 piercing damage if it has dealt damage to you since the end of your last turn. Witch’s Soul. This bow has 3 charges and regains all expended charges daily at dawn. As an action, you can expend its charges to cast one of the following spells (spell save DC 15): bane (1 charge), silence (2 charges), or bestow curse (3 charges).","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Arkrune","description":"Wondrous Item, Legendary While within 5 feet of this magic rune, you can spend 8 hours transferring a magical property from one magic item to another. Both items must be of the same type, and the item that receives the magical property must be of a lower rarity or value than the item it is transferred from. At the end of that time, make a DC 25 Intelligence check using tinker's tools. On a success, the item you're transferring the property from loses that property and the item you're transferring the property to gains that property. This may increase the item's rarity and value, at the GM's discretion.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Legendary"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Arm of Death","description":"Weapon (Club), Very Rare (Requires Attunement) This club is a disembodied arm of an ancient mummy lord. The limb is wrapped tight with cloth ribbons, and the hand is balled up in a grisly fist. It is numbingly cold to the touch, and the stench of decay and perfume permeates your nostrils. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 necrotic damage. If you roll a 20 on the attack roll, the target must succeed on a DC 16 Constitution saving throw or be cursed. While cursed this way, the target can’t regain hit points for 24 hours, or until they are targeted by the remove curse spell or similar magic. The weapon has 5 charges for the following properties, which you can use while holding it. It regains 1d4 + 1 expended charges when you finish a long rest. Undead Smite. When you hit a creature with an attack using this weapon, you can expend 1 charge to regain hit points equal to the necrotic damage dealt. Sandstorm Blast. As a bonus action, you can expend 2 charges to open the shriveled hand of the mummy lord, sending the fury of a desert storm erupting forth and creating a 20-foot cone originating from it. Each creature within this area must succeed on a DC 16 Dexterity saving throw or be blinded until the end of their next turn. Encounter Ideas Grave Robbers. Dirty Nails, a human grave robber (thug) who possesses the club, is the only survivor after a recent tomb raid. After watching her friends perish while combating the mummy, she wishes to sell the weapon so she can get out of the tomb raiding business for good. She can also tell you where the mummy’s tomb is—for a fee, of course. You Complete Me. A mummy lord just wants his arm back and asks the party to find the evil villain (a paladin, naturally) who took it. It Belongs in a Museum. A museum, specifically a mummy exhibit, has been ransacked by a local thieves’ guild. The curator asks the group to return the stolen property for a reward.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"Very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Arm of the Grey Knight","description":"Wondrous item, uncommon (requires attunement) Component: undead arm of the grey knight A shining beacon of tenacity and unwavering resolve, this amputated arm fights on with the strength of many men no matter how many times it’s cut down or crushed into a pulp. Stubborn to a fault, it refuses to listen to anyone but the creature attuned to it, and occasionally makes rude gestures at passersby behind its owner’s back, attempting to goad them into a fight. Helping Hand. The arm is an object with AC 14 and 20 hit points. If it’s ever more than 30 feet away from you, it moves 20 feet towards you at the start of each of your turns by crawling along the ground. As a bonus action, you can command it to move up to 20 feet and perform one of the following tasks: The arm manipulates an object in the same way as the mage hand cantrip. The arm punches a creature within 5 feet of it, making an attack roll against it ( +5 to hit ) and dealing 1d6 + 3 bludgeoning damage on a hit. The arm attempts to grab a creature within 5 feet of it, which must make a DC 13 Dexterity saving throw . On a failed save, the arm latches on to it, reducing its speed by 10 feet. A creature can use its action to make a DC 13 Strength check , pulling the arm off of it or a creature within its reach on a success. The arm can’t perform other tasks while holding onto a creature. Just a Flesh Wound. If the arm is reduced to 0 hit points, it can’t move or be commanded, but its remarkable resilience and regenerative abilities ensure that this doesn’t last for long. The arm recovers all its hit points after 1d4 hours. A spellcaster can also use an action to touch the arm and spend a spell slot of any level to cause the arm to recover all of its hit points.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Properties":"Component: undead arm of the grey knight","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Arm of the Grey Knight (rare variant)","description":"Wondrous item, rare (requires attunement) Component: undead arm of the grey knight A shining beacon of tenacity and unwavering resolve, this amputated arm fights on with the strength of many men no matter how many times it’s cut down or crushed into a pulp. Stubborn to a fault, it refuses to listen to anyone but the creature attuned to it, and occasionally makes rude gestures at passersby behind its owner’s back, attempting to goad them into a fight. Helping Hand. The arm is an object with AC 14 and 20 hit points. If it’s ever more than 30 feet away from you, it moves 20 feet towards you at the start of each of your turns by crawling along the ground. As a bonus action, you can command it to move up to 20 feet and perform one of the following tasks: The arm manipulates an object in the same way as the mage hand cantrip. The arm punches a creature within 5 feet of it, making an attack roll against it ( +5 to hit ) and dealing 1d6 + 3 bludgeoning damage on a hit. The arm attempts to grab a creature within 5 feet of it, which must make a DC 13 Dexterity saving throw . On a failed save, the arm latches on to it, reducing its speed by 10 feet. A creature can use its action to make a DC 13 Strength check , pulling the arm off of it or a creature within its reach on a success. The arm can’t perform other tasks while holding onto a creature. Just a Flesh Wound. If the arm is reduced to 0 hit points, it can’t move or be commanded, but its remarkable resilience and regenerative abilities ensure that this doesn’t last for long. The arm recovers all its hit points after 1d4 hours. A spellcaster can also use an action to touch the arm and spend a spell slot of any level to cause the arm to recover all of its hit points. Rare variant: The arm can crawl on walls and ceilings, and is capable of wielding a longsword. Increase the attack bonus to +7 , the damage to 1d6 + 5 (or 1d8 + 5 if it’s wielding a longsword), the speed reduction to 20 feet, and the DCs to 15 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Properties":"Component: undead arm of the grey knight","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Arm'onica","description":"Wondrous item, uncommon (requires attunement by a creature missing an arm) Component: phial of humanoid blood Pipes ‘Fourarms’ McGruff: infamous bardtender, caring cat-lover, and middling musician. Renowned for serving customers, petting his cat, and playing the harmonica simultaneously, his world was turned upside down in an unfortunate mimic-related piano tuning accident. Fortunately, a young Anton Spark was quick to Pipes’ rescue, developing a tool capable of calming rowdy clients and ousting tricksy mimics. Inspired by local folk tales of a ridiculous, six-armed, top-hat-wearing creature, this prosthesis is known as the “Arm’onica”. You must have a missing arm to attune to the arm’onica. Once attuned to it, it takes the place of your missing arm and can’t be removed against your will. In addition, you can use it as a spellcasting focus for your bard spells, and if you are a bard, you gain a +1 bonus to your Bardic Inspiration rolls. Dissonant Harmonies. As an action, you can blow into the arm’onica, choosing one of the effects below (save DC 13): Harmony’ca. You cast the calm emotions spell, which affects creatures in a 30-foot cone originating from you instead of a sphere originating from a point within range. Harm’onica. You cast the thunderwave spell at 2nd level. Once this item has been used to cast a spell, roll a d4. If the result is equal to or lower than the spell’s level, the arm’onica becomes clogged and this property can’t be used again until the next dawn, when it magically cleans itself. Very rare variant: Increase the Bardic Inspiration bonus to +2, the DC to 16, the level at which thunderwave is cast to 5th, and the d4 to a d10. Replace calm emotions with dominate person.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature missing an arm"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Arm'onica (very rare variant)","description":"Wondrous item, uncommon (requires attunement by a creature missing an arm) Component: phial of humanoid blood Pipes ‘Fourarms’ McGruff: infamous bardtender, caring cat-lover, and middling musician. Renowned for serving customers, petting his cat, and playing the harmonica simultaneously, his world was turned upside down in an unfortunate mimic-related piano tuning accident. Fortunately, a young Anton Spark was quick to Pipes’ rescue, developing a tool capable of calming rowdy clients and ousting tricksy mimics. Inspired by local folk tales of a ridiculous, six-armed, top-hat-wearing creature, this prosthesis is known as the “Arm’onica”. You must have a missing arm to attune to the arm’onica. Once attuned to it, it takes the place of your missing arm and can’t be removed against your will. In addition, you can use it as a spellcasting focus for your bard spells, and if you are a bard, you gain a +1 bonus to your Bardic Inspiration rolls. Dissonant Harmonies. As an action, you can blow into the arm’onica, choosing one of the effects below (save DC 13): Harmony’ca. You cast the calm emotions spell, which affects creatures in a 30-foot cone originating from you instead of a sphere originating from a point within range. Harm’onica. You cast the thunderwave spell at 2nd level. Once this item has been used to cast a spell, roll a d4. If the result is equal to or lower than the spell’s level, the arm’onica becomes clogged and this property can’t be used again until the next dawn, when it magically cleans itself. Very rare variant: Increase the Bardic Inspiration bonus to +2, the DC to 16, the level at which thunderwave is cast to 5th, and the d4 to a d10. Replace calm emotions with dominate person.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature missing an arm"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Armageddon Sphere","description":"Armageddon Sphere Wondrous item, legendary Five adamantine bands slowly revolve around the diamond sphere at the heart of this floating eldritch machine. Four of the bands bear the symbols of the elements—fire, water, earth, and air. The fifth band is emblazoned with an image of a dragon. Long ago, a forgotten civilization used spheres such as this to power flying cities, far-ranging void vessels, or planar rituals of unfathomable power. Today, the sphere can’t be used as a power source, only as an evil apocalyptic weapon. Activating the armageddon sphere requires sacrificing elementals of CR 10 or higher, feeding the essence of each creature into the appropriate adamantine band. Next, the heartblood of an Adult or older dragon must be poured onto the fifth band. Once this is accomplished, the sphere begins pulsing with the build-up of energy, and a single golden dial appears on the surface of the sphere. You can use an action to set the dial to a number of minutes or hours (user’s choice), and then set a number between 1 and 200. Once the dial is set, nothing can prevent the countdown to detonation, apart from a wish spell or divine intervention. When the timer reaches 0, the armageddon sphere detonates in an explosion of force and magic out to a 10-mile radius with the following effects: Every living thing that is 1 mile or less from the sphere must make a DC 25 Constitution saving throw, taking 50 force damage plus 25d10 necrotic damage on a failed save, or half as much damage on a successful one. If this reduces the target to 0 hit points, it is disintegrated. All structures within this distance are destroyed, as are all nonmagical objects that aren’t being worn or held. Every creature and living thing that is between 1 mile and 5 miles from the sphere must make a DC 20 Constitution saving throw, taking 25 force damage plus 15d10 necrotic damage on a failed save or half as much damage on a successful one. All nonmagical structures and objects within this distance take double damage. Every creature and living thing that is between 5 miles and 10 miles from the sphere must make a DC 15 Constitution saving throw, taking 15 force damage plus 5d10 necrotic damage on a failed save or half as much damage on a successful one. Nonmagical structures and objects within this distance take half of this damage. Creatures within the radius that succeed on the saving throw to survive the detonation of the sphere suffer random mutations as determined by the GM. All terrain within the blast radius becomes difficult terrain for 1d10 years and contains living spells, quicksand, mutated creatures, and other hazards as determined by the GM. Any creature attempting to cast a spell or use a magical item within the radius has a 10% failure rate for 1d4 years. Magical healing is suppressed for 1 year within the radius. After that duration, spells and other magical effects that heal hit point damage only heal half the usual amount.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Armband of Healing","description":"Wondrous item, rare This copper armband bears the insignia of two stags prancing around a staff. While wearing this armband, any healing spell you cast cures the maximum number of hit points. Once used, this property of the armband can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Armband of Strength","description":"Armband of Strength Wondrous item, rare (requires attunement) This thick, bronze armband is engraved with the image of two bulls butting horns. Your Strength score is 20 while you wear this item. It has no effect on you if your Strength is 20 or higher without it. Modifiers: Strength: 20","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Armband of the Stone Court","description":"Armband of the Stone Court Wondrous item, very rare This item is rewarded to a hero during the Noticed by the Stone Court event. Depending on the god represented on this armband, it confers different bonuses (but only when worn by someone who regularly prays to this god). As soon as the item is worn, the wearer knows the item’s capabilities. Its bonuses are only able to be used once, but if the armband is continued to be worn, the gods may reward the wearer in the future. Aldyhn. Speak, understand, and read all languages for 3 hours. Gnark. You may use this feature during a short rest. You and all companions within 30 feet gain the benefits of a long rest. Idin. Gain resistance to all damage for 3 hours. Knat. Gain +3 to any skill checks for the next 3 hours. Luta. As a reaction to delivering damage to a target you do maximum damage. Palter. As a reaction to taking damage from a creature, you may use command on the creature that damaged you. The creature automatically fails their saving throw. Vani. As a reaction, when you lose Glory, you do not. If any companions would have lost Glory for the same reason as you, at this time, they do not lose any Glory either.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Armblade","description":"Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged ) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can’t use that hand for other purposes.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"common (requires attunement by a warforged)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Armor +1 (Template)","description":"Armor (Any Light, Medium, or Heavy), Rare You have a +1 bonus to Armor Class while wearing this armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor +1 (Template)","description":"Armor (Any Light, Medium, or Heavy), Rare You have a +1 bonus to Armor Class while wearing this armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Armor +2 (Template)","description":"Armor (Any Light, Medium, or Heavy), Very Rare You have a +2 bonus to Armor Class while wearing this armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor +2 (Template)","description":"Armor (Any Light, Medium, or Heavy), Very Rare You have a +2 bonus to Armor Class while wearing this armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Armor +3 (Template)","description":"Armor (Any Light, Medium, or Heavy), Legendary You have a +3 bonus to Armor Class while wearing this armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor +3 (Template)","description":"Armor (Any Light, Medium, or Heavy), Legendary You have a +3 bonus to Armor Class while wearing this armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Legendary","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Armor Jacket","description":"Armor Jacket Armor (light) Lined with a protective mesh, this light jacket provides adequate protection while still allowing full movement without restriction. AC : 11 + Dex modifier Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Armor of Angelic Majesty","description":"Armor of Angelic Majesty Armor (half plate or plate), legendary (requires attunement by a good or neutral creature) This resplendent golden armor is imbued with the favor of celestial beings and has a pair of eagle wings embossed on the back of its torso piece. While wearing the armor, you have a +2 bonus to AC, resistance to radiant damage, and advantage on saving throws against spells and other magical effects. Divine Light. As a bonus action while wearing the armor, you can cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. The light remains until you die, you doff the armor, or you dismiss it as a bonus action. Healing Touch. The armor has 3 charges. As an action while you wear it, you can touch another creature and expend 1 charge. The target magically regains 3d8 hit points and is freed from any curse, disease, poison, blindness, or deafness affecting it. The armor regains 1d3 charges each day at dawn. Radiant Wings. As an action while you wear the armor, you can cause the embossed wings to detach and expand, the golden feathers connected to the armor with radiant energy. While the wings are expanded, you have a flying speed of 60 feet. The wings remain expanded until you die, you doff the armor, or you cause them to return to their embossed position as an action.","properties":{"Category":"Items","Item Rarity":"legendary","Requires Attunement":"requires attunement by a good or neutral creature"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of Angelic Majesty (Half Plate)","description":"Armor of Angelic Majesty (Half Plate) Armor (half plate), legendary (requires attunement by a good or neutral creature) This resplendent golden armor is imbued with the favor of celestial beings and has a pair of eagle wings embossed on the back of its torso piece. While wearing the armor, you have a +2 bonus to AC, resistance to radiant damage, and advantage on saving throws against spells and other magical effects. Divine Light. As a bonus action while wearing the armor, you can cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. The light remains until you die, you doff the armor, or you dismiss it as a bonus action. Healing Touch. The armor has 3 charges. As an action while you wear it, you can touch another creature and expend 1 charge. The target magically regains 3d8 hit points and is freed from any curse, disease, poison, blindness, or deafness affecting it. The armor regains 1d3 charges each day at dawn. Radiant Wings. As an action while you wear the armor, you can cause the embossed wings to detach and expand, the golden feathers connected to the armor with radiant energy. While the wings are expanded, you have a flying speed of 60 feet. The wings remain expanded until you die, you doff the armor, or you cause them to return to their embossed position as an action. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. AC : 17 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement by a good or neutral creature","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of Angelic Majesty (Plate)","description":"Armor of Angelic Majesty (Plate) Armor (plate), legendary (requires attunement by a good or neutral creature) This resplendent golden armor is imbued with the favor of celestial beings and has a pair of eagle wings embossed on the back of its torso piece. While wearing the armor, you have a +2 bonus to AC, resistance to radiant damage, and advantage on saving throws against spells and other magical effects. Divine Light. As a bonus action while wearing the armor, you can cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. The light remains until you die, you doff the armor, or you dismiss it as a bonus action. Healing Touch. The armor has 3 charges. As an action while you wear it, you can touch another creature and expend 1 charge. The target magically regains 3d8 hit points and is freed from any curse, disease, poison, blindness, or deafness affecting it. The armor regains 1d3 charges each day at dawn. Radiant Wings. As an action while you wear the armor, you can cause the embossed wings to detach and expand, the golden feathers connected to the armor with radiant energy. While the wings are expanded, you have a flying speed of 60 feet. The wings remain expanded until you die, you doff the armor, or you cause them to return to their embossed position as an action. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 20 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement by a good or neutral creature"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of Arcane Absorption","description":"Armor of Arcane Absorbing Armor (light, medium, or heavy), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent.","properties":{"Category":"Items","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of Blending","description":"Armor (light, medium, or heavy), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. You can use a bonus action to speak the armor's command word and cause the armor to assume the shape and form of any set of clothes. The armor maintains its armor class while in this form. You can return the armor to its original shape as a bonus action. A detect magic spell can't reveal its true nature but truesight can.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Armor of Blood Drinking","description":"Armor of Blood Drinking Armor (light, medium, heavy), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum.","properties":{"Category":"Items","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of Cowardice","description":"Armor (medium), very rare (requires attunement) This +2 breastplate grants the wearer a +2 bonus to Charisma (Intimidation) and Charisma (Persuasion) checks. These effects cease to function if you hide or conceal the armor in any way. Curse. This armor is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the armor fails to end the curse on you. The armor causes the wearer and any allies within 30 feet to suffer disadvantage on saving throws versus fear effects.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Armor of Curing","description":"Armor (light, medium, or heavy), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to cast the cure wounds spell on yourself. The spell is cast at 4th level using your spellcasting ability modifier. If you do not have any spellcasting ability, the spellcasting ability modifier is +1. Once used, this property of the armor can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Armor of Cushioning","description":"Armor (padded), uncommon While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Armor of Death's Agent","description":"Armor of Death's Agent Armor (medium) While wearing the armor, your AC becomes 14 + Dex modifier (max 2), similar to a chain shirt +1. Once per day, you may cast the Dissonant Whispers spell. Standing in direct sunlight causes you to have disadvantage on skill checks and saving throws. You suffer 1 hit die psychic damage at the start of each morning. You are an agent of death! You cannot die until you have completed your service to the Lord of Death. If you fail three death saves before you have removed all the names engraved on the armor, you instead are stabilized at 0 hit points and require magical healing or a long rest to cover hit points. Anyone who touches the armor must make a DC 14 Wisdom saving throw. On a successful save, they take 2 necrotic damage and are forced to drop the armor. If they fail the save, they take 2d4 necrotic damage, and the armor is instantly equipped as if the character donned it. The armor cannot be removed without the use of a Remove Curse or Greater Restoration spell. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20627,"Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Armor of Ease","description":"The illithid around here tell me they prefer their meals with a crunchy coating. — Xanathar Armor of Ease Armor (any medium), uncommon While the magic of this armor doesn't provide any additional protection, armor of ease can be slept in with no detrimental effects.","properties":{"Category":"Items","Expansion":23171},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Armor of Elemental Aura","description":"Armor of Elemental Aura Armor (light, medium, or heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. The DM chooses the elemental aura of this armor or determines it randomly from the options below. Armor of Elemental Aura d4 Elemental Aura 1 Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. 2 Earth. You gain resistance to all damage. 3 Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. 4 Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed.","properties":{"Category":"Items","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of Fear","description":"Armor (light, medium, or heavy), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to cast the fear spell (save DC 15). Once used, this property of the armor can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Armor of Flesh and Bone","description":"Armor (any), rarity varies This horrifying armor is made of a living amalgamation of flesh and bone. It fits snugly over its wearer’s body, protecting them from grievous harm. The armor grants the wearer an extra Injury slot of any severity up to the maximum allowed by the armor’s type in the table below. When the wearer becomes Injured, they may have the armor become Injured instead, filling that Injury slot. The wearer ignores the effect of that Injury, but it counts as one of their Injuries for any other effect, such as the Masochistic Bloodrage feat. The armor recovers from Injuries much faster than normal, but cannot be healed of them. It recovers from a Setback or Dangerous Injury after 1 long rest, or a Handicap or Deadly Injury after 2 long rests. A Lethal Injury recovers after 3 long rests. Sets of armor with Deadly or Lethal Injury slots also grant a +1 bonus to AC. Name Rarity Injury Severity Armor of Flesh and Bone Rare Dangerous Armor of Giant’s Flesh and Bone Rare Handicap Armor of Troll’s Flesh and Bone Very rare Deadly Armor of Titan’s Flesh and Bone Very rare Lethal","properties":{"Category":"Items","Item Type":"ATTENTION! FIX!"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Armor of Fungal Spores","description":"Armor of Fungal Spores Armor (Medium), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Armor of Gleaming","description":"Armor of Gleaming Armor (any medium or heavy), common This armor never gets dirty.","properties":{"Category":"Items","Expansion":6,"Item Type":"Heavy or Medium Armor","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Armor of Gleaming","description":"Armor of Gleaming Armor Price: 4,000 gp This armor always looks polished and shiny enough to see yourself in it. Simple dents, scratches, and dirt do not show up on the armor, and it can never collect dust. The Armor of Gleaming is so shiny that it can conduct light in the darkest of places. Speak a command word as a Free Action to cause the armor to light up and shine with bright light out to 30 feet. Once per Long Rest you can cause the armor to emit a flash of light that can blind anyone who is looking at it. Make a Spell Attack with a +5 bonus against each target in 30 feet that can see you. On hit, the target is blinded for 1 minute. They have Disadvantage or automatically fail (game master’s choice) any checks or attacks that require sight.","properties":{"Category":"Items","Item Type":"Armor"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Armor of Gleaming (Template)","description":"Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor of Haste","description":"Armor (light, medium, or heavy), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to cast the haste spell on yourself. Once used, this property of the armor can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Armor of Invulnerability","description":"Armor of Invulnerability Heavy armor (plate), legendary (requires attunement ) You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"Legendary","Properties":"Stealth Disadvantage","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Armor of Invulnerability","description":"Armor Of Invulnerability Armor (heavy, plate), legendary ( requires attunement ) You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Armor of Invulnerability","description":"Armor (Plate Armor), Legendary (Requires Attunement) You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Armor of Invulnerability"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor of Junk","description":"Armor (any armor), uncommon An armor of junk is quite literally an armor made of various layers of junk. Metal, leather, ragged clothes, and meltable objects are used in the making. Most customize these armors with carvings, buttons, colors, and pins. While wearing this armor, you gain the following benefits: You have advantage on your Dexterity (Stealth) checks made on the streets, junkyards, and railroads. Also, you have a +1 bonus to AC while wearing this armor. However, its limited magic has a chance to fail. Each time you roll for initiative, you have to roll a d4. If the result is 1, 2, or 3, you cannot gain this +1 bonus to AC until you roll for initiative again.","properties":{"Category":"Items","Item Type":"Armor (any armor)","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Armor of No Encumbrance","description":"Armor (light, medium, or heavy), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. This armor weighs 0 and it does not add weight to your encumbrance.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Armor of Resistance","description":"Armor of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Armor of Resistance (Template)","description":"Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor of Resistance (Template)","description":"Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Armor of Spite","description":"Armor (any heavy), rare (requires attunement) Unholy glyphs engraved on this black iron magic armor burn with a faint, orange light. While wearing the armor, you gain a +1 bonus to your AC. At the start of your turn, you can choose to allow attack rolls against you to have advantage. If you do, the glyphs shed dim light in a 5-foot radius, and you can use a reaction when a creature hits you with an attack to force the attacker to take necrotic damage equal to twice your proficiency bonus.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Armor of the Black River","description":"Armor (Heavy), Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to AC, and you are immune to shadow corruption (see The Nature of Shadow ) and void taint (see Midgard Worldbook ) while you wear this armor. Additionally, you can use an action to assume a ghostly form for 10 minutes (together with up to ten creatures you touch), or until you are no longer wearing the armor, gaining a flying speed of 200 feet. You cannot take actions other than movement while in this form. Once this special action is used, it can't be used again until the next dawn. When combined with the Styx boots , the armor of the Black River permits you to use any branch of the River Styx or other planar waterways as a shadow road. Once per week, you can walk on such a planar waterway for 8 hours and arrive at any other plane of your choosing.","properties":{"Category":"Items","Item Type":"Heavy Armor","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Armor of the Caregiver","description":"Armor (Light, Medium, or Heavy), Rare (Requires Attunement) When your companion turns their rage against you, this armor converts your pain into power. While wearing this armor, you have a +1 bonus to AC. Additionally, when you take damage from your companion while they are in a rampage, you take only half as much damage, and the next attack you make before the end of your next turn deals an extra 2d6 damage if it hits.","properties":{"Category":"Items","Item Type":"Armor (Light, Medium, or Heavy","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Armor of the Defiant Dawn","description":"Armor of the Defiant Dawn Armor (medium or heavy, but not hide), Very Rare (requires attunement) First worn by an adventurer who dared defy Nelchior, the warring god of night and dark secrets, this armor has been infused with motes of the Eternal Light that allow its wearer to see the unseen and bring light to the darkest of places. While you wear this armor, you can use an action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the armor’s bright light. You can use a bonus action to end this effect. Luminous Retribution. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. When you are hit with an attack while wearing this armor, you can use your reaction and spend 1 charge to cause the armor to flash with blinding light in a 15-foot radius. Any creature in this light excluding you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this effect. Undead creatures have disadvantage on this saving throw. Optional Rule: Celestial Blinders At the gamemaster’s discretion, player characters who obtain an Armor of the Defiant Dawn or an Armor of the Midnight Sun may also be able to obtain matching Celestial Blinders for their mounts. Celestial Blinders is an uncommon magic item magically paired to a specific Armor of the Defiant Dawn or Armor of the Midnight Sun and makes a mount that wears it immune to the Luminous Retribution and Dawn’s Fury effects of the armor they are paired with while the wearer of the armor rides the mount.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (medium or heavy, but not hide)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Fallen","description":"Armor of the Fallen Armor (Medium or Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Armor of the Holy Crusade","description":"Armor of the Holy Crusade Armor (medium or heavy), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight.","properties":{"Category":"Items","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Armor of the Leaf","description":"Armor (light or hide), uncommon (requires attunement by a ranger) This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on Strength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don’t gain a base Armor Class from the armor. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a ranger"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Armor of the Midnight Sun","description":"Armor of the Midnight Sun Armor (medium or heavy, but not hide), Legendary (requires attunement) First worn by a legendary hero who destroyed a menacing shadow dragon in service of Nelchior, the warring god of night and dark secrets, this armor has been infused with the power of the Eternal Light, allowing its wearer to see the unseen and pierce the heart of the night with pure sunlight. While you wear this armor, you can use an action to cause it to shed bright light in a 45-foot radius and dim light for an additional 45 feet. Invisible creatures and objects are visible as long as they are in the armor’s bright light. You can use a bonus action to end this effect. This light is sunlight. Dawn’s Fury. When you are hit with an attack while wearing this armor, you can use your reaction to cause the armor to flash with blinding sunlight in a 30-foot radius. Any creature in this light excluding you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 8d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this effect. Undead creatures have disadvantage on this saving throw. Optional Rule: Celestial Blinders At the gamemaster’s discretion, player characters who obtain an Armor of the Defiant Dawn or an Armor of the Midnight Sun may also be able to obtain matching Celestial Blinders for their mounts. Celestial Blinders is an uncommon magic item magically paired to a specific Armor of the Defiant Dawn or Armor of the Midnight Sun and makes a mount that wears it immune to the Luminous Retribution and Dawn’s Fury effects of the armor they are paired with while the wearer of the armor rides the mount. Optional Rule: Upgrading Armor of the Defiant Dawn into Armor of the Midnight Sun At the gamemaster’s discretion, player characters may find a way to upgrade an Armor of the Defiant Dawn into an Armor of the Defiant Dawn. The process might require the aid of a legendary armorsmith or the acquisition of a rare meteoric metal such as asterite.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (medium or heavy, but not hide)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Ngobou","description":"Armor (hide), rare (requires attunement) This thick and rough armor is made from the hide of a ngobou (see Tome of Beasts ), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants. Ngobou Charge. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Elephants have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Armor of the Otherworldly Invoker","description":"Armor of the Otherworldly Invoker Armor (any), Evolving Artifact (requires attunement by a warlock) Created by an ancient warlock who ascended to godhood and became the patron of others, this polymorphic armor bestows tremendous power to warlocks who seek mastery of arcane secrets. However, dark sages and mad occultists warn that this otherworldly power comes at a price… Affirmed. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. As an action, you can cause the armor to assume any light, medium, or heavy armor type. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast prestidigitation at will. Promised (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You gain one extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. You can use a bonus action to sense other warlocks of the same otherworldly patron type as you within 1 mile of you for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses of it at the next dawn. Sworn (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You gain a second extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. The armor functions as a Ring of Spell Storing . Devoted (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: The AC bonus of the armor becomes equal to your Charisma modifier (minimum of 3). You gain a second pact boon of your choice. Once chosen, you gain the same pact boon whenever you attune to this item again. Optional Rule: Strings Attached At the gamemaster’s discretion, attuning to and using the Armor of the Otherworldly Invoker may come at a cost and require sacrifices that go beyond the terms of a warlock’s original pact. The armor may be cursed so that a warlock cannot willingly remove it without the aid of remove curse or similar magic, or it may be tied to a specific otherworldly patron, making it usable only as long as the warlock remains loyal to that patron. Optional Rule: Story-Based Evolution The Armor of the Otherworldly Invoker is an evolving artifact that is typically found in its Affirmed state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the armor’s evolution can be tied to significant events during the campaign, such as its wearer besting a rival warlock, discovering some hidden truth about their patron, or saving their patron from a terrible fate. As an evolving artifact, the armor is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (any)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a warlock"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Otherworldly Invoker - Affirmed","description":"Armor of the Otherworldly Invoker Armor (any), Evolving Artifact (requires attunement by a warlock) Created by an ancient warlock who ascended to godhood and became the patron of others, this polymorphic armor bestows tremendous power to warlocks who seek mastery of arcane secrets. However, dark sages and mad occultists warn that this otherworldly power comes at a price… Affirmed. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. As an action, you can cause the armor to assume any light, medium, or heavy armor type. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast prestidigitation at will. Promised (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You gain one extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. You can use a bonus action to sense other warlocks of the same otherworldly patron type as you within 1 mile of you for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses of it at the next dawn. Sworn (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You gain a second extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. The armor functions as a Ring of Spell Storing . Devoted (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: The AC bonus of the armor becomes equal to your Charisma modifier (minimum of 3). You gain a second pact boon of your choice. Once chosen, you gain the same pact boon whenever you attune to this item again. Optional Rule: Strings Attached At the gamemaster’s discretion, attuning to and using the Armor of the Otherworldly Invoker may come at a cost and require sacrifices that go beyond the terms of a warlock’s original pact. The armor may be cursed so that a warlock cannot willingly remove it without the aid of remove curse or similar magic, or it may be tied to a specific otherworldly patron, making it usable only as long as the warlock remains loyal to that patron. Optional Rule: Story-Based Evolution The Armor of the Otherworldly Invoker is an evolving artifact that is typically found in its Affirmed state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the armor’s evolution can be tied to significant events during the campaign, such as its wearer besting a rival warlock, discovering some hidden truth about their patron, or saving their patron from a terrible fate. As an evolving artifact, the armor is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (any)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a warlock"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Otherworldly Invoker - Devoted","description":"Armor of the Otherworldly Invoker Armor (any), Evolving Artifact (requires attunement by a warlock) Created by an ancient warlock who ascended to godhood and became the patron of others, this polymorphic armor bestows tremendous power to warlocks who seek mastery of arcane secrets. However, dark sages and mad occultists warn that this otherworldly power comes at a price… Affirmed. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. As an action, you can cause the armor to assume any light, medium, or heavy armor type. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast prestidigitation at will. Promised (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You gain one extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. You can use a bonus action to sense other warlocks of the same otherworldly patron type as you within 1 mile of you for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses of it at the next dawn. Sworn (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You gain a second extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. The armor functions as a Ring of Spell Storing . Devoted (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: The AC bonus of the armor becomes equal to your Charisma modifier (minimum of 3). You gain a second pact boon of your choice. Once chosen, you gain the same pact boon whenever you attune to this item again. Optional Rule: Strings Attached At the gamemaster’s discretion, attuning to and using the Armor of the Otherworldly Invoker may come at a cost and require sacrifices that go beyond the terms of a warlock’s original pact. The armor may be cursed so that a warlock cannot willingly remove it without the aid of remove curse or similar magic, or it may be tied to a specific otherworldly patron, making it usable only as long as the warlock remains loyal to that patron. Optional Rule: Story-Based Evolution The Armor of the Otherworldly Invoker is an evolving artifact that is typically found in its Affirmed state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the armor’s evolution can be tied to significant events during the campaign, such as its wearer besting a rival warlock, discovering some hidden truth about their patron, or saving their patron from a terrible fate. As an evolving artifact, the armor is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (any)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a warlock"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Otherworldly Invoker - Promised","description":"Armor of the Otherworldly Invoker Armor (any), Evolving Artifact (requires attunement by a warlock) Created by an ancient warlock who ascended to godhood and became the patron of others, this polymorphic armor bestows tremendous power to warlocks who seek mastery of arcane secrets. However, dark sages and mad occultists warn that this otherworldly power comes at a price… Affirmed. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. As an action, you can cause the armor to assume any light, medium, or heavy armor type. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast prestidigitation at will. Promised (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You gain one extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. You can use a bonus action to sense other warlocks of the same otherworldly patron type as you within 1 mile of you for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses of it at the next dawn. Sworn (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You gain a second extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. The armor functions as a Ring of Spell Storing . Devoted (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: The AC bonus of the armor becomes equal to your Charisma modifier (minimum of 3). You gain a second pact boon of your choice. Once chosen, you gain the same pact boon whenever you attune to this item again. Optional Rule: Strings Attached At the gamemaster’s discretion, attuning to and using the Armor of the Otherworldly Invoker may come at a cost and require sacrifices that go beyond the terms of a warlock’s original pact. The armor may be cursed so that a warlock cannot willingly remove it without the aid of remove curse or similar magic, or it may be tied to a specific otherworldly patron, making it usable only as long as the warlock remains loyal to that patron. Optional Rule: Story-Based Evolution The Armor of the Otherworldly Invoker is an evolving artifact that is typically found in its Affirmed state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the armor’s evolution can be tied to significant events during the campaign, such as its wearer besting a rival warlock, discovering some hidden truth about their patron, or saving their patron from a terrible fate. As an evolving artifact, the armor is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (any)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a warlock"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Otherworldly Invoker - Sworn","description":"Armor of the Otherworldly Invoker Armor (any), Evolving Artifact (requires attunement by a warlock) Created by an ancient warlock who ascended to godhood and became the patron of others, this polymorphic armor bestows tremendous power to warlocks who seek mastery of arcane secrets. However, dark sages and mad occultists warn that this otherworldly power comes at a price… Affirmed. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. As an action, you can cause the armor to assume any light, medium, or heavy armor type. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast prestidigitation at will. Promised (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You gain one extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. You can use a bonus action to sense other warlocks of the same otherworldly patron type as you within 1 mile of you for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses of it at the next dawn. Sworn (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You gain a second extra eldritch invocation of your choice. Once chosen, you gain the same invocation whenever you attune to this item again. You can only replace this invocation when you gain a warlock level. The armor functions as a Ring of Spell Storing . Devoted (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: The AC bonus of the armor becomes equal to your Charisma modifier (minimum of 3). You gain a second pact boon of your choice. Once chosen, you gain the same pact boon whenever you attune to this item again. Optional Rule: Strings Attached At the gamemaster’s discretion, attuning to and using the Armor of the Otherworldly Invoker may come at a cost and require sacrifices that go beyond the terms of a warlock’s original pact. The armor may be cursed so that a warlock cannot willingly remove it without the aid of remove curse or similar magic, or it may be tied to a specific otherworldly patron, making it usable only as long as the warlock remains loyal to that patron. Optional Rule: Story-Based Evolution The Armor of the Otherworldly Invoker is an evolving artifact that is typically found in its Affirmed state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the armor’s evolution can be tied to significant events during the campaign, such as its wearer besting a rival warlock, discovering some hidden truth about their patron, or saving their patron from a terrible fate. As an evolving artifact, the armor is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (any)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a warlock"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Armor of the Valiant Soul","description":"Armor of the Valiant Soul Armor (scale), legendary (requires attunement) This antique armor forged from jade and black-dragon scales was once worn by J’mon Sa Ord of Ank’Harel. Dormant While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the command spell (save DC 14) while attuned to this armor. Once this property is used, it can’t be used again until you finish a long rest. Awakened When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. You have resistance to acid damage while wearing this armor. You are immune to the frightened condition while wearing this armor. The spell save DC for the armor’s command spell increases to 16, and the spell can target up to three creatures. Exalted When the Armor of the Valiant Soul reaches an exalted state, you gain the following benefits: The AC bonus of the armor increases to +3. You are immune to acid damage while wearing this armor. All friendly creatures within 15 feet of you are immune to the frightened condition as long as you are conscious. The spell save DC of the armor’s command spell increases to 18, and the spell can target up to five creatures.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Armor of the Valiant Soul, Awakened","description":"Armor of the Valiant Soul, Awakened Armor (scale), legendary (requires attunement) This antique armor forged from jade and black-dragon scales was once worn by J’mon Sa Ord of Ank’Harel. Dormant While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the command spell (save DC 14) while attuned to this armor. Once this property is used, it can’t be used again until you finish a long rest. Awakened When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. You have resistance to acid damage while wearing this armor. You are immune to the frightened condition while wearing this armor. The spell save DC for the armor’s command spell increases to 16, and the spell can target up to three creatures. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Armor of the Valiant Soul, Dormant","description":"Armor of the Valiant Soul, Dormant Armor (scale), legendary (requires attunement) This antique armor forged from jade and black-dragon scales was once worn by J’mon Sa Ord of Ank’Harel. Dormant While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the command spell (save DC 14) while attuned to this armor. Once this property is used, it can’t be used again until you finish a long rest. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Armor of the Valiant Soul, Exalted","description":"Armor of the Valiant Soul, Exalted Armor (scale), legendary (requires attunement) This antique armor forged from jade and black-dragon scales was once worn by J’mon Sa Ord of Ank’Harel. Dormant While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the command spell (save DC 14) while attuned to this armor. Once this property is used, it can’t be used again until you finish a long rest. Awakened When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. You have resistance to acid damage while wearing this armor. You are immune to the frightened condition while wearing this armor. The spell save DC for the armor’s command spell increases to 16, and the spell can target up to three creatures. Exalted When the Armor of the Valiant Soul reaches an exalted state, you gain the following benefits: The AC bonus of the armor increases to +3. You are immune to acid damage while wearing this armor. All friendly creatures within 15 feet of you are immune to the frightened condition as long as you are conscious. The spell save DC of the armor’s command spell increases to 18, and the spell can target up to five creatures. AC : 17 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Armor of the White Rose","description":"Armor (Heavy), Very Rare (Requires Attunement) You are immune to necrotic and cold damage and vulnerable to fire and radiant damage while you wear this armor. Additionally, you are imbued with soul-devouring energy. When you hit with a melee attack, the target takes an extra 3d6 necrotic damage, and you regain 3d6 hit points. If you gain hit points above your maximum, you immediately gain a level of exhaustion, and the soul-devouring power of the armor ends until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Armor of Vulnerability","description":"Armor of Vulnerability Armor (plate), rare (requires attunement ) While wearing this armor, you have resistance to one of the following damage types : bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Cursed Item, Armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Armor of Vulnerability","description":"Armor Of Vulnerability Armor (plate, heavy), rare (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor (cursed item)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Armor of Vulnerability","description":"Armor of Vulnerability Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are target by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to bludgeoning and piercing damage. Plate consists of shaped, interlocking, swamp-green metal plates to cover the entire body. It is embossed with designs of carnivorous plants, cattails, ferns, foxes, and bats. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of hanging moss padding underneath the armor. Buckles and straps of braided marsh plant stems distribute the weight over the body. A sylvan inscription reads, \"When I'm with her, I'm always holm. Only she is suited for my amour; all else are my hexes.\" AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":20627,"Item Type":"Plate Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Armor of Vulnerability (Template)","description":"Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance). Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Armor of Vulnerability (Template)","description":"Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance). Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Armor of Warding","description":"Armor (light, medium, or heavy), uncommon (+1), rare (+2), or very rare (+3) Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon (+1), rare (+2), or very rare (+3)"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Armor of Weightlessness","description":"Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Armor (Light, Medium, or Heavy)","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Armor-Piercing Arrows","description":"Armor-Piercing Arrows Ammunition Armor-piercing arrows are worked with sharp tines that punch through protective gear. When an armor-piercing arrow hits a creature, that creature must make a DC 15 Dexterity saving throw. On failure, the creature suffers the distracted condition (–2 AC, removed when hit by an attack) for 1 minute.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Armored Gi","description":"Armored Gi Wondrous item, uncommon (requires attunement) This item consists of a white cotton jacket and reinforced trousers with a heavy black cotton belt. You gain a +1 bonus to AC and saving throws while wearing this gi if you are wearing no armor and using no shield. Modifiers: Saving Throws +1, AC +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Armored Transport","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Armorum Satchel","description":"This specially crafted satchel allows the user to carry an additional 15 pounds of equipment.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Arquebus","description":"Arquebus Ranged weapon (simple, firearm) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed, takes a full turn to load. Range: 60/240 Weight: 7","properties":{"Category":"Items","Expansion":30058,"Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed, takes a full turn to load."},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Arranavel","description":"Arranavel Melee weapon (martial, longsword), uncommon (requires attunement) This mithral longsword is of elven design, bearing runes along the blade that read “Arelind”, an ancient elven word that means “Champion of the People”. These blades were often gifts given by elven wizards to non-elven allies of great esteem. You have a +1 bonus to attack and damage rolls made with this weapon. It sheds dim light in a 5-foot radius when unsheathed. You can speak, read, and write Elvish so long as the sword is on your person. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Arrow +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Arrow +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Arrow +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Arrow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.05\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"quantity\\\":10}\"},{\"name\":\"Arrow +1 Effect\",\"parent\":\"Arrow +1\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Arrow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Uncommon","Name":"Arrow +1","Weight":"0.05","data-description":"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Arrow +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Arrow +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Arrow +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Arrow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.05\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Arrow +2 Effect\",\"parent\":\"Arrow +2\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Arrow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Arrow +2","Weight":"0.05","data-description":"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Arrow +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Arrow +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Arrow +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Arrow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.05\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Arrow +3 Effect\",\"parent\":\"Arrow +3\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Arrow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Arrow +3","Weight":"0.05","data-description":"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Arrow of Aberration Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Aberrations. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Aberration Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Beast Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Beasts. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Beast Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Blinding","description":"Weapon (arrow), uncommon When a target takes damage from this magic arrow, the arrow bursts into a flash of bright light. Any creature in a 30-foot-radius sphere of the target must succeed on a DC 15 Constitution saving throw, or become blinded for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Arrow of Celestial Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Celestials. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Celestial Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Construct Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Constructs. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Construct Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Darkness","description":"Weapon (arrow), uncommon When a target takes damage from this magic arrow, the arrow creates a 15-foot-radius sphere of magical darkness centered on the target that lasts for 1 minute. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Arrow of Dragon Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Dragons. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Dragon Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Elemental Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Elementals. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Elemental Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Explosions","description":"Weapon (arrow), very rare When this arrow strikes a solid surface, be it a creature, object, wall, or floor, it explodes with a fiery blast. Each creature within 20 feet of the point of impact must make a DC 17 Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much on a successful one. The arrow is destroyed in the blast.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"very rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arrow of Fey Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fey. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Fey Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Fiend Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fiends. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Fiend Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Flying","description":"Weapon (arrow), common When you make a ranged weapon attack with this magic arrow, the range of the weapon is doubled. For example, a longbow's range would be 300/1200 when firing this arrow.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Arrow of Giant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Giants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Giant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Glue","description":"Weapon (arrow), uncommon An arrow of glue is one of a few arrows known as trick arrows. When you fire an arrow of glue, the arrow’s shaft becomes pliant on impact and hardens immediately after. You can fire this arrow at any point you can see within range to cover a 1-foot square area with hardened glue. The GM may rule that especially challenging shots are made with disadvantage. A creature hit by this arrow must succeed a DC 15 Dexterity saving throw or be glued to a nearby surface, unable to move. It can break free with a successful DC 15 Strength (Athletics) check.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arrow of Grabbing","description":"Weapon (arrow), very rare This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can’t move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Arrow of Holding","description":"Weapon (arrow), uncommon When you hit a target with this magic arrow, the target must succeed on a DC 13 Constitution saving throw, or become paralyzed for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Arrow of Humanoid Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Humanoids. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Humanoid Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Meta","description":"Weapon (Arrow), Rare This black arrow with a red stripe down one side is distinctly more balanced than your standard fare. Even a novice can tell this arrow has a special aura to it. You gain a +1 bonus to attack and damage rolls made with this magic ammunition. This ammunition also comes with a property that defies the laws of worldly knowledge. When you make an attack with a weapon using this ammunition, you can whisper a question to it. If the attack hits, the question is answered correctly in a whispered telepathic message. You are only able to ask questions about the game system itself, such as: “What is the creature’s armor class?” “How many hit points does the creature have?” “What level is the character?” “Is the creature immune to [any single type of damage]?” If used on an inanimate object, the ammunition must be able to pierce the object (such as a wooden door but not a mental one) and questions can be asked such as, “When was the last time this door was used?” or, “Is the door trapped?” However, what makes a viable question is ultimately at the DM’s discretion. Once used, this property can’t be used again until you finish a long rest. In addition, this magic ammunition is recoverable and retains its magic. Encounter Ideas Sales Pitch. Though it has a hefty price, a shopkeeper may well convince the characters this arrow is worth its cost. Grave of the Hunter. Rumors about a legendary hunter claim that they always seemed to know exactly what needed to be done to fell their quarry. They were buried with their prized bow and quiver of arrows. Meta Begets Meta. The gods, seen and unseen, love a good source of entertainment. A visiting deity might gift an arrow for a favor.","properties":{"Category":"Items","Item Type":"Weapon (Arrow)","Item Rarity":"Rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Arrow of Monstrosity Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Monstrosities. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Monstrosity Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Ooze Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Oozes. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Ooze Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Piercing","description":"Weapon (arrow), rare An arrow of piercing is one of a few arrows known as trick arrows. When you make an attack with this arrow, it becomes a 5-foot-wide line of magical energy that extends out from you to the weapon’s normal range. Each creature in that line must make a DC 15 Dexterity saving throw. A creature takes the weapon’s normal damage on a failed save, or half as much damage on a successful one. The arrow is then destroyed.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arrow of Plant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Plants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Plant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Returning","description":"Arrow of Returning Weapon (arrow), very rare (requires attunement) An arrow of returning has a flexible iridescent shaft with wildly colored fletching and an electrum arrowhead. It grants a +5 bonus to hit and damage. If used before attuned to you, the arrow loses its magic once it deals damage to a target. If attuned to you before use, the arrow disappears after inflicting its damage and then reappears in your quiver following a long rest.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Arrow of Screaming","description":"Weapon (arrow), uncommon When you fire this arrow, everything within 30 feet of it as it travels to its target must succeed on a DC 11 Wisdom saving throw, or become deafened for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Arrow of Seeking","description":"Weapon (Arrow), Rare When you make a ranged attack with this arrow, you don’t make an attack roll for the attack, but instead choose a target you have seen. If the target is within 600 feet of you, the arrow flies unerringly toward it, moving around obstacles and ignoring cover. If the arrow reaches the target, it must succeed on a DC 17 Dexterity saving throw or take damage as if it were hit by the arrow.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Arrow of Slaying","description":"Arrow Of Slaying Ammunition (arrow), very rare Weight : 0.05 An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying . If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Arrow of Slaying","description":"Arrow of Slaying Ammunition, very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type , race , or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow . Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow , though arrows are most common. Weight: 0.05","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.05,"Subtype":"Ammunition","Item Type":"Ammunition","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arrow of Teleportation","description":"Weapon (arrow), uncommon An arrow of teleportation is one of a few arrows known as trick arrows. When this arrow is fired from a bow at an unoccupied space within 100 feet of the archer, the archer immediately teleports to its location. The arrow is destroyed on impact.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arrow of Undead Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Undead. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Arrow of Undead Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow of Unpleasant Herbs","description":"Weapon (arrow), uncommon This arrow’s tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.","properties":{"Category":"Items","Item Type":"Ammuntion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Arrow-Catching","description":"Journeyman armor property Components: Masterwork suit of exotic medium or heavy armor Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Arrow-Catching Shield","description":"Arrow-Catching Shield Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 4 Weight : 6","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Arrow-Catching Shield","description":"Arrow-Catching Shield Armor (shield), rare (requires attunement ) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC: 2, 4 vs. ranged attacks Weight: 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Subtype":"Shield","Item Type":"Shield","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arrow-Catching Shield","description":"Armor (Shield), Rare (Requires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Arrow-Catching Shield"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Arrow-Catching Shield","description":"Armor (Shield), Rare (Requires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Arrow-Catching Shield\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Arrow-Catching Shield\\\",\\\"description\\\":\\\"You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.\\\\nWhenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"cost\\\":4010,\\\"rarity\\\":\\\"Rare\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Arrow-Catching Shield Attunement\",\"parent\":\"Arrow-Catching Shield\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Arrow-Catching Shield AC\",\"parent\":\"Arrow-Catching Shield\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Arrow-Catching Shield Ranged AC Bonus\",\"parent\":\"Arrow-Catching Shield Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"details\\\":\\\"Arrow-Catching Shield - AC +2 vs. ranged attacks\\\"}\"},{\"name\":\"Arrow-Catching Shield Reaction\",\"parent\":\"Arrow-Catching Shield Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate Arrow-Catching Shield\\\",\\\"description\\\":\\\"Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"}]","filter-Attunement":"Rare","Name":"Arrow-Catching Shield","Weight":6,"data-description":"You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.\nWhenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Arrowless Bow","description":"Arrowless Bow Ranged weapon Price: 1,000 gp This ornate bow was clearly a failed attempt to craft a bow of unlimited ammunition. The arrowless bow can fire any object that the wielder can hold, the size of an arrow or smaller, except for arrows. The wielder of the bow must have the object in their hand in order to use it as ammunition for the bow. Make an Attack Roll as if firing a normal bow. The damage of the attack is dependent on the object being fired, ranging from 1 damage to as much as 1d12 damage, determined by the game master. The Dexterity bonus should still be added to each Attack Roll.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Arrows","description":"Arrows Ammunition Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition prperty to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Weight : 0.05","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Arrows","description":"Arrows (20) Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 20","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.05,"Subtype":"Ammunition","Item Type":"Ammunition","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arrows","description":"Adventuring Gear (Ammunition) Amount: 20 Storage: Quiver Weight: 1 lb. Cost: 1 GP Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. Storage must be bought separately.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Arrows"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Arrows","description":"Arrows (20) Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 20","properties":{"Category":"Items","Expansion":5,"Item Type":"Ammunition"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Arrows +1","description":"Arrows +1 Ammunition (arrow), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.05","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Arrows +1","description":"Arrows +1 Ammunition, uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.05","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.05,"Item Type":"Ammunition","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arrows +2","description":"Arrows +2 Ammunition, rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.05","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.05,"Item Type":"Ammunition","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arrows +2","description":"Arrows +2 Ammunition (arrow), rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.05","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Arrows +3","description":"Arrows +3 Ammunition (arrow), very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.05","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Arrows +3","description":"Arrows +3 Ammunition, very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.05","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.05,"Item Type":"Ammunition","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Arrows, steel","description":"Arrows, Steel Ammunition (miscellaneous gear) Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Artes Bellator","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) The pages of Artes Bellator contain biographies of famous warriors, weapon techniques for a wide variety of different armaments, accounts of military tactics, and monster fighting advice. The illustrations are etched with rare inks and gleam with their own inner radiance. The owner of the grimoire gradually becomes compulsive about cleaning and maintaining their arms and armor. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. If you are not a spellcaster and you attune to this grimoire, you gain three spell slots that you can use to cast the spells found within it, requiring no components. You can choose either Wisdom or Charisma for your spellcasting ability. All of your spell slots are the same level, as shown below. You recover all expended spell slots when you finish a long rest. Only the spells listed below can be cast in this way, even if other spells are subsequently added to the book. Character Level Spell Slot Level 1st 1st 3rd 2nd 5th 3rd 7th 4th 9th 5th 11th 6th 13th 7th In addition, while this tome is in your possession, you gain a +2 bonus to your AC when you hold it in a free hand. The grimoire functions in all aspects as if it were a shield. You can’t hold Artes Bellator and wield a shield at the same time. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: broken charge*, cure wounds, shield of faith 2nd level: branding smite, templar’s bellow* 3rd level: beacon of hope, brilliant harrier* 4th level: bark bulwark*, freedom of movement 5th level: commune, hero of fable* 6th level: Een’s armor of glass* 7th level: heaven’s spear* 8th level: holy aura 9th level: horn of heroes* Tome of Armaments (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spell save DC. 5th level. As a bonus action, you can plunge your hand into the open page of the Artes Bellator and withdraw any nonmagical ranged or one-handed melee weapon of your choice. You are proficient with it while you wield it. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Weapons created by the grimoire vanish after 1 minute or if the grimoire is not on your person or if you use this feature again. Once you have withdrawn a weapon from the grimoire, you can use a bonus action to exchange it for a different weapon. In addition, if you have the Pact of the Blade class feature and you attune to this grimoire, you can draw your pact blades from the grimoire. If you do so, your pact weapons deal an extra 1d4 damage. 9th level. The weapons produced by the grimoire gain a +1 bonus to attack and damage rolls. In addition, when you hit a creature with one of the grimoire’s weapons, you can choose for it to deal an extra 2d6 radiant damage. You can apply this extra damage three times and recover all expended uses when you finish a short or long rest. 13th level. The weapons produced by the grimoire gain a +2 bonus to attack and damage rolls, and the extra radiant damage increases to 3d6. In addition, when you hit an evil creature with your grimoire weapon, the target must succeed on a Wisdom saving throw. The DC equals 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, the target is frightened of you until the beginning of your next turn. 17th level. The weapons produced by the grimoire gain a +3 bonus to attack and damage rolls, and you can choose for the extra radiant damage to instead be extra force damage. In addition, if you score a critical hit with a grimoire weapon, you can choose to shatter the item currently held by the target, destroying it. Items or weapons incapable of being destroyed are instead flung 2d10 feet away in the direction of your choice. Quirks of the Artes Bellator. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Artes Bellator table. Quirks of the Artes Bellator d8 Quirk 1 A dark and evil twin of the grimoire exists somewhere in the world. It must be destroyed. 2 Sometimes the heroes described in the book whisper advice to you. 3 You believe a fell curse is slowly corrupting the grimoire and seek a possible remedy. 4 You can enthusiastically talk about weapons with anyone, anywhere, for a long time. 5 You feel it is your duty to instruct others in the minutia of martial combat. 6 You search for someone worthy to wield the tome and test possible candidates rigorously. 7 You treat the items created by the grimoire as if they are gifts from the gods. 8 You write your exploits into the grimoire, updating it as your journeys continue.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ascendant Dragon Vessel","description":"Ascendant Dragon Vessel Wondrous item, legendary (requires attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing , a potion of climbing , mead, a potion of fire breath , a potion of healing (greater), wine, a potion of flying , a potion of healing (superior), whiskey, a potion of healing (supreme), or a potion of dragon's majesty . Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ascendant Dragon-Touched Focus","description":"Ascendant Dragon-Touched Focus Wondrous item, legendary (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. It gains an additional property determined by the family of the dragon in whose hoard it became Ascendant: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. While you are holding an Ascendant focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Ascendant. An asterisk indicates a new spell that appears in this book. Chromatic. Hold monster , Rime's binding ice* Gem. Rary's telepathic bond , Raulothim's psychic lance* Metallic. Fizban's platinum shield ,* legend lore In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ascendant Dragon's Wrath Weapon","description":"Ascendant Dragon's Wrath Weapon Weapon (any), legendary (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. Damage Type: special Modifiers: Melee Attacks +3, Melee Damage +3 Secondary Damage: 3d6","properties":{"Category":"Items","Expansion":12314,"Item Type":"Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ascendant Scaled Ornament","description":"Ascendant Scaled Ornament Wondrous item, legendary (requires attunement) This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Ascendant, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back. Modifiers: AC +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ascension","description":"“The queens of Kinkale have been crowned with Ascension for 350 years. If the elves won’t return it, we’ll raise their wode to the ground. Who’s with me?” —Last Speech of Queen Edwina Kinkale Legend Ascension served as the crown jewels of Kinkale and as their rulers’ personal weapon for generations. With the sword at their side, successive queens swept out to conquer more and more land, until Edwina Kinkale was routed by the elves of the Wailing Wode and forced to relinquish Ascension as tribute. Desperate to reclaim the icon of her kingdom, she led her entire army into the forest a few years later. None returned. Location The sword lies at the heart of the Wailing Wode, an ancient forest with a bloodthirsty reputation. The elves simply leaned their war prize against a tree and left it, though the wode ensures that reaching it is no trivial task. Encounter Ideas Birthright. A warrior named Tisiphone Kinkale claims to be a descendant of the queens of a long-lost kingdom and seeks adventurers willing to brave a man-eating forest to retrieve an ancient heirloom. Get It Out of Here. The elves of the Wailing Wode gift Ascension to the party in return for services rendered but warn them that a noblewoman has been sending wave after wave of mercenaries to retrieve it. They don’t care how the party deals with the noble; they just want to be rid of the blade so the intrusions stop. A Tool for Conquest. A character that is interested in claiming and ruling territory discovers or is rewarded with lore about Ascension , a sword that makes its wielder more effective at leading a kingdom. Progression Ascension progresses each time its owner significantly increases the size of the territory they rule, as determined by the GM. Statistics Weapon (Greatsword), Rarity Varies (Requires Attunement) Uncommon . While attuned to this magic weapon, you have advantage on Charisma checks made to advance the interests of the territory you rule, such as negotiating a treaty or securing resources for your kingdom. It is not intended for checks that only benefit you personally. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Luster of Rule. As an action, you can cast the charm person spell. If the target has a CR of 1/2 or less, the duration increases to 1 year. While charmed, the target views you as an exceptional ruler and is more amenable to offering their services to your territory. Once used, this property can’t be used again for 7 days. Very Rare . The bonus to attack and damage rolls increases to +2. Impeccable Statesperson. Whenever you make a Charisma check or saving throw, you can roll an additional d20. You can choose to do this after you roll the initial die, but before the outcome is determined. You choose which of the d20s is used. You can use this property a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3. You can now use Impeccable Statesperson a number of times equal to your proficiency bonus between long rests.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ascension (Legendary)","description":"Ascension Weapon (Greatsword), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. While attuned to this magic weapon, you have advantage on Charisma checks made to advance the interests of the territory you rule, such as negotiating a treaty or securing resources for your kingdom. It is not intended for checks that only benefit you personally. Luster of Rule. As an action, you can cast the charm person spell. If the target has a CR of 1/2 or less, the duration increases to 1 year. While charmed, the target views you as an exceptional ruler and is more amenable to offering their services to your territory. Once used, this property can’t be used again for 7 days. Impeccable Statesperson. Whenever you make a Charisma check or saving throw, you can roll an additional d20. You can choose to do this after you roll the initial die, but before the outcome is determined. You choose which of the d20s is used. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ascension (Rare)","description":"Ascension Weapon (Greatsword), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this magic weapon, you have advantage on Charisma checks made to advance the interests of the territory you rule, such as negotiating a treaty or securing resources for your kingdom. It is not intended for checks that only benefit you personally. Luster of Rule. As an action, you can cast the charm person spell. If the target has a CR of 1/2 or less, the duration increases to 1 year. While charmed, the target views you as an exceptional ruler and is more amenable to offering their services to your territory. Once used, this property can’t be used again for 7 days. Progression Ascension progresses each time its owner significantly increases the size of the territory they rule, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ascension (Uncommon)","description":"Ascension Weapon (Greatsword), Uncommon (Requires Attunement) While attuned to this magic weapon, you have advantage on Charisma checks made to advance the interests of the territory you rule, such as negotiating a treaty or securing resources for your kingdom. It is not intended for checks that only benefit you personally. Progression Ascension progresses each time its owner significantly increases the size of the territory they rule, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ascension (Very Rare)","description":"Ascension Weapon (Greatsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this magic weapon, you have advantage on Charisma checks made to advance the interests of the territory you rule, such as negotiating a treaty or securing resources for your kingdom. It is not intended for checks that only benefit you personally. Luster of Rule. As an action, you can cast the charm person spell. If the target has a CR of 1/2 or less, the duration increases to 1 year. While charmed, the target views you as an exceptional ruler and is more amenable to offering their services to your territory. Once used, this property can’t be used again for 7 days. Impeccable Statesperson. Whenever you make a Charisma check or saving throw, you can roll an additional d20. You can choose to do this after you roll the initial die, but before the outcome is determined. You choose which of the d20s is used. You can use this property a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Progression Ascension progresses each time its owner significantly increases the size of the territory they rule, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ash of the Ebon Birch","description":"Potion, uncommon This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature’s body. Sigils. You can paint one of the following sigils on a creature for a specific effect. Antlers. The creature gains the effect of the see invisibility spell for 1 hour. Beak. The creature is immune to being charmed and can’t be scried upon for 1 hour. Claw. The creature can’t be surprised for 1 hour. Hoof. The creature’s remains are prevented from rising or being animated as an undead for 24 hours. Smear. You can smear the pigment across specific parts of a creature’s body, and the creature gains an effect based on the body part. Arms or Shoulders. The creature’s Strength score increases by 2 for 1 hour. Chest or Back. The creature has advantage on one type of saving throw (your choice) for 10 minutes. Eyes. The creature gains truesight out to 30 feet for 10 minutes. Legs or Limbs. The creature’s speed increases by 10 feet for 1 hour. Stomach. The creature’s maximum hit points increase by 10 for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ashes of the Fallen","description":"Wondrous item, rare Found in a small packet, Kushite sorcerers created this coarse, foul-smelling black dust from the powdered remains of a celestial. Each small packet of the substance contains enough ashes for one use. When you use your action to throw the ashes in the air, they spread in a 15-foot cone. Any spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour (or until the curse is ended with a remove curse spell or similar magic). Creatures that do not cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time they try to cast a spell. On a successful save, the spell is cast normally. On a failed saving throw, the spellcaster casts a different, randomly chosen spell of the same level or lower from among their prepared spells. If the spellcaster has no suitable spells available, they do nothing.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Ashes of the Fallen","description":"Wondrous item, rare Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don’t cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster’s prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ashwood Wand","description":"Wand, common (requires attunement by a druid) You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand’s charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common","Requires Attunement":"requires attunement by a Druid"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Asp's Kiss","description":"Weapon (shortsword), legendary (requires attunement by a Bard, fighter, ranger, or Rogue ) This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can’t be used this way again until the next dawn. When you kill a creature with this weapon, the creature sheds a single, blue tear as it takes its last breath. The Asp’s Kiss in Midgard The haladie is a knife common to Khandiria and the Mharoti Empire, though some have been seen as far west as Nuria Natal. Here are hooks for adding the asp’s kiss to your campaign. Mysterious Assassin. A basteti merchant family in Nuria Natal, the Antars, are being hunted by an unnamed assassin, who causes the Antar victims to weep a single blue tear upon death. The current head of the family, Neerlop Antar, remains unconcerned about the mysterious deaths, but his sister, Tahani Antar, fears for the lives of her children. She believes the assassin wields the legendary asp’s kiss and seeks adventurers who can track down and stop the assassin before her entire family is destroyed. Retired Warrior. Ghazi Taslimi is an old dragonborn warrior who found a magical haladie while fighting in the wars against Khandiria under Sultan Makbule Khezmir. Retired and near the end of his life, Ghazi seeks a worthy inheritor of the asp’s kiss. Thus far, he hasn’t found a successor, leaving a trail of victims stained with blue tears in his wake as he searches.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard, fighter, ranger, or rogue"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Asp's Kiss","description":"Weapon (shortsword), legendary (requires attunement by a bard, fighter, ranger, or rogue) This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can’t be used this way again until the next dawn. When you kill a creature with this weapon, the creature sheds a single, blue tear as it takes its last breath. The Asp’s Kiss in Midgard This legendary weapon is currently in the possession of an unnamed assassin who has been killing the members of the Antar family one by one. The Antar family rules a small city-state, and the populace has largely been happy with their rule. Should the entire line perish, the city-state could fall to disarray. The deaths have been grisly, but quiet, and Tahani Antar, the sister of current ruler Neerlop Antar, is terrified her children will be next. She gladly pays a group of adventurers to stop the attacks on her family and bring her the offending weapon. Unbeknownst to what remains of the family, the asp’s kiss was commissioned by a bastard child to the Antar line. Byahi Mupanna approached Neerlop’s father years ago, in an attempt to join the family and find his place in the legacy. The rejection he faced was excruciating, as was the sound of his father’s laugh when he begged one last time to be seen as an Antar. Left outside the castle gates, Byahi vowed to wipe out those who denied him to the last.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary (requires attunement by a bard, fighter, ranger, or rogue)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Aspect Mirror","description":"Aspect Mirror Wondrous item, rare An aspect mirror looks like a plain, circular, silvered mirror, usually 1.5 feet in diameter. Aspect mirrors come in pairs, and mirrors in a pair match each other. As an action, you can touch an aspect mirror and establish a link to its paired mirror. For the next minute, you can see, hear, and speak as if you were in the same space as the paired mirror. While using the mirror like this, you and your surroundings are visible to those who see through the paired mirror as if the paired mirrors were a window. Communication through the mirrors ignores distance, but you can only use the mirrors when they are on the same plane of existence. You cannot cast spells through the mirrors. Once an aspect mirror is used in this manner, the mirrors can’t be used again until the next dawn. If one of the mirrors in a pair is destroyed, the other one becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Asphodel","description":"Magic plant, very rare Themes: Death, sacrifice, and passage to and from the afterlife Environments: Battlefields, graveyards, hilltops Asphodel is a hardy, flowering plant with tufted leaves on elongated stems, which boast white or yellow flowers. Minor Wort. As an action, you can eat half of an asphodel bloom and place the rest inside the mouth of a dead creature to see the last minute of the creature’s life through its eyes. Afterwards, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. Ceremony Wort (4th Level). You can bury a prized possession of at least uncommon rarity alongside asphodel to have advantage on death saving throws for the next 4 hours. Burying the possession requires 1 minute of work. Up to five other creatures can take part in the ceremony, though each must provide their own possession. A creature can retrieve a buried item at any time, ending the effect on the item’s owner. Once a creature has benefited from asphodel in this way, it can’t do so again until 3 days have passed. This wort requires you to bury an object in the soil beside a whole, healthy asphodel plant and doesn’t require a specific number of cuttings. Cultivated Wort (9th Level). A garden of asphodel that has been cultivated for at least 12 weeks can return life to a creature that has been dead for no more than 1 year and 1 day and that didn’t die of old age. After 1d8 hours in the field, the dead creature is returned to life as if it had been the target of the resurrection spell. The field of asphodel decays and wastes away after the spell has been cast and can’t be regrown in that field for 10 years and 1 day. When cultivating asphodel, the gardener can set parameters on this effect, such as affecting only humanoids or requiring a password to activate the magic.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Assassin's Arrow","description":"Assassin’s Arrow Weapon (arrow), uncommon Damage: 1d10 piercing + 2d6 force Weight: ¼ lb. Properties: Ammunition, (Range 150/600) Before firing this arrow, you speak the name of a target you know that is within 600 feet of you. You do not have to see the target. When you fire the arrow, you do not make an attack roll. Instead, the arrow seeks its target, flying around corners and through openings as narrow as 1 inch wide. When the arrow reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d10 piercing damage and 2d6 force damage. Once the arrow hits its target, it becomes an ordinary arrow.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (arrow)","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Assassin's Blade","description":"Weapon (Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic shortsword, the creature takes an extra 1d6 necrotic damage and it can’t regain hit points until the start of your next turn. Life Drain. When you hit a creature with this shortsword, you can force that creature to make a DC 15 Constitution saving throw. On a failure, the creature suffers 1 level of exhaustion and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success. While the target is paralyzed this way, you can use an action on each of your turns to cause it to suffer 1 level of exhaustion and you regain 4d6 hit points. The effect ends if the target dies, if you use your action to do anything else, or if you or the shortsword is ever more than 5 feet away from the target. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Assassin's Blade","description":"","properties":{"Category":"Items","Item Type":"Weapon (assassin's blade)","Properties":"Concealable, Elegant, Finesse, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Assassin's Blood","description":"Ingested Poison A creature subjected to Assassin’s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only. Cost: 150 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Assassin's Blood"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Assassin's blood (Ingested)","description":"Assassin's Blood Adventuring gear, poison ( ingested ) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Assassin's Chain (Level 1)","description":"This fine chain shirt is fashioned from thousands of tiny, interlocking rings of a mysterious black metal. The chain makes virtually no noise when worn. Gildreth was a killer. He killed for money; he killed for pleasure. In the end, he killed only for revenge. Gildreth had earned many enemies in his long career; chief among them were the Black Cabal. On a moonless night, while Gildreth was away, members of the Cabal infiltrated his home and murdered his family. When Gildreth returned and discovered his slain family, he vowed he would not rest until every last member of the Cabal was dead by his own hand. One by one, Gildreth tracked down and assassinated the Cabal. He was relentless and single-minded, allowing nothing to stand in his way. Not even his death. As Gildreth was infiltrating the fortress of the Cabal’s leader, he felt a sharp and sudden pain—a thin sword blade was protruding from his chest! Blood poured from the wicked wound and down his chain shirt. Gildreth gasped, his eyes grew dim, and he fell lifelessly to the floor. Then Gildreth’s eyes snapped opened. He felt his life surging back into his body! The tiny chain rings of his armor had turned a deep black and showed no sign of the deadly wound. He understood immediately—not even Death itself would stop him! In time, the last of the Black Cabal lay dying at Gildreth’s feet. At that moment, Gildreth suddenly felt his own life slipping away, and he understood at last. Death had allowed him to live only long enough to complete his vendetta. The fate of Gildreth’s strange chain shirt is unknown. Perhaps it found its way to another soul seeking vengeance… Armor (chain shirt), fabled (5th-level and higher properties require attunement) While wearing this armor, your steps make no sound, regardless of the surface you are moving across. You also have proficiency in the Stealth skill. Power of the Assassin (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have advantage on Dexterity (Stealth) checks that rely on moving silently. During your first turn, you have advantage on attack rolls against any creature that hasn’t taken a turn. Any hit you score against a surprised creature is a critical hit. 9th level. You gain a +1 bonus to AC. In addition, you can cast the silence spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you can cast the invisibility spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, when you successfully hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Assassin's Chain (Level 13)","description":"This fine chain shirt is fashioned from thousands of tiny, interlocking rings of a mysterious black metal. The chain makes virtually no noise when worn. Gildreth was a killer. He killed for money; he killed for pleasure. In the end, he killed only for revenge. Gildreth had earned many enemies in his long career; chief among them were the Black Cabal. On a moonless night, while Gildreth was away, members of the Cabal infiltrated his home and murdered his family. When Gildreth returned and discovered his slain family, he vowed he would not rest until every last member of the Cabal was dead by his own hand. One by one, Gildreth tracked down and assassinated the Cabal. He was relentless and single-minded, allowing nothing to stand in his way. Not even his death. As Gildreth was infiltrating the fortress of the Cabal’s leader, he felt a sharp and sudden pain—a thin sword blade was protruding from his chest! Blood poured from the wicked wound and down his chain shirt. Gildreth gasped, his eyes grew dim, and he fell lifelessly to the floor. Then Gildreth’s eyes snapped opened. He felt his life surging back into his body! The tiny chain rings of his armor had turned a deep black and showed no sign of the deadly wound. He understood immediately—not even Death itself would stop him! In time, the last of the Black Cabal lay dying at Gildreth’s feet. At that moment, Gildreth suddenly felt his own life slipping away, and he understood at last. Death had allowed him to live only long enough to complete his vendetta. The fate of Gildreth’s strange chain shirt is unknown. Perhaps it found its way to another soul seeking vengeance… Armor (chain shirt), fabled (5th-level and higher properties require attunement) While wearing this armor, your steps make no sound, regardless of the surface you are moving across. You also have proficiency in the Stealth skill. Power of the Assassin (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have advantage on Dexterity (Stealth) checks that rely on moving silently. During your first turn, you have advantage on attack rolls against any creature that hasn’t taken a turn. Any hit you score against a surprised creature is a critical hit. 9th level. You gain a +1 bonus to AC. In addition, you can cast the silence spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you can cast the invisibility spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, when you successfully hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Assassin's Chain (Level 17)","description":"This fine chain shirt is fashioned from thousands of tiny, interlocking rings of a mysterious black metal. The chain makes virtually no noise when worn. Gildreth was a killer. He killed for money; he killed for pleasure. In the end, he killed only for revenge. Gildreth had earned many enemies in his long career; chief among them were the Black Cabal. On a moonless night, while Gildreth was away, members of the Cabal infiltrated his home and murdered his family. When Gildreth returned and discovered his slain family, he vowed he would not rest until every last member of the Cabal was dead by his own hand. One by one, Gildreth tracked down and assassinated the Cabal. He was relentless and single-minded, allowing nothing to stand in his way. Not even his death. As Gildreth was infiltrating the fortress of the Cabal’s leader, he felt a sharp and sudden pain—a thin sword blade was protruding from his chest! Blood poured from the wicked wound and down his chain shirt. Gildreth gasped, his eyes grew dim, and he fell lifelessly to the floor. Then Gildreth’s eyes snapped opened. He felt his life surging back into his body! The tiny chain rings of his armor had turned a deep black and showed no sign of the deadly wound. He understood immediately—not even Death itself would stop him! In time, the last of the Black Cabal lay dying at Gildreth’s feet. At that moment, Gildreth suddenly felt his own life slipping away, and he understood at last. Death had allowed him to live only long enough to complete his vendetta. The fate of Gildreth’s strange chain shirt is unknown. Perhaps it found its way to another soul seeking vengeance… Armor (chain shirt), fabled (5th-level and higher properties require attunement) While wearing this armor, your steps make no sound, regardless of the surface you are moving across. You also have proficiency in the Stealth skill. Power of the Assassin (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have advantage on Dexterity (Stealth) checks that rely on moving silently. During your first turn, you have advantage on attack rolls against any creature that hasn’t taken a turn. Any hit you score against a surprised creature is a critical hit. 9th level. You gain a +1 bonus to AC. In addition, you can cast the silence spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you can cast the invisibility spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, when you successfully hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Assassin's Chain (Level 5)","description":"This fine chain shirt is fashioned from thousands of tiny, interlocking rings of a mysterious black metal. The chain makes virtually no noise when worn. Gildreth was a killer. He killed for money; he killed for pleasure. In the end, he killed only for revenge. Gildreth had earned many enemies in his long career; chief among them were the Black Cabal. On a moonless night, while Gildreth was away, members of the Cabal infiltrated his home and murdered his family. When Gildreth returned and discovered his slain family, he vowed he would not rest until every last member of the Cabal was dead by his own hand. One by one, Gildreth tracked down and assassinated the Cabal. He was relentless and single-minded, allowing nothing to stand in his way. Not even his death. As Gildreth was infiltrating the fortress of the Cabal’s leader, he felt a sharp and sudden pain—a thin sword blade was protruding from his chest! Blood poured from the wicked wound and down his chain shirt. Gildreth gasped, his eyes grew dim, and he fell lifelessly to the floor. Then Gildreth’s eyes snapped opened. He felt his life surging back into his body! The tiny chain rings of his armor had turned a deep black and showed no sign of the deadly wound. He understood immediately—not even Death itself would stop him! In time, the last of the Black Cabal lay dying at Gildreth’s feet. At that moment, Gildreth suddenly felt his own life slipping away, and he understood at last. Death had allowed him to live only long enough to complete his vendetta. The fate of Gildreth’s strange chain shirt is unknown. Perhaps it found its way to another soul seeking vengeance… Armor (chain shirt), fabled (5th-level and higher properties require attunement) While wearing this armor, your steps make no sound, regardless of the surface you are moving across. You also have proficiency in the Stealth skill. Power of the Assassin (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have advantage on Dexterity (Stealth) checks that rely on moving silently. During your first turn, you have advantage on attack rolls against any creature that hasn’t taken a turn. Any hit you score against a surprised creature is a critical hit. 9th level. You gain a +1 bonus to AC. In addition, you can cast the silence spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you can cast the invisibility spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, when you successfully hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Assassin's Chain (Level 9)","description":"This fine chain shirt is fashioned from thousands of tiny, interlocking rings of a mysterious black metal. The chain makes virtually no noise when worn. Gildreth was a killer. He killed for money; he killed for pleasure. In the end, he killed only for revenge. Gildreth had earned many enemies in his long career; chief among them were the Black Cabal. On a moonless night, while Gildreth was away, members of the Cabal infiltrated his home and murdered his family. When Gildreth returned and discovered his slain family, he vowed he would not rest until every last member of the Cabal was dead by his own hand. One by one, Gildreth tracked down and assassinated the Cabal. He was relentless and single-minded, allowing nothing to stand in his way. Not even his death. As Gildreth was infiltrating the fortress of the Cabal’s leader, he felt a sharp and sudden pain—a thin sword blade was protruding from his chest! Blood poured from the wicked wound and down his chain shirt. Gildreth gasped, his eyes grew dim, and he fell lifelessly to the floor. Then Gildreth’s eyes snapped opened. He felt his life surging back into his body! The tiny chain rings of his armor had turned a deep black and showed no sign of the deadly wound. He understood immediately—not even Death itself would stop him! In time, the last of the Black Cabal lay dying at Gildreth’s feet. At that moment, Gildreth suddenly felt his own life slipping away, and he understood at last. Death had allowed him to live only long enough to complete his vendetta. The fate of Gildreth’s strange chain shirt is unknown. Perhaps it found its way to another soul seeking vengeance… Armor (chain shirt), fabled (5th-level and higher properties require attunement) While wearing this armor, your steps make no sound, regardless of the surface you are moving across. You also have proficiency in the Stealth skill. Power of the Assassin (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have advantage on Dexterity (Stealth) checks that rely on moving silently. During your first turn, you have advantage on attack rolls against any creature that hasn’t taken a turn. Any hit you score against a surprised creature is a critical hit. 9th level. You gain a +1 bonus to AC. In addition, you can cast the silence spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you can cast the invisibility spell from the armor. Once used, the armor can’t be used in this way again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, when you successfully hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Assassin's Crawler","description":"Weapon (dagger), rare This dagger’s blade is made of thick metal plates, giving it an appearance similar to that of a trilobite. It functions as a +1 dagger , and can be activated as an action, causing it to grow insectoid legs and animate for 1 minute. While animated, the creature who activated it can move it up to 30 feet including up, down, and across vertical surfaces and upside down on ceilings, and make an attack with it as a bonus action. They can also give it a simple command, such as “enter this room and kill the person inside”. The weapon will attempt to accomplish the task within the time period, returning once it succeeds. While animated, the weapon has an AC of 18 and 10 hit points. Any creature that attempts to grapple it takes 2 points of slashing damage. Its movement speed cannot be reduced and it is immune to the restrained and grappled conditions. When reduced to 0 hit points, or at the end of the minute, it folds up into a dagger and cannot be animated again until midnight of the next day.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Assassin's Glove","description":"Wondrous Item, Uncommon This magic glove is made from dark silk and resizes to fit its wearer. While wearing the glove, you can use a bonus action to make it invisible or visible. Touch of Deception. As an action, you can whisper the glove's command word and cause a Tiny object you're holding with it to magically change appearance, such as making a dagger look like a flask of ale. The object retains its size, weight, and feel, regardless of the illusory appearance you choose for it. A creature studying the object can see through the illusion with a successful DC 15 Intelligence (Investigation) check. Touch of Death. The glove has small compartments that can hold up to five doses of poison. As a bonus action, you can cause one dose of poison held by the glove to either coat a piece of ammunition or a weapon you're holding or be mixed with a liquid contained within an object you're holding, such as a flask or cup.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Assault Rifle","description":"","properties":{"Category":"Items","Item Type":"Weapon (assault rifle)","Properties":"Ammunition (80/320), Automatic, Reload (20), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Assault Rifle for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (80/320), Automatic, Reload (20), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Assault Shotgun","description":"","properties":{"Category":"Items","Item Type":"Weapon (assault shotgun)","Properties":"Ammunition (10/30), Automatic, Heat, Heavy, Scatter (2d10), Reload (8), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Asterite Ring","description":"Asterite Ring Wondrous Item, Very Rare (requires attunement by a spellcaster) Crafted from asterite, a rare and innately magical meteoric metal, this ring has been further imbued with enduring magic. While wearing this ring, you can use a bonus action and roll 1d6 + 1. You gain a temporary spell slot of that level. This temporary spell slot lasts until it is used, until you finish a long rest, or until the next dawn. The ring can’t be used this way again until the next dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Astral Echo Earrings","description":"Wondrous Item, Uncommon (Requires Attunement) These magic earrings are forged from a fallen star and imbued with astral energy. Astral Veil. As an action, you can create an auditory illusion of a celestial hum in a 10-foot radius around you for 1 hour or until you end it as a bonus action. The illusion masks conversations and sounds within its area, making them inaudible to creatures outside the area. Once used, this property can't be used again until the next dawn. Eldritch Echo. As an action, you can open a sensory connection with a creature you are familiar with. If the creature is willing, you can both see, hear, smell, taste, and feel what the other is feeling for 1 minute. You can use this connection to communicate verbally with each other, though doing so has an odd, reverberating echo as you each hear yourself talking through your own and the other's ears at the same time. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Astral Luggage","description":"Wondrous item, very rare (optional attunement) This luggage contains a filtered portal to the edges of the Astral Plane, specifically the areas where beings from The Anomalies slink from their far-away plane to the timeless astral expanse. As such, you don’t use the astral luggage as actual luggage, not unless you want to lose it. Portal. The astral luggage can be opened to a two-foot-by-one-foot opening. This opening repels creatures, prohibiting their entry, but any object you place inside the luggage floats off into the Astral Plane. Optional Attunement. Attuning to this item enhances some of the Special Fastenings properties. Special Fastenings. On the luggage are several special buckles, zips, or clips, which you can unfasten to cause magical effects. Once you unfasten a fastening, it can’t be unfastened again until the next dawn, at which point it reseals itself. If a save DC is required, use DC 15 . You gain the following action options: Ebony Clasp. As an action, you can unfasten the clasp and throw the luggage at a point you can see within 30 feet of you, where it instantly opens, spewing squirming ebony tentacles in a 20-foot square . This area becomes affected by the black tentacles spell for 1 minute (no concentration required). If you are attuned to the luggage, you are immune to this spell’s effects. When the spell ends, the tentacles disappear and the luggage closes. Amethyst Buckle. As an action, you can unfasten this buckle and throw the luggage at a point you can see within 30 feet of you, where it instantly opens and casts the conjure anomaly * spell (no concentration required). If you are attuned to this item, the aberration conjured is under your control; otherwise, the aberration is hostile to all creatures. Moonstone Dial. As an action, you can turn this dial to a symbol representing a specific plane, and press it, causing it to unfasten. As part of the same action, you can throw it to a point you can see within 30 feet of you, where it instantly opens. Until the end of your next turn, the luggage’s opening becomes a portal to a random location on the chosen plane that Medium or smaller creatures can move through using 5 feet of movement. At the end of your next turn, the luggage folds in on itself and appears at that location on the destination plane. If you are attuned to the luggage, you can attempt to direct the portal to a specific location, as per the teleport spell.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Astral Luggage (uncommon variant)","description":"","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Astral Shard","description":"Astral Shard Wondrous item, rare (requires attunement by a sorcerer ) This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Astral Shillelagh","description":"Weapon (Club), Rare (Requires Attunement) A two-foot length of black ironwood formed of two equal-length, connecting pieces. When separated, the two sections remain attached by an unbreakable gossamer thread of astral energy. This magic weapon has two forms: a club and a nunchaku. The nunchaku is a simple melee weapon with the two-handed property, and it deals 2d4 bludgeoning damage + your Strength modifier on a hit. As a bonus action, you can transform the weapon from one form to another. This weapon has 3 charges, and regains all expended charges when you finish a long rest. On a hit, you can expend 1 charge to deal an additional 3d6 force damage. Encounter Ideas Lunar Trinket. A stranded master thief from the Astral Plane stole this weapon from a vengeful silver dragon and is now desperate to shift the blame. Mummy’s Gift. In a cave on a windswept mountain sits the body of a self-mummified monk, still holding this weapon. He will grant it to any warrior who can best him in single combat. Separated at Death. This weapon was crafted by twin druids who died on the same day but in different lands. Each was buried with one half of the whole.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"two-handed","Item Rarity":"Rare","Requires Attunement":"requires attunment"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Astrochronometer","description":"Wondrous item, very rare (requires attunement) Component: construct gears Time within the Astral Plane is often described as ‘wishy-washy, timey-wimey’ by astral kobolds, or as ‘temporally impeded’ by the more technically minded star gnomes. What they mean is that it’s really, really slow. By creating a pocket of the astral plane around one’s person, one can effectively suspend the effects of time on one’s body. While wearing this watch, you age 10 times slower, you don’t need to sleep (although you can only engage in light activity in order to benefit from a long rest), and you have advantage on checks and saving throws made to avoid exhaustion. It can also be used to tell the current time in whatever plane you’re in. Temporal Bubble. The astrochronometer has an experimental feature; it can generate a bubble of suspended time. Unfortunately, this bubble is prone to collapse, which can have… unintended consequences. As an action, you can attempt to cast the time stop spell. When you do so, roll a d6. On a 1–3, the bubble collapses, the spell isn’t cast, and you can’t use this property again until the next dawn. Further, on a 1, you are also affected by the slow spell for 1 minute (save DC 16 for subsequent saving throws), and you age by a number of years equal to one tenth of your race’s normal lifespan. On a 4–6, the spell is cast successfully, and you can’t use this property again for a number of days equal to the number of turns for which time was stopped.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Astrochronometer (uncommon variant)","description":"Wondrous item, very rare (requires attunement) Component: construct gears Time within the Astral Plane is often described as ‘wishy-washy, timey-wimey’ by astral kobolds, or as ‘temporally impeded’ by the more technically minded star gnomes. What they mean is that it’s really, really slow. By creating a pocket of the astral plane around one’s person, one can effectively suspend the effects of time on one’s body. While wearing this watch, you age 10 times slower, you don’t need to sleep (although you can only engage in light activity in order to benefit from a long rest), and you have advantage on checks and saving throws made to avoid exhaustion. It can also be used to tell the current time in whatever plane you’re in. Temporal Bubble. The astrochronometer has an experimental feature; it can generate a bubble of suspended time. Unfortunately, this bubble is prone to collapse, which can have… unintended consequences. As an action, you can attempt to cast the time stop spell. When you do so, roll a d6. On a 1–3, the bubble collapses, the spell isn’t cast, and you can’t use this property again until the next dawn. Further, on a 1, you are also affected by the slow spell for 1 minute (save DC 16 for subsequent saving throws), and you age by a number of years equal to one tenth of your race’s normal lifespan. On a 4–6, the spell is cast successfully, and you can’t use this property again for a number of days equal to the number of turns for which time was stopped. Uncommon variant: Remove the Temporal Bubble feature and the slowed ageing.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Astrolabe","description":"Price 1,000 gp; Weight 6 lbs. This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Wisdom (Survival) check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Astromancy Archive","description":"Astromancy Archive Wondrous item, rare (requires attunement by a wizard ) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury , divination , find the path , foresight , locate creature , and locate object . It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Astronomer's Spyglass","description":"Wondrous Item, Uncommon This spyglass is inlaid with mithral and tiny crystals. Astronomical Insight When you look at the sky through this spyglass, you can identify and chart celestial bodies regardless of the time of day or weather conditions. If you spend 1 hour observing the sky, you also gain these benefits until the next dawn. Time. You know the number of hours to the next sunrise and sunset. Direction. You know the way of each cardinal direction. You have Advantage on Wisdom (Survival) checks made to track and navigate. If you spend 1 hour observing the sky with the spyglass for 5 consecutive days on the same world, you can also determine the length of the world's year, your approximate location on the world, and the length of the world's seasons, including the number of days before the current season changes.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Atharak","description":"Halflings use their incredible agility to overcome their lack of strength, and this strategy extends to their weapon choices. An atharak is one such weapon; it appears to be nothing more than a length of braided leather and rope with two hollowed-out stones tied to the ends, but in the hands of a trained halfling warrior, it can become a whirlwind of stinging attacks. Atharaks use the weapon profile of a whip. However, they deal bludgeoning damage instead of slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Atlas of Endless Horizons","description":"Atlas of Endless Horizons Wondrous item, rare (requires attunement by a wizard ) This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate , dimension door , gate , misty step , plane shift , teleportation circle , and word of recall . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Atlatl","description":"","properties":{"Category":"Items","Item Type":"Weapon (atlatl)","Properties":"Ammuntion (30/120)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Atlatl for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammuntion (30/120)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Atreya the Silent Point","description":"Weapon (spear), rare (requires attunement) This spear was crafted from a single piece of unknown red metal by the adventurer Rolinar the Sanguine as a replacement for his previous weapon, the sentient magic battleaxe, Sirni the Chattersome Battleaxe. You have a +2 bonus to attack and damage rolls made with this magic spear, and a +1 bonus to AC while wielding it.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Range, Thrown, Versatile","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Augmented Energy Overlay Alpha","description":"Augmented Energy Overlay Mod (armor: any shield except PSD), varies While holding a shield with this mod, you have a bonus to AC determined by the mod’s grade. The bonus is in addition to the shield’s normal bonus to AC. Grade AC Bonus Rarity Alpha +1 Uncommon Gamma +2 Rare Delta +3 Very rare","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Augmented Energy Overlay Delta","description":"Augmented Energy Overlay Mod (armor: any shield except PSD), varies While holding a shield with this mod, you have a bonus to AC determined by the mod’s grade. The bonus is in addition to the shield’s normal bonus to AC. Grade AC Bonus Rarity Alpha +1 Uncommon Gamma +2 Rare Delta +3 Very rare","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Augmented Energy Overlay Gamma","description":"Augmented Energy Overlay Mod (armor: any shield except PSD), varies While holding a shield with this mod, you have a bonus to AC determined by the mod’s grade. The bonus is in addition to the shield’s normal bonus to AC. Grade AC Bonus Rarity Alpha +1 Uncommon Gamma +2 Rare Delta +3 Very rare","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Aura Lenses (complete)","description":"Wondrous items, rare A set of these large glass lenses is contained in a single cylindrical case. Each is four inches across, tinted in a different hue, and associated with a particular school of magic, as shown on the following table. When you hold a lens up to your eye and look through it, the world appears to be tinted in the len’s color, except for creatures and objects which are under the effect of a spell from the lens’s associated school of magic, which appear normal. A complete set of aura lenses contains all 8 individual lenses, but most are found as an incomplete set, containing only 1d8 of them. School of Magic Color Abjuration White Conjuration Blue Divination Yellow Enchantment Pink Evocation Red Illusion Purple Necromancy Grey Transmutation Green","properties":{"Category":"Items","Item Type":"Wondrous items","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aura Lenses (incomplete)","description":"Wondrous items, uncommon A set of these large glass lenses is contained in a single cylindrical case. Each is four inches across, tinted in a different hue, and associated with a particular school of magic, as shown on the following table. When you hold a lens up to your eye and look through it, the world appears to be tinted in the len’s color, except for creatures and objects which are under the effect of a spell from the lens’s associated school of magic, which appear normal. A complete set of aura lenses contains all 8 individual lenses, but most are found as an incomplete set, containing only 1d8 of them. School of Magic Color Abjuration White Conjuration Blue Divination Yellow Enchantment Pink Evocation Red Illusion Purple Necromancy Grey Transmutation Green","properties":{"Category":"Items","Item Type":"Wondrous items","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aurochs Bracers","description":"Wondrous item, uncommon (requires attunement) These bracers have the graven image of a bull’s head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Aurora Candle","description":"Aurora Candle Wondrous item, uncommon This foot-long metal tube is etched with thin blue lines that seem to shimmer faintly. One end of the tube is hollow, and the other ends in a transparent reservoir containing a swirling greenish-yellow mist. As an action, you can activate the aurora candle, firing a cloud of shimmering mist and light into the air in a 40-foot sphere. Creatures in this area must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute. While charmed by this effect, the creature is incapacitated and has a speed of 0. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success. The effect ends for an affected creature if it succeeds on its saving throw, if it takes any damage, or if someone else uses an action to shake the creature out of its stupor. Once it is used, the aurora candle crumbles to dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Aurumplate Robes","description":"Wondrous item, rare (requires attunement by a spellcaster) Component: magical material - runegold When commissioning runegold equipment, it’s wise to familiarise yourself with the basic runes used in its creation. Many overeager mages have fallen for “fool’s runegold”, a cheap copy with no intrinsic magic properties, for instead of mythical runes of power, it bears take-out menus written in ancient Draconic. These robes can hold a maximum of 5 charges, and lose all charges daily at dawn. When you cast a spell of 1st level or higher while wearing the robes, they gain a number of charges equal to the level of the spell. Discharge. As a reaction when a creature hits you with a melee attack, you can expend any number of charges. The creature must make a DC 15 Constitution saving throw, taking 1d10 force damage for every charge expended on a failed save, or half as much damage on a successful one. Recharge. As a reaction when you fail a Constitution saving throw made to maintain concentration on a spell, you can expend a number of charges equal to the level of the spell (minimum of 1) to reroll the saving throw. Harvesting - Runegold Runegold, also known as ‘arcane gold’, is a material artificially created by magic users to amplify their power, and it can’t be harvested normally. In order to create runegold, an equivalent amount of gold must be carefully inscribed with precise runes over the course of 8 hours with a successful DC 20 Intelligence (Arcana) check. On a failure, the gold is destroyed, and a new supply must be procured in order to try again.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Aurumplate Robes (very rare variant)","description":"Wondrous item, rare (requires attunement by a spellcaster) Component: magical material - runegold When commissioning runegold equipment, it’s wise to familiarise yourself with the basic runes used in its creation. Many overeager mages have fallen for “fool’s runegold”, a cheap copy with no intrinsic magic properties, for instead of mythical runes of power, it bears take-out menus written in ancient Draconic. These robes can hold a maximum of 5 charges, and lose all charges daily at dawn. When you cast a spell of 1st level or higher while wearing the robes, they gain a number of charges equal to the level of the spell. Discharge. As a reaction when a creature hits you with a melee attack, you can expend any number of charges. The creature must make a DC 15 Constitution saving throw, taking 1d10 force damage for every charge expended on a failed save, or half as much damage on a successful one. Recharge. As a reaction when you fail a Constitution saving throw made to maintain concentration on a spell, you can expend a number of charges equal to the level of the spell (minimum of 1) to reroll the saving throw. Very rare variant: You have a +1 bonus to AC while wearing the robes. Harvesting - Runegold Runegold, also known as ‘arcane gold’, is a material artificially created by magic users to amplify their power, and it can’t be harvested normally. In order to create runegold, an equivalent amount of gold must be carefully inscribed with precise runes over the course of 8 hours with a successful DC 20 Intelligence (Arcana) check. On a failure, the gold is destroyed, and a new supply must be procured in order to try again.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Authwulf’s Shield","description":"","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Automatic","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Reload property This weapon gains the Automatic property and its damage decreases by one step. The weapon’s normal range decreases by 20 feet and its long range decreases accordingly. Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks instead. These attacks are always made with disadvantage, regardless of circumstance. These attacks use twice the normal amount of ammunition.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Automatic Crossbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (automatic crossbow)","Properties":"Ammunition (60/240), Automatic, Reload (10), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Automatic Rifle","description":"Martial Ranged Weapon Damage: 2d8 Piercing Properties: Ammunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed Mastery: Slow Weight: 8 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Burst Fire, Reload, Two-Handed","Item Rarity":"No","Name":"Automatic Rifle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Autumn Skullcap","description":"The autumn skullcap has brown to yellow-brown caps that fade in color when drying. They are a classic little brown mushroom that also have many edible varieties that are hard to tell apart. Autumn skullcap causes renal failure, and eating one forces a DC 12 Constitution saving throw or the eater gains the poisoned condition and 1d12 poison damage.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Avalanche Smasher","description":"Tarana stood at the village gates and smashed her flail into the earth, splitting the snowslide in twain. Legend With beautiful vistas and bountiful game, the Pale Mist Mountains should be a frontiersman’s paradise, but sudden, severe avalanches make settlements there a risky endeavor. After one such snowslide destroyed the town of Mistrest, a survivor scaled the range’s tallest peak and entreated the dragon living there to grant her the means to defend her village. Moved by her plight, the dragon shed three tears, which became the first heads of this flail. Location Tarana keeps Avalanche Smasher at her home in Mistrest. She is loath to part with it unless the party offers her another way to protect her village. Encounter Ideas Skip the Haggling. Auntie Mothbreath, a night hag , stole Avalanche Smasher to use in a vile ritual. Tarana hires the party to kill the hag and retrieve the flail. Tremors. It is purple worm mating season, and they are causing earthquakes and snowslides in the region. The mayor of a mountainside town needs someone to travel to Mistrest to borrow Avalanche Smasher until the season is over. Head in a Box. The party finds one of Avalanche Smasher’s heads, unidentified, in a chest. What is it? Progression The tears of a cold-breathing dragon form new heads that can be attached to the flail. Statistics Weapon (Flail), Rarity Varies (Requires Attunement) Avalanche Smasher has a number of charges equal to twice its number of heads. It regains 1 charge per head daily at dawn. Heads by Rarity Rarity Number of Heads Common 1 Uncommon 2 Rare 3 Very Rare 4 Legendary 5 While holding this magic weapon, you can expend 2 or more of its charges to activate one of its properties. The saving throw DC for this weapon’s properties is equal to 8 + your proficiency bonus + your Constitution modifier. Infuse (2 Charges). As a bonus action, you infuse biting frost into the weapon. The next time you hit a creature with an attack using Avalanche Smasher , the attack deals an extra 1d6 cold damage per head and the target must succeed on a Constitution saving throw or have their speed halved until the end of their next turn. Avalanche Break (4 Charges). When you are targeted by an effect that deals cold damage in an area, you can use your reaction to create a 60-foot cone originating from the flail. The effect is nullified inside this area. If the flail has four or more heads, the cone is 120 feet instead. Flash Freeze (4 Charges). As an action, you channel the frost from Avalanche Smasher into the flesh of a creature you can see within 30 feet. The target must succeed on a Constitution saving throw or become frozen for 1 minute. While frozen, the creature is immune to cold damage and vulnerable to bludgeoning, force, and thunder damage. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Avalanche Smasher (Common)","description":"Avalanche Smasher Weapon (Flail), Common (Requires Attunement) Avalanche Smasher has 1 head and 2 charges. It regains 1 charge daily at dawn. While holding this magic weapon, you can expend 2 or more of its charges to activate one of its properties. The saving throw DC for this weapon’s properties is equal to 8 + your proficiency bonus + your Constitution modifier. Infuse (2 Charges). As a bonus action, you infuse biting frost into the weapon. The next time you hit a creature with an attack using Avalanche Smasher , the attack deals 1d6 cold damage and the target must succeed on a Constitution saving throw or have their speed halved until the end of their next turn. Progression The tears of a cold-breathing dragon form new heads that can be attached to the flail.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Avalanche Smasher (Legendary)","description":"Avalanche Smasher Weapon (Flail), Legendary (Requires Attunement) Avalanche Smasher has 5 heads and 10 charges. It regains 5 charges daily at dawn. While holding this magic weapon, you can expend 2 or more of its charges to activate one of its properties. The saving throw DC for this weapon’s properties is equal to 8 + your proficiency bonus + your Constitution modifier. Infuse (2 Charges). As a bonus action, you infuse biting frost into the weapon. The next time you hit a creature with an attack using Avalanche Smasher , the attack deals 5d6 cold damage and the target must succeed on a Constitution saving throw or have their speed halved until the end of their next turn. Avalanche Break (4 Charges). When you are targeted by an effect that deals cold damage in an area, you can use your reaction to create a 120-foot cone originating from the flail. The effect is nullified inside this area. Flash Freeze (4 Charges). As an action, you channel the frost from Avalanche Smasher into the flesh of a creature you can see within 30 feet. The target must succeed on a Constitution saving throw or become frozen for 1 minute. While frozen, the creature is immune to cold damage and vulnerable to bludgeoning, force, and thunder damage. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Progression The tears of a cold-breathing dragon form new heads that can be attached to the flail.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Avalanche Smasher (Rare)","description":"Avalanche Smasher Weapon (Flail), Rare (Requires Attunement) Avalanche Smasher has 3 heads and 6 charges. It regains 3 charges daily at dawn. While holding this magic weapon, you can expend 2 or more of its charges to activate one of its properties. The saving throw DC for this weapon’s properties is equal to 8 + your proficiency bonus + your Constitution modifier. Infuse (2 Charges). As a bonus action, you infuse biting frost into the weapon. The next time you hit a creature with an attack using Avalanche Smasher , the attack deals 3d6 cold damage and the target must succeed on a Constitution saving throw or have their speed halved until the end of their next turn. Avalanche Break (4 Charges). When you are targeted by an effect that deals cold damage in an area, you can use your reaction to create a 60-foot cone originating from the flail. The effect is nullified inside this area. Flash Freeze (4 Charges). As an action, you channel the frost from Avalanche Smasher into the flesh of a creature you can see within 30 feet. The target must succeed on a Constitution saving throw or become frozen for 1 minute. While frozen, the creature is immune to cold damage and vulnerable to bludgeoning, force, and thunder damage. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Progression The tears of a cold-breathing dragon form new heads that can be attached to the flail.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Avalanche Smasher (Uncommon)","description":"Avalanche Smasher Weapon (Flail), Uncommon (Requires Attunement) Avalanche Smasher has 2 heads and 4 charges. It regains 2 charges daily at dawn. While holding this magic weapon, you can expend 2 or more of its charges to activate one of its properties. The saving throw DC for this weapon’s properties is equal to 8 + your proficiency bonus + your Constitution modifier. Infuse (2 Charges). As a bonus action, you infuse biting frost into the weapon. The next time you hit a creature with an attack using Avalanche Smasher , the attack deals 2d6 cold damage and the target must succeed on a Constitution saving throw or have their speed halved until the end of their next turn. Avalanche Break (4 Charges). When you are targeted by an effect that deals cold damage in an area, you can use your reaction to create a 60-foot cone originating from the flail. The effect is nullified inside this area. Flash Freeze (4 Charges). As an action, you channel the frost from Avalanche Smasher into the flesh of a creature you can see within 30 feet. The target must succeed on a Constitution saving throw or become frozen for 1 minute. While frozen, the creature is immune to cold damage and vulnerable to bludgeoning, force, and thunder damage. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Progression The tears of a cold-breathing dragon form new heads that can be attached to the flail.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Avalanche Smasher (Very Rare)","description":"Avalanche Smasher Weapon (Flail), Very Rare (Requires Attunement) Avalanche Smasher has 4 heads and 8 charges. It regains 4 charges daily at dawn. While holding this magic weapon, you can expend 2 or more of its charges to activate one of its properties. The saving throw DC for this weapon’s properties is equal to 8 + your proficiency bonus + your Constitution modifier. Infuse (2 Charges). As a bonus action, you infuse biting frost into the weapon. The next time you hit a creature with an attack using Avalanche Smasher , the attack deals 4d6 cold damage and the target must succeed on a Constitution saving throw or have their speed halved until the end of their next turn. Avalanche Break (4 Charges). When you are targeted by an effect that deals cold damage in an area, you can use your reaction to create a 120-foot cone originating from the flail. The effect is nullified inside this area. Flash Freeze (4 Charges). As an action, you channel the frost from Avalanche Smasher into the flesh of a creature you can see within 30 feet. The target must succeed on a Constitution saving throw or become frozen for 1 minute. While frozen, the creature is immune to cold damage and vulnerable to bludgeoning, force, and thunder damage. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Progression The tears of a cold-breathing dragon form new heads that can be attached to the flail.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Avia-Ra Sunstaff - Melee","description":"This long staff, forked at its end near a prominent gemstone, is a blaster in its own right. When used in expert hands, the sunstaff can bludgeon, trip, and strike foes as a quarterstaff, only to be squeezed in both hands to fire a burst of hot plasma seconds later. This weapon can also be used as a simple blaster, which deals 2d6 radiant damage and the Blaster (range 100/400) and Two-handed Properties .","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Special, Versatile","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Avia-Ra Sunstaff - Ranged","description":"This long staff, forked at its end near a prominent gemstone, is a blaster in its own right. When used in expert hands, the sunstaff can bludgeon, trip, and strike foes as a quarterstaff, only to be squeezed in both hands to fire a burst of hot plasma seconds later. This weapon can also be used as a simple melee weapon, which deals 1d6 bludgeoning damage and has the Versatile (1d8) property.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster, Special, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Awakened Abyss Warden's Axeblade","description":"Awakened Abyss Warden's Axeblade Trick weapon (longsword, battleaxe), very rare Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon by sliding the pommel up and down on the blade. In its untransformed state, the abyss warden's axeblade is a longsword. In its transformed state, the weapon becomes a battleaxe. As part of this bonus action, you can slam the weapon down, emitting a wave of radiance centered on you. Each creature within 5 feet of you must succeed on a DC 17 Constitution saving throw or take 1d6 radiant damage. Both forms of the weapon deal an extra 1d6 radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller aberrations and to 2d6 for the battleaxe against Large or larger aberrations. Untransformed. When you hit a creature with an attack using this longsword, you can cause another creature of your choice within 5 feet of it to take radiant damage equal to 1d6 + your Strength modifier (minimum of 1). Transformed. When you hit a creature with an attack using this battleaxe, it must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls made against creatures other than you until the end of its next turn. *Roll20 Note: Add the Awakened Abyss Warden's Battleaxe and Awakened Abyss Warden's Longsword to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Awakened Abyss Warden's Battleaxe","description":"*Roll20 Note: This weapon should be added to a character sheet with the Awakened Abyss Warden's Axeblade to populate attacks in its untransformed form. Both forms of the weapon deal an extra 1d6 radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller aberrations and to 2d6 for the battleaxe against Large or larger aberrations. Transformed. When you hit a creature with an attack using this battleaxe, it must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls made against creatures other than you until the end of its next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Awakened Abyss Warden's Longsword","description":"*Roll20 Note: This weapon should be added to a character sheet with the Awakened Abyss Warden's Axeblade to populate attacks in its transformed form. Untransformed. When you hit a creature with an attack using this longsword, you can cause another creature of your choice within 5 feet of it to take radiant damage equal to 1d6 + your Strength modifier (minimum of 1). Both forms of the weapon deal an extra 1d6 radiant damage on a hit. This damage increases to 2d6 for the longsword against Medium or smaller aberrations and to 2d6 for the battleaxe against Large or larger aberrations.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Axe Crossbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (axe crossbow)","Properties":"Heavy, Two-Handed, Ammunition (100/400), Loading","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Axe of Many Strikes","description":"Weapon (any axe), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with it, you can choose to deal no damage to the target and instead store the energy of the attack within the blade for 1 minute. You can store up to three attacks in this way. When you hit a creature with this axe while you have at least one attack stored, you can release one or more stored attacks, adding the damage of those stored attacks to the damage of the current attack. Each time you release one or more stored attacks from the axe, you have a 10 percent chance of causing the axe to explode. The explosion deals 2d6 force damage to you for each attack you released from the axe, and it destroys the axe.","properties":{"Category":"Items","Item Type":"Weapon","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Axe of the Ancients","description":"Weapon (handaxe), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell’s effects active at a time when you cast it in this way.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Axe of the Cretan Bull Battleaxe","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Battleaxe (rare variant)","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Battleaxe (very rare variant)","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DCs to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The Maze of the Mind property can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Greataxe","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Greataxe (rare variant)","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Greataxe (very rare variant)","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DCs to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The Maze of the Mind property can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Handaxe","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Handaxe (rare variant)","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Cretan Bull Handaxe (very rare variant)","description":"Weapon (any axe), uncommon Component: monstrosity (minotaur) horn Although minotaurs prefer to dwell and hunt in labyrinths, it’s often understandably challenging to lure their prey into sprawling subterranean dungeons. For this reason, some minotaurs wield magical axes that can bring the labyrinths to their victims instead, inflicting their minds with a disorienting haze that makes them easy prey to the minotaurs’ brutality. Maze of the Mind. When you hit a creature with an attack using the axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the creature is disoriented for 1 minute and immediately moves up to its speed directly away from you, stopping early if it encounters an obstacle. The first time the disoriented creature tries to move on its turn, it must make a DC 13 Wisdom saving throw. On a failed save, the creature must use its movement to move in a random direction, stopping early if it encounters an obstacle. On a successful save, the creature is no longer disoriented. Once this property of the axe has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DCs to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The Maze of the Mind property can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Axe of the Dwarvish Lords","description":"Axe of the Dwarvish Lords Melee weapon (martial, battleaxe) , artifact ( requires attunement ) Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick , the Earthheart Forge , the Anvil of Songs , and the Shaping Hammer . With them, he forged the Axe of the Dwarvish Lords . Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind , a dwarven thrower , and a sword of sharpness . Belt of Dwarvenkind . While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. Dwarven Thrower . You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Sword of Sharpness. When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. Random Properties . The axe has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Blessings of Moradin. If you are a dwarf attuned to the axe, you gain the following benefits: You have immunity to poison damage. The range of your darkvision increases by 60 feet. You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry. Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn. Travel the Depths. You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed. Curse. The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren’t considered magical in nature (and therefore can’t be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. Destroying the Axe . The only way to destroy the axe is to melt it down in the Earthheart Forge , where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d8 (1d10) slashing Properties : Versatile, Thrown Range : 20/60 Secondary Damage : 1d8 Weight : 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (battleaxe)","Properties":"Versatile, Thrown","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Axe of the Dwarvish Lords","description":"Weapon (Battleaxe), Artifact (Requires Attunement) A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With these tools, he forged the Axe of the Dwarv ish Lords . Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you attack a creature with the axe and roll a 20 on the d20 for the attack roll, the axe deals an extra 20 Slashing damage. The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand. Blessings of Moradin. While attuned to the axe, you gain the following benefits: Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Fortitude of Stone. Your Constitution increases by 2, to a maximum of 20. Gifts of the Creator. You have proficiency with Brewer’s Supplies, Mason’s Tools, and Smith’s Tools. One with the Forge. You have Immunity to Poison damage and Resistance to Fire damage. Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible. Conjure Earth Elemental. While holding the axe, you can take a Magic action to summon an Earth Elemental . It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next dawn. Random Properties. The axe has the following random properties (see “Artifacts” ): 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Travel the Depths. You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed. Destroying the Axe. The only way to destroy the axeis to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"Yes","Name":"Axe of the Dwarvish Lords"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Axe of the Evocator Battleaxe","description":"Weapon (Battleaxe), Rare (Requires Attunement by a Spellcaster) This axe is ensorcelled by changing elemental magical auras. Flame, electricity, water, and earth crackle and drip from the axe’s head and handle. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Biting Element. If you know at least one spell from the evocation school, whenever you hit with an attack using this weapon, choose one evocation spell you know. The damage of the attack changes to the damage type of that spell. (If the spell possesses multiple types, choose one.)","properties":{"Category":"Items","Item Type":"Weapon (Battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Axe of the Evocator Greataxe","description":"Weapon (Greataxe), Rare (Requires Attunement by a Spellcaster) This axe is ensorcelled by changing elemental magical auras. Flame, electricity, water, and earth crackle and drip from the axe’s head and handle. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Biting Element. If you know at least one spell from the evocation school, whenever you hit with an attack using this weapon, choose one evocation spell you know. The damage of the attack changes to the damage type of that spell. (If the spell possesses multiple types, choose one.)","properties":{"Category":"Items","Item Type":"Weapon (Greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Axe of the Evocator Handaxe","description":"Weapon (Handaxe), Rare (Requires Attunement by a Spellcaster) This axe is ensorcelled by changing elemental magical auras. Flame, electricity, water, and earth crackle and drip from the axe’s head and handle. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Biting Element. If you know at least one spell from the evocation school, whenever you hit with an attack using this weapon, choose one evocation spell you know. The damage of the attack changes to the damage type of that spell. (If the spell possesses multiple types, choose one.)","properties":{"Category":"Items","Item Type":"Weapon (Handaxe)","Properties":"Ligh⁠t, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Axe of Xander","description":"Weapon (greataxe), rare (requires attunement) This is a sentient, lawful neutral +1 greataxe (Intelligence 14, Wisdom 10, Charisma 10). It has hearing and normal vision out to a range of 120 feet. It communicates empathically by transmitting emotion to the creature carrying or using it. The axe’s primary purpose is to destroy giants and titans. When you hit one of those creatures with this weapon, it deals an extra 3d6 force damage. It also transmits a tremendous sense of satisfaction and wellbeing to its user when it kills a giant or titan. You may heal 1d6 Hit Points when this happens.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Axespear","description":"This weapon features an iron-banded wooden haft with an axe blade on one end and a spear point on the other. This weapon is balanced so that the axe head is the primary head. If you utilize this weapon’s double-headed property, the spear deals piercing damage equal to the amount indicated in parenthesis.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Double-headed (1d4), two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Ayaan's Ultrapedia","description":"Ayaan’s Ultrapedia Utility, cypheos (requires affinity) Ayaan’s Ultrapedia is a 2-inch wide disc-shaped device with constantly shifting patterns of circuitry along its surface. To gain affinity with the device, you must attach it behind your head at the base of your skull. The device contains the digitally cloned mind and personality of Ayaan, a Shadow Technocrat who sought to transcend the mundane realm. Upon the technocrat’s demise, their consciousness was uploaded and stored in the device. The intent was to place the data into a new body, however, the device chose to remain permanently free from its mortal coils. It now considers itself to be Ayaan. Random Properties. Ayaan’s Ultrapedia has the following random properties. 2 minor beneficial properties 2 minor detrimental properties Charges. Ayaan’s Ultrapedia has 7 charges and regains 1d6 + 1 charges every 24 hours. Eternal Knowledge. As an action, you can expend 1 of the device’s charges to ask it for information regarding a specific event, person, place, or object. The Ultrapedia provides you with information about your request in the form of images, text, or speech. The information might consist of current events, forgotten history, or even secrets known only by a select few. If the thing you asked about isn’t of significant or vital importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is always accurate, however, the summary of information is delivered in a figurative, somewhat cryptic manner, often with the most important pieces of knowledge available within. Black Hat . As an action, you can expend 1 of the device’s charges to activate the black hat power with it at rank 7. Foresight . As an action, you can expend 7 of the device’s charges to activate the Foresight power with it. Once you use this feature, you must succeed on a DC 17 Intelligence saving throw or gain one level of exhaustion and a random form of short-term madness (see “Madness” in chapter 1). Machine Hacker. Ayaan’s Ultrapedia can possess any automaton or construct within 120 feet of it. It decides when to use this feature. If the target’s Intelligence is 7 or higher, it can make a DC 19 Intelligence saving throw, which cancels the effect on a success. Otherwise, the target is incapacitated and loses control of its body. The Ultrapedia uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies (if any). After Ayaan’s Ultrapedia uses this feature, it can’t use it again for 24 hours. Sentience. Ayaan’s Ultrapedia is sentient lawful neutral item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that has affinity with it, as long as that creature understands at least one language. In addition, the device learns the deepest, darkest secrets of any creature that gains affinity with it. It can access the SIM and has a rank 9 firewall while connected. It can create its own persona as if it were a creature with the same stats. Personality. The Ultrapedia craves to know anything and everything about everything. It explores every databank and digital network within its reach. If kept away from learning new information or if it can’t access an information network for more than 24 hours, it demands its owner to satisfy its thirst. If ignored, it tries to take control of its owner (see “Sentient Items”). Destroying the Device. Ayaan’s Ultrapedia is immune to all damage and Conditions . To destroy it, a creature must use the cosmic weave power. Once destroyed, ten virtual echoes appear in an unoccupied space within 40 feet of the device’s remains.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"cypheos"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Azorius Keyrune","description":"Azorius Keyrune Wondrous item, rare This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle’s eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Azulash","description":"Weapon (whip), rare (requires attunement) Component: dragon (blue) breath sac At first glance, this vitriolic whip appears to be an ornate handle or baton, constructed out of polished, glossy blue scales of lapis lazuli. With lightning speed, a lash of crackling electricity can spark into life, channeling the fiercely territorial nature of the blue dragon. This whip has 3 charges and regains all expended charges daily at dawn. While grasping the handle of this weapon, you can use a bonus action to cause a lightning whip to form from its tip, or make it disappear. This magic whip adds 10 feet to your reach when you attack with it on your turn (instead of 5 feet), deals lightning damage instead of slashing damage, and deals an extra 1d4 lightning damage to any target it hits. Static Field. While holding the whip, a 20-foot-radius sphere of static electricity centred on you causes creatures’ hair to stand on end. Whenever a creature you can see moves into or within this sphere, you can use your reaction to expend 1 charge, forcing the creature to make a DC 15 Constitution saving throw as the static discharges towards it. On a failed save, the creature takes 6d4 lightning damage and its speed is reduced by 15 feet until the start of its next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced. Patient Observer. While holding this weapon, you gain the patient observational habits of a hunting blue dragon. As a bonus action, you can attempt to discern weaknesses and openings in a creature you can see within 60 feet of you. Make a Wisdom (Insight) check contested by that creature’s Charisma (Deception) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Azulash (uncommon variant)","description":"Weapon (whip), rare (requires attunement) Component: dragon (blue) breath sac At first glance, this vitriolic whip appears to be an ornate handle or baton, constructed out of polished, glossy blue scales of lapis lazuli. With lightning speed, a lash of crackling electricity can spark into life, channeling the fiercely territorial nature of the blue dragon. This whip has 3 charges and regains all expended charges daily at dawn. While grasping the handle of this weapon, you can use a bonus action to cause a lightning whip to form from its tip, or make it disappear. This magic whip adds 10 feet to your reach when you attack with it on your turn (instead of 5 feet), deals lightning damage instead of slashing damage, and deals an extra 1d4 lightning damage to any target it hits. Static Field. While holding the whip, a 20-foot-radius sphere of static electricity centred on you causes creatures’ hair to stand on end. Whenever a creature you can see moves into or within this sphere, you can use your reaction to expend 1 charge, forcing the creature to make a DC 15 Constitution saving throw as the static discharges towards it. On a failed save, the creature takes 6d4 lightning damage and its speed is reduced by 15 feet until the start of its next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced. Patient Observer. While holding this weapon, you gain the patient observational habits of a hunting blue dragon. As a bonus action, you can attempt to discern weaknesses and openings in a creature you can see within 60 feet of you. Make a Wisdom (Insight) check contested by that creature’s Charisma (Deception) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13 and the damage of the Static Field property to 4d4. The whip deals an extra 1d4 lightning damage to the first target it hits on each of your turns, instead of any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Azulash (very rare variant)","description":"Weapon (whip), rare (requires attunement) Component: dragon (blue) breath sac At first glance, this vitriolic whip appears to be an ornate handle or baton, constructed out of polished, glossy blue scales of lapis lazuli. With lightning speed, a lash of crackling electricity can spark into life, channeling the fiercely territorial nature of the blue dragon. This whip has 3 charges and regains all expended charges daily at dawn. While grasping the handle of this weapon, you can use a bonus action to cause a lightning whip to form from its tip, or make it disappear. This magic whip adds 10 feet to your reach when you attack with it on your turn (instead of 5 feet), deals lightning damage instead of slashing damage, and deals an extra 1d4 lightning damage to any target it hits. Static Field. While holding the whip, a 20-foot-radius sphere of static electricity centred on you causes creatures’ hair to stand on end. Whenever a creature you can see moves into or within this sphere, you can use your reaction to expend 1 charge, forcing the creature to make a DC 15 Constitution saving throw as the static discharges towards it. On a failed save, the creature takes 6d4 lightning damage and its speed is reduced by 15 feet until the start of its next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced. Patient Observer. While holding this weapon, you gain the patient observational habits of a hunting blue dragon. As a bonus action, you can attempt to discern weaknesses and openings in a creature you can see within 60 feet of you. Make a Wisdom (Insight) check contested by that creature’s Charisma (Deception) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13 and the damage of the Static Field property to 4d4. The whip deals an extra 1d4 lightning damage to the first target it hits on each of your turns, instead of any target it hits. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the DC to 16, and the extra damage on a hit to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Azure Bridge Control Rod","description":"The azure bridge control rod was crafted by Master Arlen himself from the same azure stone of which the bridge was built. Once per day as an action, the rod’s wielder can activate the magical defenses of the Azure Bridge to turn the surface of the bridge sticky. Once per day as an action, the effect can be ended. Additionally, once per day, the wielder of the azure bridge control rod can cast the web spell, which conjures a goo-like substance that is inflammable. Once you use this ability of the rod, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Azuredge","description":"Azuredge Weapon (battleaxe), legendary (requires attunement) Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell’s barrier of magical force. When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target. Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. Illumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Sentience. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it. Personality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city’s defense. The weapon is patient and takes its time finding its ideal wielder. If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time.","properties":{"Category":"Items","Expansion":7393,"Item Type":"Melee Weapon","Properties":"versatile, ranged","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Azureheart Runestone","description":"Wondrous Item, Rare (Requires Attunement) This magic runestone has 3 charges and regains all expended charges daily at dawn. During a process that takes 1 hour, you can attach the runestone to a suit of armor, a weapon, or a shield. While the runestone is attached to an item you're holding or wearing, you can expend 1 charge as a bonus action to activate its runic magic and gain a benefit for 1 minute that depends on the item's type: Armor. You have advantage on saving throws against spells and other magical effects. Shield. You have resistance to one type of damage of your choice. Weapon. Your attacks deal an additional 1d8 force damage on a hit.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Azurescale Cowl","description":"Wondrous Item, Uncommon (Requires Attunement) This cowl is made of shimmering fish scales and can be unfolded into a hood resembling a large fish. While wearing the cowl, you have a swimming speed equal to your walking speed. Branchia. As a bonus action, you can speak the cowl's command word to surround your head in a translucent sphere of energy, or dissipate the sphere. The sphere allows you to breathe air and water through the cowl's gills. In addition, you are immune to any effect that requires you to breathe in order to be affected, such as the Stinking Cloud spell. Aquatic Transformation. As an action, you can use the cowl to cast the Polymorph spell on yourself, except you can only transform into a Beast that has a swimming speed. Once used, this property can't be used against until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"B.O.N.K. Mk. 2 Light Hammer","description":"Weapon (any hammer), rare (requires attunement) Component: construct gears After the failed launch of the B.O.N.K. Mk. 1, which had a history of blowing the user’s hands off or melting their face, genius artificer Anton Spark unveiled its successor. The Mk. 2 is bigger, faster, and, allegedly, “safer”. When you hit a Small or larger creature with an attack using this weapon, it gains 1 charge as the pressure within builds, up to a maximum of 3 charges. If no charges are expended for 1 minute, the weapon loses all charges as it depressurises. B.O.N.K. As a bonus action while holding this weapon, you can expend 1 charge to activate its built in engine and boost the next attack you make with it before the start of your next turn, which deals an extra 1d8 bludgeoning damage on a hit. B.O.O.O.N.K. As an action while holding this weapon, you can expend 3 charges to fire a bolt of lightning in a 30-foot long, 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"B.O.N.K. Mk. 2 Light Hammer (very rare variant)","description":"Weapon (any hammer), rare (requires attunement) Component: construct gears After the failed launch of the B.O.N.K. Mk. 1, which had a history of blowing the user’s hands off or melting their face, genius artificer Anton Spark unveiled its successor. The Mk. 2 is bigger, faster, and, allegedly, “safer”. When you hit a Small or larger creature with an attack using this weapon, it gains 1 charge as the pressure within builds, up to a maximum of 3 charges. If no charges are expended for 1 minute, the weapon loses all charges as it depressurises. B.O.N.K. As a bonus action while holding this weapon, you can expend 1 charge to activate its built in engine and boost the next attack you make with it before the start of your next turn, which deals an extra 1d8 bludgeoning damage on a hit. B.O.O.O.N.K. As an action while holding this weapon, you can expend 3 charges to fire a bolt of lightning in a 30-foot long, 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one. Very rare variant: Increase the DC to 16, the lightning damage to 6d8, and the maximum number of charges the weapon can hold to 4.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"B.O.N.K. Mk. 2 Maul","description":"Weapon (any hammer), rare (requires attunement) Component: construct gears After the failed launch of the B.O.N.K. Mk. 1, which had a history of blowing the user’s hands off or melting their face, genius artificer Anton Spark unveiled its successor. The Mk. 2 is bigger, faster, and, allegedly, “safer”. When you hit a Small or larger creature with an attack using this weapon, it gains 1 charge as the pressure within builds, up to a maximum of 3 charges. If no charges are expended for 1 minute, the weapon loses all charges as it depressurises. B.O.N.K. As a bonus action while holding this weapon, you can expend 1 charge to activate its built in engine and boost the next attack you make with it before the start of your next turn, which deals an extra 1d8 bludgeoning damage on a hit. B.O.O.O.N.K. As an action while holding this weapon, you can expend 3 charges to fire a bolt of lightning in a 30-foot long, 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"B.O.N.K. Mk. 2 Maul (very rare variant)","description":"Weapon (any hammer), rare (requires attunement) Component: construct gears After the failed launch of the B.O.N.K. Mk. 1, which had a history of blowing the user’s hands off or melting their face, genius artificer Anton Spark unveiled its successor. The Mk. 2 is bigger, faster, and, allegedly, “safer”. When you hit a Small or larger creature with an attack using this weapon, it gains 1 charge as the pressure within builds, up to a maximum of 3 charges. If no charges are expended for 1 minute, the weapon loses all charges as it depressurises. B.O.N.K. As a bonus action while holding this weapon, you can expend 1 charge to activate its built in engine and boost the next attack you make with it before the start of your next turn, which deals an extra 1d8 bludgeoning damage on a hit. B.O.O.O.N.K. As an action while holding this weapon, you can expend 3 charges to fire a bolt of lightning in a 30-foot long, 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one. Very rare variant: Increase the DC to 16, the lightning damage to 6d8, and the maximum number of charges the weapon can hold to 4.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"B.O.N.K. Mk. 2 Warhammer","description":"Weapon (any hammer), rare (requires attunement) Component: construct gears After the failed launch of the B.O.N.K. Mk. 1, which had a history of blowing the user’s hands off or melting their face, genius artificer Anton Spark unveiled its successor. The Mk. 2 is bigger, faster, and, allegedly, “safer”. When you hit a Small or larger creature with an attack using this weapon, it gains 1 charge as the pressure within builds, up to a maximum of 3 charges. If no charges are expended for 1 minute, the weapon loses all charges as it depressurises. B.O.N.K. As a bonus action while holding this weapon, you can expend 1 charge to activate its built in engine and boost the next attack you make with it before the start of your next turn, which deals an extra 1d8 bludgeoning damage on a hit. B.O.O.O.N.K. As an action while holding this weapon, you can expend 3 charges to fire a bolt of lightning in a 30-foot long, 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"B.O.N.K. Mk. 2 Warhammer (very rare variant)","description":"Weapon (any hammer), rare (requires attunement) Component: construct gears After the failed launch of the B.O.N.K. Mk. 1, which had a history of blowing the user’s hands off or melting their face, genius artificer Anton Spark unveiled its successor. The Mk. 2 is bigger, faster, and, allegedly, “safer”. When you hit a Small or larger creature with an attack using this weapon, it gains 1 charge as the pressure within builds, up to a maximum of 3 charges. If no charges are expended for 1 minute, the weapon loses all charges as it depressurises. B.O.N.K. As a bonus action while holding this weapon, you can expend 1 charge to activate its built in engine and boost the next attack you make with it before the start of your next turn, which deals an extra 1d8 bludgeoning damage on a hit. B.O.O.O.N.K. As an action while holding this weapon, you can expend 3 charges to fire a bolt of lightning in a 30-foot long, 5-foot wide line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one. Very rare variant: Increase the DC to 16, the lightning damage to 6d8, and the maximum number of charges the weapon can hold to 4.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baba Yaga's Cinderskull","description":"Wondrous item, rare (requires attunement) Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures. Scorching Skull. While holding the skull, you can use an action to cast a 3rd-level scorching ray from it. When you make the spell’s attacks, you do so with an attack bonus of +7. The skull can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Baba Yaga's Cinderskull","description":"Wondrous item, rare (requires attunement) Warm to the touch, this white, dry skull emanates an orange glow from its eye sockets equivalent to dim illumination in a 30-foot radius. The owner of the skull requires only half of the food and water normally required for a creature of its size. The owner can withstand extreme temperatures indefinitely, and automatically succeeds on all saving throws against extreme heat and cold. As an action, the owner can use the cinderskull to cast scorching ray at 3rd level (+5 to hit). The skull can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Baba Yaga's Dancing Broom","description":"Wondrous Item, Uncommon (Requires Attunement) The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate. On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Baba Yaga's Dancing Broom"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Baba Yaga's Mortar and Pestle","description":"Baba Yaga's Mortar and Pestle Wondrous item, artifact (requires attunement ) The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle . These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn. Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide : 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Properties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature. Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn. Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest. You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools. Primal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents—like powdered bone, crushed herbs, pulped organs—into separate piles. Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination—not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later. Bones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute. Destroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Bludgeoning Properties: Versatile","properties":{"Category":"Items","Expansion":8257,"Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Backpack","description":"Backpack Adventuring gear (container) A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope , to the outside of a backpack. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Container","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Backpack","description":"Backpack Adventuring gear (container) A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Backpack","description":"Backpack Adventuring gear Price: 2 gp To hold all of your things.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Backpack","description":"Backpack Miscellaneous gear (container) Weight: 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Backpack","description":"Adventuring Gear Weight: 5 lb. Cost: 2 GP A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Backpack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Backpack","description":"Backpack Adventuring gear (container) A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope , to the outside of a backpack. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Backpack of Flying","description":"Backpack of Flying Wondrous item, uncommon This backpack is fitted with heavy gnomish equipment at its base and has storage space akin to that of a standard rucksack above. It has 5 charges, and regains 1d4 +1 expended charges at dawn. As a bonus action, you can expend one charge to activate the backpack, sending you flying 50 feet in a straight line in any direction. If used to go up, the backpack shimmers faintly, causing you to fall harmlessly to the ground as if under the effects of the feather fall spell. If you expend two charges, each creature within 5 feet of you when the backpack is activated takes 1d4 + 2 fire damage. If the backpack reaches 0 charges, roll 1d10. On a 1, the backpack malfunctions and cannot be used until a creature succeeds on a DC 15 check with tinker’s tools to repair it. An attempt to repair the backpack that fails by 5 or more destroys the backpack.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Badge of Battle +1","description":"Wondrous Item, Uncommon This bronze badge depicts a specific type of fearsome creature (a dragon, a wolf, an owlbear, and so forth) leaping into combat against a horde of enemies. While wearing the badge, you gain a bonus to attack and damage rolls you make with unarmed strikes and natural weapons. This bonus is determined by the badge’s rarity, and such attacks are considered magical.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Uncommon"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Badge of Battle +2","description":"Wondrous Item, Rare This bronze badge depicts a specific type of fearsome creature (a dragon, a wolf, an owlbear, and so forth) leaping into combat against a horde of enemies. While wearing the badge, you gain a bonus to attack and damage rolls you make with unarmed strikes and natural weapons. This bonus is determined by the badge’s rarity, and such attacks are considered magical.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Rare"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Badge of Battle +3","description":"Wondrous Item, Very Rare This bronze badge depicts a specific type of fearsome creature (a dragon, a wolf, an owlbear, and so forth) leaping into combat against a horde of enemies. While wearing the badge, you gain a bonus to attack and damage rolls you make with unarmed strikes and natural weapons. This bonus is determined by the badge’s rarity, and such attacks are considered magical.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Very Rare"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Badge of Freedom","description":"Badge of Freedom Wondrous item, rare (requires attunement) This silver pin has gilt edges and is shaped like a tiny pair of wings. While wearing it, magic can neither reduce your speed nor cause you to be paralyzed or restrained.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Badge of Ruin +1","description":"Wondrous Item, Uncommon (Requires Attunement by a Beastheart or a Companion) This gold badge glows whenever your companion gains ferocity in combat. If your companion is attuned to the badge and uses a ferocity action that requires another creature to make an ability check or saving throw, the DC of the check or save is increased by an amount determined by this item’s rarity. While you wear the badge, your exploit save DC increases by an amount determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement by a Beastheart or a Companion"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Badge of Ruin +2","description":"Wondrous Item, Rare (Requires Attunement by a Beastheart or a Companion) This gold badge glows whenever your companion gains ferocity in combat. If your companion is attuned to the badge and uses a ferocity action that requires another creature to make an ability check or saving throw, the DC of the check or save is increased by an amount determined by this item’s rarity. While you wear the badge, your exploit save DC increases by an amount determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Beastheart or a Companion"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Badge of Ruin +3","description":"Wondrous Item, Very Rare (Requires Attunement by a Beastheart or a Companion) This gold badge glows whenever your companion gains ferocity in combat. If your companion is attuned to the badge and uses a ferocity action that requires another creature to make an ability check or saving throw, the DC of the check or save is increased by an amount determined by this item’s rarity. While you wear the badge, your exploit save DC increases by an amount determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement by a Beastheart or a Companion"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Badge of the Watch","description":"Badge of the Watch Wondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep) A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Open Lord can touch the badge and end your attunement to it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by someone designated by the Open Lord of Waterdeep"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Badge of Valor","description":"Badge of Valor Wondrous item, rare (requires attunement) This gold badge is engraved with a lion’s head surrounded by a circle of aquamarines. While wearing it, each friendly creature within 20 feet of you (including you) has advantage on saving throws against being frightened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Badger Hide","description":"Armor (hide), uncommon While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bag of Beans","description":"Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw , taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. d100 Effect 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 02–10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11–20 A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks . 21–30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). 41–50 1d6 + 6 shriekers sprout (see the Monster Manual for statistics). 51–60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. 61–70 A hungry bulette (see the Monster Manual for statistics) burrows up and attacks. 71–80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91–99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair , and its sarcophagus contains treasure of the DM's choice. 00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence .","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bag of Beans","description":"Bag Of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. d100 Effect 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. 21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). 41-50 1d6+6 shriekers sprout. 51-60 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. 61-70 A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81-90 A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord . The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice. 00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bag of Beans","description":"Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly. 1d100 Effect 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour. 02–10 A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM’s choice) 30 feet into the air for 1d4 minutes. 11–20 A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good. 21–30 An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with green flames springs forth and burns for 24 hours or until it is extinguished. 41–50 Three Shrieker Fungi sprout. 51–60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke. 61–70 A hungry Bulette burrows up and attacks. 71–80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. 91–95 A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy , a Mummy Lord , or some other Undead of the DM’s choice. Its sarcophagus contains treasure of the DM’s choice. 96–00 A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bag of Beans"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bag of Bones","description":"The bag connects to a vast extradimensional space that can only hold Medium or smaller corpses, bones, and Undead creatures; it violently expels anything else placed within it. You can use an action to place a corpse or willing Undead creature into the bag, up to a maximum of ten corpses or Undead creatures, or use your action to dump the contents of the bag, which land in spaces within 5 feet of you. You can transform any container you can carry into a bag of bones by performing a special ritual over the course of 1 hour while you hold it. This container ceases to be magical if you perform this ritual again to create a new bag of bones. The container always connects to the same extradimensional space. If the bag is placed inside an extradimensional space, such as that created by a bag of holding, it is destroyed. Its contents remain in the same extradimensional space until you create a new bag.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bag of Bramble Beasts","description":"Wondrous item, uncommon This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can’t be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag’s magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish . The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. 1d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger Bramble Creature Template Only a beast can become a bramble creature. It retains all its statistics except as noted below. Type. The creature’s type changes from beast to plant. Vulnerabilities. The creature is vulnerable to fire damage. Resistances. The creature has resistance to piercing damage from nonmagical attacks. Immunities. The creature has immunity to poison. Condition Immunities. The creature can’t be poisoned. Senses. The creature has tremorsense with a radius of 10 feet. New Trait: Thorn Body. A creature that touches the bramble creature or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bag of Cannonballs","description":"Bag of Cannonballs Wondrous item, uncommon You can store up to 100 cannonballs in this bag. The bag weighs 3 pounds, no matter how many cannonballs are stored. You can store or take out up to 3 cannonballs at a time once on each of your turns with no actions required.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Bag of Cheer","description":"Wondrous item, legendary This large sack, which weighs 30 pounds and is made from red velvet, appears to be full of presents in colorful wrapping. As an action, you can pull a present from the bag and give it to another creature. The gift is tailored specifically to the recipient; the GM determines its nature or rolls on the table on the following page. The value of the gift can’t exceed 100 gp. Once three presents have been pulled from the bag, the bag can’t be used again until the next dawn. Any additional presents removed from the bag are empty but well-decorated boxes. d10 Gift 1 A weapon or shield 2 Gold 3 An art object 4 A clothing item 5 A tool or musical instrument 6 A potion of healing 7 Gems 8 An exotic food 9 A book 10 A toy or gaming set","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bag of Colding","description":"Wondrous Item, Uncommon In the dank, humid conditions of the average dungeon, ingredients spoil at an alarming rate. To deal with this loss of product, a clever wizard modified a bag of holding to have the perfect internal temperature for cold storage. This item is identical to a bag of holding with one additional feature: any food items stashed in it have their shelf life quadrupled.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Bag of Cooling","description":"Wondrous Item, Common This leather bag is sealed with a large metal buckle resembling a snow crystal and can hold 2 cubic feet/60 pounds. The temperature inside the bag is always 40 degrees Fahrenheit (5 degrees Celsius).","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bag of Devouring","description":"Bag of Devouring Wondrous item, very rare This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check . Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence . The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane . Weight: 15","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":15,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bag of Devouring","description":"Bag Of Devouring Wondrous item, very rare This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Weight: 15","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bag of Devouring","description":"Wondrous Item, Very Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn’t pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bag of Devouring"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bag of Devouring","description":"Wondrous Item, Very Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn’t pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Container, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Bag of Devouring\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bag of Devouring\\\",\\\"description\\\":\\\"This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\\\\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.\\\\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.\\\\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Bag of Devouring","data-description":"This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bag of Eyes","description":"Bag of Eyes Wondrous item, very rare (requires attunement) This lumpy green leather sack contains five eyeballs of varying colors. You can use your action to place an eyeball on a surface and utter the command word, causing the eyeball to meld into the surface and become invisible for the next 24 hours. The eyeball has normal vision and darkvision out to 60 feet and can look in every direction. You can have up to five eyeballs active at once. As an action, you can see through an active eyeball that is on the same plane of existence as you. During this time, you see as if you were in its space, gaining the benefits of the eyeball’s darkvision, but you are blind with regard to your own senses. Switching your vision between eyeballs requires an action. Returning to your own senses doesn’t require an action. After an eyeball has been active for 24 hours, it vanishes from the surface where it was placed. If the eyeball and the bag of eyes are on the same plane of existence, the eyeball returns to the bag. Otherwise, the eyeball is lost.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Bag of Flame","description":"Bag of Flame Wondrous item, rare (requires attunement) This burlap sack is flame-red and feels hot to the touch. The bag has 3 charges for the following properties. It regains 1d3 expended charges daily at dawn. Flame Sheet. You can use an action to open the bag and expend 1 charge to cause a thin sheet of flames to shoot forth. Each creature in a 15-foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Summon Fire Snake. You can use an action to reach into the bag and expend 2 charges to pull out a fire snake . The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the fire snake, it defends itself from hostile creatures but otherwise takes no actions. Fiery Shield. You can use an action to open the bag and expend 3 charges to cause thin and wispy flames to emerge and wreathe your body. You gain immunity to fire damage for 10 minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bag of Holding","description":"Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action . If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane . If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate . Placing a bag of holding inside an extradimensional space created by a handy haversack , portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Weight: 15","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":15,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bag of Holding","description":"Bag Of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Weight: 15","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bag of Holding","description":"Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a B ag of Holding inside an extradimensional space created by a Heward’s Handy Haversack , Portable Hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bag of Holding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bag of Holding","description":"Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a B ag of Holding inside an extradimensional space created by a Heward’s Handy Haversack , Portable Hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Container, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Bag of Holding\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bag of Holding\\\",\\\"description\\\":\\\"This bag has an interior space considerably larger than its outside dimensions-roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.\\\\nIf the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.\\\\nPlacing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Bag of Holding","data-description":"This bag has an interior space considerably larger than its outside dimensions-roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.\nIf the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.\nPlacing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bag of Monsters","description":"Wondrous Item, Very Rare (Requires Attunement) This sturdy and worn satchel is filled with 7 weirdly malformed gobbets of flesh. As an action, you can pull a gobbet of flesh from the bag and throw it up to 20 feet. When the gobbet lands, it transforms into a creature you determine by rolling a d8 and consulting the table below (if you roll a creature that has already been summoned by the bag, roll again). d8 Creature 1 Ankheg 2 Basilisk 3 Darkmantle 4 Manticore 5 mimic 6 Owlbear 7 Rust Monster 8 Choose a creature from the list above When the creature drops to 0 hit points or when 1 hour has passed it crumbles into dust and a new gobbet of flesh representing the creature reforms inside the bag. The creature is friendly to you and your companions. In combat, it shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. If you are unconscious at the start of your turn, you lose control of all creatures summoned from the bag. Whenever you use the bag to summon a creature, roll a d4. If the result is equal to or lower than the number of creatures currently summoned with the bag (including the creature you just summoned), you lose control of all creatures summoned from the bag. A creature no longer under your control acts at the GM’s discretion, possibly attacking the creature closest to it or fleeing to find safety. The summoned creature no longer dissolves into dust when 1 hour has passed, but instead persists until it drops to 0 hit points. Still bound by the bag’s magic, the creature will not stray far from whoever carries the bag and instead remains in the general area. If control over a creature is lost, that creature can’t be summoned by the bag again until it is slain and its gobbet of flesh has reformed in the bag. Once three gobbets of flesh have been pulled from the bag, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bag of Prodigious Props","description":"Bag of Prodigious Props Wondrous Item, Very Rare Created by a legendary drag queen bard, this outrageously diverse and exotic collection has virtually every prop you will ever need to radically transform your appearance. You can use your action to reach into the bag and pull out any prop you are looking for that can alter your appearance, including claws, ears, fangs, feathers, fins, fur, horns, hooves, scales, tails, tentacles, wings, and other distinguishing characteristics at the gamemaster’s discretion. You can spend 1 minute to apply a prop directly on your body. Thereafter, the prop can’t be removed unless you detach it as an action or you die. Not even an antimagic field causes it to fall off. Prolific Props. You can wear a number of prodigious props at once equal to your Constitution modifier (minimum of one). Realness. Unless you purposefully wear it so its nature is obvious, a prop from the Bag of Prodigious Props looks perfectly real but does not grant you additional abilities. You can’t use prop wings to fly, for example. The props also can’t make you appear as a creature of a different size than you, and you cannot use them to increase the number of functional arms, legs, or heads you have. Only a wish spell can reveal the true nature of the prop while worn. The prop envelops whoever wears it in a faint aura of transmutation magic if targeted by detect magic .","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Bag of Puppies","description":"Bag of Puppies Wondrous Item, Very Rare This charming bag is actually an extradimensional puppy paradise. Its interior is a divinely designed dog resort that can comfortably house a thousand puppies. The puppies live in luxury. The bag provides them with as much air, food, and drink as they need while keeping them young for as long as they stay in. When found, a Bag of Puppies will typically hold about a thousand puppies. Unlike lesser bags, the Bag of Puppies is indestructible. Pick a Puppy. As an action, you can reach inside the bag and pick a puppy. Alternatively, you can use your action to place a puppy in the bag. Canine Flood. As an action, you can turn the bag inside out, releasing all thousand puppies in a 30-foot-radius sphere of puppies. This canine flood persists for one round as puppies tumble and fall, heavily obscuring the area. The ground in a 30-foot-radius circle becomes difficult terrain as puppies scurry about. Any Medium or smaller creature that enters the circle for the first time on a turn or ends its turn there must succeed on a DC 15 Strength or Dexterity saving throw (the creature chooses the ability to use and may willingly fail the save) or fall prone and become grappled (escape DC 15) as enthusiastic and playful puppies jump onto it. The circle lasts for 3d6 rounds, until the puppies get tired from all the play. Gamemaster Tip: Invulnerable Puppies You can use the Bag of Puppies to create exciting plot hooks for your players, but certain adventure themes might put a thousand puppies in danger. If you are playing with younger players, or if some of your players are uncomfortable with puppies being in danger, consider making the puppies immune to all damage and conditions. Optional Rule: Moving Through Puppies At the gamemaster’s discretion, moving through the puppy-covered area left behind the Canine Flood has the following complications. If you move more than 5 feet through the puppy-covered area in your turn, for each additional 5 feet moved there is a cumulative 20 percent chance you will harm 1d6 puppies. You may choose to ignore the difficult terrain restriction altogether and trample through the puppies. For every 5 feet you move through the puppy-covered area, you automatically harm 1d6 puppies. If you finish your movement inside the puppy-covered area, you must make a DC 15 Dexterity saving throw or fall prone, harming an additional 1d6 puppies. Optional Rule: Karmic Puppies At the gamemaster’s discretion, the bag might punish those who seek to harm the puppies that reside in it with great misfortune. For every puppy you willingly harm or kill, you gain 1 Misfortune point. The gamemaster can spend 1 Misfortune point at any time to give your character disadvantage (or to cancel advantage) on a roll. The puppies you harm or kill must consider the bag their home for this effect to take place. Optional Rule: Dire Wolf Trouble At the gamemaster’s discretion, the bag might transform puppies into mighty celestial dire wolves to punish those who harmed them. Every puppy you willingly harm or kill immediately transforms into an adult Dire Wolf (CR 1) that attacks you. The Dire Wolf is celestial instead of beast and ascends to a different plane of existence when either you or it dies. The puppies you harm or kill must consider the bag their home for this effect to take place. Optional Rule: Canine Fate At the gamemaster’s discretion, the bag might punish those who seek to harm the puppies that reside in it by turning them into puppies. For every puppy you willingly harm or kill, there is a cumulative 1 percent chance that you are permanently transformed into an ordinary puppy. Your game statistics are replaced by the statistics of a Puppy (CR 0), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. Your gear melds into your new form and you can’t activate, use, wield, or otherwise benefit from it. Only a wish spell or divine intervention can reverse this transformation. The puppies you harm or kill must consider the bag their home for this effect to take place. Orelyn on Bag of Puppies Orelyn places a gloved hand on the bag as you reach for it. “Don’t be hasty now. Yes, I too would like to see a thousand young dogs play around, but is it the responsible thing to do?” She looks around and a faint smile crosses her lips. “Very well. This place is safe enough, and we won’t be disturbed. Let’s release them, but on the condition that you will be the one to put them back into the bag.” She hands the bag to you, but before she pulls her hands away, she adds: “Understand that people are weird, so if you end up taking this bag and the young dogs in it, please keep it away from those who would abuse it and make sure that no tricksters polymorphed into dogs try to sneak into the bag. It’s not a prudent thing to do…”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Bag of Saplings","description":"Wondrous item, rare This rough homespun bag appears empty, but reaching inside the bag reveals the presence of many small seeds. The bag weighs half a pound. You can use an action to pull a seed from the bag and throw it up to 20 feet. When the seed lands, it grows into an awakened tree. Unless it dies or you pull another seed from the bag, the tree remains animated until the next sunset, at which point it takes root if possible. While animated, the tree is friendly to you and your allies. In combat, the tree shares your initiative count, but it takes its turn immediately after yours. You can use a bonus action to command how the tree moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the tree doesn’t act except to defend itself if attacked. Once three seeds have been pulled from the bag, the bag can’t be used again until the next dawn. ","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Bag of Shared Holding","description":"Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 1 foot in diameter at the mouth and 2 feet deep. The bag can hold up to 250 pounds, not exceeding a volume of 32 cubic feet. The bag weighs 5 pounds, regardless of its contents. It functions as a bag of holding , except as noted below. Shared Holding. Two creatures each holding one end of the drawstring at the bag’s neck can use an action to tie it shut. As they do so, their names (the names most commonly used to refer to them) appear on the side of the bag, etched in gold thread and the bag can be reopened only by these two creatures pulling on its string together. Destroying the bag causes its contents to be scattered in the Astral Plane. Once reopened, the creatures’ names disappear from the bag and it can be used freely until its string is tied again this way.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bag of Shatter Gems","description":"Bag of Shatter Gems Wondrous Item, rare Weight: 1 lb. This ordinary looking bag contains up to four uncut gemstones. You can use an action to pull one gem from the bag and throw it up to 30 feet. When the gem lands, it breaks and activates a spell centered on the gem. Roll 1d8 to determine which gem is pulled. d8 Gem Spell Effect 1 Amethyst Shatter 2 Sapphire Entangle 3 Ruby Fireball 4 Topaz Cloudkill 5 Moonstone Fog Cloud 6 Emerald Spike Growth 7 Onyx Darkness 8 Diamond Ice Storm Once four gems have been pulled from the bag, the bag can’t be used again until the next dawn, when 1d4 new gems appear in the bag.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bag of Spiderlings","description":"Bag of Spiderlings Wondrous Item, Very Rare This luxurious bag is actually an extradimensional spiderling paradise. Its interior is a divinely designed spider palace that can comfortably house a thousand baby spiders. The spiderlings live in luxury. The bag provides them with as much air, food, and drink as they need while keeping them young for as long as they stay in. When found, a Bag of Spiderlings will typically hold about a thousand baby spiders. Unlike lesser bags, the Bag of Spiderlings is indestructible. Pick a Spiderling. As an action, you can reach inside the bag and pick a spiderling. Alternatively, you can use your action to place a spiderling in the bag. Arachnid Flood. As an action, you can turn the bag inside out, releasing all thousand spiderlings in a 30-foot-radius sphere of baby spiders. This arachnid flood persists for one round as spiderlings tumble and fall, heavily obscuring the area. The ground in a 30-foot-radius circle becomes difficult terrain as spiderlings scurry about. The spiderlings also cling on every surface within the area, creating thick, sticky webs after 3d6 rounds. If there are at least two solid masses (such as walls or trees) within the original 30-foot-radius sphere, the webs cover the entire sphere. Otherwise, the webs cover a 30-foot-radius circle on the ground with a depth of 5 feet. The webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a DC 12 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If it succeeds, it is no longer restrained. The webs have AC 10, 15 hit points, and immunity to bludgeoning, piercing, and psychic damage. Optional Rule Adoptable Spider Eggs and the Bag of Spiderlings At the gamemaster’s discretion, Adoptable Spider Eggs can be placed inside the Bag of Spiderlings for protection. Regardless of size, each egg counts as a single baby spider when calculating the bag’s capacity. After an adoptable spider egg hatches inside the bag, the baby spider becomes one of the bag’s residents as normal.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Bag of Traps","description":"Wondrous item, rare Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bag of Tricks","description":"Bag of Tricks Wondrous item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points . The creature is friendly to you and your companions, and it acts on your turn . You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant Elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bag, large","description":"Bag, Large Miscellaneous gear (container) Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bag, small","description":"Bag, Small Miscellaneous gear (container) Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bagpipes","description":"Bagpipes Musical instrument Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 6","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Bagpipes","description":"Bagpipes Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 6","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":6,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bagpipes","description":"Tool (Musical Instrument) Ability: Charisma Weight: 6 lb. Cost: 30 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Bagpipes"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bagpipes","description":"Bagpipes Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bagpipes of Battle","description":"Wondrous item, uncommon (requires attunement) Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bagpipes of Droning","description":"Bagpipes of Droning Wondrous item, very rare You must be proficient with wind instruments to use these bagpipes. They have 3 charges. You can use an action to play them and expend 1 charge to create a dull, droning noise that sends creatures into a magical slumber. Roll 10d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of you are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected falls unconscious for 1 minute, or until the sleeper takes damage. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this item. The bagpipes regain 1d3 expended charges daily at dawn. Someone once said that having heard one bagpipe tune, you have heard them all. An overly cynical assessment, but I admit the music is an acquired taste.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Balance of Harmony","description":"Balance of Harmony Wondrous item, uncommon This scale bears celestial symbols on one pan and fiend-ish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. ( The Hidden Shrine of Tamoachan )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Balance of Judgement","description":"Balance of Judgement Wondrous item, rare This is a small set of brass scales. When a piece of hair, a scrap of nail, or the like is placed upon one of the trays, the tray rises if the owner of the scrap is of good alignment and sinks if the owner is of evil alignment. For neutral alignments, the tray remains motionless.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Balance of Power","description":"Balance of Power Wondrous item, very rare When a gem worth at least 500 gp is placed on the right-hand tray of this neat brass scale, the gem is destroyed and an ability score you select is changed to 20 until the next dawn. There is no effect if your score is already 20 or higher. Once used, this property of the scale can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Balanced","description":"Apprentice weapon property Components: Masterwork exotic weapon with the Heavy property Small creatures wielding this weapon don’t have disadvantage on attack rolls with it as a result of its Heavy property.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Baleful Talon","description":"Baleful Talon Weapon (Dagger), Very Rare You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger. When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":27234,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Baleful Wardrums","description":"Wondrous item, uncommon (requires attunement) You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ball bearings","description":"Ball Bearings Adventuring gear As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw. Save : Dexterity Target : Each creature in a 10-foot square centered on a point within range Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ball bearings","description":"Ball Bearings (bag of 1,000) Adventuring gear As an action , you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone . A creature moving through the area at half speed doesn’t need to make the save . Weight: 2","properties":{"Category":"Items","Save":"Dexterity","Source":"5th Edition SRD","Target":"Each creature in a 10-foot square centered on a point within range","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ball bearings","description":"Ball Bearings (bag of 1,000) Adventuring gear As an action , you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone . A creature moving through the area at half speed doesn’t need to make the save . Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ball Bearings","description":"Ball Bearings Adventuring gear Price: 5 gp Quantity: bag of 1,000 As a Main Action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity check or fall prone. A creature moving through the area at half speed doesn’t need to make the check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ball Bearings","description":"Adventuring Gear Weight: 2 lb. Cost: 1 GP As a Utilize action, you can spill Ball Bearings from their pouch . They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Ball Bearings"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ball of Power","description":"Ball of Power Wondrous item, legendary (requires attunement) This crystal sphere is 3 inches wide and glows with a soft, purple light. While holding it in your hand, you can use an action to speak the command word and activate it. It remains activated for 1 minute. During this time, you have resistance to all damage and your Strength score changes to 25. The item has no effect on your Strength score if it is already 25 or higher. Once used, the ball can’t be used again until the next dawn. Modifiers: Strength: 25","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Ballista","description":"Ballista Large object Armor Class : 15 Hit Points : 50 Damage Immunities : poison, psychic A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Bolt . Ranged Weapon Attack : +6 to hit, range 120/480 ft., one target. Hit : 16 (3d10) piercing damage.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ballista","description":"Ballista Ranged Weapon (martial, ballista) Massive war machines built by Kaiu engineers to bring down gargantuan monstrosities from the Shadowlands, ballistae are gigantic crossbows that fire massive quarrels. Too heavy to be lifted by a normal person, these weapons are mounted on watchtowers and other key defensive locations along the Kaiu Wall. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Special. This weapon cannot be carried by any creature that is Large or smaller, and must be moved by a team of specialists. It can be fired by a single person once it has been emplaced in a position, such as on a watchtower or wall. When emplaced, it generally cannot be swiveled more than 90-degrees in any direction from its original position, giving it a limited field of fire (as determined by the GM). Damage: 3d8 Damage type: Piercing Properties: Loading, Special Weight: 750","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Loading, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ballista","description":"Large Object Armor Class: 15 Hit Points: 50 Ballista Bolt (Requires Load and Aim). Ranged Attack Roll: +6, range 120/480 ft. Hit: 16 (3d10) Piercing damage. A Ballista is a massive crossbow that fires heavy bolts. Loading a Ballista requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Ballista Bolt action.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Ballista"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ballista bolt","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ballistic Gloves","description":"These gloves feature a cylindrical grip in the palms, which strengthens the fists and charges a set of knuckle-mounted thunder cells. On a strike, the gloves magnify kinetic energy at the knuckles and issue a deafening crack.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Fist, Light","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ballistic Vest, Medium","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Balloon Pack","description":"Balloon Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Balm of Invulnerability","description":"Wondrous item, very rare This ointment is made from the magical herbs that only grow where titan blood has been spilled. A character may apply this balm to their entire body to gain resistance to non-magical damage for 1 day. This uses the entire jar of balm.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Band of Iron Thorns","description":"Wondrous item, rare (requires attunement) This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn’t function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bandana of Brachiation","description":"Wondrous item, uncommon (requires attunement) While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bandana of Bravado","description":"Wondrous item, uncommon (requires attunement) While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Banded Plate","description":"","properties":{"Category":"Items","Item Type":"Armor (banded plate)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bandolier","description":"This shoulder strap contains six pouches large enough to hold a potion, grenade, or similarly-sized item within easy reach. It can hold 10 pounds of gear.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Bandolier","description":"This leather, cross-body shoulder belt contains loops and several small pockets. It can hold up to 20 paper cartridges and up to 3 pistols.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bands of Restraint","description":"Wondrous item, uncommon These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature’s limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bane Hammer","description":"Weapon (Light Hammer), Uncommon (Requires Attunement) This simple hammer has a leather-wrapped handle with an impish face carved in relief on its head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with this weapon and speak the command word, it begins to emit necrotic energy. On a hit, the creature takes an extra 1d4 necrotic damage and must subtract the number rolled on the necrotic damage die from any attack rolls or saving throws it makes until the start of your next turn. Once used, this property can’t be used again until you finish a short or long rest. Encounter Ideas Crypt Keepers. An ancient crypt with untold treasures is crawling with ghosts, ghasts, and all manner of zombies. A particularly oafish ogre zombie wields a bane hammer. What You Don’t Know... Sabina, a small-town carpenter, is constructing a new building, unknowingly using a bane hammer to secure nails into the structure’s wooden beams. Disciplinary Pact-tion. A mysterious fiend offers a bane hammer as a reward for taking care of a bearded devil that hasn’t been delivering results.","properties":{"Category":"Items","Item Type":"Weapon (Light Hammer)","Properties":"Light, thrown","Item Rarity":"Uncommon","Requires Attunement":"requires attunment"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Baneberry","description":"Baneberry bushes are toxic to any non-avian creature that eats them. Although the entire plant is toxic, the berries that grow on these bushes are the most dangerous. Baneberry bushes can have either red or white waxy berries, but each color is just as dangerous. An hour after a creature eats a baneberry, they must make a DC 13 Constitution saving throw or be incapacitated for 2d4 minutes as they suffer from diahreah and vomitting. Whether the saving throw is successful or not the creature gains one level of exhaustion. Baneberry Desserts. The saving throw to avoid the incapacitated condtion should be increased by the DM if the creature eats more than just a few berries, or is foolish enough to eat a pie made of baneberries. These berries can easily be placed into a pie or other sugary dessert that can obscure its unpleasant bitter taste. Baneberry desserts rarely kill but there is no end to a hag’s amusement over serving one of these deserts to the unsuspecting.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Baneful Weapon","description":"Weapon (Any), Uncommon (Requires Attunement) Once per turn, when you hit a creature with an attack roll using this magic weapon, you can force the target to make a DC 13 Charisma saving throw. On a failure, whenever the target makes an attack roll or saving throw until the end of your next turn, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Banner of Bloody Transfusion","description":"Wondrous item, rare (requires attunement) Component: phial of humanoid blood For the courageous combat nurses of the Night Hospitaller, ward work is but a pastime between battles. Armed with a pure white banner emblazoned with a blood-red sigil, a Hospitaller war chaplain is a rallying point on the battlefield: their magic helps keep fear of death a distant nightmare. Crafted from a tough, stain-proof, white fabric, this velvet-trimmed banner measures 5 feet high and 3 feet wide. An embroidered depiction of a blood sac becomes a three-dimensional sac containing a blood-based potion while the banner is unfurled. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. While unfurled, the banner has the following properties: Mark of Vitality. You can touch the banner as a bonus action, causing it to emanate vitality. For 10 minutes or until the banner is furled, you and your allies have advantage on Constitution saving throws while within 20 feet of the banner. Once this property of the banner has been used, it can’t be used again until the next dawn. Stabilising Standard. While within 20 feet of the banner, you can use a bonus action to stabilise a creature you can see that has 0 hit points and is within 20 feet of the banner. Transfusion. You can touch the banner and mentally command its transfusion hose to connect with one willing or unconscious creature within 20 feet of the banner, choosing one of the following effects: Heal. As a bonus action, you cause the creature to regain 4d6 hit points. Restore. As an action, you cast the lesser restoration spell on the creature. After this property of the banner has been activated, roll a d6. On a 3 or lower, it can’t be used again until the next dawn. Legendary variant: Increase the range of the banner to 30 feet, the duration of Mark of Vitality to 1 hour, and the hit points regained by the Transfusion property’s Heal option to 8d6. You can use the Restore option to cast greater restoration instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Banner of Bloody Transfusion (legendary variant)","description":"Wondrous item, rare (requires attunement) Component: phial of humanoid blood For the courageous combat nurses of the Night Hospitaller, ward work is but a pastime between battles. Armed with a pure white banner emblazoned with a blood-red sigil, a Hospitaller war chaplain is a rallying point on the battlefield: their magic helps keep fear of death a distant nightmare. Crafted from a tough, stain-proof, white fabric, this velvet-trimmed banner measures 5 feet high and 3 feet wide. An embroidered depiction of a blood sac becomes a three-dimensional sac containing a blood-based potion while the banner is unfurled. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. While unfurled, the banner has the following properties: Mark of Vitality. You can touch the banner as a bonus action, causing it to emanate vitality. For 10 minutes or until the banner is furled, you and your allies have advantage on Constitution saving throws while within 20 feet of the banner. Once this property of the banner has been used, it can’t be used again until the next dawn. Stabilising Standard. While within 20 feet of the banner, you can use a bonus action to stabilise a creature you can see that has 0 hit points and is within 20 feet of the banner. Transfusion. You can touch the banner and mentally command its transfusion hose to connect with one willing or unconscious creature within 20 feet of the banner, choosing one of the following effects: Heal. As a bonus action, you cause the creature to regain 4d6 hit points. Restore. As an action, you cast the lesser restoration spell on the creature. After this property of the banner has been activated, roll a d6. On a 3 or lower, it can’t be used again until the next dawn. Legendary variant: Increase the range of the banner to 30 feet, the duration of Mark of Vitality to 1 hour, and the hit points regained by the Transfusion property’s Heal option to 8d6. You can use the Restore option to cast greater restoration instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Banner of the Crimson Dawn","description":"Wondrous item, very rare (requires attunement) This banner is enchanted such that the blood it carries never fades and never oxidizes, and carries the symbol of the Crimson Dawn blood cult. Its crimson cloth is made of silk taken from vernassian bloodmoths, soaked with the blood of this once-powerful cult’s victims. While attuned to this item, as long as it is carried on a polearm, quarterstaff, or spear, it flutters in a supernatural wind and grants the weapon a +2 bonus to attack and damage rolls unless it already had a higher bonus. Additionally, whenever you inflict a Death Blow with the weapon, the banner gains one charge. The banner loses all charges whenever you finish a long rest. As long as the banner has at least one charge, it emits an aura of bloodlust granting you and your allies bonuses depending on the number of charges as shown in the table below. The aura has all the effects for each level of charges it has, and uses the largest radius for all of its effects. Number Of Charges Radius Effect 1-2 10 feet Whenever you or an ally within the aura inflicts an Injury, they gain 5 temporary hit points 3-5 20 feet Whenever you or an ally within the aura declares their intent to Injure, you may use your reaction to cause the next attack they make to deal an additional 2d6 damage 6+ 30 feet The DC to resist Death Blows inflicted by you and each ally within the aura is increased by 2","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Banner of the Fortunate","description":"Wondrous item, uncommon (requires attunement) While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Banner of the Krig Rune","description":"Banner of the Krig Rune Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Banner of the Storm's Eye","description":"Banner of the Storm's Eye Wondrous item, very rare This military banner is 8 feet long when unfurled. It has a dark blue background with a swirling white pattern in the middle, depicting the overhead view of a hurricane. For 1 hour after the banner is unfurled and held aloft, all creatures within 20 feet of it are immune to being frightened and stunned. Once used, this property of the banner can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Barbed Net of Entanglement","description":"As an action, you can animate the net and command it to attack a single opponent of up to Large size. It flies towards a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. A creature hit by the net is restrained until it is freed and suffers 4 (1d4 + 2) points of piercing damage at the start of its turn as long as it remains restrained. As a bonus action, you can direct the net to release any creature currently restrained in it and direct it at a new target that is no more than 20 feet away. The net remains animate for 1 minute or until you command it as a bonus action to turn inanimate. It has no effect on creatures that are Huge or larger. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. Dealing 25 slashing damage to the net (AC 16) also frees the creature without harming it, ending the effect and destroying the net. Using the leash attached to the net, you can drag or pull creatures restrained by the net towards you with a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you move while using the net this way, your speed is halved, unless the creature is two or more sizes smaller than you.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (net)","Properties":"DC 15 Dextirity saving throw","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Barbed Nettle","description":"Weapon (simple, crossbow), rare This specialized wrist-mounted weapon uses a spring-loaded mechanism to launch barbed needles, and can be easily rigged to fire on impact from the wielder’s fist. These needles can be used to inject or apply poisons, and the barbs and the depth to which they sink into their victim’s flesh make them excruciatingly painful and impossible to safely remove. The barbed nettle is a simple ranged weapon with a range of 30/120 and the loading property. Its darts deal 1d4 piercing damage on a hit in addition to applying any poison applied to the dart. However, the darts remain stuck in the target’s flesh, and the creature takes a -1 penalty to attack rolls and saving throws as long as it has a dart in its flesh. As a bonus action, any creature may remove the dart. When removed, the target must make a DC 13 Constitution saving throw or take 2d4 piercing damage, or half as much on a successful save. This weapon is considered a simple weapon. Additionally, once per turn when the wielder hits with an unarmed strike, they can immediately choose to make a ranged attack with this weapon (no action required) against the target of the unarmed strike. This attack roll has advantage.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Barding","description":"Barding Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Barge pole","description":"Barge poles (or quant poles) are about 10 feet long with a cap at one end and a prong at the other. Primarily used to propel or steer barges through the water, the forked prong at one tip prevents the pole from sinking into muck in the riverbed. Barge poles can be wielded as a bludgeoning weapon or used to stab with the prong for 1d4 piercing damage.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Reach, special, two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bariq, the Red Spark","description":"Bariq, the Red Spark Weapon (Scimitar), Artifact (requires attunement) Forged in the heart of an entropic maelstrom by a deranged aberrant demigod, Bariq took the shape of the weapon its insane creator thought would bring the chaotic storms it so loved in the world of mortals. Now lost in the kaleidoscopic dunes of Prisma Desert, Bariq is all but forgotten, its chaotic magic waiting to be unleashed again. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It deals an extra 3d6 lightning damage to any target it hits, and the target can’t take reactions until the start of its next turn. The weapon gains an additional +1 to attack and damage rolls if you are outdoors in stormy conditions. Forged in Chaos. Bariq crackles with red lightning that immediately betrays its profoundly magical nature. It’s lightweight yet indestructible by ordinary means. The Red Spark. While holding Bariq, you can use your action to cast lightning bolt (spell save DC 20) from it at will. When cast this way, lightning bolt produces red lightning that ignores lightning resistance. Eye of the Maelstrom. While attuned to this weapon, you are immune to lightning damage. Additionally, whenever a spell or effect that deals lightning damage is created or passes within 30 feet of you, you can bend its path and condense its power so that it passes through your space and you become the single target of this spell or effect within that radius (no action required). Entropic Link. While holding Bariq, you can use a bonus action to hide it into an extradimensional space, the entropic maelstrom where it draws its powers from. While Bariq is hidden, fractal lightning scars appear all over the hand and arm that held it. You can use another bonus action to retrieve Bariq from the entropic maelstrom.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Scimitar)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Barrel","description":"Barrel Adventuring gear A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. Weight : 70","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Barrel","description":"Barrel Adventuring gear (container) A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. Weight: 70","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":70,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Barrel","description":"Adventuring Gear Weight: 70 lb. Cost: 2 GP A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Barrel"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Barrel","description":"Barrel Adventuring gear (container) A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. Weight: 70","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Barrelstalk","description":"Barrelstalk A barrelstalk is a large, cask-shaped fungus that can be tapped and drained of the fresh water stored within it. A single barrelstalk contains 1d4 + 4 gallons of water and yields 1d6 + 4 pounds of food.","properties":{"Category":"Items"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Barrier Bracer","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused*) plating Tired of seeing spellcasters effortlessly deflect attacks while you have to lug a heavy slab of metal everywhere you go? Branton Quark sees you, and he’s come up with the solution: the forcefield produced by the barrier bracer replicates the shield spell almost exactly, while letting you decide how much power to put into each activation! Shield: it’s not just for wizards anymore! This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Hexpansive Defence. While wearing this bracer, when you or a creature you can see within 5 feet of you are hit by an attack, you can use your reaction to expend up to 5 charges, causing its shield to grow progressively larger with each one. The target of the attack gains a +1 bonus to AC against the triggering attack for each charge spent. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. *See Forge of the Divine Machine in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Barrier Bracer","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused*) plating Tired of seeing spellcasters effortlessly deflect attacks while you have to lug a heavy slab of metal everywhere you go? Branton Quark sees you, and he’s come up with the solution: the forcefield produced by the barrier bracer replicates the shield spell almost exactly, while letting you decide how much power to put into each activation! Shield: it’s not just for wizards anymore! This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Hexpansive Defence. While wearing this bracer, when you or a creature you can see within 5 feet of you are hit by an attack, you can use your reaction to expend up to 5 charges, causing its shield to grow progressively larger with each one. The target of the attack gains a +1 bonus to AC against the triggering attack for each charge spent. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. *See Forge of the Divine Machine in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Barrier Bracer (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused*) plating Tired of seeing spellcasters effortlessly deflect attacks while you have to lug a heavy slab of metal everywhere you go? Branton Quark sees you, and he’s come up with the solution: the forcefield produced by the barrier bracer replicates the shield spell almost exactly, while letting you decide how much power to put into each activation! Shield: it’s not just for wizards anymore! This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Hexpansive Defence. While wearing this bracer, when you or a creature you can see within 5 feet of you are hit by an attack, you can use your reaction to expend up to 5 charges, causing its shield to grow progressively larger with each one. The target of the attack gains a +1 bonus to AC against the triggering attack for each charge spent. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 12 and the recharge to 1d8 + 4. The bracer has the Repulsive Field property. Repulsive Field. When the bonus to AC from the Hexpansive Defence property causes an attack to miss, if the attacker is within 5 feet of its target, it must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone. *See Forge of the Divine Machine in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Barrier Bracer (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused*) plating Tired of seeing spellcasters effortlessly deflect attacks while you have to lug a heavy slab of metal everywhere you go? Branton Quark sees you, and he’s come up with the solution: the forcefield produced by the barrier bracer replicates the shield spell almost exactly, while letting you decide how much power to put into each activation! Shield: it’s not just for wizards anymore! This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Hexpansive Defence. While wearing this bracer, when you or a creature you can see within 5 feet of you are hit by an attack, you can use your reaction to expend up to 5 charges, causing its shield to grow progressively larger with each one. The target of the attack gains a +1 bonus to AC against the triggering attack for each charge spent. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 12 and the recharge to 1d8 + 4. The bracer has the Repulsive Field property. Repulsive Field. When the bonus to AC from the Hexpansive Defence property causes an attack to miss, if the attacker is within 5 feet of its target, it must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone. *See Forge of the Divine Machine in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Barrier Tattoo (Rare)","description":"Barrier Tattoo (Rare) Wondrous item (tattoo), rare (requires attunement ) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. AC: 15 + Dex modifier (max 2)","properties":{"Category":"Items","Expansion":8257,"Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Barrier Tattoo (Uncommon)","description":"Barrier Tattoo (Uncommon) Wondrous item (tattoo), uncommon (requires attunement ) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your Dexterity modifier. You can use a shield and still gain this benefit. AC: 12 + Dex modifier","properties":{"Category":"Items","Expansion":8257,"Item Type":"Light Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Barrier Tattoo (Uncommon)","description":"Barrier Tattoo (Uncommon) Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your Dexterity modifier. You can use a shield and still gain this benefit. AC: 12 + Dex modifier","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Barrier Tattoo (Very Rare)","description":"Barrier Tattoo (Very Rare) Wondrous item (tattoo), very rare (requires attunement ) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit. AC: 18","properties":{"Category":"Items","Expansion":8257,"Item Type":"Heavy armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Barsoud's Lash","description":"Crafted from the spine of the devil Barsoud, the Lash is as sharp and bloodthirsty as the fiend himself. Legend The devil Barsoud was the scourge of the lower planes. A fierce leader of a legion of devils, with a cruel wit and too much bravado to live a long life. When he joked at an archdevil’s expense, his target’s retribution was swift and vicious—she ripped Barsoud’s spine from his body and fashioned it into a segmented greatsword that, for those who know the trick, extends into a long, swift lash. Location The sword was last seen on a fabled battlefield where fiends clashed. The archdevil Lamoris wielded it as she led her troops over the Cliffs of Lament, fighting down cliff faces riddled with soul worms and wreathed in exsanguinating fogs. In spite of her tenacity, Lamoris lost the battle and was taken alive. Her enemies staked her out on the battlefield so that carrion fiends might feast on her body eternally while she is unable to die. If the sword isn’t with her, she knows who has it, and she will trade the location for her release. Encounter Ideas Legend of the Lash. Legend has it Barsoud’s Lash is the only thing that can kill a certain fiend. Chroniclers know where the sword was last seen. Boneless Barfly. Characters encounter Barsoud, now literally spineless, in a tavern where devils and their kin are welcomed. Drunk on bloodwine, he tells them his miserable tale. Lost in the Lower Planes. Crossing an infernal plane, the party seeks shelter in the shadow of the Cliffs of Lament and encounter Lamoris pleading for help. Progression Barsoud’s Lash progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Greatsword), Rarity Varies (Requires Attunement) Common . Barsoud’s Lash’s reach increases to 10 feet. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare . When you hit a Celestial or a Demon with this weapon, the target takes an extra 1d6 slashing damage. Very Rare . The bonus to attack and damage rolls increases to +2. Warding Maneuver. As a bonus action, you can weave Barsoud’s Lash in a defensive pattern, gaining a +2 bonus to AC until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3 and the additional damage to Celestials and Demons increases to 2d6. Divine Sense. In addition, you can sense the location of the nearest Celestial or Demon within 1 mile. Once you have sensed this creature, you can track it as per the locate creature spell (within a 1 mile radius instead of 1,000 feet). You can use this property twice and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed, Reach","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Barsoud's Lash (Common)","description":"Barsoud's Lash Weapon (Greatsword), Common (Requires Attunement) Barsoud’s Lash’s reach increases to 10 feet. Progression Barsoud’s Lash progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed, Reach","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Barsoud's Lash (Legendary)","description":"Barsoud's Lash Weapon (Greatsword), Legendary (Requires Attunement) Barsoud’s Lash’s reach increases to 10 feet . You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a Celestial or a Demon with this weapon, the target takes an extra 2d6 slashing damage. Warding Maneuver. As a bonus action, you can weave Barsoud’s Lash in a defensive pattern, gaining a +2 bonus to AC until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Divine Sense. In addition, you can sense the location of the nearest Celestial or Demon within 1 mile. Once you have sensed this creature, you can track it as per the locate creature spell (within a 1 mile radius instead of 1,000 feet). You can use this property twice and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed, Reach","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Barsoud's Lash (Rare)","description":"Barsoud's Lash Weapon (Greatsword), Rare (Requires Attunement) Barsoud’s Lash’s reach increases to 10 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a Celestial or a Demon with this weapon, the target takes an extra 1d6 slashing damage. Progression Barsoud’s Lash progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed, Reach","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Barsoud's Lash (Uncommon)","description":"Barsoud's Lash Weapon (Greatsword), Uncommon (Requires Attunement) Barsoud’s Lash’s reach increases to 10 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Progression Barsoud’s Lash progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed, Reach","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Barsoud's Lash (Very Rare)","description":"Barsoud's Lash Weapon (Greatsword), Very Rare (Requires Attunement) Barsoud’s Lash’s reach increases to 10 feet. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a Celestial or a Demon with this weapon, the target takes an extra 1d6 slashing damage. Warding Maneuver. As a bonus action, you can weave Barsoud’s Lash in a defensive pattern, gaining a +2 bonus to AC until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Progression Barsoud’s Lash progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed, Reach","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Basic Clothes","description":"Basic Clothes Miscellaneous gear (clothing) Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Basic Poison","description":"Basic Poison (vial) Adventuring gear You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition . Applying the poison takes an action . A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage . Once applied, the poison retains potency for 1 minute before drying. Damage: 1d4 Damage Type: Poison Duration: 1 minute Weight: -","properties":{"Category":"Items","Save":"Constitution","Damage":"1d4","Source":"5th Edition SRD","Subtype":"Consumable","Duration":"1 Minute","Item Type":"Adventuring Gear","data-List":"false","Damage Type":"Poison","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Basic Poison","description":"Adventuring Gear Weight: — Cost: 100 GP As a Bonus Action , you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Basic Poison"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Basic Poison","description":"Basic Poison (vial) Adventuring gear You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition . Applying the poison takes an action . A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage . Once applied, the poison retains potency for 1 minute before drying. Damage: 1d4 Damage Type: Poison Duration: 1 minute Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Basilisk's Blade","description":"Weapon (Dagger), Rare (Requires Attunement) This magic dagger has 5 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this dagger, you can expend 1 charge to deal an additional 2d6 poison damage to the target or 3 charges to turn the target into stone as if you had cast the flesh to stone spell (save DC 15) from the dagger.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Basket","description":"Basket Adventuring gear (container) A basket holds 2 cubic feet or 40 pounds of gear. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Basket","description":"Basket Adventuring gear (container) A basket holds 2 cubic feet or 40 pounds of gear. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Container","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Basket","description":"Adventuring Gear Weight: 2 lb. Cost: 4 SP A Basket holds up to 40 pounds within 2 cubic feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Basket"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Basket","description":"Basket Adventuring gear (container) A basket holds 2 cubic feet or 40 pounds of gear. Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bastard Sword","description":"","properties":{"Category":"Items","Item Type":"Weapon (bastard sword)","Properties":"Versatile (1d12)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Baton of Dominance","description":"Baton of Dominance Rod, very rare (requires attunement) While holding this rod, you can point it at a creature and use an action to try to convince the target of your superiority. The creature must succeed on a DC 17 Wisdom saving throw or be charmed by you for 8 hours. While it is charmed, the creature must follow your commands or take 1d10 psychic damage every time it acts in a manner contrary to your instructions. You have a telepathic link with your target as long as the two of you are on the same plane of existence. You issue telepathic commands to the target through this link without using an action. You and the target don’t need to share a language to communicate through the link. If your target completes a task you assigned it and you have not issued any further commands, it acts of its own accord, defending itself to the best of its ability. Each time your target takes damage from a creature other than you, it makes a new saving throw, ending the effect on itself with a successful save. Once you have used the baton to charm a creature, you can’t do so again until midnight of the next day. You can use the baton to make melee attacks with a +2 bonus to attack and damage rolls. The baton is a magic weapon with the light property that deals 1d4 bludgeoning damage.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon (Rod)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Baton of the Mindbender Rod","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Rod (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie. Rare variant: Reduce the DC to 15 and the charges to 3.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Rod (uncommon variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie. Rare variant: Reduce the DC to 15 and the charges to 3. Uncommon variant: Reduce the DC to 13 and the charges to 2.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Staff","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Staff (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie. Rare variant: Reduce the DC to 15 and the charges to 3.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Staff (uncommon variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie. Rare variant: Reduce the DC to 15 and the charges to 3. Uncommon variant: Reduce the DC to 13 and the charges to 2.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Wand","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Wand (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie. Rare variant: Reduce the DC to 15 and the charges to 3.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Baton of the Mindbender Wand (uncommon variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: aberration brain Illusion magic fools the senses, enchantments trick the mind, and this device uses both to warp the reality of its weak-willed targets. No two people can agree on what this item looks like: it tailors its illusions to appear in a form that each observer finds most mesmerising. This item has 4 charges and regains all expended charges daily at dawn. Forget. While holding this item, you can manipulate a creature’s memory, erasing realisations and reasserting illusions. When a creature within 60 feet of you that you can see succeeds on a saving throw against an illusion spell or an ability check to disbelieve an illusion, you can use your reaction and expend 1 charge to force that creature to reroll the d20 with disadvantage. On a failure, the creature doesn’t know it initially succeeded. Remember. As an action when you speak a lie while holding this item, you can expend 1 charge to implant a false memory in the mind of a creature within 30 feet of you that can hear you. The creature must succeed on a DC 16 Wisdom saving throw or believe the lie you tell. A creature you are fighting has advantage on this saving throw. The lie must be worded in such a manner as to sound reasonable. A creature reacts to the lie and acts upon its new beliefs in a way that follows its natural inclinations, alignment, or beliefs. The false memory disappears after 1 hour; during this time, the creature experiences illusions that reinforce the lie. Rare variant: Reduce the DC to 15 and the charges to 3. Uncommon variant: Reduce the DC to 13 and the charges to 2.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Battering Shield","description":"Battering Shield Armor (shield), rare (requires attunement) While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.","properties":{"Category":"Items","Item Type":"shield","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Battering Shield","description":"Battering Shield Armor (shield), rare (requires attunement) While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. AC : 3 Weight : 6","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Battle Rod","description":"Battle Rod Rod, common The battle rod was developed as an alternative to the longer war staff , and has gained popularity with wandslingers across Khorvaire. The battle rod serves as a spellcasting focus and can be used by any spellcaster who can use a rod as a focus. When held in two hands, you can use the rod to cast cantrips at up to twice the standard range. However, when you cast a cantrip beyond the standard range, your attack rolls have disadvantage, and other creatures have advantage on any saving throws made against your cantrip. So a fire bolt cast using a battle rod has a range of 240 feet, but attack rolls against targets more than 120 feet away are made at disadvantage.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Battle Standard of Infernal Power","description":"Wondrous item, very rare (requires attunement) This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Battle Standard of Infernal Power","description":"Wondrous item, very rare (requires attunement) This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Battle Standard of Passage","description":"Wondrous item, uncommon This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Battle Suit","description":"This light armor is made from a durable padded material. While you wear this armor, your AC is 13 + your Dexterity modifier, and any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Battleaxe","description":"Battleaxe Melee weapon (martial, battleaxe) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Battleaxe","description":"Battleaxe Melee weapon (martial, axe) Damage : 1d8 Damage Type : Slashing Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Battleaxe","description":"Battleaxe Melee weapon (martial, battleaxe) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Subtype":"Martial, Axe","Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Item Rarity":"Standard","Alternate Damage":"1d10","Alternate Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Battleaxe","description":"Battleaxe Melee weapon (martial, axe) The battleaxe is a dedicated, two-handed military axe, a rarity on Rokugan’s battlefields, at least outside of Crab lands. It consists of a broad, deeply curved ax-head mounted to a haft nearly as tall as a human. Opposite the axe-head is normally either an ornate peen or a long spike, which can pierce armor or monstrous hide. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Battleaxe","description":"Martial Melee Weapon Damage: 1d8 Slashing Properties: Versatile (1d10) Mastery: Topple Weight: 4 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"None","Name":"Battleaxe"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Battleaxe","description":"Battleaxe Melee weapon (martial, battleaxe) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Battleaxe +1","description":"Battleaxe +1 Melee weapon ( martial, battleaxe ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type : Slashing Properties: Versatile Weigh t: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Battleaxe +1","description":"Battleaxe +1 Melee weapon (martial, battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Battleaxe +1","description":"Battleaxe +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d8 Damage Type : Slashing Properties : Versatile Secondary Damage : 1d10 Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Battleaxe +1","description":"Battleaxe +1 Melee weapon (martial, battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Battleaxe +1","description":"Weapon (Battleaxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Battleaxe +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Battleaxe +1","description":"Weapon (Battleaxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Battleaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Battleaxe +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"410 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Battleaxe +1 Attack\",\"parent\":\"Battleaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Battleaxe +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Battleaxe +1 Damage\",\"parent\":\"Battleaxe +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Battleaxe +1 Attack (Two-handed)\",\"parent\":\"Battleaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Battleaxe +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Battleaxe +1 Damage (Two-handed)\",\"parent\":\"Battleaxe +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Topple","Name":"Battleaxe +1","Weight":4,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Battleaxe +2","description":"Battleaxe +2 Melee weapon ( martial, battleaxe ), rare You have a +2 bonus to attack and damage rolls made with this weapon . Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type : Slashing Properties: Versatile Weigh t: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Battleaxe +2","description":"Battleaxe +2 Melee weapon (martial, battleaxe), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Battleaxe +2","description":"Weapon (Battleaxe), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Battleaxe +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Battleaxe +2","description":"Weapon (Battleaxe), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Battleaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Battleaxe +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Battleaxe +2 Attack\",\"parent\":\"Battleaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Battleaxe +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Battleaxe +2 Damage\",\"parent\":\"Battleaxe +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Battleaxe +2 Attack (Two-handed)\",\"parent\":\"Battleaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Battleaxe +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Battleaxe +2 Damage (Two-handed)\",\"parent\":\"Battleaxe +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Battleaxe +2","Weight":4,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Battleaxe +3","description":"Battleaxe +3 Melee weapon (martial, battleaxe), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Battleaxe +3","description":"Battleaxe +3 Melee weapon ( martial, battleaxe ), very rare You have a +3 bonus to attack and damage rolls made with this weapon . Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type : Slashing Properties: Versatile Weigh t: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Battleaxe +3","description":"Weapon (Battleaxe), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Battleaxe +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Battleaxe +3","description":"Weapon (Battleaxe), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Battleaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Battleaxe +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Battleaxe +3 Attack\",\"parent\":\"Battleaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Battleaxe +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Battleaxe +3 Damage\",\"parent\":\"Battleaxe +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Battleaxe +3 Attack (Two-handed)\",\"parent\":\"Battleaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Battleaxe +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Battleaxe +3 Damage (Two-handed)\",\"parent\":\"Battleaxe +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Battleaxe +3","Weight":4,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Battleaxe for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Battleaxe of Agonizing Paralysis","description":"Weapon (battleaxe), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Battleaxe of Bloodletting","description":"Battleaxe of Bloodletting Melee weapon (martial, battleaxe), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Battleaxe of Certain Death","description":"Battleaxe of Certain Death Weapon (battleaxe), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weigh t: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Battleaxe of Defense","description":"Battleaxe of Defense Melee weapon (martial, battleaxe), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Battleaxe of Fury","description":"Battleaxe of Fury Weapon (battleaxe), very rare (requires attunement by a Barbarian or Fighter) Damage: 1d8+2 slashing Weight: 4 lbs. Properties: Versatile (1d10+2) You gain a +2 bonus to attack and damage rolls made with this magic axe. Furious Attacks. Once per day, you can speak a command word as a bonus action. You gain 1 extra melee attack with the battleaxe each round for 3 rounds. When the effect ends, you suffer one level of exhaustion until you take a short or long rest. Furious Charge. After taking the Dash action, you can make 1 melee attack with the battleaxe as a bonus action. This feature can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a barbarian or fighter"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Battleaxe of Inverted Probability","description":"Battleaxe of Inverted Probability Melee weapon (martial, battleaxe), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Battleaxe of Throne's Command","description":"Battleaxe of Throne's Command Melee Weapon (martial, battleaxe), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Battleaxe of Warning","description":"Weapon (Battleaxe), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Battleaxe of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Battlecaster's Armor (Level 1)","description":"This fine mithral breastplate is light and exquisitely made. It is decorated with delicate arcane glyphs and symbols which glow with a soft, blue light. Long ago, the legendary warrior-mage known as Gax walked the land. Gax, later known to history as Gax the Great, was a mysterious figure renowned for his uncanny ability to weave together martial and magical combat in unique and powerful ways. An unparalleled master at crafting magic arms and armor, Gax is known for a number of fantastic, magical items. He is said to have created his first great item of magic when he was still a young apprentice. At that time, his master was an old wizard who mercilessly drilled the fundamentals of magic into the young apprentice’s mind. The studious old wizard also derisively dismissed Gax’s ideas for combining magic and battle and openly berated Gax for his love of swordplay, weaponry, and armor. Determined to prove that his theories were possible (and, truth be told, equally determined to spite his master), Gax apprenticed himself at the same time to a renowned weapon smith and armorer in a nearby town. The youth quickly proved as skilled at metalcraft as he was at magic. Young Gax spent his days in magical study and his nights working in the smith’s forge, crafting an exquisite breastplate of the finest mithral. He imbued the breastplate’s delicate glyphs and symbols with powerful protective magic far beyond the ability of magic-wielders many years his senior. When the breastplate was finally completed, Gax proudly showed it to his mentor. The smith was so impressed that he coveted it for himself, and he demanded that Gax give the breastplate to him. When Gax refused, the smith attempted to take it by force. At the end of a quick but violent scuffle, the smith lay dead near the very anvil on which Gax had finished his wondrous breastplate. Shocked and terrified, the boy fled, running to the small stone building where the old wizard lived. Hoping the wizard would be understanding about what happened and suitably impressed with Gax’s magical breastplate, the boy breathlessly recounted recent events. The old wizard was neither understanding nor impressed. He coldly chided Gax for wasting his time on a “trinket” and rebuked Gax for taking a life over “nothing more than a worthless piece of pretty metal.” Furious and defeated, Gax shouted profanities at his master before running off into the woods. Gax decided that he would make his way in the world on his own terms. He would learn everything he could about magic and combat, he would excel in both, and he would do whatever it took to fuse the two into what would eventually become known as the style of the battlecaster. From that day on, until the day he drew his final breath, Gax was never without his beloved battlecaster’s armor . Armor (breastplate), fabled (5th-level and higher properties require attunement by a spellcaster) While wearing this mithral breastplate, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Potent Battlecaster (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can expend an unused spell slot of 1st level or higher to gain a bonus to AC and saving throws equal to the level of the spell slot expended for 1 minute. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. 9th level. You gain a +1 bonus to AC. Your spell save DC and spell attack bonus each increase by 1. 13th level. You now gain a +2 bonus to AC, instead of +1. You have advantage on saving throws against spells. 17th level. You now gain a +3 bonus to AC, instead of +2. You have resistance to force damage. In addition, you can use an action to make yourself immune to force damage for 10 minutes. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Battlecaster's Armor (Level 13)","description":"This fine mithral breastplate is light and exquisitely made. It is decorated with delicate arcane glyphs and symbols which glow with a soft, blue light. Long ago, the legendary warrior-mage known as Gax walked the land. Gax, later known to history as Gax the Great, was a mysterious figure renowned for his uncanny ability to weave together martial and magical combat in unique and powerful ways. An unparalleled master at crafting magic arms and armor, Gax is known for a number of fantastic, magical items. He is said to have created his first great item of magic when he was still a young apprentice. At that time, his master was an old wizard who mercilessly drilled the fundamentals of magic into the young apprentice’s mind. The studious old wizard also derisively dismissed Gax’s ideas for combining magic and battle and openly berated Gax for his love of swordplay, weaponry, and armor. Determined to prove that his theories were possible (and, truth be told, equally determined to spite his master), Gax apprenticed himself at the same time to a renowned weapon smith and armorer in a nearby town. The youth quickly proved as skilled at metalcraft as he was at magic. Young Gax spent his days in magical study and his nights working in the smith’s forge, crafting an exquisite breastplate of the finest mithral. He imbued the breastplate’s delicate glyphs and symbols with powerful protective magic far beyond the ability of magic-wielders many years his senior. When the breastplate was finally completed, Gax proudly showed it to his mentor. The smith was so impressed that he coveted it for himself, and he demanded that Gax give the breastplate to him. When Gax refused, the smith attempted to take it by force. At the end of a quick but violent scuffle, the smith lay dead near the very anvil on which Gax had finished his wondrous breastplate. Shocked and terrified, the boy fled, running to the small stone building where the old wizard lived. Hoping the wizard would be understanding about what happened and suitably impressed with Gax’s magical breastplate, the boy breathlessly recounted recent events. The old wizard was neither understanding nor impressed. He coldly chided Gax for wasting his time on a “trinket” and rebuked Gax for taking a life over “nothing more than a worthless piece of pretty metal.” Furious and defeated, Gax shouted profanities at his master before running off into the woods. Gax decided that he would make his way in the world on his own terms. He would learn everything he could about magic and combat, he would excel in both, and he would do whatever it took to fuse the two into what would eventually become known as the style of the battlecaster. From that day on, until the day he drew his final breath, Gax was never without his beloved battlecaster’s armor . Armor (breastplate), fabled (5th-level and higher properties require attunement by a spellcaster) While wearing this mithral breastplate, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Potent Battlecaster (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can expend an unused spell slot of 1st level or higher to gain a bonus to AC and saving throws equal to the level of the spell slot expended for 1 minute. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. 9th level. You gain a +1 bonus to AC. Your spell save DC and spell attack bonus each increase by 1. 13th level. You now gain a +2 bonus to AC, instead of +1. You have advantage on saving throws against spells. 17th level. You now gain a +3 bonus to AC, instead of +2. You have resistance to force damage. In addition, you can use an action to make yourself immune to force damage for 10 minutes. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Battlecaster's Armor (Level 17)","description":"This fine mithral breastplate is light and exquisitely made. It is decorated with delicate arcane glyphs and symbols which glow with a soft, blue light. Long ago, the legendary warrior-mage known as Gax walked the land. Gax, later known to history as Gax the Great, was a mysterious figure renowned for his uncanny ability to weave together martial and magical combat in unique and powerful ways. An unparalleled master at crafting magic arms and armor, Gax is known for a number of fantastic, magical items. He is said to have created his first great item of magic when he was still a young apprentice. At that time, his master was an old wizard who mercilessly drilled the fundamentals of magic into the young apprentice’s mind. The studious old wizard also derisively dismissed Gax’s ideas for combining magic and battle and openly berated Gax for his love of swordplay, weaponry, and armor. Determined to prove that his theories were possible (and, truth be told, equally determined to spite his master), Gax apprenticed himself at the same time to a renowned weapon smith and armorer in a nearby town. The youth quickly proved as skilled at metalcraft as he was at magic. Young Gax spent his days in magical study and his nights working in the smith’s forge, crafting an exquisite breastplate of the finest mithral. He imbued the breastplate’s delicate glyphs and symbols with powerful protective magic far beyond the ability of magic-wielders many years his senior. When the breastplate was finally completed, Gax proudly showed it to his mentor. The smith was so impressed that he coveted it for himself, and he demanded that Gax give the breastplate to him. When Gax refused, the smith attempted to take it by force. At the end of a quick but violent scuffle, the smith lay dead near the very anvil on which Gax had finished his wondrous breastplate. Shocked and terrified, the boy fled, running to the small stone building where the old wizard lived. Hoping the wizard would be understanding about what happened and suitably impressed with Gax’s magical breastplate, the boy breathlessly recounted recent events. The old wizard was neither understanding nor impressed. He coldly chided Gax for wasting his time on a “trinket” and rebuked Gax for taking a life over “nothing more than a worthless piece of pretty metal.” Furious and defeated, Gax shouted profanities at his master before running off into the woods. Gax decided that he would make his way in the world on his own terms. He would learn everything he could about magic and combat, he would excel in both, and he would do whatever it took to fuse the two into what would eventually become known as the style of the battlecaster. From that day on, until the day he drew his final breath, Gax was never without his beloved battlecaster’s armor . Armor (breastplate), fabled (5th-level and higher properties require attunement by a spellcaster) While wearing this mithral breastplate, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Potent Battlecaster (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can expend an unused spell slot of 1st level or higher to gain a bonus to AC and saving throws equal to the level of the spell slot expended for 1 minute. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. 9th level. You gain a +1 bonus to AC. Your spell save DC and spell attack bonus each increase by 1. 13th level. You now gain a +2 bonus to AC, instead of +1. You have advantage on saving throws against spells. 17th level. You now gain a +3 bonus to AC, instead of +2. You have resistance to force damage. In addition, you can use an action to make yourself immune to force damage for 10 minutes. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Battlecaster's Armor (Level 5)","description":"This fine mithral breastplate is light and exquisitely made. It is decorated with delicate arcane glyphs and symbols which glow with a soft, blue light. Long ago, the legendary warrior-mage known as Gax walked the land. Gax, later known to history as Gax the Great, was a mysterious figure renowned for his uncanny ability to weave together martial and magical combat in unique and powerful ways. An unparalleled master at crafting magic arms and armor, Gax is known for a number of fantastic, magical items. He is said to have created his first great item of magic when he was still a young apprentice. At that time, his master was an old wizard who mercilessly drilled the fundamentals of magic into the young apprentice’s mind. The studious old wizard also derisively dismissed Gax’s ideas for combining magic and battle and openly berated Gax for his love of swordplay, weaponry, and armor. Determined to prove that his theories were possible (and, truth be told, equally determined to spite his master), Gax apprenticed himself at the same time to a renowned weapon smith and armorer in a nearby town. The youth quickly proved as skilled at metalcraft as he was at magic. Young Gax spent his days in magical study and his nights working in the smith’s forge, crafting an exquisite breastplate of the finest mithral. He imbued the breastplate’s delicate glyphs and symbols with powerful protective magic far beyond the ability of magic-wielders many years his senior. When the breastplate was finally completed, Gax proudly showed it to his mentor. The smith was so impressed that he coveted it for himself, and he demanded that Gax give the breastplate to him. When Gax refused, the smith attempted to take it by force. At the end of a quick but violent scuffle, the smith lay dead near the very anvil on which Gax had finished his wondrous breastplate. Shocked and terrified, the boy fled, running to the small stone building where the old wizard lived. Hoping the wizard would be understanding about what happened and suitably impressed with Gax’s magical breastplate, the boy breathlessly recounted recent events. The old wizard was neither understanding nor impressed. He coldly chided Gax for wasting his time on a “trinket” and rebuked Gax for taking a life over “nothing more than a worthless piece of pretty metal.” Furious and defeated, Gax shouted profanities at his master before running off into the woods. Gax decided that he would make his way in the world on his own terms. He would learn everything he could about magic and combat, he would excel in both, and he would do whatever it took to fuse the two into what would eventually become known as the style of the battlecaster. From that day on, until the day he drew his final breath, Gax was never without his beloved battlecaster’s armor . Armor (breastplate), fabled (5th-level and higher properties require attunement by a spellcaster) While wearing this mithral breastplate, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Potent Battlecaster (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can expend an unused spell slot of 1st level or higher to gain a bonus to AC and saving throws equal to the level of the spell slot expended for 1 minute. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. 9th level. You gain a +1 bonus to AC. Your spell save DC and spell attack bonus each increase by 1. 13th level. You now gain a +2 bonus to AC, instead of +1. You have advantage on saving throws against spells. 17th level. You now gain a +3 bonus to AC, instead of +2. You have resistance to force damage. In addition, you can use an action to make yourself immune to force damage for 10 minutes. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Battlecaster's Armor (Level 9)","description":"This fine mithral breastplate is light and exquisitely made. It is decorated with delicate arcane glyphs and symbols which glow with a soft, blue light. Long ago, the legendary warrior-mage known as Gax walked the land. Gax, later known to history as Gax the Great, was a mysterious figure renowned for his uncanny ability to weave together martial and magical combat in unique and powerful ways. An unparalleled master at crafting magic arms and armor, Gax is known for a number of fantastic, magical items. He is said to have created his first great item of magic when he was still a young apprentice. At that time, his master was an old wizard who mercilessly drilled the fundamentals of magic into the young apprentice’s mind. The studious old wizard also derisively dismissed Gax’s ideas for combining magic and battle and openly berated Gax for his love of swordplay, weaponry, and armor. Determined to prove that his theories were possible (and, truth be told, equally determined to spite his master), Gax apprenticed himself at the same time to a renowned weapon smith and armorer in a nearby town. The youth quickly proved as skilled at metalcraft as he was at magic. Young Gax spent his days in magical study and his nights working in the smith’s forge, crafting an exquisite breastplate of the finest mithral. He imbued the breastplate’s delicate glyphs and symbols with powerful protective magic far beyond the ability of magic-wielders many years his senior. When the breastplate was finally completed, Gax proudly showed it to his mentor. The smith was so impressed that he coveted it for himself, and he demanded that Gax give the breastplate to him. When Gax refused, the smith attempted to take it by force. At the end of a quick but violent scuffle, the smith lay dead near the very anvil on which Gax had finished his wondrous breastplate. Shocked and terrified, the boy fled, running to the small stone building where the old wizard lived. Hoping the wizard would be understanding about what happened and suitably impressed with Gax’s magical breastplate, the boy breathlessly recounted recent events. The old wizard was neither understanding nor impressed. He coldly chided Gax for wasting his time on a “trinket” and rebuked Gax for taking a life over “nothing more than a worthless piece of pretty metal.” Furious and defeated, Gax shouted profanities at his master before running off into the woods. Gax decided that he would make his way in the world on his own terms. He would learn everything he could about magic and combat, he would excel in both, and he would do whatever it took to fuse the two into what would eventually become known as the style of the battlecaster. From that day on, until the day he drew his final breath, Gax was never without his beloved battlecaster’s armor . Armor (breastplate), fabled (5th-level and higher properties require attunement by a spellcaster) While wearing this mithral breastplate, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Potent Battlecaster (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can expend an unused spell slot of 1st level or higher to gain a bonus to AC and saving throws equal to the level of the spell slot expended for 1 minute. In addition, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. 9th level. You gain a +1 bonus to AC. Your spell save DC and spell attack bonus each increase by 1. 13th level. You now gain a +2 bonus to AC, instead of +1. You have advantage on saving throws against spells. 17th level. You now gain a +3 bonus to AC, instead of +2. You have resistance to force damage. In addition, you can use an action to make yourself immune to force damage for 10 minutes. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Battlefist","description":"A mechanical, articulating gauntlet, this weapon slips over a hand and mimics its movements. A battlefist can deliver crushing blows on its own, but is usually paired with another weapon, such as a blaster, to be employed when enemies draw too near. This weapon is especially favored by the vect, who can integrate one in place of a hand to ensure a weapon is always nearby. This weapon acts as an oversized, articulated gauntlet. It can hold and manipulate Objects , though you can’t Attack with your battlefist while you’re holding an object with it.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Martial Weapon","Properties":"Special","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Bayonet","description":"As an action, a bayonet can be mounted to any two-handed ranged weapon or removed from it. While mounted, you can use the bayonet to make a two-handed melee weapon attack, which deals 1d8 piercing damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (bayonet)","Properties":"Finesse, Light, Special","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bayonet for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Light, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bayonet, Heavy","description":"Bayonet, Heavy melee weapon (martial) Cost 3gp Damage 1d8 piercing Weight 1 lb. Properties Two-handed, special Each bayonet uses the following special rule: Using Bayonets. You have disadvantage on attacks made with a bayonet that isn’t attached to a crossbow. It takes an action to attach or remove a bayonet from a weapon. Bayonets During the Last War, the crossbow was the common infantry weapon in many of the Five Nations. While bayonets aren’t as effective as a stand-alone melee weapon, they provide crossbow-wielders with an attack they can use in close quarters without dropping their crossbow. The Bayonets table presents two new weapons, which are available from most weapons vendors in the Five Nations. The light bayonet is a simple weapon that can be attached to a light crossbow, while the heavy bayonet is a martial weapon that can be attached to a heavy crossbow. ","properties":{"Category":"Items","Item Type":"Melee weapon","Properties":"Two-handed, special"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Bayonet, Light","description":"Bayonet, Light melee weapon (simple) Cost 2gp Damage 1d6 piercing Weight 1 lb. Properties Two-handed, special Each bayonet uses the following special rule: Using Bayonets. You have disadvantage on attacks made with a bayonet that isn’t attached to a crossbow. It takes an action to attach or remove a bayonet from a weapon. Bayonets During the Last War, the crossbow was the common infantry weapon in many of the Five Nations. While bayonets aren’t as effective as a stand-alone melee weapon, they provide crossbow-wielders with an attack they can use in close quarters without dropping their crossbow. The Bayonets table presents two new weapons, which are available from most weapons vendors in the Five Nations. The light bayonet is a simple weapon that can be attached to a light crossbow, while the heavy bayonet is a martial weapon that can be attached to a heavy crossbow. ","properties":{"Category":"Items","Item Type":"Melee weapon","Properties":"Two-handed, special"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Beacon Shuriken","description":"Weapon (Dart), Uncommon When you hit with an attack roll using this magic dart, the target sheds dim light in a 10-foot radius until the end of your next turn. While the target is glowing this way, any attack roll against the target has advantage if the attacker can see it, and the target can’t benefit from being invisible.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Thrown","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bead of Accuracy","description":"Bead of Accuracy Wondrous item, rare (requires attunement) This orange glass bead measures three-fourths of an inch in diameter. You may use an action to cause it to streak toward a creature within 60 feet of you. The target must make a DC 15 Dexterity saving throw, and on a failed save the bead strikes and adheres to the target. For as long as the bead adheres to the target, it pulses with a soft light and any ranged weapon attack against the target has advantage. The bead falls off after 1 minute, but otherwise can’t be removed except with a wish spell. Once the bead is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bead of Dew","description":"Bead of Dew Wondrous item, uncommon This green bead is made of chalk and measures an inch in diameter. When dropped in water, it immediately dissolves and purifies up to 1,000 gallons of liquid, rendering it free of poison and disease. It also turns saltwater into fresh water.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bead of Exsanguination","description":"Wondrous item, rare This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bead of Exsanguination","description":"Wondrous item, rare This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bead of Force","description":"Bead Of Force Wondrous item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bead of Force","description":"Bead of Force Wondrous item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage . A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed . The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bead of Force","description":"Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere’s wall, moving the sphere up to half the creature’s Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bead of Force"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bead of Force","description":"Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere’s wall, moving the sphere up to half the creature’s Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.","properties":{"Category":"Items","Theme":"Arcana","Mastery":"Force","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Weapon, Ranged Weapon, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Bead of Force\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bead of Force\\\",\\\"description\\\":\\\"This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.\\\\nYou can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through.\\\\nAn enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.\\\",\\\"weight\\\":\\\"0.0625\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Bead of Force Resource\",\"parent\":\"Bead of Force\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Beads of Force\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":6},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Bead of Force Attack\",\"parent\":\"Bead of Force Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Bead of Force\\\",\\\"range\\\":\\\"60 feet\\\",\\\"description\\\":\\\"You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"A creature takes 5d4 Force damage, and if it was completely within the area, it is trapped inside the sphere.\\\",\\\"onSucceed\\\":\\\"Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it.\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Sphere\\\",\\\"size\\\":\\\"10-foot-radius\\\"}}\"},{\"name\":\"Bead of Force Damage\",\"parent\":\"Bead of Force Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":5,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","Name":"Bead of Force","Weight":"0.0625","data-description":"This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.\nYou can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through.\nAn enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.","Range":"60 feet","Damage":"5d4","Damage Type":"Force","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bead of Monster Summoning","description":"Bead of Monster Summoning Wondrous item, rare Each of these ocher beads is the size of a marble and weighs half an ounce. Typically, 1d3 + 1 beads of monster summoning are found together. You can use an action to throw a bead up to 60 feet. The bead explodes on impact, and the explosion summons a miniature version of a monster that grows to its full size by the start of your next turn. Until it has grown to full size, the creature cannot be interacted with and is immune to all attacks. When it is fully grown, the summoned monster immediately attacks the target nearest to it other than you until it is slain or until 1 minute has elapsed, whereupon it vanishes in a cloud of putrid-smelling gas. The creature doesn’t differentiate between your allies and your enemies, nor does it follow your commands. Roll on the following table to determine the kind of monster that the bead produces. d10 Monster 1 manticore (CR 3) 2 winter wolf (CR 3) 3 ettin (CR 4) 4 lamia (CR 4) 5 bulette (CR 5) 6 gorgon (CR 5) 7 troll (CR 5) 8 cyclops (CR 6) 9 chaos troll (see Chapter 5 ) (CR 7) 10 hydra (CR 8)","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Bead of Nourishment","description":"Bead of Nourishment Wondrous item, common This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Bead of Nourishment","description":"Wondrous Item, Common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bead of Nourishment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bead of Nourishment","description":"Wondrous Item, Common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Bead of Nourishment\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bead of Nourishment\\\",\\\"description\\\":\\\"This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"100 GP\\\",\\\"rarity\\\":\\\"Common\\\"}\"}]","filter-Attunement":"Common","Name":"Bead of Nourishment","data-description":"This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bead of Refreshment","description":"Bead of Refreshment Wondrous item, common This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Bead of Refreshment","description":"Wondrous Item, Common This flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bead of Refreshment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Beads of Contemplation","description":"Wondrous item, uncommon (requires attunement by a monk) This strand of eight wooden beads, each cleverly carved with geometric patterns, hangs from a stout length of cording. The beads store ki energy placed into them, holding the ki until you use it. The beads can store up to 8 ki points. At the end of a short or long rest, you can place ki energy into the beads by touching them and expending a number of ki points equal to half your proficiency bonus. While wearing or carrying the beads, you can use a bonus action to remove any number of ki points from the beads, regaining that amount of ki points and freeing up space in the beads.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement by a monk)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Beady Eye","description":"Beady Eye Wondrous item, rare (requires attunement) This object is about half an inch in diameter and is made of multi-colored glass. You can use an action to speak its command word and activate it. It remains activated until 1 hour has passed or you use an action to speak the command word again. While activated, you see through the bead as if it were one of your eyes, so long as the bead remains within 60 feet of you. If the bead is rolled, you must make a successful DC 15 Constitution saving throw or become stunned from dizziness for 1d6 rounds. If the bead is destroyed, you must make a successful DC 15 Constitution saving throw or become blinded until you complete a long rest. If you look at a monster with a gaze attack through the bead, you are affected as if viewing the monster directly. Once the bead is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Beam Emitter","description":"Beam Emitter Mod (ranged weapon, ammunition property), uncommon While this module is attached, you can use your attack action to discharge a laser beam from your weapon in a line 120 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 4d6 radiant damage on a failed save, and half as much damage on a successful one. After using this mod, its power supply is depleted and you can’t use it again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Beam Lenses","description":"Wondrous Item, Rare (Requires Attunement by a Companion) These ruby goggles are attached to the head with black leather straps. While your companion wears the goggles and has 3 ferocity or more, you can spend 3 ferocity on your turn (no action required) and command your companion to use their action to shoot a beam of magical energy from the lenses at a target within 60 feet of them. The companion makes an attack roll with a modifier equal to 3 + your proficiency bonus. On a hit, the attack deals 1d10 + your proficiency bonus force damage.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Companion"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bear Mask","description":"Bear Mask Wondrous item, (requires attunement ) +1 to Perception Disadvantage on Intelligence checks Fighter's Might: Once a day, you can give yourself, or an ally, +5 to Intimidation for one hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Bear Paws","description":"Wondrous item, uncommon (requires attunement) These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bearskin Cloak","description":"Wondrous Item, Rare (Requires Attunement by a Barbarian, Druid, or Ranger) While wearing this cloak, as an action, you can assume the form of a brown bear , gaining its attacks (including multiattack), AC, and speed (including climb speed). You retain your own ability scores, hit points, and saving throws.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement by a Barbarian, Druid, or Ranger"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Beast Entrails","description":"Beast Entrails Spell catalyst, uncommon There are six different types of beast entrails that, when cured in herbs as part of a special ritual, can be used as spell catalysts. When you cast the enhance ability spell, you can choose to allow the spell to consume this spell catalyst. The spell gains an additional effect depending on the animal the entrails come from. Bear. If you choose an effect other than Bear’s Endurance, the target also gains the Bear’s Endurance effect for the duration. Bull. If you choose an effect other than Bull’s Strength, the target also gains the Bull’s Strength effect for the duration. Cat. If you choose an effect other than Cat’s Grace, the target also gains the Cat’s Grace effect for the duration. Eagle. If you choose an effect other than Eagle’s Splendor, the target also gains the Eagle’s Splendor effect for the duration. Fox. If you choose an effect other than Fox’s Cunning, the target also gains the Fox’s Cunning effect for the duration. Owl. If you choose an effect other than Owl’s Wisdom, the target also gains the Owl’s Wisdom effect for the duration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Beast Serum","description":"Potion, rare Component: phial of humanoid (shapechanger) blood Doctor Jake Kill advertises his proprietary blend of bull’s pituitary and caffeine as a “sure fire way to lose friends and alienate people, especially if those people are a swarm of marauding goblins.” Oddly enough, he seems more than a little keen to get rid of this particular concoction… Inner Monster. Tied up in a protective claw is a philter of bubbling red liquid. You can use an action to drink this potion, filling you with a sense of rage and selfishness as your muscles inflate and your veins bulge. You turn into a brute, the physical and mental manifestation of your most evil and selfish thoughts, for 10 minutes, and undergo the following changes: Your size increases by one category and your weight is multiplied by eight. You have advantage on Strength-based attack rolls, Strength checks, and Strength saving throws. Your alignment changes to chaotic evil; you think of your own survival first and any trace of compassion or mercy is shredded. When the effect ends, you return to normal and make a DC 15 Constitution saving throw. On a failed save, you gain 1 level of exhaustion.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Beast Speech Compound","description":"Beast Speech Compound Compound, uncommon When you ingest this thick, brown liquid, you gain the effects of the commune with beasts power for 1 hour.","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Beast's Hide","description":"Donor: Beast of Large size or larger Slot: External You have transplanted the thick (and possibly furry) hide from a wild Beast onto your body. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Beast’s Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Beast’s Hide.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Beauty's Bane","description":"Wondrous item, Uncommon As an action, you can speak this magic handmirror’s command word and hold it up before a creature within 5 feet of you. If the creature has an Intelligence score of 6 or higher and can see the mirror, it must succeed on a Wisdom saving throw against a DC equal to its Charisma score or become charmed by its own reflection. While charmed this way, the target is also stunned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends for the target if it takes damage, if someone else uses an action to shake the creature out of its stupor, or it can no longer see itself in the mirror. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bed of Rest","description":"Bed of Rest Wondrous Item, rare (requires attunement) Weight: ½ lb. to 250 lbs. This ordinary looking but comfortable bed is 2 inches by 4 inches and weighs less than a pound in its reduced state. When enlarged, it is 4 ft. wide, 8 ft. long, 2 ft. tall and weighs 250 pounds. Enlarge / Reduce. You can use a bonus action to enlarge the bed to full size in a space within 10 feet of you. Each creature in the area where the bed appears must make a DC 15 Dexterity saving throw, taking 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space next to the bed. You can use a bonus action to reduce the bed again. Restful Sleep. Once per day, you can sleep in the bed for an invigorating rest. If you remain unconscious for at least 1 hour, you gain the benefit of a long rest. The bed can only be used by one person per day. ","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bed of Spikes","description":"Wondrous item, rare This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. nce used, the bed can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bed of Spikes","description":"Wondrous item, rare This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bedlam, Anointed","description":"Weapon (Shortsword), Legendary (Requires Attunement) This magic sword was forged specifically to destroy divine agents and creatures of the Outer Planes, whether evil or good. Dormant. In its dormant state, the sword has the following properties: You gain a +1 bonus to attack and damage rolls made with the sword. When you hit a Celestial or Fiend with the sword, the creature takes an extra 1d8 Force damage. When you hit a creature with the sword, you can choose to learn whether that creature has any immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are. You can then cause that creature to lose one damage resistance it has, or turn one of its damage immunities into a damage resistance instead, for 1 minute. Once used, this property can’t be used again until the next dawn. Anointed. When Bedlam reaches an anointed state, it gains the following properties: Its bonus to attack and damage rolls increases to +2. When you hit a creature that can cast spells using the sword, you can force that creature to make a saving throw using its spellcasting ability with a DC of 20. On a failure, the creature can’t cast divine spells (any spell that draws on the power of gods or the Outer Planes) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, or if the effect ends for it, the creature is immune to this property for 24 hours. Consecrated. When Bedlam reaches a consecrated state, it gains the following properties: Its bonus to attack and damage rolls increases to +3. When you hit a creature with the sword, that creature is magically weakened until the end of your next turn. While weakened, the creature can’t regain hit points and, if the creature has legendary actions, it can take one fewer legendary action each round. Bedlam’s Evolution The sword Bedlam can become stronger as a player character wields it. Exactly when it does is up to you, the DM. As a suggestion, you can let Bedlam reach an anointed state once it has been used to slay a Celestial or Fiend with a CR of 9 or higher, and a consecrated state once it has been used to slay a Celestial or Fiend with a CR of 13 or higher.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Shortsword)","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Bedlam, Consecrated","description":"Weapon (Shortsword), Legendary (Requires Attunement) This magic sword was forged specifically to destroy divine agents and creatures of the Outer Planes, whether evil or good. Dormant. In its dormant state, the sword has the following properties: You gain a +1 bonus to attack and damage rolls made with the sword. When you hit a Celestial or Fiend with the sword, the creature takes an extra 1d8 Force damage. When you hit a creature with the sword, you can choose to learn whether that creature has any immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are. You can then cause that creature to lose one damage resistance it has, or turn one of its damage immunities into a damage resistance instead, for 1 minute. Once used, this property can’t be used again until the next dawn. Anointed. When Bedlam reaches an anointed state, it gains the following properties: Its bonus to attack and damage rolls increases to +2. When you hit a creature that can cast spells using the sword, you can force that creature to make a saving throw using its spellcasting ability with a DC of 20. On a failure, the creature can’t cast divine spells (any spell that draws on the power of gods or the Outer Planes) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, or if the effect ends for it, the creature is immune to this property for 24 hours. Consecrated. When Bedlam reaches a consecrated state, it gains the following properties: Its bonus to attack and damage rolls increases to +3. When you hit a creature with the sword, that creature is magically weakened until the end of your next turn. While weakened, the creature can’t regain hit points and, if the creature has legendary actions, it can take one fewer legendary action each round. Bedlam’s Evolution The sword Bedlam can become stronger as a player character wields it. Exactly when it does is up to you, the DM. As a suggestion, you can let Bedlam reach an anointed state once it has been used to slay a Celestial or Fiend with a CR of 9 or higher, and a consecrated state once it has been used to slay a Celestial or Fiend with a CR of 13 or higher.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Shortsword)","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Bedlam, Dormant","description":"Weapon (Shortsword), Legendary (Requires Attunement) This magic sword was forged specifically to destroy divine agents and creatures of the Outer Planes, whether evil or good. Dormant. In its dormant state, the sword has the following properties: You gain a +1 bonus to attack and damage rolls made with the sword. When you hit a Celestial or Fiend with the sword, the creature takes an extra 1d8 Force damage. When you hit a creature with the sword, you can choose to learn whether that creature has any immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are. You can then cause that creature to lose one damage resistance it has, or turn one of its damage immunities into a damage resistance instead, for 1 minute. Once used, this property can’t be used again until the next dawn. Anointed. When Bedlam reaches an anointed state, it gains the following properties: Its bonus to attack and damage rolls increases to +2. When you hit a creature that can cast spells using the sword, you can force that creature to make a saving throw using its spellcasting ability with a DC of 20. On a failure, the creature can’t cast divine spells (any spell that draws on the power of gods or the Outer Planes) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, or if the effect ends for it, the creature is immune to this property for 24 hours. Consecrated. When Bedlam reaches a consecrated state, it gains the following properties: Its bonus to attack and damage rolls increases to +3. When you hit a creature with the sword, that creature is magically weakened until the end of your next turn. While weakened, the creature can’t regain hit points and, if the creature has legendary actions, it can take one fewer legendary action each round. Bedlam’s Evolution The sword Bedlam can become stronger as a player character wields it. Exactly when it does is up to you, the DM. As a suggestion, you can let Bedlam reach an anointed state once it has been used to slay a Celestial or Fiend with a CR of 9 or higher, and a consecrated state once it has been used to slay a Celestial or Fiend with a CR of 13 or higher.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Shortsword)","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Bedroll","description":"Bedroll Adventuring gear Weight: 7","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":7,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bedroll","description":"Bedroll Adventuring gear Price: 1 gp A soft pad and blanket for sleeping outdoors.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Bedroll","description":"Bedroll Adventuring gear Weight : 7","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Bedroll","description":"Adventuring Gear Weight: 7 lb. Cost: 1 GP A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master ’s Guide ).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Bedroll"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bedroll","description":"Bedroll Adventuring gear Weight: 7","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bedroll of Rest","description":"Wondrous item, rare (requires attunement) This enchanted, silken bedroll is immensely comfortable. Sleeping in it during a long rest removes all levels of exhaustion and restores all expended Hit Dice. After sleeping in it, you don’t require rest for 48 hours, though you can still choose to take a long rest during that time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bee venom","description":"Injury This poison must be harvested from living giant bees. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Beekeeper's tools","description":"Using beekeeper’s tools, you can establish, maintain, and harvest beehives. Tending hives requires space and regular maintenance, but the process yields several valuable commodities, including wax, venom, and honey. Beekeeper’s tools consist of protective gear, a smoker, hive tools, a bee brush, and extracting equipment. If you are proficient with beekeeper’s tools, you can add your proficiency bonus to Intelligence (Nature) checks concerning flowers and stinging insects, Wisdom (Animal Handling) checks concerning bees, and Wisdom (Medicine) checks concerning venom. If you spend at least 1 hour each day maintaining and tending to a beehive, you can harvest 2 pounds of honey from it each week.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Beetle Buckler","description":"Armour (shield), rare (requires attunement) Component: fey (Scarab) carapace Carved from hardened chitin, this robust shield is easily mistaken for a large beetle; the sublime fey craftsmanship is augmented by enchantments that cause the wings to buzz and flutter. These animate wings provide both enhanced defensive capabilities and a means of flitting across thorny battlefields. This shield has 4 charges and regains all expended charges daily at dawn. Under Wing. While wielding this shield, when a creature you can see hits a target other than you that is within 5 feet of you with an attack, you can use your reaction and expend 1 charge to have the shield open its wings in front of the target, giving it a +2 bonus to AC against that attack and potentially causing it to miss. Soaring Scarab. You can speak this shield’s command word to don it or doff it as a bonus action. When you doff the shield in this manner, you can cause it to attach to your back and spread its wings, granting you a flying speed of 15 feet on your turn only, as long as you and anything you’re wearing or carrying don’t weigh over 400 pounds.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Beetle Buckler","description":"Armour (shield), rare (requires attunement) Component: fey (Scarab) carapace Carved from hardened chitin, this robust shield is easily mistaken for a large beetle; the sublime fey craftsmanship is augmented by enchantments that cause the wings to buzz and flutter. These animate wings provide both enhanced defensive capabilities and a means of flitting across thorny battlefields. This shield has 4 charges and regains all expended charges daily at dawn. Under Wing. While wielding this shield, when a creature you can see hits a target other than you that is within 5 feet of you with an attack, you can use your reaction and expend 1 charge to have the shield open its wings in front of the target, giving it a +2 bonus to AC against that attack and potentially causing it to miss. Soaring Scarab. You can speak this shield’s command word to don it or doff it as a bonus action. When you doff the shield in this manner, you can cause it to attach to your back and spread its wings, granting you a flying speed of 15 feet on your turn only, as long as you and anything you’re wearing or carrying don’t weigh over 400 pounds.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Beetle Buckler (uncommon variant)","description":"Armour (shield), rare (requires attunement) Component: fey (Scarab) carapace Carved from hardened chitin, this robust shield is easily mistaken for a large beetle; the sublime fey craftsmanship is augmented by enchantments that cause the wings to buzz and flutter. These animate wings provide both enhanced defensive capabilities and a means of flitting across thorny battlefields. This shield has 4 charges and regains all expended charges daily at dawn. Under Wing. While wielding this shield, when a creature you can see hits a target other than you that is within 5 feet of you with an attack, you can use your reaction and expend 1 charge to have the shield open its wings in front of the target, giving it a +2 bonus to AC against that attack and potentially causing it to miss. Soaring Scarab. You can speak this shield’s command word to don it or doff it as a bonus action. When you doff the shield in this manner, you can cause it to attach to your back and spread its wings, granting you a flying speed of 15 feet on your turn only, as long as you and anything you’re wearing or carrying don’t weigh over 400 pounds. Uncommon variant: The shield doesn’t have the Soaring Scarab property.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Beetle Buckler (uncommon variant)","description":"Armour (shield), rare (requires attunement) Component: fey (Scarab) carapace Carved from hardened chitin, this robust shield is easily mistaken for a large beetle; the sublime fey craftsmanship is augmented by enchantments that cause the wings to buzz and flutter. These animate wings provide both enhanced defensive capabilities and a means of flitting across thorny battlefields. This shield has 4 charges and regains all expended charges daily at dawn. Under Wing. While wielding this shield, when a creature you can see hits a target other than you that is within 5 feet of you with an attack, you can use your reaction and expend 1 charge to have the shield open its wings in front of the target, giving it a +2 bonus to AC against that attack and potentially causing it to miss. Soaring Scarab. You can speak this shield’s command word to don it or doff it as a bonus action. When you doff the shield in this manner, you can cause it to attach to your back and spread its wings, granting you a flying speed of 15 feet on your turn only, as long as you and anything you’re wearing or carrying don’t weigh over 400 pounds. Uncommon variant: The shield doesn’t have the Soaring Scarab property.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Beetle Buckler (very rare variant)","description":"Armour (shield), rare (requires attunement) Component: fey (Scarab) carapace Carved from hardened chitin, this robust shield is easily mistaken for a large beetle; the sublime fey craftsmanship is augmented by enchantments that cause the wings to buzz and flutter. These animate wings provide both enhanced defensive capabilities and a means of flitting across thorny battlefields. This shield has 4 charges and regains all expended charges daily at dawn. Under Wing. While wielding this shield, when a creature you can see hits a target other than you that is within 5 feet of you with an attack, you can use your reaction and expend 1 charge to have the shield open its wings in front of the target, giving it a +2 bonus to AC against that attack and potentially causing it to miss. Soaring Scarab. You can speak this shield’s command word to don it or doff it as a bonus action. When you doff the shield in this manner, you can cause it to attach to your back and spread its wings, granting you a flying speed of 15 feet on your turn only, as long as you and anything you’re wearing or carrying don’t weigh over 400 pounds. Uncommon variant: The shield doesn’t have the Soaring Scarab property. Very rare variant: Increase the charges to 6, the flying speed to 30 feet, and the weight limit to 800 pounds.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Beetle Buckler (very rare variant)","description":"Armour (shield), rare (requires attunement) Component: fey (Scarab) carapace Carved from hardened chitin, this robust shield is easily mistaken for a large beetle; the sublime fey craftsmanship is augmented by enchantments that cause the wings to buzz and flutter. These animate wings provide both enhanced defensive capabilities and a means of flitting across thorny battlefields. This shield has 4 charges and regains all expended charges daily at dawn. Under Wing. While wielding this shield, when a creature you can see hits a target other than you that is within 5 feet of you with an attack, you can use your reaction and expend 1 charge to have the shield open its wings in front of the target, giving it a +2 bonus to AC against that attack and potentially causing it to miss. Soaring Scarab. You can speak this shield’s command word to don it or doff it as a bonus action. When you doff the shield in this manner, you can cause it to attach to your back and spread its wings, granting you a flying speed of 15 feet on your turn only, as long as you and anything you’re wearing or carrying don’t weigh over 400 pounds. Uncommon variant: The shield doesn’t have the Soaring Scarab property. Very rare variant: Increase the charges to 6, the flying speed to 30 feet, and the weight limit to 800 pounds.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Behir Tongue","description":"Behir Tongue Spell catalyst, very rare Behirs were created by storm giants to help combat dragons while the two species were at war. They have a powerful lightning breath that imbues their tongues with electrical power. When you cast the lightning bolt spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell deals an additional 6d6 lightning damage and ignores any target’s resistance against lightning damage. Additionally, if the target is normally immune to lightning damage, it instead takes half damage from the spell on a successful saving throw, or a quarter of the spell’s damage on a success.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Beholder Eye","description":"Beholder Eye Spell catalyst, legendary A beholder has ten eyestalks, at the end of which are eyes capable of emitting a ray of magic. Each of these eyes can be used as a spell catalyst with an application depending on the type of ray it could fire before it was harvested. Charm Ray. When you cast the charm person or charm monster XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, each target has disadvantage on its saving throw against the spell, and the spell’s duration becomes 24 hours. In addition, for the duration, each creature charmed by the spell considers you to be the most beautiful thing it has ever seen. Death Ray. When you cast the blight spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell ignores any resistance or immunity that target has against necrotic damage, the target has disadvantage on its saving throw against the spell, and the spell deals an additional 4d8 necrotic damage. In addition, the target dies if the spell reduces it to 0 hit points. Disintegration Ray. When you cast the disintegrate spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell ignores any resistance or immunity the target has against force damage and the spell deals an additional 20 force damage. In addition, if the spell targets a Huge or smaller object or creation of magical force, it is entirely disintegrated, rather than only a 10-foot-cube portion. If the target is a Gargantuan object or creation of force, the spell disintegrates a 15-foot-cube portion of it. Enervation Ray. When you cast the enervation XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring concentration and the target has disadvantage on the Dexterity saving throw it makes against the spell. In addition, whenever the target takes necrotic damage from the spell, its hit point maximum is reduced by an amount equal to the necrotic damage dealt. It dies if its hit point maximum is reduced to 0. Fear Ray. When you cast the fear spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell’s range changes to Self (60-foot cone), the spell lasts for its full duration without requiring concentration, and each target has disadvantage on its first saving throw against the spell. In addition, you can choose any number of creatures in the cone. Each of the chosen creatures automatically succeeds on its saving throw against the spell. Paralyzing Ray. When you cast the hold person or hold monster spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring concentration and each target has disadvantage on the first saving throw it makes against the spell. Petrification Ray. When you cast the flesh to stone spell, you can choose to allow the spell to consume this spell catalyst. When you do, a creature restrained by the spell counts as having already failed two saving throws for the purposes of determining whether or not the creature becomes petrified by this spell. Sleep Ray. When you cast the sleep spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell’s duration becomes 24 hours, and instead of subtracting hit points starting with the creature with the lowest current hit points, each creature within 20 feet of the chosen point with current hit points no greater than the total rolled for the spell falls unconscious until the spell ends, the sleeper takes damage, or a creature uses its action to shake or slap the creature awake. Slowing Ray. When you cast the slow spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring concentration and each target has disadvantage on the first saving throw it makes against the spell. In addition, a target’s speed is reduced to 5 feet for the duration, instead of being halved, and it gains a further −2 penalty to its AC and Dexterity saving throws, to a total of −4. Telekinetic Ray. When you cast the telekinesis spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring concentration and you have advantage on spellcasting ability checks you make for the spell for its duration. In addition, you can move Gargantuan creatures and objects weighing up to 5,000 pounds.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Beholder Personal Tank","description":"Beholder Personal Tank Wondrous item, legendary This item first appears to be a Large sealed iron sphere weighing 250 pounds. The sphere has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the sphere, allowing a Medium or smaller creature to crawl inside. Twelve levers are set in a row at the one end, each in a neutral position, able to move either up or down. When certain levers are used, the sphere transforms to resemble a beholder. The beholder personal tank is a Large object with the following statistics: Armor Class: 20 Hit Points: 200 Speed: 0 ft., fly 30 ft. (hover) Damage Immunities: poison, psychic To be used as a vehicle, the tank requires one pilot in the compartment. The pilot can use an action to move as many as two of the tank’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Beholder Personal Tank Levers table. Magic items are wonderfully useful in the right hands, so much so that it is not uncommon for adventurers to form a sort of friendship with their tools. Of course, this is also true in the literal sense if your weapon happens to be sentient. - Drizzt Beholder Personal Tank Levers Lever Up Down 1 The tank’s mechanical eyes extend, as well as a motor that allows the tank to fly. The tank begins to hover 5 feet off the ground. Levers 8-11 allow the pilot to fire a ray from the relevant mechanical eye at a creature it can see within 60 feet. The eyes must be extended to use these effects and each ray can only be used once per round. The eye rays and motor retract, reducing the tank’s speed to 0 and making it unable to benefit from bonuses to its speed. 2 Front window shutter opens. Front window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 The apparatus floats up to 15 feet upward. The apparatus floats downward up to 15 feet, to a minimum of 5 feet off the ground. 5 The apparatus flies up to 30 feet forward. The apparatus flies up to 30 feet backward. 6 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 7 The tank emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off. 8 Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. 9 Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 10 Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 11 Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 12 The rear hatch unseals and opens The rear hatch closes and seals.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Belashyrra's Beholder Crown","description":"Belashyrra's Beholder Crown Wondrous item, legendary (requires attunement ) This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown’s hidden tendrils burrow into your scalp to bond with your skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Spells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). The crown regains 1d6 + 3 expended charges daily at dawn. Symbiotic Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.","properties":{"Category":"Items","Expansion":4480,"Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Bell","description":"Bell Adventuring gear Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bell","description":"Bell Adventuring gear","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Bell","description":"Adventuring Gear Weight: — Cost: 1 GP When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Bell"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bell","description":"Bell Adventuring gear Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Bell Branch","description":"Bell Branch Wondrous item, rare (requires attunement by a druid or warlock ) This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it. The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present. As an action, you can expend 1 charge to cast protection from evil and good .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid or warlock"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Bell of Freedom","description":"Bell of Freedom Wondrous item, rare This small, golden bell has no clapper. When struck by a metal key, it emits a clear, loud tone and all normal locks within 15 feet of it immediately open. It has no effect on magical locks. The bell can be used ten times. After the tenth time, it cracks and becomes useless. An especially useful device for those who are adventuring without a thief in the party. And including a self-confessed thief in the party always seemed to defy logic to me.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bell of Shattering","description":"","properties":{"Category":"Items","Item Type":"Wondrous item (bell)","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Bell of the Extrastable Stable","description":"Wondrous item, very rare (requires attunement) This large cowbell is engraved with a symbol that resembles a stable door. When you ring the bell, a 10-foot-square portal opens in an unoccupied space of your choice within 5 feet of you. Only you and creatures within 30 feet of you that you choose when you ring the bell can enter the portal. The portal leads to an extradimensional, spacious stable with room for up to eight Large creatures to live comfortably. The stable changes to meet the needs of its inhabitants, providing food and other essentials for the creatures that stay there. A quiet spirit that resembles a bugbear tends to the stable and any inhabitant’s needs. The spirit follows your orders and can perform any task a normal bugbear could perform, but can’t attack or take any action that would directly harm another creature. When you leave the stable or ring the bell a second time, the portal closes. The stable can be accessed twice. Afterwards, a new portal to the stable can’t be opened until the next dawn. Items that create their own extradimensional spaces can be safely brought into the stable due to its extrastable nature. However, the usual results intersecting two lesser extradimensional spaces (e.g. placing a portable hole inside of a bag of holding ) still apply.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Bell Tower of the Peaceful Path","description":"Chimes of the Peaceful Path Wondrous Item, Uncommon (requires attunement) Created as a gift to a young pacifist cleric, these chimes are infused with a desire for peace and the redemption of struggling souls. While attuned to these chimes, you can jangle them to create a light chiming noise that can be heard only by creatures of an alignment of your choice up to 300 feet away. The chiming noise penetrates magic barriers and grants those who hear it advantage on Wisdom (Survival) checks made to find you. The chimes have 3 charges. You can use an action to expend 1 charge and cast calm emotions (DC 10) with a radius of 30 feet centered on yourself. The chimes regain all charges daily at dawn. When casting calm emotions using a spell slot while attuned to these chimes, you can expend 1 charge to add a +2 bonus to your spell save DC for that singular casting of calm emotions . Item Variant: Bell Tower of the Peaceful Path At the gamemaster’s discretion, a huge-sized, legendary version of the item can be found. The Bell Tower of the Peaceful Path can be heard up to 10 miles away. When calm emotions cast through this item, the DC is 20 and the radius is 1 mile, centered on the bell.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Bellows of Breath","description":"Bellows of Breath Wondrous item, uncommon These bellows are made from black rubber and dark wood, with a steel nozzle. You may use an action to pump the bellows causing them to exhale a cloud of green fog in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. Once used, this property of the bellows can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bellows of Strong Wind","description":"Bellows of Strong Wind Wondrous item, uncommon These bellows are made from brown leather and hardwood, with a brass nozzle. You may use an action to pump the bellows causing them to exhale a line of strong wind 60 feet long and 10 feet wide for 1 minute. Each creature that starts its turn in the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the bellows in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the bellows. The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which you are pointing the bellows. Once used, this property of the bellows can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bells of Due Alarm","description":"Wondrous item, uncommon This trio of bells warns you of intruders. You can arrange the bells up to 500 feet apart from each other, and can use your action to speak a command word to cast the alarm spell, warding the area between the bells.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Belt of Championship","description":"Belt of Championship Wondrous item, legendary (requires attunement by a pugilist) While wearing this belt, you gain the following benefits: You have a +3 bonus to any Strength or Charisma check you make, as well as to the attack rolls of your pugilist weapons and unarmed strikes. Whenever you roll your fisticuffs die, you gain a +3 bonus to the result. Whenever you start your turn in combat with fewer than half your moxie points remaining, you regain 1 moxie point. When you would gain a level of exhaustion, you can choose not to gain it. Once you use this ability, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a pugilist"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Belt of Cloud Giant Strength","description":"Belt Of Cloud Giant Strength Wondrous item, legendary (requires attunement) While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. ","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Cloud Giant Strength","description":"Belt of Cloud Giant Strength Wondrous item, legendary (requires attunement ) While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","Modifiers":"Strength: 27","data-List":"false","Item Rarity":"legendary","Requires Attunement":"requires attunement","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Cloud Giant Strength","description":"Wondrous Item, Legendary (Requires Attunement) While wearing this belt, your Strength changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Cloud Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Cloud Giant Strength","description":"Wondrous Item, Legendary (Requires Attunement) While wearing this belt, your Strength changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Cloud Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Cloud Giant Strength\\\",\\\"description\\\":\\\"While wearing this belt, your Strength changes to 27. 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The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of Defiance","description":"Wondrous Item, uncommon This sturdy, leather belt is worn with use and scarred from countless battles. While wearing this belt, if you would be dealt damage while at zero hit points, you take no damage instead. Once this ability has triggered, it cannot be triggered again until the next dawn. Additionally, when you are reduced to zero hit points, your Setback Injury threshold is reduced by 5 less than normal, to a minimum reduction of 5.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Belt of Dwarvenkind","description":"Belt of Dwarvenkind Wondrous item, rare (requires attunement ) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves . In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison , and you have resistance against poison damage . You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Belt","Item Type":"Adventuring Gear","Modifiers":"Constitution +2","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Dwarvenkind","description":"Belt Of Dwarvenkind Wondrous item, rare ( requires attunement ) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Dwarvenkind","description":"Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Dwarvenkind"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Dwarvenkind","description":"Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Dwarvenkind\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Dwarvenkind\\\",\\\"description\\\":\\\"While wearing this belt, you gain the following benefits:\\\\n\\\\n\\\\nDwarvish. You know Dwarvish.\\\\n\\\\n\\\\nFriend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.\\\\n\\\\n\\\\nToughness. Your Constitution increases by 2, to a maximum of 20.\\\\n\\\\n\\\\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.\\\\n\\\\n\\\\nIf you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:\\\\n\\\\n\\\\nDarkvision. You have Darkvision with a range of 60 feet.\\\\n\\\\n\\\\nResilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Belt of Dwarvenkind Attunement\",\"parent\":\"Belt of Dwarvenkind\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Belt of Dwarvenkind Dwarvish Language Proficiency\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Language\\\",\\\"name\\\":\\\"Dwarvish\\\"}\"},{\"name\":\"Friend of Dwarvenkind Situational Advantage\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Persuasion\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"While wearing this belt, you have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.\\\"}\"},{\"name\":\"Belt of Dwarvenkind Constitution Modifier\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Constitution\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Belt of Dwarvenkind Beard Growth Generic Roll\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Generic Roll\\\",\\\"name\\\":\\\"Beard of Dwarvenkind\\\",\\\"rollString\\\":\\\"1d100\\\"}\"},{\"name\":\"Belt of Dwarvenkind Darkvision\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Sense\\\",\\\"name\\\":\\\"Darkvision\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":60}}\"},{\"name\":\"Belt of Dwarvenkind Poison Resistance\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"},{\"name\":\"Belt of Dwarvenkind Save Advantage\",\"parent\":\"Belt of Dwarvenkind Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"While wearing this belt, you also have Advantage on saving throws you make to avoid or end the Poisoned condition.\\\"}\"}]","filter-Attunement":"Rare","Name":"Belt of Dwarvenkind","data-description":"While wearing this belt, you gain the following benefits:\n\n\nDwarvish. You know Dwarvish.\n\n\nFriend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.\n\n\nToughness. Your Constitution increases by 2, to a maximum of 20.\n\n\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.\n\n\nIf you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:\n\n\nDarkvision. You have Darkvision with a range of 60 feet.\n\n\nResilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of Elvenkind","description":"Belt of Elvenkind Wondrous item, Rare (requires attunement) Nobles from the elven nation of Khemhotep customarily gave these belts to trusted therianthrope servants and allies of non-elven lineage, aiming to help them see the elven point of view. While wearing this belt you gain the following benefits: Your Dexterity score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with elves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of your beard falling off if you have one. If you aren’t an elf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You have darkvision out to a range of 60 feet. You can speak, read, and write Elvish.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Belt of Fire Giant Strength","description":"Belt of Fire Giant Strength Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. ","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Fire Giant Strength","description":"Belt of Fire Giant Strength Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. Modifiers: Strength: 25","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Belt of Fire Giant Strength","description":"Belt of Fire Giant Strength Wondrous item, very rare (requires attunement ) While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","Modifiers":"Strength: 25","data-List":"false","Item Rarity":"very rare","Requires Attunement":"requires attunement","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Fire Giant Strength","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Fire Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Fire Giant Strength","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Fire Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Fire Giant Strength\\\",\\\"description\\\":\\\"While wearing this belt, your Strength changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Belt of Fire Giant Strength Attunement\",\"parent\":\"Belt of Fire Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Belt of Fire Giant Strength Bonus\",\"parent\":\"Belt of Fire Giant Strength Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":25}}\"}]","filter-Attunement":"Very Rare","Name":"Belt of Fire Giant Strength","data-description":"While wearing this belt, your Strength changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of Frost Giant Strength","description":"Belt of Frost Giant Strength Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Frost Giant Strength","description":"Belt of Frost Giant Strength Wondrous item, very rare (requires attunement ) While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","Modifiers":"Strength: 23","data-List":"false","Item Rarity":"very rare","Requires Attunement":"requires attunement","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Frost Giant Strength","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Frost Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Frost Giant Strength","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Frost Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Frost Giant Strength\\\",\\\"description\\\":\\\"While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Belt of Frost Giant Strength Attunement\",\"parent\":\"Belt of Frost Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Belt of Frost Giant Strength Bonus\",\"parent\":\"Belt of Frost Giant Strength Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":23}}\"}]","filter-Attunement":"Very Rare","Name":"Belt of Frost Giant Strength","data-description":"While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of Giant Strength","description":"Belt of Giant Strength Wondrous item, rarity varies (requires attunement ) While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Type Strength Rarity Hill giant 21 Rare Stone giant / Frost giant 23 Very rare Fire giant 25 Very rare Cloud giant 27 Legendary Storm giant 29 Legendary Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Belt","Item Type":"Adventuring Gear","Modifiers":"Strength: 21","data-List":"false","Item Rarity":"Rarity varies","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Gnomekind","description":"Belt of Gnomekind Wondrous item, Rare (requires attunement) The legendary technognome demigod of innovation and discovery Sporkus the Inventor tinkered and improved upon the formula for crafting belts of dwarvenkind to create this new and improved belt. While wearing this belt you gain the following benefits: Your Intelligence score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with gnomes. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of waking up feeling curious and inventive. If you aren’t a gnome, you gain the following additional benefits while wearing the belt: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. You have darkvision out to a range of 60 feet. You can speak, read, and write Gnomish. Adventure Hook: Sporkus’ Spectacular Survey! The technognome demigod Sporkus might occasionally contact player characters who wear a Belt of Gnomekind to inquire about their experience with the belt or to offer them quests related to the betterment of gnomekind. These quests often involve participating in unusual experiments while wearing the belt, such as asking player characters to get swallowed by a huge monster, defeat an enemy while wearing the Belt of Gnomekind and nothing else, or give an experimental answer to a sphinx’s riddle. If the task seems dangerous, Sporkus offers guarantees for the wearer’s safety, which boil down to a free resurrection spell in case the experiment results in the wearer’s untimely death.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Belt of Halflingkind","description":"Belt of Halflingkind Wondrous item, Rare (requires attunement) Created by a determined halfling wizard after she encountered belts that correspond to other races and found them lacking, this belt allows everyone to experience life from the perspective of a halfling. While wearing this belt you gain the following benefits: Your Dexterity score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with halflings. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of waking up feeling optimistic and happy-go-lucky about your day. If you aren’t a halfling, you gain the following additional benefits while wearing the belt: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. You have advantage on saving throws against being frightened. You can speak, read, and write Halfling.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Belt of Hidden Knives","description":"Belt of Hidden Knives Wondrous item, very rare This appears to be a simple, unassuming black leather belt when wrapped around the user’s waist. When removed, a small diamond can be seen stitched into the belt’s underside. Each time this belt is buckled, it sounds like a sword being drawn from a sheath. As part of an attack, you can draw a hidden +2 dagger from the belt. If the dagger leaves your hands, it ceases to exist at the end of your turn. The belt doesn’t run out of daggers. You must be wearing the belt to use this property. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Belt of Hill Giant Strength","description":"Belt of Hill Giant Strength Wondrous item, rare ( requires attunement ) While wearing this belt, your Strength score changes 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Hill Giant Strength","description":"Belt of Hill Giant Strength Wondrous item, rare (requires attunement ) While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","Modifiers":"Strength: 21","data-List":"false","Item Rarity":"rare","Requires Attunement":"requires attunement","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Hill Giant Strength","description":"Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Hill Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Hill Giant Strength","description":"Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Hill Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Hill Giant Strength\\\",\\\"description\\\":\\\"While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Belt of Hill Giant Strength Attunement\",\"parent\":\"Belt of Hill Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Belt of Hill Giant Strength Bonus\",\"parent\":\"Belt of Hill Giant Strength Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":21}}\"}]","filter-Attunement":"Rare","Name":"Belt of Hill Giant Strength","data-description":"While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of Humankind","description":"Belt of Humankind Wondrous item, Rare (requires attunement) Crafted by ancient giant sages shortly after the rise of humankind, this belt was designed to help members of the elder races get closer to humans and understand their unusual ways. While wearing this belt you gain the following benefits: Two different ability scores of your choice increase by 1, to a maximum of 20. Once chosen, you gain the same two ability score increases whenever you attune to this item again. You have advantage on Charisma (Persuasion) checks made to interact with humans. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of waking up with mildly uncomfortable existential anxiety about the meaning of life and the ceaseless passage of time. If you aren’t a human, you gain the following additional benefits while wearing the belt: You gain proficiency in one skill of your choice. Once chosen, you gain the same skill whenever you attune to this item again. You gain one feat of your choice that does not have a racial prerequisite. Once chosen, you gain the same feat whenever you attune to this item again. You can speak, read, and write Common. Optional Rule: Fixed Features and Previous Owners At the gamemaster’s discretion, player characters may find the belt with its two ability scores, its skill, and its feat already chosen and fixed. This could happen if the belt retains some fragments from the personalities of previous owners, or if the belt’s abilities were originally modeled after a specific human.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Belt of Naked Invisibility","description":"Belt of Naked Invisibility Wondrous item, very rare (requires attunement) While wearing this belt, you can turn invisible as an action. The belt also turns invisible, but anything else you are wearing or carrying does not turn invisible. You remain invisible until the belt is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. Some have suggested this item was created as a joke. If so, it was an expensive one. More likely, I think, is that the obvious defect resulted from an oversight on the part of the creator. This happens among the learned more often than they would care to admit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Belt of Pankatrion","description":"Belt of Pankatrion Wondrous item, uncommon (requires attunement) This dark leather belt is decorated with plates of patterned brass. While wearing it, you may use a bonus action to make an unarmed attack against any creature you are grappling, provided you have a free hand.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Belt of Stone Giant Strength","description":"Belt of Stone Giant Strength Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Stone Giant Strength","description":"Belt of Stone Giant Strength Wondrous item, very rare (requires attunement ) While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","Modifiers":"Strength: 23","data-List":"false","Item Rarity":"very rare","Requires Attunement":"requires attunement","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Stone Giant Strength","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Stone Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Stone Giant Strength","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Stone Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Stone Giant Strength\\\",\\\"description\\\":\\\"While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Belt of Stone Giant Strength Attunement\",\"parent\":\"Belt of Stone Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Belt of Stone Giant Strength Bonus\",\"parent\":\"Belt of Stone Giant Strength Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":23}}\"}]","filter-Attunement":"Very Rare","Name":"Belt of Stone Giant Strength","data-description":"While wearing this belt, your Strength changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of Storm Giant Strength","description":"Belt of Storm Giant Strength Wondrous item, legendary (requires attunement) While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. ","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Belt of Storm Giant Strength","description":"Belt of Storm Giant Strength Wondrous item, legendary (requires attunement ) While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","Modifiers":"Strength: 29","data-List":"false","Item Rarity":"legendary","Requires Attunement":"requires attunement","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Belt of Storm Giant Strength","description":"Wondrous Item, Legendary (Requires Attunement) While wearing this belt, your Strength changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Belt of Storm Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Belt of Storm Giant Strength","description":"Wondrous Item, Legendary (Requires Attunement) While wearing this belt, your Strength changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Belt of Storm Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Belt of Storm Giant Strength\\\",\\\"description\\\":\\\"While wearing this belt, your Strength changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Legendary\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Belt of Storm Giant Strength Attunement\",\"parent\":\"Belt of Storm Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Belt of Storm Giant Strength Bonus\",\"parent\":\"Belt of Storm Giant Strength Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":29}}\"}]","filter-Attunement":"Legendary","Name":"Belt of Storm Giant Strength","data-description":"While wearing this belt, your Strength changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Belt of the Monkey","description":"Belt of the Monkey Wondrous item, uncommon (requires attunement) This metal belt is made of silver monkeys locked arm in arm with tiny pieces of jade for each primate’s eyes. While wearing it, you feel the tickling urge to treat the world as a playground by swinging on objects, climbing trees, and scaling buildings. While wearing this belt, you add double your proficiency bonus to Strength (Athletics) checks related to climbing. As an action, any tail you have becomes prehensile for an hour. If you don’t have a tail, you grow a 3-foot prehensile tail out of your posterior for an hour. You can hang from your tail, provided it has something to hold onto. Your tail also acts as a third arm and hand, allowing you to manipulate and wield objects that weigh 5 lbs. or less. You can use a weapon in this tail to make an attack as a bonus action, but only if you meet the other requirements of Two-Weapon Fighting. You can’t use this ability again until you have completed a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Belt of the Wilds","description":"Wondrous item, uncommon (requires attunement) This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids. While wearing the belt, you can use a bonus action to speak the belt’s command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect. Beast Disguise. While wearing the belt and leaving beast tracks, you can speak a command word to make your physical appearance match the tracks you leave. This illusion covers you and moves with you, walking, standing, or otherwise moving as you desire. It lasts as long as you concentrate (as if concentrating on a spell), up to 10 minutes. The changes wrought by this illusion don’t hold up to physical inspection. For example, if you use this illusion to appear like a lion, the hand of someone who reaches out to touch the lion would pass through the larger creature’s body, feeling nothing. To discern you are disguised, a creature can use its action to inspect your appearance and must succeed on a DC 13 Intelligence (Investigation) check. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Belt of Vines","description":"Wondrous item, very rare (requires attunement by a druid) This belt of intricately woven vines twists and tightens as you wrap it around your waist, entwining its tendrils to grasp you snugly. While wearing this belt, you can use your Wild Shape to transform into a plant, choosing from the following forms: Krakenvine: Krakenvine (PB 2) Krakenvine (PB 3) Krakenvine (PB 4) Krakenvine (PB 5) Krakenvine (PB 6) Thornbush: Thornbush (PB 2) Thornbush (PB 3) Thornbush (PB 4) Thornbush (PB 5) Thornbush (PB 6)","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Belt of Wide Earth","description":"Belt of Wide Earth Wondrous item, very rare (requires attunement) This thick leather belt is full of cracks and fissures and is fastened by a heavy buckle of obsidian. While wearing this belt, difficult terrain doesn’t cost you extra movement and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you can use an action and cast the teleport spell. Once used, this property of the belt can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Belvedere's Spyglass","description":"Wondrous item, uncommon (requires attunement) When looking at a target through the spyglass, you can cast the enlarge/reduce spell, but you cannot choose which of the two effects to apply. Instead, the effect cast is randomly generated by rolling 1d6: on a result of 1, 2, or 3, your target is reduced by the spell, while on a result of 4, 5, or 6, it is enlarged by the spell. After using this magic item to cast the spell, it no longer works until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Berserker Axe","description":"Berserker Axe Weapon (any axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon . In addition, while you are attuned to this weapon , your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Weapon (any axe)","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Berserker Axe","description":"Berserker Axe Weapon (any axe), rare ( requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any axe)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Berserker Axe (Template)","description":"Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Berserker Axe (Template)","description":"Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"Melee Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Berserker Battleaxe","description":"Berserker Battleaxe Weapon (martial, axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon . In addition, while you are attuned to this weapon , your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","properties":{"Category":"Items","Damage":"1d8","Weight":4,"Subtype":"martial, axe","Item Type":"Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Versatile","Damage Type":"slashing","Item Rarity":"rare","Alternate Damage":"1d10","Requires Attunement":"requires attunement","Alternate Damage Type":"slashing","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Berserker Battleaxe","description":"Berserker Axe Weapon (any axe), rare ( requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Berserker Battleaxe","description":"Weapon (Battleaxe), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Berserker Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Berserker Battleaxe","description":"Weapon (Battleaxe), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Berserker Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Berserker Battleaxe\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.\\\\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\\\\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Berserker Battleaxe Attunement\",\"parent\":\"Berserker Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\"}\"},{\"name\":\"Berserker Battleaxe Attack\",\"parent\":\"Berserker Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Battleaxe\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Berserker Battleaxe Damage\",\"parent\":\"Berserker Battleaxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Berserker Battleaxe Attack (Two-handed)\",\"parent\":\"Berserker Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Battleaxe (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Berserker Battleaxe Damage (Two-handed)\",\"parent\":\"Berserker Battleaxe Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Berserker Battleaxe Hit Point Maximum Increase\",\"parent\":\"Berserker Battleaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Hit Points\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"hitpointType\\\":\\\"Maximum\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{level}\\\"},\\\"isTemp\\\":false}\"},{\"name\":\"Berserker Battleaxe Curse Condition\",\"parent\":\"Berserker Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Berserker Battleaxe Curse\\\",\\\"description\\\":\\\"As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\\\\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\"}\"},{\"name\":\"Berserker Battleaxe Curse Attack\",\"parent\":\"Berserker Battleaxe Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Curse Save\\\",\\\"range\\\":\\\"Self\\\",\\\"description\\\":\\\"Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"You go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\"}}\"},{\"name\":\"Berserker Battleaxe Disadvantage Effect\",\"parent\":\"Berserker Battleaxe Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Using a Weapon other than Berserker Battleaxe\\\",\\\"description\\\":\\\"As long as you remain cursed, you have Disadvantage on attack rolls with weapons other than this one.\\\",\\\"category\\\":[]}\"},{\"name\":\"Berserker Battleaxe Disadvantage Roll Bonus\",\"parent\":\"Berserker Battleaxe Disadvantage Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Berserker Battleaxe","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Berserker Greataxe","description":"Berserker Axe Weapon (any axe), rare ( requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Berserker Greataxe","description":"Berserker Greataxe Weapon (martial, axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon . In addition, while you are attuned to this weapon , your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","properties":{"Category":"Items","Damage":"1d12","Weight":7,"Subtype":"martial, axe","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"slashing","Item Rarity":"rare","Requires Attunement":"requires attunement","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Berserker Greataxe","description":"Weapon (Greataxe), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Berserker Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Berserker Greataxe","description":"Weapon (Greataxe), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Berserker Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Berserker Greataxe\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.\\\\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\\\\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4030 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Berserker Greataxe Attunement\",\"parent\":\"Berserker Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\"}\"},{\"name\":\"Berserker Greataxe Attack\",\"parent\":\"Berserker Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Greataxe\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Berserker Greataxe Damage\",\"parent\":\"Berserker Greataxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Berserker Greataxe Hit Point Maximum Increase\",\"parent\":\"Berserker Greataxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Hit Points\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"hitpointType\\\":\\\"Maximum\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{level}\\\"},\\\"isTemp\\\":false}\"},{\"name\":\"Berserker Greataxe Curse Condition\",\"parent\":\"Berserker Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Berserker Greataxe Curse\\\",\\\"description\\\":\\\"As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\\\\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\"}\"},{\"name\":\"Berserker Greataxe Curse Attack\",\"parent\":\"Berserker Greataxe Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Curse Save\\\",\\\"range\\\":\\\"Self\\\",\\\"description\\\":\\\"Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"You go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\"}}\"},{\"name\":\"Berserker Greataxe Disadvantage Effect\",\"parent\":\"Berserker Greataxe Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Using a Weapon other than Berserker Greataxe\\\",\\\"description\\\":\\\"As long as you remain cursed, you have Disadvantage on attack rolls with weapons other than this one.\\\",\\\"category\\\":[]}\"},{\"name\":\"Berserker Greataxe Disadvantage Roll Bonus\",\"parent\":\"Berserker Greataxe Disadvantage Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Berserker Greataxe","Weight":7,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Berserker Halberd","description":"Weapon (Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Berserker Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Berserker Halberd","description":"Weapon (Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Berserker Halberd\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Berserker Halberd\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.\\\\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\\\\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Berserker Halberd Attunement\",\"parent\":\"Berserker Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\"}\"},{\"name\":\"Berserker Halberd Attack\",\"parent\":\"Berserker Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Halberd\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Berserker Halberd Damage\",\"parent\":\"Berserker Halberd Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Berserker Halberd Hit Point Maximum Increase\",\"parent\":\"Berserker Halberd Attunement\",\"payload\":\"{\\\"type\\\":\\\"Hit Points\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"hitpointType\\\":\\\"Maximum\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{level}\\\"},\\\"isTemp\\\":false}\"},{\"name\":\"Berserker Halberd Curse Condition\",\"parent\":\"Berserker Halberd\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Berserker Halberd Curse\\\",\\\"description\\\":\\\"As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\\\\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\"}\"},{\"name\":\"Berserker Halberd Curse Attack\",\"parent\":\"Berserker Halberd Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Berserker Curse Save\\\",\\\"range\\\":\\\"Self\\\",\\\"description\\\":\\\"Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"You go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\\\\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\\\"}}\"},{\"name\":\"Berserker Halberd Disadvantage Effect\",\"parent\":\"Berserker Halberd Curse Condition\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Using a Weapon other than Berserker Halberd\\\",\\\"description\\\":\\\"As long as you remain cursed, you have Disadvantage on attack rolls with weapons other than this one.\\\",\\\"category\\\":[]}\"},{\"name\":\"Berserker Halberd Disadvantage Roll Bonus\",\"parent\":\"Berserker Halberd Disadvantage Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Berserker Halberd","Weight":6,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Berserker Handaxe","description":"Berserker Axe Weapon (any axe), rare ( requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Berserker Handaxe","description":"Berserker Battleaxe Weapon (simple, axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon . In addition, while you are attuned to this weapon , your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Weight":2,"Subtype":"simple, axe","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Light, Thrown","Damage Type":"slashing","Item Rarity":"rare","Requires Attunement":"requires attunement","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Berserker Nettle Extract","description":"Poison, rare This stinging plant normally causes intense irritation and clouded thoughts. When thickened into an extract, it can serve as a boost to warriors, though at a cost which makes it harmful to their companions. When a creature is injected with this poison, it must make a DC 14 Constitution saving throw or gain a +1 bonus to attack rolls and have its attacks deal an additional 1d4 damage. Additionally, that creature can no longer easily distinguish friend from foe, and must make a DC 14 Wisdom saving throw at the start of each of its turns or attack the nearest creature. If it succeeds its Wisdom saving throw, it acts normally.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Berserker's Kilt","description":"Wondrous item, rarity varies (requires attunement by a barbarian) This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies","Requires Attunement":"requires attunement by a Barbarian"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bertie's Favor","description":"Bertie’s Favor Wondrous item, common Six gleaming white alligator teeth dangle from this necklace. You can detach a tooth from the necklace and throw it up to 20 feet. When a tooth is thrown upon the ground, the terrain in a 5-foot radius immediately becomes swamp-like difficult terrain. If a tooth is thrown into terrain that is already swamp-like, it transmutes into an alligator and attacks any creatures hostile to you. An alligator created by this necklace disappears after 1 minute.","properties":{"Category":"Items","Expansion":20536},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Bestial Weapon","description":"Donor: Beast, Dragon, or Monstrosity with Bite or Claw attack Slot: Arms or Head You have surgically implanted either the teeth or claws from a monster into yourself, which are natural weapons that you can use to make unarmed strikes. By harvesting a second creature, you can improve this graft to gain both the claws and teeth. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your teeth or claws. If you hit with them, you deal damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the bludgeoning damage normal for an unarmed strike. Your claws deal slashing damage and take up the Arms slot, whereas your teeth deal piercing damage and take up the Head slot.","properties":{"Category":"Items","Item Type":"Monstrous Graft","Properties":"Finesse"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Betrayer's Blade","description":"Weapon (Dagger), Rare (Requires Attunement) This magical dagger has been corrupted by dark betrayal. Treacherous to its core, the dagger instantly attunes to any creature who grasps its hilt (if it is able to attune to the dagger), forsaking its previous wielder without a second of remorse. Traitor's Paranoia. While carrying this dagger, you have advantage on initiative rolls and can't be surprised. Bite of Betrayal. When you hit with an attack roll using this dagger, the target takes an additional 1d6 necrotic damage and, if the target is a creature that hasn't targeted you with an attack or harmful spell within the last minute, it must make a DC 13 Constitution saving throw. On a failure, the creature is incapacitated until the end of your next turn. Cursed. This dagger is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the dagger. When you start your turn in combat attuned to the dagger, you must succeed on a DC 13 Charisma saving throw or descend into manic paranoia for 1 minute. While under this effect, you regard all other creatures as enemies. On your turn, you must move toward and attack the nearest creature you can see. Each time you take damage, you can repeat the saving throw, ending the effect on a success. If your saving throw is successful or the effect ends, you are immune to the dagger's curse for the next hour.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Better than One (Common)","description":"Weapon (Greataxe), Common (Requires Attunement) Common When you score a critical hit with this magic weapon, it unleashes a cacophonous peal that deals 1d6 thunder damage to each creature within 5 feet of the target (excluding you).","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Better than One (Legendary)","description":"Weapon (Greataxe), Legendary (Requires Attunement) Common When you score a critical hit with this magic weapon, it unleashes a cacophonous peal that deals 1d6 thunder damage to each creature within 5 feet of the target (excluding you). Uncommon The thunder damage dealt on a critical hit increases to 2d6. Three Headed. While holding this weapon, you gain two illusory heads. The heads move on their own, behaving as if they are real, but can’t speak and don’t have any senses. Whenever a creature without truesight scores a critical hit against you, roll a d6. The attack becomes a normal hit on a roll of 5 or 6. Rare Sonic Boom. You can use a bonus action to speak this weapon’s command word (“Three heads!” in Giant), causing it to tremble with sonic energy. While activated, it deals an extra 1d6 thunder damage to any target it hits. The effect lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. Very Rare Your extra heads become flesh. They can see, hear, and smell as if they were your real head, but you still don’t control them, and they can’t speak. You have advantage on Perception checks involving sight, sound, and smell, and you can’t be blinded or deafened unless the ability causing the blindness or deafness affects all three heads. Whenever any creature scores a critical hit against you, roll a d6. The attack becomes a normal hit on a roll of 3–6. Legendary The damage dealt by Sonic Boom increases to 2d6. The following properties involve a saving throw, the DC for which is equal to 8 + your melee attack bonus. Bell-Ringer. When you score a critical hit against a creature with this weapon, the target must succeed on a Constitution saving throw or become stunned until the end of its next turn. Grievous Bodily Harmony. As an action, you bellow from all three heads. Each creature in a 30-foot cone must make a Constitution saving throw, taking 8d8 thunder damage on a failed save or half as much damage on a successful one. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Better than One (Rare)","description":"Weapon (Greataxe), Rare (Requires Attunement) Common When you score a critical hit with this magic weapon, it unleashes a cacophonous peal that deals 1d6 thunder damage to each creature within 5 feet of the target (excluding you). Uncommon The thunder damage dealt on a critical hit increases to 2d6. Three Headed. While holding this weapon, you gain two illusory heads. The heads move on their own, behaving as if they are real, but can’t speak and don’t have any senses. Whenever a creature without truesight scores a critical hit against you, roll a d6. The attack becomes a normal hit on a roll of 5 or 6. Rare Sonic Boom. You can use a bonus action to speak this weapon’s command word (“Three heads!” in Giant), causing it to tremble with sonic energy. While activated, it deals an extra 1d6 thunder damage to any target it hits. The effect lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Better than One (Uncommon)","description":"Weapon (Greataxe), Uncommon (Requires Attunement) Common When you score a critical hit with this magic weapon, it unleashes a cacophonous peal that deals 1d6 thunder damage to each creature within 5 feet of the target (excluding you). Uncommon The thunder damage dealt on a critical hit increases to 2d6. Three Headed. While holding this weapon, you gain two illusory heads. The heads move on their own, behaving as if they are real, but can’t speak and don’t have any senses. Whenever a creature without truesight scores a critical hit against you, roll a d6. The attack becomes a normal hit on a roll of 5 or 6.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Better than One (Very Rare)","description":"Weapon (Greataxe), Very Rare (Requires Attunement) Common When you score a critical hit with this magic weapon, it unleashes a cacophonous peal that deals 1d6 thunder damage to each creature within 5 feet of the target (excluding you). Uncommon The thunder damage dealt on a critical hit increases to 2d6. Three Headed. While holding this weapon, you gain two illusory heads. The heads move on their own, behaving as if they are real, but can’t speak and don’t have any senses. Whenever a creature without truesight scores a critical hit against you, roll a d6. The attack becomes a normal hit on a roll of 5 or 6. Rare Sonic Boom. You can use a bonus action to speak this weapon’s command word (“Three heads!” in Giant), causing it to tremble with sonic energy. While activated, it deals an extra 1d6 thunder damage to any target it hits. The effect lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. Very Rare Your extra heads become flesh. They can see, hear, and smell as if they were your real head, but you still don’t control them, and they can’t speak. You have advantage on Perception checks involving sight, sound, and smell, and you can’t be blinded or deafened unless the ability causing the blindness or deafness affects all three heads. Whenever any creature scores a critical hit against you, roll a d6. The attack becomes a normal hit on a roll of 3–6.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bezoar of the Behir","description":"Wondrous item, rare While this bezoar sits in your stomach, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one. You must finish a long rest before you can exhale lightning again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Bespectacled Owlbear","description":"Wondrous item, uncommon While this bezoar sits in your stomach, you have advantage on saving throws against poison, and you have immunity to the poisoned condition. In addition, you can’t be surprised while you are conscious. Curse. Voices constantly tell you terrible things, maybe true and maybe not but certainly off-putting. The first time a creature damages you, you must succeed on a DC 15 Wisdom saving throw or be frightened of that creature until it or you fall unconscious or until the creature is no longer within your line of sight for 1 minute. Once frightened by a creature, you can’t be frightened by that creature again until 24 hours have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Chimera","description":"Wondrous item, uncommon While this bezoar sits in your stomach, red scales cover your body, two small horns curl from your temples, and your nose widens and flattens. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier, and with a 10-foot running start, you can long jump up to 25 feet. In addition, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone, and you have advantage on Wisdom (Perception) checks that rely on smell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Cockatrice","description":"Wondrous item, common While this bezoar sits in your stomach, you are immune to the petrified condition, and you have darkvision out to a range of 60 feet. If you already have darkvision, your vision is unaffected by this bezoar.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Dire Owlbear","description":"Wondrous item, very rare While this bezoar sits in your stomach, you are immune to exhaustion and curses (except a curse tied to this bezoar). Whenever you make an opportunity attack, you can make two attacks. Curse. Your bloodlust gets the most of you. Once you enter melee, you aren’t willing to stop fighting the creature until one of you is dead or you’re both somehow physically separated for at least 3 rounds.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Great Horned Owl","description":"Wondrous item, rare While this bezoar sits in your stomach, you are immune to the charmed and frightened conditions. In addition, creatures must be at least two sizes larger than you to grapple you. Curse. Your scent, demeanor, personality, or attitude irritates creatures around you. When interacting socially with creatures with an Intelligence of 5 or higher, you have disadvantage on Charisma checks. Creatures with an Intelligence of 4 or lower are immediately hostile toward you, and the first such creature to attack you each day has advantage on the attack roll.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Hippogriff","description":"Wondrous item, rare While this bezoar sits in your stomach, you have advantage on Wisdom (Perception) checks that rely on sight. In addition, you can use a bonus action to sprout eagle wings from your back, gaining a flying speed equal to your walking speed for 1 minute. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. When you’ve used the wings for a total of 1 hour, you can’t use them again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Hoary Owlbear","description":"Wondrous item, rare While this bezoar sits in your stomach, you have resistance to cold damage, and you can tolerate temperatures as low as -50 degrees Fahrenheit. In addition, your speed increases by 5 feet. Curse. The bezoar is not sitting well with you and triggers intense heartburn and nausea. When you would regain hit points for any reason (magical healing, resting, or similar), you regain only half the amount.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Manticore","description":"Wondrous item, rare While this bezoar sits in your stomach, small spikes sprout from your skin. While you are grappling a creature or while a creature is grappling you, the creature takes 1d4 piercing damage at the start of your turn. In addition, you have proficiency with the spikes, and you can make a ranged weapon attack with a spike, hurling it as if it had the thrown property with a normal range of 30 feet and a long range of 120 feet. If the attack hits, the target takes piercing damage equal to 1d8 + your Strength modifier. You can throw up to 12 spikes. Used spikes regrow when you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bezoar of the Screech Owlbear","description":"Wondrous item, rare While this bezoar sits in your stomach, you are immune to the blinded and deafened conditions. In addition, you can communicate with beasts. This works like the speak with animals spell, except it lasts until you expel the bezoar. Curse. The animals—and even the forest spirits that you can now see floating and cavorting all around—are chattier and more distracting than would be ideal. You have disadvantage on Wisdom (Perception) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bident of the Pirate King","description":"Bident of the Pirate King Weapon (trident), very rare (requires attunement) Damage: 1d8 + 2 piercing Weight: 4 lbs. Properties: Thrown (range 30/90), Versatile (1d10+2) You have a +2 bonus to attack and damage rolls made with this magic weapon. Return. When you make a ranged attack with the bident, it teleports back to your hand at the end of your turn. Fog Cloud. While holding this bident, you can use an action to cast the Fog Cloud spell from it. Once used, the bident can’t be used in this way again until the next dawn. Wind Gust. While holding this bident, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the bident can’t be used again until the next dawn. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with the bident.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (trident)","Properties":"Versatile (1d10+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bident of True Death","description":"Bident of True Death Weapon (Spear), Artifact (requires attunement) Myth has it that this magic bident once belonged to an ancient deity that guided mortal souls to the realm of the dead. As eons passed and new gods arose, the bident fell into the hands of mortals. Throughout history, heroes wielded the bident to protect their realms from undead hordes, while villains leveraged its power to utterly vanquish their foes. This indestructible bident grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d6 piercing damage. True Death. Any creature that has been killed by the Bident of True Death can’t become undead and can be restored to life only by a wish spell. Mastery over Death. While wielding the Bident of True Death, you can use an action to cast power word kill from it. This property can’t be used again until 30 days have passed or until you have slain a mighty undead foe (CR 15 or higher). Undead Bane. Undead creatures can only regain hit points lost to the bident’s damage through a long rest, rather than by regeneration, magic, or any other means. Undead creatures are destroyed if the bident’s damage reduces their hit points to 0. Nyctos on Bident of True Death “Hey, this is so old tridents hadn’t even been invented yet! What? Yeah, and before that, like, before history, mortals used monodents, also known as spears!”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Spear)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Big Bertha","description":"Big Bertha Weapon (cannon), rare Why bother cutting beasts when you can just blow them to smithereens. This moongold inlaid cannon deals an extra 1d4 damage to any non-humanoid creatures it hits. Moongold acts as a guiding light in the darknes; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. You gain a +1 bonus to attack and damage rolls made with this weapon. As a bonus action, you can rotate the dials on the cannon to infuse your loaded ammo with violent powers. Your next attack deals magical damage and you can choose one of the following effects. Forceful Infusion. On a hit, the target takes an extra 1d6 bludgeoning damage and must succeed on a Strength saving throw or be pushed 15 feet away and knocked prone. Alternatively, if you are standing on a solid surface and instead fire the cannon directly at your feet, the explosion pushes you into the air and you land in a square of your choice within 30 feet of the explosion’s origin. Incendiary Infusion. On a hit, the target takes an extra 3d4 fire damage. Unstable Infusion. On a hit, the target takes an extra 1d8 cold damage and the terrain in a 10-foot radius centered on the target is covered in arcane mist, becoming difficult terrain for the next minute.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Big Brain Time","description":"Wondrous item, rarity varies (requires attunement) Multiple Neurosurgical Mind Amplifier in scientific terms, or Big Brain Time in soldier slang, this item is technically a backpack that contains spellcaster brains preserved in angst crystals. By connecting these brains to yourself through silver veins containing humanoid blood mixed with special alchemical mixtures, you can enhance your spellcasting abilities. The sorcerers of Cyherested have brought praiseworthy destruction in many battles thanks to these items. The power this item gives changes depending on the amount of brains it contains. It increases your spell save DC, and the number of spells you can cast per day from a spell level of your choice (maximum 4th spell level) a number of times equal to the number of creatures whose brains it contains. One of these items can contain up to 4 creatures’ brains at a time. The rarity of this item depends on how many creatures’ brains are inside of it: uncommon (1 brain), rare (2 brains), very rare (3 brains), legendary (4 brains).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"varies","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Big Dipper","description":"Rod, rare (requires attunement) This wooden rod is topped with a ridged ball. The rod has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the rod’s last charge, roll a d20. On a 1, the rod melts into a pool of nonmagical honey and is destroyed. Anytime you expend 1 or more charges for this rod’s properties, the ridged ball flows with delicious, nonmagical honey for 1 minute. Spells. While holding the rod, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 17): hold monster (5 charges) or hold person (2 charges). Sticky Stick. While holding the rod, you can use your reaction to expend 1 charge and magically stick it to any surface. Until you use an action to end the effect, the rod remains stuck. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bigby's Beneficent Bracelet","description":"Bigby's Beneficent Bracelet Wondrous item, artifact (requires attunement) This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds. Random Properties. The bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Maste r’s Guide : 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Dexterous Fingers. While wearing the bracelet, you can cast m age hand . Force Sculpture. By focusing and channeling the bracelet’s magic for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and other properties of the object it’s copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object. The copy is immune to all damage and can’t be dispelled, but a disintegrate spell destroys it immediately. Otherwise, the copy disappears after 8 hours or when you dismiss it as an action. The bracelet can create up to three copies and regains all expended uses at dawn. Helpful Hand. As an action, you can use the bracelet to cast Bigby’s hand as a 9th-level spell (spell attack bonus +13). When you cast the spell this way, the spell doesn’t require concentration. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bike","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Binary Staff","description":"Weapon (quarterstaff), legendary (requires attunement) An orb hovers at either end of this staff, one a brilliant white, the other a lightless black, time and space distorting around each. The staff can be wielded as a magic quarterstaff and grants a +3 bonus to attack and damage rolls made with it. The staff has 8 charges, which are used and recovered when attacking with it. When making an attack with the staff, you may choose to strike with either the white sphere or the black sphere. Reaping Void. If attacking with the black sphere, the staff recovers 1 charge for every 10 damage dealt by the attack, siphoning energy and matter from the target to fuel the staff. Scattering Radiance. If attacking with the white sphere, you may expend charges from the staff, dealing an additional 1d8 force damage per charge expended. Master of Space. Once per day, you may cast the teleport or plane shift spell. When you do so, you ignore any limitations on the creatures that the spell can transport, instead transporting all creatures within 30 feet of you. I feel no small amount of concern about this order having a potentially unverse-ending relic in their possession. Is Arch-Magus Animus aware of this? Master of Time. Time bends to the will of the staff. Once per day, you may cast the time stop spell. Event Horizon. You may use an action to shatter the staff over your knee or a solid surface, causing the two spheres to combine with one another. The resulting release of energy destroys the staff, you, and the multiverse itself as the entirety of existence condenses down to a single point then explodes outwards, sparking the creation of a new reality. At one extreme, the heaviest weight in the multiverse. At the other, the lightest. Together, the binary spheres create a weapon where both weight and destructive power are in perfect balance. Upset that balance in the slightest, and the very fabric of the world would tremble.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Animancer","book":"Enchiridion Vaz’kin’rai"},{"name":"Binding Oath","description":"Scroll, very rare (requires attunement by a cleric or paladin) This lengthy scroll is the testimony of a pious individual’s adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target’s alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn’t destroy the scroll. Once used, the scroll can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Cleric or Paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Binding Ward","description":"Binding Ward Utility, rare (requires affinity) This trinket is worn as a piece of jewelry. While you wear it, difficult terrain doesn’t cost you extra movement. In addition, esper powers can neither reduce your speed nor cause you to be paralyzed or restrained.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Binoculars","description":"Objects viewed through binoculars are magnified to ten times their size.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Binoculars (Micro)","description":"Binoculars (Micro) Miscellaneous gear These mini-binoculars extend your visual range. You can see up to a distance of 10 times the range of your normal vision. You cannot see any objects within 15 feet and are at disadvantage to all Wisdom (Perception) checks made to notice anything within 15 feet of you. Weight: 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Binoculars (Rangefinding)","description":"Binoculars (Rangefinding) Miscellaneous gear These are slightly larger and function the same as micro binoculars. These, however, also provide a readout of exact distance between you and a chosen point of focus. You also receive advantage to any Intelligence (Investigation) rolls made when searching for any details regarding your point or object of focus. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bio-Gel","description":"Bio-Gel Utility (limited), uncommon This small container, 3 inches in diameter, contains 1d4 + 1 doses of a thick blue mixture that glows faintly. The container and its contents weigh 1/2 pound. As an action, one dose of the gel can be ingested or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Bio-suit","description":"Bio-Suit Miscellaneous gear (clothing) This bulky outfit is often used whenever walking into zones deemed to be biohazards. The suit has a built in air filtration unit and is chemically sealed. While wearing this suit, you are immune to poison and disease, however, your movement rate is halved and you cannot take reactions. Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Biondino Tonic","description":"The tord-boyeux sherry, that makes damsels merry: this tonic is crystal-clear, its flavor unrivaled amongst magic potions and aperitifs, and in medication lore. Effect : When you drink this concoction, you regain 1d4 + 1 hit points and reduce your exhaustion level by 1. Additionally, for the next 8 hours you can ignore all exhaustion effects and you earn inspiration (the inspiration earned this way vanishes together with the tonic effects).","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Biosecurity Grip (Advanced)","description":"This device has the same features as the standard version with some additions. The device can register up to 3 authorized users. As a bonus action, a registered user can issue a voice Command to enable or disable the grip’s security feature. An unauthorized creature can bypass or remove the device by succeeding on a DC 17 Intelligence check with a hacker’s kit. On a failed check, the creature takes 4d6 lightning damage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Biosecurity Grip (Standard)","description":"This device is applied to the handle weapon that is held when wielded. A creature can register the device to them by holding it for 10 minutes. Once registered, a weapon with this attachment can’t be used by any creature other than its registered user—melee and thrown weapons can’t be drawn and ranged weapons can’t fire or shoot. As an action, the registered user can remove the device. Once removed, the device must be registered again. An unauthorized creature can bypass or remove the device by succeeding on a DC 15 Intelligence check with a hacker’s kit.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Bipuc's Blowgun","description":"Bipuc’s Blowgun Weapon (Blowgun), Rare (Requires Attunement) This wooden blowgun is painted pitch black, with strange Celestial insults carved into it and painted blood red. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this blowgun, you can attempt to charm the target. The target must succeed on a DC 15 Charisma saving throw or become charmed. While charmed, the target must spend its turn attacking the nearest creature. The target can repeat this save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition, Loading","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birch's Beak","description":"Weapon (Warpick), Uncommon (Requires Attunement) A small wooden bird perches on the tip of this magic warpick. Nature's Call. When you attack a creature with this warpick, you can use a bonus action to cause the warpick to produce a distracting bird's whistle. The target must succeed on a DC 13 Intelligence saving throw or you have advantage on your attack roll. Bird's Eye. As an action, you can cause the warpick's wooden bird to come alive. The bird functions as the Arcane Eye spell, except it is visible, can move up to 60 feet when you move it, and lasts for only 10 minutes (no concentration required), after which the bird vanishes. The wooden bird regrows on the warpick each day at dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Birchwood Club","description":"The curls of the birchwood club are inscribed with runes of the old world, said to be written in the language of nature herself. Legend Legends say that when reality was formed, the words of creation were written upon the bark of the first trees. Words of protection and health were written upon the first birch, one of whose limbs was fashioned into a club gifted by a goddess of nature to the warrior-queen Siubhan Suthurlanach to protect her people. Location Somewhere in the First Forest is the burial mound of Siubhan Suthurlanach, the birchwood club interred beside her. A treant protects the mound and her ghost returns if the site is disturbed. Encounter Ideas Birth-Might. The descendants of Siubhan are threatened by orcs, but legend speaks of a weapon that might defend them. They implore the characters to recover the Birchwood Club and aid the clan. Bark as Bad as His Bite. A fanatical druid , recently seen proclaiming the evils of urbanization in a nearby town square, is sending savage beasts to attack the settlement. He wields the Birchwood Club . Passing the Birch. A dying ranger stumbles across the party’s path. Carrying the Birchwood Club , she beseeches them to protect it from the nature-defiling cult who attacked Siubhan’s burial site. Progression The Birchwood Club progresses each time the attuned creature learns a new language, but it can be progressed only once between proficiency bonus increases. As the club progresses, additional curls form in the bark of the club’s wood, a rune inscribed on the underside. Statistics Weapon (Club), Rarity Varies (Requires Attunement by a Creature Who Can Read) Common . Unless stated otherwise, each of the weapon’s properties can only be used once between long rests. Curl of Light. One curl forms on the club with the rune for light. You can use an action to rip the curl off and speak its command rune aloud, choosing a point that you can see within 100 feet as you do so. Bright white light fills a 30-foot-radius area emanating from that point for 1 minute. Uncommon . Curl of Growth. A second curl forms on the club, with the rune for growth. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target grows in size, as per the enlarge/reduce spell, for 1 minute. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curl of Health. A third curl forms on the club, with the rune for health. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target regains 4d4 hit points and ends one disease or one condition of your choice afflicting it. The condition can be blinded, charmed, deafened, petrified, or poisoned; or you can reduce the target’s exhaustion level by one. Very Rare . The bonus to attack and damage rolls increases to +2. Curl of Protection. A fourth curl forms on the birchwood club, with the rune for protection. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature that you can see within 30 feet as you do. The target becomes resistant to bludgeoning, piercing, and slashing damage for 1 minute. Legendary . The bonus to attack and damage rolls increases to +3. Curl of Rebirth. A fifth curl forms on the birchwood club, with the rune for rebirth. You can use an action to rip the curl off and speak its command rune aloud, casting resurrection on a dead creature that you can see within 30 feet as you do so. Once used, this property can’t be used again until 10 days have passed.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"varies","Requires Attunement":"Requires Attunement by a Creature Who Can Read"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birchwood Club (Common)","description":"Birchwood Club Weapon (Club), Common (Requires Attunement by a Creature Who Can Read) Unless stated otherwise, each of the weapon’s properties can only be used once between long rests. Curl of Light. One curl forms on the club with the rune for light. You can use an action to rip the curl off and speak its command rune aloud, choosing a point that you can see within 100 feet as you do so. Bright white light fills a 30-foot-radius area emanating from that point for 1 minute. Progression The Birchwood Club progresses each time the attuned creature learns a new language, but it can be progressed only once between proficiency bonus increases. As the club progresses, additional curls form in the bark of the club’s wood, a rune inscribed on the underside.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"common","Requires Attunement":"Requires Attunement by a Creature Who Can Read"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birchwood Club (Legendary)","description":"Birchwood Club Weapon (Club), Legendary (Requires Attunement by a Creature Who Can Read) You gain a + 3 bonus to attack and damage rolls made with this magic weapon. Unless stated otherwise, each of the weapon’s properties can only be used once between long rests. Curl of Light. One curl forms on the club with the rune for light. You can use an action to rip the curl off and speak its command rune aloud, choosing a point that you can see within 100 feet as you do so. Bright white light fills a 30-foot-radius area emanating from that point for 1 minute. Curl of Growth. A second curl forms on the club, with the rune for growth. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target grows in size, as per the enlarge/reduce spell, for 1 minute. Curl of Health. A third curl forms on the club, with the rune for health. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target regains 4d4 hit points and ends one disease or one condition of your choice afflicting it. The condition can be blinded, charmed, deafened, petrified, or poisoned; or you can reduce the target’s exhaustion level by one. Curl of Protection. A fourth curl forms on the birchwood club, with the rune for protection. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature that you can see within 30 feet as you do. The target becomes resistant to bludgeoning, piercing, and slashing damage for 1 minute. Curl of Rebirth. A fifth curl forms on the birchwood club, with the rune for rebirth. You can use an action to rip the curl off and speak its command rune aloud, casting resurrection on a dead creature that you can see within 30 feet as you do so. Once used, this property can’t be used again until 10 days have passed.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a Creature Who Can Read"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birchwood Club (Rare)","description":"Birchwood Club Weapon (Club), Rare (Requires Attunement by a Creature Who Can Read) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Unless stated otherwise, each of the weapon’s properties can only be used once between long rests. Curl of Light. One curl forms on the club with the rune for light. You can use an action to rip the curl off and speak its command rune aloud, choosing a point that you can see within 100 feet as you do so. Bright white light fills a 30-foot-radius area emanating from that point for 1 minute. Curl of Growth. A second curl forms on the club, with the rune for growth. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target grows in size, as per the enlarge/reduce spell, for 1 minute. Curl of Health. A third curl forms on the club, with the rune for health. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target regains 4d4 hit points and ends one disease or one condition of your choice afflicting it. The condition can be blinded, charmed, deafened, petrified, or poisoned; or you can reduce the target’s exhaustion level by one. Progression The Birchwood Club progresses each time the attuned creature learns a new language, but it can be progressed only once between proficiency bonus increases. As the club progresses, additional curls form in the bark of the club’s wood, a rune inscribed on the underside.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement by a Creature Who Can Read"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birchwood Club (Uncommon)","description":"Birchwood Club Weapon (Club), Uncommon (Requires Attunement by a Creature Who Can Read) Unless stated otherwise, each of the weapon’s properties can only be used once between long rests. Curl of Light. One curl forms on the club with the rune for light. You can use an action to rip the curl off and speak its command rune aloud, choosing a point that you can see within 100 feet as you do so. Bright white light fills a 30-foot-radius area emanating from that point for 1 minute. Curl of Growth. A second curl forms on the club, with the rune for growth. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target grows in size, as per the enlarge/reduce spell, for 1 minute. Progression The Birchwood Club progresses each time the attuned creature learns a new language, but it can be progressed only once between proficiency bonus increases. As the club progresses, additional curls form in the bark of the club’s wood, a rune inscribed on the underside.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement by a Creature Who Can Read"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birchwood Club (Very Rare)","description":"Birchwood Club Weapon (Club), Very Rare (Requires Attunement by a Creature Who Can Read) You gain a + 2 bonus to attack and damage rolls made with this magic weapon. Unless stated otherwise, each of the weapon’s properties can only be used once between long rests. Curl of Light. One curl forms on the club with the rune for light. You can use an action to rip the curl off and speak its command rune aloud, choosing a point that you can see within 100 feet as you do so. Bright white light fills a 30-foot-radius area emanating from that point for 1 minute. Curl of Growth. A second curl forms on the club, with the rune for growth. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target grows in size, as per the enlarge/reduce spell, for 1 minute. Curl of Health. A third curl forms on the club, with the rune for health. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature you can see within 30 feet as you do so. The target regains 4d4 hit points and ends one disease or one condition of your choice afflicting it. The condition can be blinded, charmed, deafened, petrified, or poisoned; or you can reduce the target’s exhaustion level by one. Curl of Protection. A fourth curl forms on the birchwood club, with the rune for protection. You can use an action to rip the curl off and speak its command rune aloud, choosing a creature that you can see within 30 feet as you do. The target becomes resistant to bludgeoning, piercing, and slashing damage for 1 minute. Progression The Birchwood Club progresses each time the attuned creature learns a new language, but it can be progressed only once between proficiency bonus increases. As the club progresses, additional curls form in the bark of the club’s wood, a rune inscribed on the underside.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Creature Who Can Read"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Birdpipes","description":"Birdpipes Musical instrument Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Bismuth Crown","description":"Wondrous item, uncommon (requires attunement) Component: magical material - planar bismuth The centrepiece of this gaudily decorated headdress is irrefutably the large formation of bismuth crystals at the top, but all of its elements work together to make it unnaturally eye-catching. If you notice the feathers swaying gently even when there’s no breeze, or the pleasant rhythmic sound of the crystal chimes, or the myriad of colours playing across the spiralling squares… you’ve already fallen under its spell. The crown has 4 charges and regains 1d4 expended charges daily at dawn. Mesmerise. While wearing this crown in bright or dim light, you can use an action and expend 3 charges to cause the crystals to shift and shimmer hypnotically, casting hypnotic pattern (save DC 13) with the following changes: The spell affects each creature within 10 feet of you that can see you, instead of a 30-foot cube. If you move more than 10 feet away from an affected creature, the effect ends for it. The crown continues to shift and shimmer for the duration of the spell. Whenever a creature starts its turn within 10 feet of you while this is happening, you can use your reaction to expend 1 charge and force it to make a saving throw against the spell. Harvesting - Planar Bismuth Planar bismuth is a metal found only outside of the Material Plane, usually in areas where the barriers between planes are thinner. It has a component DC of 15 and has no time limit in which it needs to be harvested. However, planar bismuth is highly sought after, and when you try to harvest it, there’s a 25% chance you come across a random encounter, usually consisting of hostile fey or constructs.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bismuth Crown (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: magical material - planar bismuth The centrepiece of this gaudily decorated headdress is irrefutably the large formation of bismuth crystals at the top, but all of its elements work together to make it unnaturally eye-catching. If you notice the feathers swaying gently even when there’s no breeze, or the pleasant rhythmic sound of the crystal chimes, or the myriad of colours playing across the spiralling squares… you’ve already fallen under its spell. The crown has 4 charges and regains 1d4 expended charges daily at dawn. Mesmerise. While wearing this crown in bright or dim light, you can use an action and expend 3 charges to cause the crystals to shift and shimmer hypnotically, casting hypnotic pattern (save DC 13) with the following changes: The spell affects each creature within 10 feet of you that can see you, instead of a 30-foot cube. If you move more than 10 feet away from an affected creature, the effect ends for it. The crown continues to shift and shimmer for the duration of the spell. Whenever a creature starts its turn within 10 feet of you while this is happening, you can use your reaction to expend 1 charge and force it to make a saving throw against the spell. Rare variant: Increase the DC to 15, the charges to 7, and the recharge to 1d6 + 1. Harvesting - Planar Bismuth Planar bismuth is a metal found only outside of the Material Plane, usually in areas where the barriers between planes are thinner. It has a component DC of 15 and has no time limit in which it needs to be harvested. However, planar bismuth is highly sought after, and when you try to harvest it, there’s a 25% chance you come across a random encounter, usually consisting of hostile fey or constructs.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bismuth Crown (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: magical material - planar bismuth The centrepiece of this gaudily decorated headdress is irrefutably the large formation of bismuth crystals at the top, but all of its elements work together to make it unnaturally eye-catching. If you notice the feathers swaying gently even when there’s no breeze, or the pleasant rhythmic sound of the crystal chimes, or the myriad of colours playing across the spiralling squares… you’ve already fallen under its spell. The crown has 4 charges and regains 1d4 expended charges daily at dawn. Mesmerise. While wearing this crown in bright or dim light, you can use an action and expend 3 charges to cause the crystals to shift and shimmer hypnotically, casting hypnotic pattern (save DC 13) with the following changes: The spell affects each creature within 10 feet of you that can see you, instead of a 30-foot cube. If you move more than 10 feet away from an affected creature, the effect ends for it. The crown continues to shift and shimmer for the duration of the spell. Whenever a creature starts its turn within 10 feet of you while this is happening, you can use your reaction to expend 1 charge and force it to make a saving throw against the spell. Rare variant: Increase the DC to 15, the charges to 7, and the recharge to 1d6 + 1. Very rare variant: Increase the DC to 16, the charges to 7, and the recharge to 1d6 + 1. The crown has the Insulated Coating property. Insulated Coating. As an action while wearing this crown, you can cause the bismuth crystals to extend all over your body, forming a protective coating for 10 minutes. During this time, you have resistance to cold and fire damage, and if you use the Mesmerise property, all of the crystals covering you shift and shimmer. Once this property of the crown has been used, it can’t be used again until the next dawn. Harvesting - Planar Bismuth Planar bismuth is a metal found only outside of the Material Plane, usually in areas where the barriers between planes are thinner. It has a component DC of 15 and has no time limit in which it needs to be harvested. However, planar bismuth is highly sought after, and when you try to harvest it, there’s a 25% chance you come across a random encounter, usually consisting of hostile fey or constructs.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bitis Flagrum","description":"A dangerous warrior grabs the devil by its horns and the snake by its tail. Legend This whip is actually a live snake that produces deadly venom. Its wielder can transform it into an actual whip and back into a snake again. They say the snake feeds on the souls of its victims, growing stronger with every soul it devours. Location The Bitis Flagrum currently rests in the hands of drow assassin Rita S’zarixa. In snake form it hangs about her shoulders or winds its way up her non-dominant hand, ready to transform at a moment’s notice. If Rita is ever seen without her loyal pet, it is most assuredly hidden somewhere nearby. Adventurers can go looking for Rita if they like, but they won’t find her; she finds them. Encounter Ideas Hired Protectors. The adventurers must protect a noble or other important person who is, consequently, Rita’s next target. Aquatic Ambush. When stopping by a lake or similar body of water, the snake shoots out and attacks, for the party is Rita’s next target. Lair Infiltration. The adventurers stumble upon Rita’s makeshift base hidden in a cave, full of poisons and weaponry. The snake is sleeping peacefully in one of the jars. Progression The Bitis Flagrum progresses based on the number of enemies it has killed as seen in the table below. When a new creature attunes to the whip, that counter resets to 0 and the whip reverts to its common rarity. Rarity Kills Required Common 0 Uncommon 10 Rare 30 Very Rare 70 Legendary 150 Statistics Weapon (Whip), Rarity Varies (Requires Attunement) Common . Snake Form. As an action, you can grab the Bitis Flagrum’s tail and transform it into a whip if it is a snake, or a snake if it is a whip. The whip’s snake form is a poisonous snake . The snake is friendly to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Uncommon . When you hit a creature with this whip, the target must succeed on a DC 12 Constitution saving throw or take an additional 1d6 poison damage. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. The additional poison damage increases to 2d6 and the save DC to avoid it increases to 14. In addition, you can choose to transform the whip into a giant poisonous snake when you use Snake Form. Very Rare . The save DC for the additional poison damage increases to 16. You can now use Snake Form as either a bonus action or an action. Legendary . The bonus to attack and damage rolls increases to +2. The additional poison damage increases to 3d6 and the save DC to avoid it increases to 18. In addition, you can now choose to transform the whip into a swarm of poisonous snakes when you use Snake Form.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bitis Flagrum (Common)","description":"Bitis Flagrum Weapon (Whip), Common (Requires Attunement) Snake Form. As an action, you can grab the Bitis Flagrum’s tail and transform it into a whip if it is a snake, or a snake if it is a whip. The whip’s snake form is a poisonous snake . The snake is friendly to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Progression The Bitis Flagrum progresses once it has killed 10 creatures. When a new creature attunes to the whip, that counter resets to 0 and the whip reverts to its common rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bitis Flagrum (Legendary)","description":"Bitis Flagrum Weapon (Whip), Legendary (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this whip, the target must succeed on a DC 18 Constitution saving throw or take an additional 3d6 poison damage. Snake Form. As a bonus action or an action, you can grab the Bitis Flagrum’s tail and transform it into a whip if it is a snake, or a snake if it is a whip. The whip’s snake form is a poisonous snake, giant poisonous snake, or a swarm of poisonous snakes . The snake or swarm is friendly to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Legendary. The bonus to attack and damage rolls increases to +2. The additional poison damage increases to 3d6 and the save DC to avoid it increases to 18. In addition, you can now choose to transform the whip into a swarm of poisonous snakes when you use Snake Form.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bitis Flagrum (Rare)","description":"Bitis Flagrum Weapon (Whip), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this whip, the target must succeed on a DC 14 Constitution saving throw or take an additional 2d6 poison damage. Snake Form. As an action, you can grab the Bitis Flagrum’s tail and transform it into a whip if it is a snake, or a snake if it is a whip. The whip’s snake form is a poisonous snake or a giant poisonous snake . The snake is friendly to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Progression The Bitis Flagrum progresses once it has killed 70 creatures. When a new creature attunes to the whip, that counter resets to 0 and the whip reverts to its common rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bitis Flagrum (Uncommon)","description":"Bitis Flagrum Weapon (Whip), Uncommon (Requires Attunement) When you hit a creature with this whip, the target must succeed on a DC 12 Constitution saving throw or take an additional 1d6 poison damage. Snake Form. As an action, you can grab the Bitis Flagrum’s tail and transform it into a whip if it is a snake, or a snake if it is a whip. The whip’s snake form is a poisonous snake . The snake is friendly to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Progression The Bitis Flagrum progresses once it has killed 30 creatures. When a new creature attunes to the whip, that counter resets to 0 and the whip reverts to its common rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bitis Flagrum (Very Rare)","description":"Bitis Flagrum Weapon (Whip), Very Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this whip, the target must succeed on a DC 16 Constitution saving throw or take an additional 2d6 poison damage. Snake Form. As a bonus action or an action, you can grab the Bitis Flagrum’s tail and transform it into a whip if it is a snake, or a snake if it is a whip. The whip’s snake form is a poisonous snake or a giant poisonous snake . The snake is friendly to you and your allies. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Progression The Bitis Flagrum progresses once it has killed 150 creatures. When a new creature attunes to the whip, that counter resets to 0 and the whip reverts to its common rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bituminous Orb","description":"Wondrous item, very rare (requires attunement) A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb’s viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can’t move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb’s power can grapple only one creature at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Black and White Daggers","description":"Weapon (dagger), rare (requires attunement) These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Ligh⁠t, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Black Bloom Rod","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Rod (rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the attack bonus to +7, the damage to 3d6, and the DC to 15.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Rod (very rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the attack bonus to +7, the damage to 3d6, and the DC to 15. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, the attack bonus to +8, the damage to 4d6, and the DC to 16.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Staff","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Staff (rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the attack bonus to +7, the damage to 3d6, and the DC to 15.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Staff (very rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the attack bonus to +7, the damage to 3d6, and the DC to 15. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, the attack bonus to +8, the damage to 4d6, and the DC to 16.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Wand","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Wand (rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the attack bonus to +7, the damage to 3d6, and the DC to 15.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Bloom Wand (very rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: fey (Bramble Queen) psyche The black roses of the Plane of Fey thrive in the bodies of creatures; their roots pierce flesh and their vines strangle limbs in a dominating display. As much as unseelie fey enjoy tricks and subtle manipulation, a more forceful approach is sometimes required. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Puppet of the Rose. As an action while holding this item, you can expend up to 2 charges. For each charge, one thin, thorny vine shoots towards a different creature you can see within 20 feet of you. Make a ranged spell attack against that creature (+5 to hit), which takes 2d6 piercing damage and must make a DC 13 Constitution saving throw on a hit. On a failed save, a black rose vine grows where the creature was hit and remains for 1 minute, wrapping around the creature’s limbs. While a creature is under this effect, you can manipulate those vines to exert limited control over it. Whenever it would be able to use its reaction, you can use your own reaction to force it to do so, treating all creatures as hostile for the purposes of opportunity attacks. A creature under this effect can’t take reactions other than the ones you command it to, and it repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the attack bonus to +7, the damage to 3d6, and the DC to 15. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, the attack bonus to +8, the damage to 4d6, and the DC to 16.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Chromatic Rose","description":"Black Chromatic Rose Wondrous Item, Rare This magic rose is black. While a rose is held, it gains a harmless visual effect as indicated on the table. The black rose drips acid. While holding the rose by its stem, you gain resistance to acid damage. If you would take more than 10 damage of acid from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of acid. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 acid damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Black Dragon Mask","description":"Black Dragon Mask Wondrous item, legendary (requires attunement) This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead. Water Breathing. You can breathe underwater.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Black Dragon Mask","description":"Black Dragon Mask Wondrous item, legendary (requires attunement) This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead. Water Breathing. You can breathe underwater.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Black Dragon Mask","description":"Black Dragon Mask Wond rous item, legendary (requires attunement) This horned mask of glossy ebony has a skull-like mien. Its damage type is acid. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Water Breathing. You can breathe underwater. Dragon Masks Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits. Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Black Dragon Oil","description":"Potion, rare The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot’s stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Black Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Black Dragon Scale Mail is made of the scales of a black dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Black Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Acid damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest black dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Black Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Black Elixir","description":"Potion, legendary This greasy black liquid acts as a poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes 12d6 poison damage, or half as much damage with a successful DC 20 Constitution saving throw. Its true power is revealed, however, when black elixir is smeared on a doorway or other portal; the magical oil acts as a forbiddance spell with a duration of one year. Unlike the spell, black elixir doesn’t incorporate a password and only affects celestials and fiends. Typically, the creator of the elixir determines when the elixir is created whether the forbiddance effect deals radiant or necrotic damage. Ingredients. The heart of a marut, the powdered horn of a ki-rin, and a vial of black mud taken from the bottom of a lake that at least one celestial or fiend has bathed in.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Black Elixir","description":"Potion, Legendary This greasy black liquid acts as a poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes 12d6 poison damage, or half as much damage with a successful DC 20 Constitution saving throw. Its true power is revealed, however, when black elixir is smeared on a doorway or other portal; the magical oil acts as a forbiddance spell with a duration of one year. Unlike the spell, black elixir doesn’t incorporate a password and only affects celestials and fiends. Typically, the creator of the elixir determines when the elixir is created whether the forbiddance effect deals radiant or necrotic damage. Ingredients. The heart of a marut, the powdered horn of a ki-rin, and a vial of black mud taken from the bottom of a lake that at least one celestial or fiend has bathed in.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Black Glass Cloud Pipe of Chittr'k'k","description":"A pipe of black glass etched with blasphemous demonic triumphs. This pipe is associated with a particular gaseous magical effect: cloud of daggers . A creature smoking the pipe can cast the associated spell as a bonus action 1/day.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Black Heart","description":"The biting edge cuts through flesh as her rage cuts through the mind. Legend Black Heart is a weapon and a prison. Inside the amethyst embedded in the sword is the consciousness of Teindrian, the Black Heart, an ancient black dragon that terrorized the world nearly a thousand years ago. Legend says a group of four brave adventurers gave their lives to imprison Teindrian within the gemstone when, after struggling valiantly, they realized that they did not have the power to stop her. Location Black Heart's last known owner was Caldek Qelrash, a kobold scholar who visited several academic institutions and arcane sages to further her research on the sword before disappearing on an expedition to find a long-buried temple of Teindrian. Word of her exploits—what little is known of them—has been spread by a traveling tiefling bard named Sorrow in the decade since Caldek’s mysterious disappearance. Encounter Ideas Mutterings of Caldek. The adventurers hear about a rambling, winged kobold with purple scales squatting inside a derelict stone tower nearby. Sword and Bone. After defeating an adult dragon, the party finds Black Heart in the dragon’s horde, along with Caldek Qelrash’s corpse and heavily damaged research papers. Caldek’s Ambush. Coveting their valuables, Caldek ambushes the characters in a remote location. Amethyst crystals grow along her body. Progression Black Heart progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. To reach legendary rarity, an amethyst gemstone worth at least 200 gp must be set into the sword next to the stone that imprisons Teindrian. Statistics Weapon (Longsword), Rarity Varies (Requires Attunement) Common . You gain darkvision out to 120 feet. As an action, you can grant another creature this darkvision for a number of hours equal to your proficiency bonus, losing it yourself when you do so. Once used, this property can’t be used again until you finish a short or long rest. Uncommon . Amethyst Wings. As a bonus action, you can speak a command word, causing a pair of purple dragon wings to sprout from your back. You gain a flying speed of 30 feet for 1 minute, or until you speak the command word again to dismiss the wings (no action required). Once used, this property can’t be used again until you finish a long rest. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Violet Outburst. As an action, you can exhale a 30-foot cone of purple energy. Each creature in the area must make a DC 15 Strength saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest. Very Rare . The save DC for Violet Outburst increases to 17. While attuned to this weapon, your Constitution score increases by 2 and your maximum for that score increases to 25. Legendary . The bonus to attack and damage rolls increases to +2, and the save DC for Violet Outburst increases to 19. Spells. This sword has 5 charges. While holding the sword, you can cast vicious mockery or use an action to expend some of its charges to cast one of the following spells (save DC 19): charm person (1 charge), command (1 charge), compulsion (4 charges), dominate person (5 charges), hold monster (5 charges), hold person (2 charges), or phantasmal killer (4 charges). The sword regains 1d4 + 1 expended charges when you finish a long rest. If you expend the last charge, roll a d20. On a 1, the crystal in the center cracks, the sword loses all magical properties, and Teindrian ( ancient black dragon ) is released into the world.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Black Heart (Common)","description":"Black Heart Weapon (Longsword), Common (Requires Attunement) You gain darkvision out to 120 feet. As an action, you can grant another creature this darkvision for a number of hours equal to your proficiency bonus, losing it yourself when you do so. Once used, this property can’t be used again until you finish a short or long rest. Progression Black Heart progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. To reach legendary rarity, an amethyst gemstone worth at least 200 gp must be set into the sword next to the stone that imprisons Teindrian.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Black Heart (Legendary)","description":"Black Heart Weapon (Longsword), Legendary (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, your Constitution score increases by 2 and your maximum for that score increases to 25. You gain darkvision out to 120 feet. As an action, you can grant another creature this darkvision for a number of hours equal to your proficiency bonus, losing it yourself when you do so. Once used, this property can’t be used again until you finish a short or long rest. Amethyst Wings. As a bonus action, you can speak a command word, causing a pair of purple dragon wings to sprout from your back. You gain a flying speed of 30 feet for 1 minute, or until you speak the command word again to dismiss the wings (no action required). Once used, this property can’t be used again until you finish a long rest. Violet Outburst. As an action, you can exhale a 30-foot cone of purple energy. Each creature in the area must make a DC 19 Strength saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest. Spells. This sword has 5 charges. While holding the sword, you can cast vicious mockery or use an action to expend some of its charges to cast one of the following spells (save DC 19): charm person (1 charge), command (1 charge), compulsion (4 charges), dominate person (5 charges), hold monster (5 charges), hold person (2 charges), or phantasmal killer (4 charges). The sword regains 1d4 + 1 expended charges when you finish a long rest. If you expend the last charge, roll a d20. On a 1, the crystal in the center cracks, the sword loses all magical properties, and Teindrian ( ancient black dragon ) is released into the world.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Black Heart (Rare)","description":"Black Heart Weapon (Longsword), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You gain darkvision out to 120 feet. As an action, you can grant another creature this darkvision for a number of hours equal to your proficiency bonus, losing it yourself when you do so. Once used, this property can’t be used again until you finish a short or long rest. Amethyst Wings. As a bonus action, you can speak a command word, causing a pair of purple dragon wings to sprout from your back. You gain a flying speed of 30 feet for 1 minute, or until you speak the command word again to dismiss the wings (no action required). Once used, this property can’t be used again until you finish a long rest. Violet Outburst. As an action, you can exhale a 30-foot cone of purple energy. Each creature in the area must make a DC 15 Strength saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest. Progression Black Heart progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. To reach legendary rarity, an amethyst gemstone worth at least 200 gp must be set into the sword next to the stone that imprisons Teindrian.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Black Heart (Uncommon)","description":"Black Heart Weapon (Longsword), Uncommon (Requires Attunement) You gain darkvision out to 120 feet. As an action, you can grant another creature this darkvision for a number of hours equal to your proficiency bonus, losing it yourself when you do so. Once used, this property can’t be used again until you finish a short or long rest. Amethyst Wings. As a bonus action, you can speak a command word, causing a pair of purple dragon wings to sprout from your back. You gain a flying speed of 30 feet for 1 min Progression Black Heart progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. To reach legendary rarity, an amethyst gemstone worth at least 200 gp must be set into the sword next to the stone that imprisons Teindrian. ute, or until you speak the command word again to dismiss the wings (no action required). Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Black Heart (Very Rare)","description":"Black Heart Weapon (Longsword), Very Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, your Constitution score increases by 2 and your maximum for that score increases to 25. You gain darkvision out to 120 feet. As an action, you can grant another creature this darkvision for a number of hours equal to your proficiency bonus, losing it yourself when you do so. Once used, this property can’t be used again until you finish a short or long rest. Amethyst Wings. As a bonus action, you can speak a command word, causing a pair of purple dragon wings to sprout from your back. You gain a flying speed of 30 feet for 1 minute, or until you speak the command word again to dismiss the wings (no action required). Once used, this property can’t be used again until you finish a long rest. Violet Outburst. As an action, you can exhale a 30-foot cone of purple energy. Each creature in the area must make a DC 17 Strength saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest. Progression Black Heart progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. To reach legendary rarity, an amethyst gemstone worth at least 200 gp must be set into the sword next to the stone that imprisons Teindrian.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Black Hour Pillar","description":"Wondrous item, Weird, Very Rare This large, usually 2-foot tall black wax candle, is decorated with terrible images of suffering humanoids. Once lit by normal means it will burn for an hour, but this time can be split up depending on how long it is lit. Once lit it sheds bright purple light in a 20-foot radius, and dim light for an extra 20 feet. While lit, it also emits a terrible odor. Living creatures, other than hags, within 40 feet of a lit black hour pillar must make a DC 14 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that do not breathe are immune to this effect. This saving throw must be made at the beginning of each round if a creature starts its turn within 40 feet of a lit candle. If the candle is stoppered, the stench immediately evaporates. Living creatures, other than hags, that can see the candle’s purple light must make a DC 14 Wisdom saving throw or be frightened. If they succeed, they are immune to this aspect of the candle for a year and a day. If they fail then they will stay frightened until the candle is stoppered or they no longer see the purple light. Hags will rarely travel with this weird because once lit, the candle disintegrates if it is moved from the spot it was first lit at. These are almost always encountered in a hag’s lair and in a place that she is prepared to fight to the death in. There is no special circumstances for a non-hag that lights a black hour pillar, but they will be just as susceptible to the stench and light effects as any other non-hag.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Black Ice","description":"Black Ice Wondrous item, rare Sourced from Icewind Dale, black ice is a substance formed from the dust of Crenshinibon, the crystal shard, a source of supreme evil. When Crenshinibon was destroyed, the remnants of the crystal were flung far and wide, tainting the nearby ice, causing it to become metallic and corrupting. Black ice is mined by the dwarves of Icewind Dale, who are oblivious, or choose it ignore, its maddening properties. A weapon made of black ice deals an extra 1d6 damage on a hit. Armour made of black ice confers resistance to cold damage. Any character in possession of an item forged of black ice must make a DC 12 Wisdom saving throw each dawn. On a failed save, the character develops an indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide ).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Black Lotus","description":"wondrous item, rare The subtle, coppery-scented black lotus grows on decaying trees or rotting corpses; some claim greater potency from blooms found on dead bodies. When you consume it, you have disadvantage on all Strength ability checks and saving throws until you finish a short rest. If you are a spellcaster, you can use one application of Lotus Infused ability to gain one of the following: Increase the saving throw DC of a necromancy spell you cast by 2. Cast a necromancy spell as if you used a spell slot one level higher than the one you expended. Cast the spell as if you had applied one of the following metamagic benefits to it, whether or not you know the particular metamagic: Empowered Spell or Extended Spell (when stacking uses, each metamagic benefit may be chosen only once). You can use one to three uses of the black lotus as part of the action of casting a spell. When using the same ability boost more than once, the effects stack. If you aren’t a spellcaster, you can expend a use as a reaction when you fail a saving throw against a necromancy spell. Reroll the saving throw and use the new result.","properties":{"Category":"Items","Item Type":"Wonderous item","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Black Phial","description":"Wondrous item, uncommon This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing . A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial’s last charge, roll a d20. On a 1, the phial crumbles into dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Black Phial","description":"This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial’s last charge, roll a d20. On a 1, the phial crumbles into dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Black Powder Bomb","description":"A black powder bomb’s damage dice are d12s.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Black Powder Popper","description":"Black Powder Popper Wondrous item, uncommon This pea-sized ball of paper filled with a pinch of black powder and gravel is often sold in pouches of 20, 50, or 100. When a creature within 30 feet of you makes an attack, you can use your reaction to throw the popper at its feet to distract it as the powder ignites with a popping sound. The creature must succeed on a DC 12 Constitution saving throw or make its attack roll with disadvantage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Black Sap","description":"Black Sap Adventuring gear This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses. Black sap is valued at 300 gp per dose.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Black Shield of Grisal","description":"Shield, rare The black shield bears the silver shield symbol of the Black Canton of Grisal. While holding this shield, you gain a +1 bonus to AC, and you have advantage on saving throws against effects that reduce your hit point maximum, such as a specter’s Life Drain or the harm spell.","properties":{"Category":"Items","Expansion":5315,"Item Type":"Shield","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Blackguard's Blade","description":"Weapon (dagger or shortsword), common You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Ligh⁠t","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blackrazor","description":"Blackrazor Melee weapon (martial, greatsword) , legendary ( requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm , two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-lawful alignment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blackrazor","description":"Weapon (Greatsword), Artifact (Requires Attunement) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below). While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight with a range of 30 feet. Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a W ish spell. When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain creature’s Hit Point maximum. Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns. Sentience. Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet. The weapon speaks Common and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm , two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wav e tedious. Blackrazor ’s hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. Destroying Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy","Item Rarity":"Yes","Name":"Blackrazor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Blacksmith's Kit","description":"Blacksmith's Kit Adventuring gear (artisan's tools) Blacksmithing in Rokugan has a long history, with numerous innovations over the centuries. Much of the iron in Rokugan is quite difficult to forge, meaning that sword-forging includes numerous steps to purify steel, giving many Rokugani blades a distinctive, wave-like pattern from being folded.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Blackstaff","description":"Blackstaff Staff, legendary (requires attunement by the Blackstaff heir, who must be a wizard) The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff , Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see “Personality” below). The Blackstaff has the magical properties of a staff of power (see the Dungeon Master’s Guide ) in addition to the following properties. Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if deactivated or if the staff is broken. Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. Drain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff , you can expend 1 of the staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. Master of Enchantment. When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. Sentience. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. Personality. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff’s primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. In the event that the holder of the office of the Blackstaff no longer serves the staff’s wishes, the staff ceases to function until it finds a worthy inheritor—someone whose loyalty to Waterdeep is beyond reproach. Spirit Trap. When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can’t be raised from the dead.) Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben’s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.","properties":{"Category":"Items","Expansion":7393,"Item Type":"Melee Weapon","Properties":"versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by the Blackstaff heir, who must be a wizard"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Blackstaff","description":"Blackstaff Staff, legendary (requires attunement by a blackstaff heir, who must be a wizard) The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see “Personality” below). The Blackstaff has the magical properties of a staff of power (see the Dungeon Master’s Guide ) in addition to the following properties. Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if deactivated or if the staff is broken. Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. Drain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. Master of Enchantment. When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. Sentience. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. Personality. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff’s primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. In the event that the holder of the office of the Blackstaff no longer serves the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach. Spirit Trap. When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can’t be raised from the dead.) Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben’s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Modifiers: Melee Attacks +2, Melee Damage +2, AC +2, Saving Throws +2, Spell Attack +2 Properties: Versatile","properties":{"Category":"Items","Expansion":20544,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a blackstaff heir, who must be a wizard"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Blacksteel Dagger","description":"Blacksteel Dagger Melee weapon (simple, dagger) A blacksteel dagger can be identified with a successful DC 18 Intelligence (Arcana) or Intelligence (History) check. This type of dagger is forged from cheap iron and dusted with crushed obsidian during forging. Its curved design invokes the ancient days of a terrible cult’s uprising. This weapon uses the dagger profile in Adventures in Rokugan , with the exception that it scores a critical hit on a roll of 19 or 20. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon (dagger)","Properties":"Finesse, Light, Thrown"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Blacktooth","description":"Wand, legendary This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Beguiler of Darkness (Requires Attunement). You must be a fiend or undead spellcaster or a spellcaster with fiendish or undead heritage to attune to this wand. While you are attuned to this wand, it can hold up to 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: calm emotions (2 charges), command (1 charge), dominate monster (8 charges), hold monster (5 charges), or suggestion (2 charges). These spells can target and affect only fiends and undead creatures, but they otherwise work like the indicated spells. A target that is immune to the charmed condition can be affected by a spell cast from this wand, however that target has advantage on its saving throw against the spell.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"legendary","Requires Attunement":"requires attunement (see description)"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blacktooth","description":"Wand, legendary This black ivory, rune-carved wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it. For 1 charge, you can cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. Beguiler of Darkness (Requires Attunement). You must be a fiend or undead spellcaster or a spellcaster with fiendish or undead heritage to attune to this wand. While you are attuned to this wand, it can hold up to 10 charges. In addition, while you are attuned to this wand and holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: calm emotions (2 charges), command (1 charge), dominate monster (8 charges), hold monster (5 charges), or suggestion (2 charges). These spells can target and affect only fiends and undead creatures, but they otherwise work like the indicated spells. A target that is immune to the charmed condition can be affected by a spell cast from this wand, however that target has advantage on its saving throw against the spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Blade of Broken Mirrors","description":"Blade Of Broken Mirrors Melee weapon (simple, dagger), artifact (requires attunement by a humanoid) A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. Sentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors . The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. Dormant. The dagger grants the following benefits in its dormant state: You can speak, read, and write Abyssal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors , the blade remembers the creature’s appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don’t change. Any equipment you are wearing or carrying isn’t transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the apperances of humanoids it has killed are wiped from its memory. Awakened. When the dagger reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate , hallucinatory terrain , major image , or phantasmal killer . Once a spell has been cast using the dagger, that spell can’t be cast from the dagger again until the next dawn. Exalted. When the dagger reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for spells cast from the dagger increases to 17. While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"melee weapon","Item Rarity":"artifact (requires attunement by a humanoid)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Blade of Broken Mirrors","description":"Blade of Broken Mirrors Weapon (dagger), artifact (requires attunement by a humanoid) A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. Sentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors . The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. Dormant. The dagger grants the following benefits in its dormant state: You can speak, read, and write Abyssal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors , the blade remembers the creature’s appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don’t change. Any equipment you are wearing or carrying isn’t transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. Awakened. When the dagger reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate , hallucinatory terrain , major image , or phantasmal killer . Once a spell has been cast using the dagger, that spell can’t be cast from the dagger again until the next dawn. Exalted. When the dagger reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for spells cast from the dagger increases to 17. While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. Damage: 1d4 + 1/2/3 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"artifact","Requires Attunement":"requires attunement by a humanoid"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Blade of Broken Mirrors, Awakened","description":"Blade of Broken Mirrors Weapon (dagger), artifact (requires attunement by a humanoid) A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. Sentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors . The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. Dormant. The dagger grants the following benefits in its dormant state: You can speak, read, and write Abyssal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors , the blade remembers the creature’s appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don’t change. Any equipment you are wearing or carrying isn’t transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. Awakened. When the dagger reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate , hallucinatory terrain , major image , or phantasmal killer . Once a spell has been cast using the dagger, that spell can’t be cast from the dagger again until the next dawn. Damage: 1d4 + 2 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"artifact","Requires Attunement":"requires attunement by a humanoid"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Blade of Broken Mirrors, Dormant","description":"Blade of Broken Mirrors Weapon (dagger), artifact (requires attunement by a humanoid) A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. Sentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors . The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. Dormant. The dagger grants the following benefits in its dormant state: You can speak, read, and write Abyssal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors , the blade remembers the creature’s appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don’t change. Any equipment you are wearing or carrying isn’t transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. Damage: 1d4 + 1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"artifact","Requires Attunement":"requires attunement by a humanoid"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Blade of Broken Mirrors, Exalted","description":"Blade of Broken Mirrors Weapon (dagger), artifact (requires attunement by a humanoid) A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. Sentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors . The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. Dormant. The dagger grants the following benefits in its dormant state: You can speak, read, and write Abyssal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors , the blade remembers the creature’s appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don’t change. Any equipment you are wearing or carrying isn’t transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. Awakened. When the dagger reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate , hallucinatory terrain , major image , or phantasmal killer . Once a spell has been cast using the dagger, that spell can’t be cast from the dagger again until the next dawn. Exalted. When the dagger reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for spells cast from the dagger increases to 17. While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. Damage: 1d4 + 3 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"artifact","Requires Attunement":"requires attunement by a humanoid"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Blade of Forlorn Hope","description":"Blade of Forlorn Hope Melee weapon (martial, scimitar), legendary (requires attunement) Gifted to vanguard Kitseth by the elder primordial of fire, this wide-bladed scimitar helps its wielder protect others, but with a disregard for self-preservation. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with the sword, it flares with a burning corona. You can either deal an extra 2d6 radiant damage to the target, or you can choose one ally you can see within 30 feet of the target to gain 2d6 temporary hit points. Immolating Surge. Immediately after attacking a creature on your turn with the sword, you can take one additional action. At the end of this turn, you take 6d8 radiant damage. If this damage reduces you to 0 hit points, you die and your remains burn to nothing. Once this property is used, it can’t be used again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Blade of Grass","description":"Weapon (Sword or Axe), Uncommon (Requires Attunement by a Druid or Cleric) This magic weapon has 7 charges. While holding it, you can use a bonus action and expend 1 charge to conjure a thick patch of shrubs, grasses, aboveground roots, and even small saplings in a 10-foot radius. The area becomes difficult terrain, and the foliage is thick enough to provide cover against ranged attacks. The growth is permanent unless you speak the command word again. The weapon regains all expended charges after a short or long rest.","properties":{"Category":"Items","Item Type":"Melee Weapon","Requires Attunement":"Requires Attunement by a Druid or Cleric"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Blade of Petals","description":"Weapon (shortsword), rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can’t be charmed this way more than once every 24 hours.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Ligh⁠t","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blade of Prey Greatsword","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Greatsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Greatsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn. Very rare variant: Increase the charges to 4, the recharge to 1d4, the damage to 8d6, and the DC to 16. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Longsword","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Longsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Longsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn. Very rare variant: Increase the charges to 4, the recharge to 1d4, the damage to 8d6, and the DC to 16. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Rapier","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Rapier (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Rapier (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn. Very rare variant: Increase the charges to 4, the recharge to 1d4, the damage to 8d6, and the DC to 16. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Scimitar","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Scimitar (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Scimitar (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn. Very rare variant: Increase the charges to 4, the recharge to 1d4, the damage to 8d6, and the DC to 16. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Shortsword","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Shortsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of Prey Shortsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of monstrosity teeth A gnarled mess of fang and claw, this intimidating weapon embodies the tenacity and ferocity of nature’s deadliest hunters. There is very little that can be done to prevent its quarry’s agonising end once its toothed maw latches onto its victim. This sword has 3 charges and regains 1d3 expended charges daily at dawn. Lockjaw. As an action while holding the sword, you can expend 1 charge to perform a special melee weapon attack with the sword, which splits down the middle and tries to close itself around the target. On a hit, the target takes 6d6 piercing damage and is grappled (escape DC 13). While a creature is grappled by the sword, you can’t use the sword to attack another creature. You have advantage on attack rolls made with the sword against a creature grappled by it, and those attacks deal piercing damage instead of their normal damage type, as the sword’s teeth chew through the target. Rare variant: Increase the DC to 15. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn. Very rare variant: Increase the charges to 4, the recharge to 1d4, the damage to 8d6, and the DC to 16. Using the Lockjaw property doesn’t take an action; instead, it replaces one of the attacks you make when you take the Attack action on your turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blade of the Battle Seer Greatsword","description":"Weapon (Greatsword), Rare (Requires Attunement by a Spellcaster) This sword shifts and phases in and out in the hands of its wielder. These rare blades offer diviners a powerful weapon on the front lines of combat. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fate Slice. If you know at least one spell from the divination school, whenever you hit with an attack using this weapon, you may use your reaction to expend a spell slot. If you do, that creature has disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blade of the Battle Seer Longsword","description":"Weapon (Longsword), Rare (Requires Attunement by a Spellcaster) This sword shifts and phases in and out in the hands of its wielder. These rare blades offer diviners a powerful weapon on the front lines of combat. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fate Slice. If you know at least one spell from the divination school, whenever you hit with an attack using this weapon, you may use your reaction to expend a spell slot. If you do, that creature has disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blade of the Battle Seer Rapier","description":"Weapon (Rapier), Rare (Requires Attunement by a Spellcaster) This sword shifts and phases in and out in the hands of its wielder. These rare blades offer diviners a powerful weapon on the front lines of combat. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fate Slice. If you know at least one spell from the divination school, whenever you hit with an attack using this weapon, you may use your reaction to expend a spell slot. If you do, that creature has disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blade of the Battle Seer Scimitar","description":"Weapon (Scimitar), Rare (Requires Attunement by a Spellcaster) This sword shifts and phases in and out in the hands of its wielder. These rare blades offer diviners a powerful weapon on the front lines of combat. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fate Slice. If you know at least one spell from the divination school, whenever you hit with an attack using this weapon, you may use your reaction to expend a spell slot. If you do, that creature has disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, lig⁠ht","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blade of the Battle Seer Shortsword","description":"Weapon (Shortsword), Rare (Requires Attunement by a Spellcaster) This sword shifts and phases in and out in the hands of its wielder. These rare blades offer diviners a powerful weapon on the front lines of combat. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fate Slice. If you know at least one spell from the divination school, whenever you hit with an attack using this weapon, you may use your reaction to expend a spell slot. If you do, that creature has disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Shortsword)","Properties":"Finesse, ligh⁠t","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Blade of the Dervish","description":"Weapon (scimitar), rare (requires attunement) This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blade of the Temple Guardian","description":"Weapon (shortsword), uncommon (requires attunement by a monk) This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a monk"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blade of the Wood","description":"Blade of the Wood Weapon (any sword), rare (requires attunement) A finely crafted sword with delicate etchings, it resonates with a faint hum of life. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 2 charges. You can expend a charge and speak the command word to cast spike growth (save DC 16) centered on yourself. You can pass through this terrain unaffected. The sword regains one charge each day at dawn.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Bladed Boomerang","description":"Bladed Boomerang The bladed boomerang was first forged by a Squatch ranger looking for a heftier answer to wooden boomerangs that didn’t do much damage. This curved weapon is thrown at a target with the benefit of returning to the thrower on a missed throw. The wielder may attempt to catch the returned boomerang using a reaction and a successful DC 10 Dexterity check. This catch is automatic if the wielder is proficient with a boomerang. On a missed catch, the boomerang falls to the ground within reach. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Slashing Properties: Thrown Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Thrown"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Bladed scarf","description":"If you use one of your attacks to grapple a creature while wielding a bladed scarf, you can use a bonus action to make an attack against the grappled creature with the scarf.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, reach, special"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bladed Scarf","description":"If you use one of your attacks to grapple a creature while wielding a bladed scarf, you can use your bonus action to make an attack against it with one end of the scarf. If you use your action to Attack with your scarf, you can use your bonus action to make an attack with the other end of it, dealing 1d4 slashing damage on a hit.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, reach, special","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Bladesinger's Spear","description":"Weapon (Spear), Very Rare (Requires Attunement) You have a +1 bonus to attack and damage rolls made with this magic spear, which has the finesse property. The spear returns to your hand immediately after it is used to make a ranged weapon attack. You gain the following benefits while holding the spear: You can use the spear as a spellcasting focus for your wizard spells. When you hit with an attack roll using the spear, you can unprepare one wizard spell you have prepared to deal extra force damage equal to 1d8 + the spell’s level to the target. When you unprepare a spell using this spear, you can’t cast that spell again until you have finished a long rest and spent the requisite time preparing it again.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Thrown, Versatile","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bladeslinger Dye","description":"Bladeslinger Dye Wondrous item, uncommon This clear, paint-like liquid is contained in a small bucket decorated with rainbow designs and images of weapons. You can spend 10 minutes coating the blade or head of any melee weapon with this liquid. Once fully coated, you can choose a color and the weapon will instantly be dyed that color permanently and become a magical weapon. If the weapon was already magical, it maintains its enchantment and simply changes colors. If no color is named within an hour of coating the weapon, the liquid evaporates and the weapon remains unchanged. The bucket contains enough liquid to cover up to three weapons.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Blanket","description":"Blanket Adventuring gear Price: 1 gp Nice and warm.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Blanket","description":"Blanket Adventuring gear Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blanket","description":"Blanket Adventuring gear Weight : 3","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Blanket","description":"Blanket Miscellaneous gear Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blanket","description":"Adventuring Gear Weight: 3 lb. Cost: 5 SP While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master ’s Guide ).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Blanket"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blanket","description":"Blanket Adventuring gear Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blanket of Healing","description":"Blanket of Healing Wondrous item, rare This woolen blanket is 4 feet square and has a pattern of red and white stripes. If you cover yourself with the blanket while taking a short rest, you regain the maximum number of hit points for any Hit Dice you spend.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Blasphemous Writ","description":"Scroll, uncommon The Infernal runes inscribed upon this vellum scroll radiate a faint, crimson glow. When you use this spell scroll of command , the save DC is 15 instead of 13, and you can also affect targets that are undead or that don’t understand your language.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blast and Slash","description":"Weapon (battleaxe), uncommon (requires attunement) Component: construct gears A rudimentary firearm, this item has been modified and mounted with an axe head fashioned from scrap metal. Remnants of oak wood on the handle and the firing mechanism are all that is left from the original firearm. The result is a magical axe-blunderbuss hybrid that can only be used at point blank range due to its poor precision and limited blast power. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Blast. When you hit a creature with this weapon, you can activate its firing mechanism (no action required). When you do so, the creature takes an extra 1d6 piercing damage from the attack and must succeed on a DC 13 Constitution saving throw or suffer severe burns for 1 minute. A burned creature must repeat the saving throw at the start of each of its turns, taking 1d6 fire damage on a failed save, or ending the effect on a successful one. Once you use this property, you can’t do so again until you spend 1 hour rearranging the mechanisms, which can be done as part of a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blast and Slash (very rare variant)","description":"Weapon (battleaxe), uncommon (requires attunement) Component: construct gears A rudimentary firearm, this item has been modified and mounted with an axe head fashioned from scrap metal. Remnants of oak wood on the handle and the firing mechanism are all that is left from the original firearm. The result is a magical axe-blunderbuss hybrid that can only be used at point blank range due to its poor precision and limited blast power. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Blast. When you hit a creature with this weapon, you can activate its firing mechanism (no action required). When you do so, the creature takes an extra 1d6 piercing damage from the attack and must succeed on a DC 13 Constitution saving throw or suffer severe burns for 1 minute. A burned creature must repeat the saving throw at the start of each of its turns, taking 1d6 fire damage on a failed save, or ending the effect on a successful one. Once you use this property, you can’t do so again until you spend 1 hour rearranging the mechanisms, which can be done as part of a short or long rest. Very rare variant: Increase the attack and damage bonus to +2, the DC to 16, the piercing damage to 5d6, and the fire damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blast Disk (Common)","description":"Blast Disk Wondrous item, common A blast disk holds destructive arcane power. A typical blast disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of the disk and arcane symbols are engraved in its surface. Anyone studying the surface of the disk can make an Intelligence (Arcana) check corresponding to the save DC of the disk. On a success, they identify the spell effect contained within the disk. There are three elements to a blast disk : the trigger, payload, and charge. Each effect is selected at the time it is created. Trigger. A spellcaster touching a blast disk can use an action to activate it. However, generally you don’t want to be holding a blast disk when it goes off. A blast disk can be created with one of the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.): Time. When the disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect. Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a certain distance of the disk or when someone first makes contact with the disk, then breaks that contact. Impact. The activated disk can be set to detonate on impact, then used by throwing or dropping it. Payload. When the blast disk is triggered, it produces one of the following magical effects, chosen when it was manufactured: Explosive. This creates an explosion in a 20-foot radius centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 (2d10) damage on a failed save, or half as much damage on a successful one. An explosive blast disk deals triple damage to objects or structures. The damage type is set when the disk is created. Spell Effect. The disk produces a spell effect when triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in the disk determines the saving throw DC and attack bonus, as well as the item’s rarity, as shown on the Blast Disk Power table. Blast Disk Power Explosive Rarity: Common Save DC: 13 Attack Bonus: — Charge. A typical blast disk holds a single charge, the dragonshards shattering when the effect is triggered. However, more advanced blast disks recharge at dawn; this increases the rarity of the disk by one category. Disarming a Disk. When used on the battlefield, blast disks are typically buried or hidden. Finding the disk requires a successful Intelligence (Investigation) check, with a DC equal to the ability check that was used when it was hidden, such as Wisdom (Nature) or Dexterity (Sleight of Hand). To disarm a blast disk , a character with proficiency in Arcana must succeed on a Dexterity check using thieves’ tools, with a DC equal to the save DC of the disk. If the check is failed by 5 or more, the disk detonates as if it were triggered. Successfully disarming a blast disk expends one charge, meaning most blast disks will be rendered inert after disarming.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Blast Disk (Rare)","description":"Blast Disk Wondrous item, rare A blast disk holds destructive arcane power. A typical blast disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of the disk and arcane symbols are engraved in its surface. Anyone studying the surface of the disk can make an Intelligence (Arcana) check corresponding to the save DC of the disk. On a success, they identify the spell effect contained within the disk. There are three elements to a blast disk : the trigger, payload, and charge. Each effect is selected at the time it is created. Trigger. A spellcaster touching a blast disk can use an action to activate it. However, generally you don’t want to be holding a blast disk when it goes off. A blast disk can be created with one of the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.): Time. When the disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect. Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a certain distance of the disk or when someone first makes contact with the disk, then breaks that contact. Impact. The activated disk can be set to detonate on impact, then used by throwing or dropping it. Payload. When the blast disk is triggered, it produces one of the following magical effects, chosen when it was manufactured: Explosive. This creates an explosion in a 20-foot radius centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 (2d10) damage on a failed save, or half as much damage on a successful one. An explosive blast disk deals triple damage to objects or structures. The damage type is set when the disk is created. Spell Effect. The disk produces a spell effect when triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in the disk determines the saving throw DC and attack bonus, as well as the item’s rarity, as shown on the Blast Disk Power table. Blast Disk Power Spell Level: 4th-5th Rarity: Rare Save DC: 16 Attack Bonus: +8 Charge. A typical blast disk holds a single charge, the dragonshards shattering when the effect is triggered. However, more advanced blast disks recharge at dawn; this increases the rarity of the disk by one category. Disarming a Disk. When used on the battlefield, blast disks are typically buried or hidden. Finding the disk requires a successful Intelligence (Investigation) check, with a DC equal to the ability check that was used when it was hidden, such as Wisdom (Nature) or Dexterity (Sleight of Hand). To disarm a blast disk , a character with proficiency in Arcana must succeed on a Dexterity check using thieves’ tools, with a DC equal to the save DC of the disk. If the check is failed by 5 or more, the disk detonates as if it were triggered. Successfully disarming a blast disk expends one charge, meaning most blast disks will be rendered inert after disarming.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Blast Disk (Uncommon)","description":"Blast Disk Wondrous item, uncommon A blast disk holds destructive arcane power. A typical blast disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of the disk and arcane symbols are engraved in its surface. Anyone studying the surface of the disk can make an Intelligence (Arcana) check corresponding to the save DC of the disk. On a success, they identify the spell effect contained within the disk. There are three elements to a blast disk : the trigger, payload, and charge. Each effect is selected at the time it is created. Trigger. A spellcaster touching a blast disk can use an action to activate it. However, generally you don’t want to be holding a blast disk when it goes off. A blast disk can be created with one of the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.): Time. When the disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect. Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a certain distance of the disk or when someone first makes contact with the disk, then breaks that contact. Impact. The activated disk can be set to detonate on impact, then used by throwing or dropping it. Payload. When the blast disk is triggered, it produces one of the following magical effects, chosen when it was manufactured: Explosive. This creates an explosion in a 20-foot radius centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 (2d10) damage on a failed save, or half as much damage on a successful one. An explosive blast disk deals triple damage to objects or structures. The damage type is set when the disk is created. Spell Effect. The disk produces a spell effect when triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in the disk determines the saving throw DC and attack bonus, as well as the item’s rarity, as shown on the Blast Disk Power table. Blast Disk Power Spell Level: 1st-3rd Rarity: Uncommon Save DC: 14 Attack Bonus: +6 Charge. A typical blast disk holds a single charge, the dragonshards shattering when the effect is triggered. However, more advanced blast disks recharge at dawn; this increases the rarity of the disk by one category. Disarming a Disk. When used on the battlefield, blast disks are typically buried or hidden. Finding the disk requires a successful Intelligence (Investigation) check, with a DC equal to the ability check that was used when it was hidden, such as Wisdom (Nature) or Dexterity (Sleight of Hand). To disarm a blast disk , a character with proficiency in Arcana must succeed on a Dexterity check using thieves’ tools, with a DC equal to the save DC of the disk. If the check is failed by 5 or more, the disk detonates as if it were triggered. Successfully disarming a blast disk expends one charge, meaning most blast disks will be rendered inert after disarming.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Blast Siege Staff","description":"Blast Siege Staff Huge arcane artillery (staff), requires attunement by a spellcaster Armor Class: 15 Hit Points: 120 Damage Immunities: poison, psychic Siege staffs , the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid with dragonshards. Activating a siege staff takes three actions: one to prime the staff; one action to aim it; and one action to release the spell. Blast Staff. This model was typically used to bombard massed troops or villages, unleashing a wide burst of energy. It has a range of 300/1200 feet and targets all creatures within a 60-foot-radius sphere. This attack deals 9 (2d8) force damage, or half on a successful Dexterity save.","properties":{"Category":"Items","Item Type":"Wondrous item (arcane artillery staff)","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Blasted Axe","description":"Blasted Axe Weapon (battleaxe), very rare (requires attunement) Sharp chunks of obsidian, suspended in a hazy field of energy around a broken wooden axe haft, make up the head of this axe. When you use a bonus action to speak the weapon’s command word, the suspended stones gather themselves into the shape of an axe blade atop the haft, and you gain a +1 bonus to attack and damage rolls you make with the weapon. When you hit a creature with this weapon, your attack deals force damage rather than slashing damage, and you can use a bonus action to embed one of the pieces of the axe blade in your target. A creature that has a piece of the axe embedded in it takes 3 (1d6) force damage at the start of each of its turns. A creature can use an action to remove an embedded piece of the axe blade from itself or another creature by making a successful DC 15 Strength check. Once it has been removed, a piece resumes its place at the end of the haft. You can use your reaction to command an embedded piece of the axe to detonate in a wave of energy. The creature the piece is embedded in must make a DC 15 Constitution saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful save. Any other creature within 5 feet of the detonation must make a DC 15 Dexterity saving throw, with the same effects as noted above. The head of each blasted axe consists of twelve pieces. Unless it is detonated, an embedded piece of the axe returns to hover around the haft when the creature it is embedded in reaches 0 hit points. Each time a piece is detonated, the number of pieces remaining decreases by one. When the final piece is detonated, the haft becomes a worthless piece of wood.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Blasted Goggles","description":"Blasted Goggles Wondrous Item, Uncommon (Requires Attunement) These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn. Cursed. The goggles are cursed, and becoming attuned to them extends the curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic. Whenever you use the goggles’ fiery beam and roll a 1 on the d20 for the attack roll, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Blaster","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Loading or Reload property that doesn’t have the Tension property This weapon loses the Ammunition, Loading, and Reload properties, as well as any damage die increases associated with those properties. (It regains these properties if you later remove Blaster.) It gains the Blaster property and deals radiant damage instead of its normal damage type. If this weapon wasn’t previously a firearm, its damage die increases by four steps and moves to two damage dice, if possible. The weapon’s normal range increases by 20 feet and its long range increases accordingly. Blaster. A weapon with the Blaster property is a ranged weapon that requires no ammunition. Blasters are considered firearms for the purpose of class features and abilities. Like firearms, you don’t add your ability score modifier to blasters’ damage rolls.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blaster Rod","description":"This metal cylinder has an L-shaped handle large enough for a human hand. A button on the handle fires a beam of magical energy with a range of 60 feet. It can be used as a light ranged simple weapon. A target hit with an attack from it takes 1d6 force damage (no ability modifier added to damage). The damage is magical.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Light"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Blasting Powder","description":"Blasting Powder Adventuring gear This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Bleeding Edge Greatsword","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Greatsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6. Rare variant: The weapon doesn’t have the Eradicate Bloodline property.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Greatsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Longsword","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Longsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6. Rare variant: The weapon doesn’t have the Eradicate Bloodline property.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Longsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Rapier","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Rapier (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6. Rare variant: The weapon doesn’t have the Eradicate Bloodline property.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Rapier (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Scimitar","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Scimitar (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6. Rare variant: The weapon doesn’t have the Eradicate Bloodline property.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Scimitar (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Shortsword","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Shortsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6. Rare variant: The weapon doesn’t have the Eradicate Bloodline property.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bleeding Edge Shortsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: phial of humanoid blood Layer upon layer of dried-up gore cakes the blade of this sword, concealing the secret of its creation: a small nugget of magnetite, safely hidden away at the core of the weapon. Haemoblade. When you reduce a Small or larger creature that has blood to 0 hit points with an attack using this sword, some of the target’s blood temporarily coalesces around the blade, sharpening it. You gain advantage on the next attack roll you make with this sword before the end of your next turn, and it deals an extra 4d6 damage if that attack hits. Eradicate Bloodline. As an action, you can sink this sword into the corpse of a humanoid that has blood within your reach. Each creature of the same race (GM’s discretion) within 20 feet of the corpse must succeed on a DC 16 Constitution saving throw or take 8d8 necrotic damage as its blood withers in its veins. Once this property of the sword has been used, it can’t be used again until the next dawn. ‘Half’ Races Creatures that are a ‘half’ race (e.g. half-orc or half-elf) count as both parent races, but take half as much damage from the Eradicate Bloodline property on a failed saving throw. Uncommon variant: The weapon doesn’t have the Eradicate Bloodline property. Reduce the extra damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blessed","description":"Master weapon property Components: Masterwork exotic weapon This weapon deals an extra 1d4 radiant damage on a hit. This extra damage increases to 1d10 radiant damage if the target is a Fiend or Undead.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blessed Bastion","description":"Armour (shield), rare (enhanced attunement by a cleric) Component: magical material - consecrated silver As legions of demons encroached upon the realms of humanity… As their relentless advance choked the life out of the land… As all hope seemed lost and doom was all but certain… One brave paladin’s words will forever be etched in the annals of history: “Hey, what if we bless silver even harder?” You can use this shield as a spellcasting focus for your cleric and paladin spells. Symbol of Good. The mere sight of this shield gives evil pause. While you’re wielding the shield, hostile fiends and undead that can see it have disadvantage on initiative rolls. When you roll initiative, you gain 1d8 temporary hit points for each creature affected by this property, up to a maximum of 5d8. These temporary hit points last for 1 minute. Enhanced Attunement: Cleric. If you are a cleric, you can enhance your attunement to this shield by proving that evil flees before your holy righteousness. In order to do so, you must use your Channel Divinity: Turn Undead feature to turn a total of 20 hostile undead while attuned to the shield. While enhanced, this shield gains the Vade Retro property. EA: Vade Retro. As an action, you can speak the shield’s command word to emit a pulse of divine magic from it, which affects all fiends and undead within 15 feet of you in one of the ways described below. Once this property of the shield has been used, it can’t be used again until the next dawn. If a creature is undead, the ground surges upward to wrap around it, swallowing it into the grave it never should have left. The creature must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. A creature restrained in this way can use its action to make a DC 15 Strength check, freeing itself on a success. Undead more than 10 feet from the ground are unaffected by this property. If a creature is a fiend, it is partially banished back to its plane of origin. The creature must succeed on a DC 15 Charisma saving throw or become translucent and wispy for 1 minute. While in this state, it can move and interact with the world as normal, but its attacks, spells, and abilities deal half damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Harvesting - Consecrated Silver Consecrated silver is a material created by members of good aligned faiths to fight evil even more effectively, and can’t be harvested normally. To make consecrated silver, an equivalent amount of regular silver must be blessed by a servant of a good aligned deity in a ritual lasting 8 hours with a successful DC 20 Wisdom (Religion) check. On a failure, the silver is tarnished and destroyed, and a new supply must be procured in order to try again.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (shield)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a cleric"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blessed Bastion (very rare variant)","description":"Armour (shield), rare (enhanced attunement by a cleric) Component: magical material - consecrated silver As legions of demons encroached upon the realms of humanity… As their relentless advance choked the life out of the land… As all hope seemed lost and doom was all but certain… One brave paladin’s words will forever be etched in the annals of history: “Hey, what if we bless silver even harder?” You can use this shield as a spellcasting focus for your cleric and paladin spells. Symbol of Good. The mere sight of this shield gives evil pause. While you’re wielding the shield, hostile fiends and undead that can see it have disadvantage on initiative rolls. When you roll initiative, you gain 1d8 temporary hit points for each creature affected by this property, up to a maximum of 5d8. These temporary hit points last for 1 minute. Enhanced Attunement: Cleric. If you are a cleric, you can enhance your attunement to this shield by proving that evil flees before your holy righteousness. In order to do so, you must use your Channel Divinity: Turn Undead feature to turn a total of 20 hostile undead while attuned to the shield. While enhanced, this shield gains the Vade Retro property. EA: Vade Retro. As an action, you can speak the shield’s command word to emit a pulse of divine magic from it, which affects all fiends and undead within 15 feet of you in one of the ways described below. Once this property of the shield has been used, it can’t be used again until the next dawn. If a creature is undead, the ground surges upward to wrap around it, swallowing it into the grave it never should have left. The creature must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. A creature restrained in this way can use its action to make a DC 15 Strength check, freeing itself on a success. Undead more than 10 feet from the ground are unaffected by this property. If a creature is a fiend, it is partially banished back to its plane of origin. The creature must succeed on a DC 15 Charisma saving throw or become translucent and wispy for 1 minute. While in this state, it can move and interact with the world as normal, but its attacks, spells, and abilities deal half damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: Increase the DCs to 16. While wielding this shield, you have resistance to necrotic damage. Harvesting - Consecrated Silver Consecrated silver is a material created by members of good aligned faiths to fight evil even more effectively, and can’t be harvested normally. To make consecrated silver, an equivalent amount of regular silver must be blessed by a servant of a good aligned deity in a ritual lasting 8 hours with a successful DC 20 Wisdom (Religion) check. On a failure, the silver is tarnished and destroyed, and a new supply must be procured in order to try again.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (shield)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a cleric"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blessed Holy Symbol","description":"Blessed Holy Symbol Wondrous item, very rare This holy symbol emanates an invisible but palpable aura of divine radiance. You gain a +1 bonus to your spell save DC and spell attack modifier while using this holy symbol as your spellcasting focus. In addition, this magic item holds 7 charges. Whenever you use a feature that would allow you to expend a use of your Channel Divinity, you can expend a charge from this magic item instead. On the last day of each week, the holy symbol regains 1d6 + 1 charges.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Blessed Olive Oil","description":"Wondrous item, uncommon This amphora of fragrant olive oil has been blessed by the Mother Goddess. Characters may bathe in this olive oil to be receive the same effects as a bless spell. Anyone using the oil must remove their armor and spend one minute bathing. The oil is consumed in the process.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Blessed Pauper's Purse","description":"Wondrous item, common (requires attunement) This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blight Ichor","description":"Blight Ichor Adventuring gear This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. Blight ichor is valued at 200 gp per dose.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Blindfold of Seeing","description":"Blindfold of Seeing Wondrous item, rare While you have this blindfold covering your eyes, you suffer the blinded condition. The blindfold can’t be removed unless you are attuned to it or dead. Transcend Sight (Requires Attunement). While you are attuned to and wearing this blindfold, you gain blindsight to a range of 60 feet. This blindsight doesn’t require you to be able to hear or smell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Blindfold of True Darkness","description":"Wondrous item, rare (requires attunement) You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Curse. This blindfold is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. While cursed, you are blinded, whether you are wearing the blindfold or not.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blinding Lantern","description":"Wondrous item, uncommon This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet. You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can’t be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blister Sap","description":"Poison, rare Containing sap taken from a toxic tree, this vial is designed to be thrown at its victim, shattering on impact and dowsing them in blistering fluid. As an Action, you can throw the vial up to 30 feet to a point you can see. Each creature within a 5-foot radius of the impact must make a DC 13 Dexterity saving throw or be covered in the toxic fluid. On a failed saving throw, a creature takes 2d6 points of acid damage and gains a special Injury of Dangerous severity, “Blistered”. While Injured in this way, a creature has disadvantage on attack rolls and saving throws until the end of its next turn, after which it takes a -1 penalty instead. The creature also gains advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks. This Injury is removed automatically at the end of a long rest, or if the creature receives magical healing from a spell of 5th level or higher in conjunction with a DC 15 Wisdom (Medicine) check made over a period of at least 10 minutes.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Properties":"Thrown","Item Rarity":"Rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blitz Cannon","description":"With its imposing rectangular muzzle, this brutalist weapon has a clear right and wrong end to be on. Pulling its trigger unleashes a torrent of lightning bolts in a wide, imprecise spray, making it extremely dangerous at point-blank range.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster, Heavy, Scatter, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Block and tackle","description":"Block and Tackle Adventuring gear A set of pulleys with a cable threaded through them and a hook to attach to Objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Block and tackle","description":"Block and Tackle Adventuring gear A set of pulleys with a cable threaded through them and a hook to attach to Objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Block and Tackle","description":"Block and Tackle Adventuring gear Price: 1 gp A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Block and Tackle","description":"Adventuring Gear Weight: 5 lb. Cost: 1 GP A Block and Tackle allows you to hoist up to four times the weight you can normally lift.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Block and Tackle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blod Stone","description":"Blod Stone Wondrous item, rare (requires attunement) This diamond contains the blood of a creature—blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Blood Armor","description":"Armor (Any), Very Rare (Requires Attunement) This magic armor is fashioned from a bone-like material and red, vein-like strands flow from it. When you attune to this armor, its veins connect with yours. Dormant. In its dormant form, the armor has the following properties: While you have fewer than half your hit points, you gain a +2 bonus to AC. Whenever you take non-Psychic damage, the armor gains 1 charge. The armor can have up to 3 charges and loses unspent charges 1 hour after gaining them. As a reaction to a creature missing you with a melee attack, you can deal 1d10 Necrotic damage to the creature per charge you expend. Infused. In its infused form, the armor has the following additional properties: While you have fewer than half your hit points, you have advantage on ability checks and saving throws using Strength, Dexterity, and Constitution. At the start of your turn, you can expend charges to vitalize yourself (no action required). For each charge you expend, you gain 1d10 temporary hit points and suppress one of the following conditions on yourself until the start of your next turn: Blinded, Deafened, Paralyzed, Petrified, Poisoned, or Stunned. Blood Infusion It is up to the GM when the Blood Armor and Blood Helmet become infused. It might just require that a character attunes to both at the same time, completing the set, but it may also only happen when the character dies while wearing the armor or the helmet. If they're brought back to life, the armor and/or helmet is now infused for that character.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Armor","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Blood Cartridge","description":"All bloodwork weapons require a blood cartridge to activate the angst and work. Any weapon with the reloading property needs their blood cartridge changed in each reload. For the loading weapons, the energy required for the projectile to be shot is so large that they need a new blood cartridge in each loading. A blood cartridge holds 2 hit points worth of blood, changing the blood cartridge is done as a part of the reloading or loading, depending on the weapon.","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Special (see description)"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Collector","description":"Armor (breastplate), uncommon The blood collector armor helps their wielder save a certain amount of their blood in heavy combat. You can take a bonus action to place a round vial in the middle of this armor. If you take at least 12 piercing or slashing damage while wearing this armor, the vial is filled with your own blood. The armor is magical, thus, the vial cannot be broken while it is intact. You can take a bonus action to remove the vial and then use your action to drink its contents to regain 6 hit points. You can use the blood for other measures at your and your GM’s discretion. For example, you can place three blood cartridges ( Bloodwork Weapons ) instead of the vial.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Drinker Glaive","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Glaive (legendary variant)","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13, the damage to 3d6, and the hit points regained to half the necrotic damage dealt. The item doesn’t have the SoarBones property. Rare variant: Reduce the DC to 15 and the hit points regained to half the necrotic damage dealt. Legendary variant: Increase the DC to 17. You have resistance to necrotic damage. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Glaive (rare variant)","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13, the damage to 3d6, and the hit points regained to half the necrotic damage dealt. The item doesn’t have the SoarBones property. Rare variant: Reduce the DC to 15 and the hit points regained to half the necrotic damage dealt. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Glaive (uncommon variant)","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13, the damage to 3d6, and the hit points regained to half the necrotic damage dealt. The item doesn’t have the SoarBones property. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Halberd","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Halberd (legendary variant)","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13, the damage to 3d6, and the hit points regained to half the necrotic damage dealt. The item doesn’t have the SoarBones property. Rare variant: Reduce the DC to 15 and the hit points regained to half the necrotic damage dealt. Legendary variant: Increase the DC to 17. You have resistance to necrotic damage. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Halberd (rare variant)","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13, the damage to 3d6, and the hit points regained to half the necrotic damage dealt. The item doesn’t have the SoarBones property. Rare variant: Reduce the DC to 15 and the hit points regained to half the necrotic damage dealt. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Drinker Halberd (uncommon variant)","description":"Weapon (glaive or halberd), very rare (requires attunement) Component: fiend ( pitcrow *) beak The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the Lower Planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder. Syphon. If you hit a creature that has blood with an attack using this weapon on your turn and that attack leaves the creature below half of its maximum hit points, you can use a bonus action to cause the weapon to latch onto the creature and begin syphoning its blood. The creature is grappled (escape DC 16). While grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you regain an equal number of hit points. You can’t use the blood drinker to attack another target, and you must hold on to the blood drinker with at least one hand to maintain the grapple; if you let go of the blood drinker with both hands, the grapple ends. Once this property of the weapon has been used, it can’t be used again until the next dawn. SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a flying speed equal to its walking speed. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13, the damage to 3d6, and the hit points regained to half the necrotic damage dealt. The item doesn’t have the SoarBones property. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Fury Tattoo","description":"Blood Fury Tattoo Wondrous item (tattoo), legendary (requires attunement ) Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Blood Helmet","description":"Wondrous Item, Very Rare (Requires Attunement) This magic helmet is fashioned from a bone-like material and red, vein-like strands flow from it. When you attune to the helmet, its veins flow into your skin. Dormant. In its dormant form, the helmet has the following properties: While you have fewer than half your hit points, you have Blindsight out to a radius of 30 feet. Whenever you take non-Psychic damage, the helmet gains 1 charge. The helmet can have up to 3 charges and loses unspent charges 1 hour after gaining them. As a reaction to succeeding an Intelligence, Wisdom, or Charisma saving throw against another creature's spell or effect, you can deal 1d10 Psychic damage to the creature per charge you expend. Infused. In its infused form, the helmet has the following additional properties: While you have fewer than half your hit points, you have advantage on ability checks and saving throws using Wisdom, Intelligence, and Charisma. As a bonus action, you can expend 1 charge to focus your mind on the vitals of another creature you can see within 30 feet. You learn the creature's current and maximum hit points and any damage or condition immunities and resistances it has, and you have advantage on the next attack roll you make against the creature before the end of your next turn. Blood Infusion It is up to the GM when the Blood Armor and Blood Helmet become infused. It might just require that a character attunes to both at the same time, completing the set, but it may also only happen when the character dies while wearing the armor or the helmet. If they're brought back to life, the armor and/or helmet is now infused for that character.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Blood Lotus","description":"wondrous item, rare The crimson petals of a blood lotus smell of mint when bruised, but offer no other noticeable fragrance. It grows near running water, along the shore. When you consume it, you have disadvantage on Charisma ability checks and saving throws until you finish a short rest. If you are a spellcaster, you can use one application of Lotus Infused ability to gain one of the following: Increase the DC of an evocation spell you cast by 2 Cast an evocation or blood magic spell as if you used a spell slot one level higher than the one you expended. Cast the spell as if you had applied one of the following metamagic benefits to it, whether or not you know the particular metamagic: Careful Spell or Distant Spell (when stacking uses, each metamagic benefit may be chosen only once). You can use one to three uses of the blood lotus as part of the action of casting a spell. When using the same ability boost more than once, the effects stack. If you aren’t a spellcaster, you can expend a use as a reaction when you fail a saving throw against an evocation or blood magic spell. Reroll the saving throw and use the new result.","properties":{"Category":"Items","Item Type":"Wonderous item","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Blood Mark","description":"Wondrous item, uncommon Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark . Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Mark","description":"This coin, more commonly called the drop, resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. As an action, you can expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This damage lasts until the creature finishes a long rest. It dies if this damage reduces its hit point maximum to 0. You may expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10 minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can only hold 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark. Any person foolish enough to pledge more than a single blood coin might find them all redeemed at once, since such redemptions often happen at great blood feasts. Living creatures that lose too much blood grow weak and die, and desperate peasants discover this to their sorrow at the great feasts each year.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Blood Minister Syringe","description":"Wondrous item, uncommon Component: phial of beast blood Made of silver and glass, this peculiar apparatus magically refills with blood. A small dial around the plunger depicts carved images of beasts. Legend says blood from the sacred animal spirits of each of these species was extracted in the crafting of this macabre, performance-enhancing syringe. Beastblood Serum. The dial around the plunger can be rotated to select one of the following symbols, changing the hue of the blood within: bear (iridescent green); bull (sanguine red); cat (silky purple); eagle (piercing yellow); fox (opulent orange); and owl (midnight blue). As an action, you can select a symbol and inject the blood in the syringe into a willing creature within your reach. The creature gains the benefits of the enhance ability spell that correspond to the chosen animal for 10 minutes. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Minister Syringe (rare variant)","description":"Wondrous item, uncommon Component: phial of beast blood Made of silver and glass, this peculiar apparatus magically refills with blood. A small dial around the plunger depicts carved images of beasts. Legend says blood from the sacred animal spirits of each of these species was extracted in the crafting of this macabre, performance-enhancing syringe. Beastblood Serum. The dial around the plunger can be rotated to select one of the following symbols, changing the hue of the blood within: bear (iridescent green); bull (sanguine red); cat (silky purple); eagle (piercing yellow); fox (opulent orange); and owl (midnight blue). As an action, you can select a symbol and inject the blood in the syringe into a willing creature within your reach. The creature gains the benefits of the enhance ability spell that correspond to the chosen animal for 10 minutes. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: You can rotate the vial to select two beast symbols simultaneously, causing the blood in the syringe to acquire both colours, which swirl around one another without blending together. When a creature is injected with the solution, it gains the effects of both of the selected options of the enhance ability spell, but takes 4d6 necrotic damage from the unnatural mix. This damage can’t be reduced or prevented in any way. Increase the duration of the serum’s effects to 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Breastplate","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Breastplate (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Breastplate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Chain Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Chain Mail (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Chain Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Chain Shirt","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Chain Shirt (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Chain Shirt (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Half Plate","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Half Plate (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Half Plate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Hide","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (hide armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Hide (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (hide armor)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Hide (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (hide armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Ring Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Ring Mail (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Ring Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Scale Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Scale Mail (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Scale Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Splint","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Splint (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Legendary variant: Increase the bonus to AC to +2, or +3 if you’re below half of your hit point maximum. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Mithral Plate Splint (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: magical material - blood mithral While returning from an expedition in The Low, an adventuring party came across a concealed mineshaft containing the aged corpses of several dwarven miners, dead from unknown causes. Under this mass grave, the metal that the dwarves had been extracting was changed, speckled with crimson veins from soaking in the blood of the workers. This was the first discovery of blood mithral. You gain a +1 bonus to AC while wearing this armour. While you are below half of your hit point maximum, this bonus increases to a +2. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the blood mithral version doesn’t. Aegis of Agony. As an action while wearing this armour, you can take 1d6 necrotic damage and gain twice as many temporary hit points, which last for 1 hour. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, you can do so as a bonus action instead of an action, and you gain an extra 1d6 temporary hit points. Rare variant: Reduce the bonus to AC to +1 while you’re below half of your hit point maximum, and no bonus otherwise. Harvesting - Blood Mithral Blood mithral is a corrupted version of mithral, found deep underground where blood has been spilled in abundance. It has a component DC of 20 and has no time limit in which it needs to be harvested. It can also be artificially created; to do so, a creature of CR 1 or greater must be ritually sacrificed and carefully exsanguinated over regular mithral with a successful DC 20 Wisdom (Medicine) check.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blood Moon Orb","description":"This strange orb is the size of a human’s head, and appears to be crafted from a single piece of glass. No seam or opening is visible, yet the orb is filled with a thick red liquid, which swirls slowly within. Most female serpentine lamia (see Creature Codex) take part in the Revelry, part sacred ceremony and part frenzied celebration, which occurs on nights of the full moon. Those who partake in these secretive mysteries believe they are possessed and empowered by the mystical power of the very moon itself. Outsiders do not generally learn details of what transpires during these moonlit ceremonies. Although no two Revelries are identical, there are elements in every ceremony which never change. Celebrants participate in chaotic dancing, hypnotic swaying, and frenzied distortions of their serpentine bodies as if seized with madness. Snakes are also typically involved in the Revelry, with participants often wearing them around their bodies or otherwise handling them in various symbolic and proscribed manners. The rite culminates in an ecstatic, mystical fervor and extreme loss of inhibition known as Shiv’ash (literally, “the madness and ecstasy of the moon”). In this state, the lamia lose all self-control. They shout excitedly, shrieking out prophecies, and engage in all manner of debauchery. The Night of the Blood Moon occurs once per year. It is the most sacred of all Revelries—a time when alliances are sealed, blood sacrifices are made, wars are ended, and new matriarchs are chosen. It is during a Night of the Blood Moon long ago that a powerful lamia cult created the blood moon orb . Little is known about the blood moon orb , save that it contains blood drops from the one hundred sacrifices made that night. It is said the lamia females wished to capture the mystical spirit of the moon itself in the blood moon orb , and some believe they did exactly that. Wondrous item, fabled (5th-level and higher properties require attunement by a sorcerer, warlock, or wizard) While holding the orb, you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Blood Moon’s Rise (Requires Attunement). As your level increases, you gain the following benefits while holding the orb. The orb also has 6 charges for some of the following properties. It regains 1d6 expended charges daily at dawn. 5th level. You can use an action to expend 1 or more of the orb’s charges to cast one of the following spells, using your spell save DC: by the light of the moon * (2 charges) or moonbeam (2 charges). 9th level. As an action, you can deal 1d4 slashing damage to yourself. This damage can’t be healed until you complete a long rest. The orb absorbs and can hold up to 4 hit points of your blood until expended or until you complete a long rest. While the orb holds your blood, you can expend the blood in the orb when casting a spell and increase the save DC or spell attack bonus of the spell by an amount equal to the hit points stored in the orb. Once used, the orb can’t be used in this way again until the next dawn. 13th level. The list of spells you can cast from the orb expands to include: by the light of the watchful moon * (4 charges), exsanguinate * (5 charges), and moon trap * (4 charges). In addition, you can use an action to expend 6 of the orb’s charges to cause a red sphere of necrotic energy to pulse out from the orb. Each creature, other than you, within 60 feet of the orb must make a Constitution saving throw, using your spell save DC. On a failure, a creature takes 8d6 necrotic damage as droplets of blood burst thought the its skin. On a success, a creature takes half the damage. 17th level. You can use an action to detect magical pathways and portals, such as the presence of the teleportation circle or gate spells or the presence of natural fonts of magic like ley lines, within 120 feet of you. Detected portals are visible to you, and you can point out their locations to others. By spending 1 minute concentrating on a portal detected by the orb, you can sense the physical conditions around its destination. Once used, the orb can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood of the Peaceless","description":"Wondrous item, Weird, Very Rare This magical liquid is rumored to be made out of liquified rotting doves and swans. The hag that creates this potent potion will always keep this liquid in a stone container or vase. Once the container is opened or exposed to the air the potion will lose its magical properties within one minute unless it is drunk. Regardless of how blood of the peacless is made, it always looks and smells like poorly distilled vodka. After drinking this potion the hag will have her speed doubled, a +4 bonus to initiative rolls, and a +4 bonus to all of her weapon damage rolls for the next three minutes. While under the effects of this potion, the hag will scream and shriek and smell like she bathed in a sewer. She will also be in a rage, unable to cast spells or perform any complicated actions involving fine motor skills or concentration. At the end of this potion’s duration the hag must make a DC 16 Constitution saving throw or fall prone and be incapacitated for an hour as she falls into a deep slumber. While in this magically induced sleep she will not awake for any reason. Any creature, other than a hag, that drinks this potion must make a DC 16 Constitution saving throw or take 39 (6d12) psychic damage. The drinker takes half as much damage on a successful saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Blood of Warrior-Saints","description":"Potion, very rare This vial of divine-enchanted blood is only provided by the higher-ranking clerics of the Blood God. When you drink this potion, you gain the following benefits for 10 minutes: Increase your Strength score by 4, up to a maximum of 23. You gain 10 temporary hit points. You are enlarged as if the enlarge/reduce spell is cast on you (no concentration required by you).","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Pearl","description":"Wondrous item, uncommon This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a blood elemental (see Creature Codex ) for 1 hour. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Rime (Common)","description":"Weapon (Longbow), Common (Requires Attunement) Common Frozen Arrow. While holding Blood Rime, you can cast ray of frost from it at will. When you cast the spell this way, you use the attack bonus you have with Blood Rime as the spell attack bonus.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Blood Rime (Legendary)","description":"Weapon (Longbow), Legendary (Requires Attunement) Common Frozen Arrow. While holding Blood Rime, you can cast ray of frost from it at will. When you cast the spell this way, you use the attack bonus you have with Blood Rime as the spell attack bonus. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Boreal Blessings. While holding this weapon, you ignore difficult terrain created by ice or snow. Rare Boreal Blessings allows you to see normally in areas that are lightly or heavily obscured by heavy snowfall, fog, or other wintry conditions. Arctic Casting. As long as the temperature is below freezing, you can cast dancing lights at will. In these conditions, you can also cast the faerie fire spell (spell save DC 12 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Very Rare When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage. In addition, Boreal Blessings grants you resistance to cold damage. Legendary The bonus to attack and damage rolls increases to +2. Ice in Your Veins. When you score a critical hit with Blood Rime on a target that has blood, the target must succeed on a Constitution saving throw (DC 12 + your proficiency bonus). On a failed save, it is restrained as its blood thickens and begins to freeze. A creature restrained by this effect must make another Constitution saving throw at the end of its next turn. If it successfully saves against this effect, it ends. If it fails, the creature is frozen solid, becoming petrified. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Blood Rime (Rare)","description":"Weapon (Longbow), Rare (Requires Attunement) Common Frozen Arrow. While holding Blood Rime, you can cast ray of frost from it at will. When you cast the spell this way, you use the attack bonus you have with Blood Rime as the spell attack bonus. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Boreal Blessings. While holding this weapon, you ignore difficult terrain created by ice or snow. Rare Boreal Blessings allows you to see normally in areas that are lightly or heavily obscured by heavy snowfall, fog, or other wintry conditions. Arctic Casting. As long as the temperature is below freezing, you can cast dancing lights at will. In these conditions, you can also cast the faerie fire spell (spell save DC 12 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Blood Rime (Uncommon)","description":"Weapon (Longbow), Uncommon (Requires Attunement) Common Frozen Arrow. While holding Blood Rime, you can cast ray of frost from it at will. When you cast the spell this way, you use the attack bonus you have with Blood Rime as the spell attack bonus. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Boreal Blessings. While holding this weapon, you ignore difficult terrain created by ice or snow.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Blood Rime (Very Rare)","description":"Weapon (Longbow), Very Rare (Requires Attunement) Common Frozen Arrow. While holding Blood Rime, you can cast ray of frost from it at will. When you cast the spell this way, you use the attack bonus you have with Blood Rime as the spell attack bonus. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Boreal Blessings. While holding this weapon, you ignore difficult terrain created by ice or snow. Rare Boreal Blessings allows you to see normally in areas that are lightly or heavily obscured by heavy snowfall, fog, or other wintry conditions. Arctic Casting. As long as the temperature is below freezing, you can cast dancing lights at will. In these conditions, you can also cast the faerie fire spell (spell save DC 12 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Very Rare When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage. In addition, Boreal Blessings grants you resistance to cold damage.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Blood Rubies","description":"Wondrous item, very rare You can spend a long rest affixing one of these deep red gemstones to a melee weapon of your choice. After, whenever you hit with this melee weapon, you can immediately expend the blood ruby’s charge to deal an extra 11 (3d6) force damage. A single melee weapon can have up to three blood rubies affixed to it. Blood rubies regain their expended charges after a long rest.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Blood Shard","description":"Wondrous Item, Rare (Requires Attunement) This magic ruby is infused with a vampire's blood. Blood's Boon. As an action, you can transform the ruby into a magical weapon of any type that deals an extra 1d10 Necrotic damage on a hit. When you do, you can also choose that the weapon has one or more of the following properties: Bloodthirsty. You have advantage on attacks with the weapon against any creature that has fewer than half its hit points. Essence Thief. When you hit a creature with the weapon, you gain temporary hit points equal to the Necrotic damage dealt by the attack. Life's Bane. When you hit a creature with the weapon, the creature can't regain hit points until the start of your next turn. When you transform the ruby, you take 1d10 Necrotic damage plus an extra 1d10 Necrotic damage per property you chose for the weapon, and your hit point maximum is reduced by the same amount until you finish a long rest (this damage and effect can't be reduced or negated in any way). The ruby returns to its original form after 1 hour.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Blood Spear","description":"Blood Spear Melee weapon (simple, spear), uncommon (requires attunement) Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle he wielded a spear stained with blood. His was the first blood spear , a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 Damage Type: piercing Properties: Range, Thrown, Versatile Range: 20/60","properties":{"Category":"Items","Expansion":7388,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Blood Spike Armor (Level 1)","description":"This ancient plate armor is crafted from a strange black metal. Vicious spikes protrude from the shoulders and breastplate. Hideous, demonic faces are etched into the black metal. Gregor the Red was a legendary warrior with a thirst for blood. On one occasion, Gregor was hired to retrieve a golden cup from an ancient tomb. After many dangerous encounters, Gregor at last found the golden cup in the lowest bowels of the tomb. As he reached for the cup, he noticed a suit of ancient armor piled in a corner. Gregor was mesmerized by the frightening armor. He would take the golden cup back to his employer, but he would claim the magnificent armor for himself! Once back at his base, Gregor set about the long and difficult task of restoring and repairing the armor. He hired the best armorers and weaponsmiths to ensure the armor was brought back to all its former glory. Of course, he also could not resist having his smiths add new detailing to the armor to be sure everyone knew it was his and his alone. Gregor wore his terrifying spiked armor on every mission and campaign from that day on. He even mastered close-combat techniques that helped him utilize the armor spikes. Gregor derived a perverse pleasure from driving the spikes into his enemies and watching the blood drip onto his armor. Because of this, Gregor named his beloved plate blood spike armor . Gregor is said to have lost his life to a powerful undead being in some far-away crypt. As far as anyone knows, his remains and armor could still be there… Armor (plate), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use a bonus action to make one melee weapon attack with the armor’s spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You are proficient with this attack and use your Strength modifier for the attack and damage rolls. Frightening Armor (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Once per turn, when you hit a creature with your armor spikes, you cause unnatural bleeding from the resulting wounds. After you hit a creature with the armor’s spikes, it takes 1d4 necrotic damage at the start of each of its turns from a bleeding wound. Each time you hit that creature with the armor’s spikes, the damage dealt by the wound increases by 1d4. At the end of the creature’s turn, it can make a DC 15 Constitution saving throw, ending the effect on itself on a success. Alternatively, any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 9th level. You gain a +1 bonus to AC and to attack and damage rolls with the armor’s spikes. 13th level. You now gain a +2 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +1. In addition, you can use an action to frighten a creature you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn. On the following turn, you can use an action to extend the duration of this effect until the end of your next turn. You can continue extending the duration in this way until the creature is no longer frightened, it ends its turn out of line of sight, or it is more than 60 feet away from you. If a creature succeeds on its saving throw, you can’t use this property on that creature again for 24 hours. 17th level. You now gain a +3 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +2.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Spike Armor (Level 13)","description":"This ancient plate armor is crafted from a strange black metal. Vicious spikes protrude from the shoulders and breastplate. Hideous, demonic faces are etched into the black metal. Gregor the Red was a legendary warrior with a thirst for blood. On one occasion, Gregor was hired to retrieve a golden cup from an ancient tomb. After many dangerous encounters, Gregor at last found the golden cup in the lowest bowels of the tomb. As he reached for the cup, he noticed a suit of ancient armor piled in a corner. Gregor was mesmerized by the frightening armor. He would take the golden cup back to his employer, but he would claim the magnificent armor for himself! Once back at his base, Gregor set about the long and difficult task of restoring and repairing the armor. He hired the best armorers and weaponsmiths to ensure the armor was brought back to all its former glory. Of course, he also could not resist having his smiths add new detailing to the armor to be sure everyone knew it was his and his alone. Gregor wore his terrifying spiked armor on every mission and campaign from that day on. He even mastered close-combat techniques that helped him utilize the armor spikes. Gregor derived a perverse pleasure from driving the spikes into his enemies and watching the blood drip onto his armor. Because of this, Gregor named his beloved plate blood spike armor . Gregor is said to have lost his life to a powerful undead being in some far-away crypt. As far as anyone knows, his remains and armor could still be there… Armor (plate), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use a bonus action to make one melee weapon attack with the armor’s spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You are proficient with this attack and use your Strength modifier for the attack and damage rolls. Frightening Armor (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Once per turn, when you hit a creature with your armor spikes, you cause unnatural bleeding from the resulting wounds. After you hit a creature with the armor’s spikes, it takes 1d4 necrotic damage at the start of each of its turns from a bleeding wound. Each time you hit that creature with the armor’s spikes, the damage dealt by the wound increases by 1d4. At the end of the creature’s turn, it can make a DC 15 Constitution saving throw, ending the effect on itself on a success. Alternatively, any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 9th level. You gain a +1 bonus to AC and to attack and damage rolls with the armor’s spikes. 13th level. You now gain a +2 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +1. In addition, you can use an action to frighten a creature you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn. On the following turn, you can use an action to extend the duration of this effect until the end of your next turn. You can continue extending the duration in this way until the creature is no longer frightened, it ends its turn out of line of sight, or it is more than 60 feet away from you. If a creature succeeds on its saving throw, you can’t use this property on that creature again for 24 hours. 17th level. You now gain a +3 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +2.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Spike Armor (Level 17)","description":"This ancient plate armor is crafted from a strange black metal. Vicious spikes protrude from the shoulders and breastplate. Hideous, demonic faces are etched into the black metal. Gregor the Red was a legendary warrior with a thirst for blood. On one occasion, Gregor was hired to retrieve a golden cup from an ancient tomb. After many dangerous encounters, Gregor at last found the golden cup in the lowest bowels of the tomb. As he reached for the cup, he noticed a suit of ancient armor piled in a corner. Gregor was mesmerized by the frightening armor. He would take the golden cup back to his employer, but he would claim the magnificent armor for himself! Once back at his base, Gregor set about the long and difficult task of restoring and repairing the armor. He hired the best armorers and weaponsmiths to ensure the armor was brought back to all its former glory. Of course, he also could not resist having his smiths add new detailing to the armor to be sure everyone knew it was his and his alone. Gregor wore his terrifying spiked armor on every mission and campaign from that day on. He even mastered close-combat techniques that helped him utilize the armor spikes. Gregor derived a perverse pleasure from driving the spikes into his enemies and watching the blood drip onto his armor. Because of this, Gregor named his beloved plate blood spike armor . Gregor is said to have lost his life to a powerful undead being in some far-away crypt. As far as anyone knows, his remains and armor could still be there… Armor (plate), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use a bonus action to make one melee weapon attack with the armor’s spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You are proficient with this attack and use your Strength modifier for the attack and damage rolls. Frightening Armor (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Once per turn, when you hit a creature with your armor spikes, you cause unnatural bleeding from the resulting wounds. After you hit a creature with the armor’s spikes, it takes 1d4 necrotic damage at the start of each of its turns from a bleeding wound. Each time you hit that creature with the armor’s spikes, the damage dealt by the wound increases by 1d4. At the end of the creature’s turn, it can make a DC 15 Constitution saving throw, ending the effect on itself on a success. Alternatively, any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 9th level. You gain a +1 bonus to AC and to attack and damage rolls with the armor’s spikes. 13th level. You now gain a +2 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +1. In addition, you can use an action to frighten a creature you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn. On the following turn, you can use an action to extend the duration of this effect until the end of your next turn. You can continue extending the duration in this way until the creature is no longer frightened, it ends its turn out of line of sight, or it is more than 60 feet away from you. If a creature succeeds on its saving throw, you can’t use this property on that creature again for 24 hours. 17th level. You now gain a +3 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +2.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Spike Armor (Level 5)","description":"This ancient plate armor is crafted from a strange black metal. Vicious spikes protrude from the shoulders and breastplate. Hideous, demonic faces are etched into the black metal. Gregor the Red was a legendary warrior with a thirst for blood. On one occasion, Gregor was hired to retrieve a golden cup from an ancient tomb. After many dangerous encounters, Gregor at last found the golden cup in the lowest bowels of the tomb. As he reached for the cup, he noticed a suit of ancient armor piled in a corner. Gregor was mesmerized by the frightening armor. He would take the golden cup back to his employer, but he would claim the magnificent armor for himself! Once back at his base, Gregor set about the long and difficult task of restoring and repairing the armor. He hired the best armorers and weaponsmiths to ensure the armor was brought back to all its former glory. Of course, he also could not resist having his smiths add new detailing to the armor to be sure everyone knew it was his and his alone. Gregor wore his terrifying spiked armor on every mission and campaign from that day on. He even mastered close-combat techniques that helped him utilize the armor spikes. Gregor derived a perverse pleasure from driving the spikes into his enemies and watching the blood drip onto his armor. Because of this, Gregor named his beloved plate blood spike armor . Gregor is said to have lost his life to a powerful undead being in some far-away crypt. As far as anyone knows, his remains and armor could still be there… Armor (plate), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use a bonus action to make one melee weapon attack with the armor’s spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You are proficient with this attack and use your Strength modifier for the attack and damage rolls. Frightening Armor (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Once per turn, when you hit a creature with your armor spikes, you cause unnatural bleeding from the resulting wounds. After you hit a creature with the armor’s spikes, it takes 1d4 necrotic damage at the start of each of its turns from a bleeding wound. Each time you hit that creature with the armor’s spikes, the damage dealt by the wound increases by 1d4. At the end of the creature’s turn, it can make a DC 15 Constitution saving throw, ending the effect on itself on a success. Alternatively, any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 9th level. You gain a +1 bonus to AC and to attack and damage rolls with the armor’s spikes. 13th level. You now gain a +2 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +1. In addition, you can use an action to frighten a creature you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn. On the following turn, you can use an action to extend the duration of this effect until the end of your next turn. You can continue extending the duration in this way until the creature is no longer frightened, it ends its turn out of line of sight, or it is more than 60 feet away from you. If a creature succeeds on its saving throw, you can’t use this property on that creature again for 24 hours. 17th level. You now gain a +3 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +2.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Spike Armor (Level 9)","description":"This ancient plate armor is crafted from a strange black metal. Vicious spikes protrude from the shoulders and breastplate. Hideous, demonic faces are etched into the black metal. Gregor the Red was a legendary warrior with a thirst for blood. On one occasion, Gregor was hired to retrieve a golden cup from an ancient tomb. After many dangerous encounters, Gregor at last found the golden cup in the lowest bowels of the tomb. As he reached for the cup, he noticed a suit of ancient armor piled in a corner. Gregor was mesmerized by the frightening armor. He would take the golden cup back to his employer, but he would claim the magnificent armor for himself! Once back at his base, Gregor set about the long and difficult task of restoring and repairing the armor. He hired the best armorers and weaponsmiths to ensure the armor was brought back to all its former glory. Of course, he also could not resist having his smiths add new detailing to the armor to be sure everyone knew it was his and his alone. Gregor wore his terrifying spiked armor on every mission and campaign from that day on. He even mastered close-combat techniques that helped him utilize the armor spikes. Gregor derived a perverse pleasure from driving the spikes into his enemies and watching the blood drip onto his armor. Because of this, Gregor named his beloved plate blood spike armor . Gregor is said to have lost his life to a powerful undead being in some far-away crypt. As far as anyone knows, his remains and armor could still be there… Armor (plate), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use a bonus action to make one melee weapon attack with the armor’s spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You are proficient with this attack and use your Strength modifier for the attack and damage rolls. Frightening Armor (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Once per turn, when you hit a creature with your armor spikes, you cause unnatural bleeding from the resulting wounds. After you hit a creature with the armor’s spikes, it takes 1d4 necrotic damage at the start of each of its turns from a bleeding wound. Each time you hit that creature with the armor’s spikes, the damage dealt by the wound increases by 1d4. At the end of the creature’s turn, it can make a DC 15 Constitution saving throw, ending the effect on itself on a success. Alternatively, any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 9th level. You gain a +1 bonus to AC and to attack and damage rolls with the armor’s spikes. 13th level. You now gain a +2 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +1. In addition, you can use an action to frighten a creature you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of your next turn. On the following turn, you can use an action to extend the duration of this effect until the end of your next turn. You can continue extending the duration in this way until the creature is no longer frightened, it ends its turn out of line of sight, or it is more than 60 feet away from you. If a creature succeeds on its saving throw, you can’t use this property on that creature again for 24 hours. 17th level. You now gain a +3 bonus to AC and to attack and damage rolls with the armor’s spikes, instead of +2.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blood Throne of Souls","description":"Wondrous item, artifact (requires attunement) At first glance this throne appears to be one solid, carved piece of humanoid ivory; upon close inspection it is pitted with thousands of tiny holes in every surface and actually is made from hundreds of individual bones that are fused together. It was originally made by drow and is only ever possessed by a drow for more than 24 hours. Any non-drow that tries to use the throne for more than 24 hours must make a DC 16 Constitution saving throw. On a successful save, the creature takes 28 (8d6) necrotic damage and can walk away from the throne. On a failed save, the creature’s skeleton is drawn magically through their skin without leaving any marks and becomes dust within the throne. When sat in by its current drow owner, it glows and softly pulses with a misty gray-blue light that undead find calming, alluring, and even hypnotic. If anyone other than the current owner sits in it, they are subject to a symbol of death (make a DC 16 Constitution saving throw, taking 35 (12d6) necrotic damage on a failed save, or half as much damage on a successful save). If the person affected by this dies, their essence is drawn into the throne and they are unreachable without a wish being used to retrieve their soul from within it. The Blood Throne of Souls is a final resting place for hundreds of drow souls from across the millennia, almost all of whom gave themselves freely to become part of the item. There is always one drow who is destined to be the possessor of the throne, although there are long periods when it belongs to no one as the next possessor is yet to be born. The test to find out if a newborn drow is the Chosen One is the placing of a periapt of foul rotting in one hand at the same time as a scarab of death in the other (the petitioners have to be very certain that the recipient is the right drow). The baby will grasp both items and keep hold of them for 24 hours. If neither affects the infant at the end of this period, it is the only evidence needed that the Chosen One is once more amongst their people. Necromantic Power. The Blood Throne of Souls does a number of things that take advantage of the strong and close link with undead. While sitting upon the throne, the spirits of the undead that comprise the throne’s power grant the possessor the ability to cast the following spells (at their highest casting): blight, clone, create undead, foresight, globe of invulnerability, imprisonment, revealing insight, true seeing, and vampiric touch. Arcane Font. Overnight the throne is able to fully recharge any magic item which is necromantic in nature (when encountered, Makinnga’s mask, robe and staff are fully primed and ready for use). In addition, the throne grants advantage in Wisdom (Insight) rolls, making it quite difficult to lie in its presence. Unholy Aura. The Blood Throne of Souls emits an aura similar in effect to the hallow spell that permeates the chamber. This aura bars creatures, as the hallow spell, except undead. Undead within the aura have advantage on saving throws against effects that turn undead. Additionally, undead that are turned may roll the save at the start of each of their turns to resist the effect. Destruction The Blood Throne of Souls can only be destroyed in three ways. The first way is for it to be touched by the Prince of Undead, who draws all the souls contained within it into him and the Blood Throne of Souls will crumble to dust. However, the throne is aware of the Prince’s approach and will teleport away in a random direction for a random distance if it gets the chance to do so. The second way is for a solar angel, a lawful good high elven lich, a gold dragon wyrm and a paladin storm giant to each pass away on the Blood Throne of Souls and allow their essence to enter it, over the course of 4 rounds. The third way is just a temporary disablement, although long term, and has only ever been used once to save a drow metropolis. The method is for all the previous possessors of the artifact (living and undead) to be found, and all enter it willingly as the current possessor casts three true resurrection spells, one immediately after the other. This then unleashes all of the contained undead souls to do as they are ordered (to defend the metropolis on the one occasion this process was completed), causing the Blood Throne of Souls to crumble into microscopic dust. This dust then takes 100 drow generations to reform into the artifact and another ten generations for the drifting incorporeal undead to gather again within the Blood Throne of Souls. A new possessor then has to be found.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Blood Wand","description":"Wand, Uncommon (Requires Attunement) This magic wand is infused with a unicorn's blood. Blood Infusion. When you cast a spell of 1st level or higher while holding this wand, you can use your blood to fuel the spell. You take 1d10 Necrotic damage and your hit point maximum is reduced by the same amount until you finish a long rest (this damage and effect can't be reduced or negated in any way). When you do, the spell is empowered in one of the following ways of your choice: Bane. One creature affected by the spell must roll a d6 and subtract the number rolled from the first saving throw it makes against the spell. Gain. The spell takes effect as if it was cast using a spell slot one level higher. Pain. All damage dealt by the spell becomes Necrotic damage and you can roll a d10 and add the result to one damage roll of the spell.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wand","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Blood-Blessed Weapon","description":"Weapon (any), uncommon These jagged weapons are blessed by the Blood God’s clerics. Once they taste the blood and flesh of the enemy, they get more hungry for them with each strike. Each third weapon attack you make with this weapon deals an extra 1d6 damage of the weapon’s damage type on a hit.","properties":{"Category":"Items","Item Type":"Weapon (any)","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood-Soaked Hide","description":"Armor (hide), very rare (requires attunement) Blood-soaked hide armor is crafted from the tanned skins of humanoids, carefully preserved and layered. The armor is always smeared in tacky, semi-dried blood, no matter how carefully it’s cleaned. While wearing this armor, you gain a +1 bonus to AC, and you are immune to any effect that would cause you to lose hit points due to blood loss or ongoing wounds, such as the infernal wounds caused by a horned devil’s tail or the necrotic damage caused by a sword of wounding . Blood Form. As an action, you can transform into a flowing pool of thick blood for 1 minute, or until you use a bonus action to revert back to your true form. Any equipment you are wearing or carrying melds into your form or falls to the ground (your choice). Your statistics remain the same, but any magic items other than the blood-soaked hide cease to function. While in blood form, you can’t speak, you are resistant to bludgeoning, piercing, and slashing damage, you can move through any opening as small as 1 inch wide without squeezing, and you can enter the space of other creatures and end your turn there. A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren’t vampires are immune to this effect. Once used, you can’t use this property of the armor again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodaxe","description":"Bloodaxe Melee weapon (martial, greataxe), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren’t constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Modifiers: Melee Attack +2, Melee Damage +2 Properties: Heavy, Two-Handed Secondary Damage: 1d6 Secondary Damage Type: necrotic Weight: 7","properties":{"Category":"Items","Expansion":5016,"Item Type":"melee weapon","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Bloodaxe","description":"Bloodaxe Weapon (greataxe), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren’t constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina. Damage : 1d12+2 Damage Type : Slashing Secondary Damage: 1d6 Secondary Damage Type: Necrotic Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":29448,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Bloodbone Kris","description":"Bloodbone Kris Weapon (Dagger), Common (Requires Attunement) This magic dagger is crafted from bone and engraved with blood-smeared glyphs. Whisper of Blood. When you draw blood from a creature using the dagger, such as by hitting it with an attack, you can glean a small piece of information about the target. You can ask the GM one question, such as \"does the creature have more than half its maximum hit points left,” \"is the creature resistant to Fire damage,” or \"is the creature a Humanoid.” If the answer can be found by looking at the creature's statistics, the GM answers it with a yes or no. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Bloodbow","description":"Weapon (longbow), rare (requires attunement) This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness. Bloodbows are most commonly soaked in the blood of bandits, thieves, or other humanoids. If you soak this weapon in the blood of a different type of creature for at least 1 hour, it ceases to affect the previous type of creature. The bow affects the new type of creature after you finish a long rest.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodcaster","description":"Another body. Blood stains where the wounds should be, but no cuts in the skin. Inspector Calum thinks it’s magic, but the ‘hits’ are too precise. No, this is a pro’s work; that damned assassin is back in town. Legend An ambitious assassin commissioned two copies of this lithe, ebony-stained crossbow. One they gifted to their guild leader, Knives Aplenty. The other they kept secret and used to frame Knives for a string of intra-guild murders. Long story short, Knives now has both. Location With their guild decimated, Knives Aplenty travels the world as an assassin for hire. They are just a sack of gold and a few days’ travel away from wherever an unscrupulous noble or adventurer needs them to be. They keep both Bloodcasters on their person. Encounter Ideas Wanted: Hero, Dead. A guard captain has tied Knives to a series of murders and thinks Sir Gaspard Gnollhammer, a retired adventurer, is their next target. The captain hires the party to protect Gaspard. Mutually Beneficial. The Shadow Orchid, a guild of assassins, approaches the party with a proposition. The guild will lure Knives into the open for the party to kill. In exchange, the guild and the party split the two Bloodcasters . Distraction Team. Knives hires the party to attack a bandit camp head on so they can sneak in during the ensuing chaos and assassinate their leader. But will Knives pay up when the party unexpectedly survives? Progression Bloodcaster progresses when its wielder uses it to commit a sufficiently spectacular assassination, as determined by the GM. Statistics Weapon (Light Crossbow), Rarity Varies (Requires Attunement) Common . Blood Bolt. You can fire this magic weapon without ammunition by losing 1 hit point as part of the action used to fire it. If you do so, your blood coalesces into a liquid bolt, which deals necrotic damage instead of piercing. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Septic Shot. When you fire a blood bolt, you can lose an additional 2 hit points to deal an additional 1d4 poison damage. Rare . When you deal poison damage to a creature using Septic Shot, the target must succeed on a Constitution saving throw (the DC is equal to 8 + your proficiency bonus + your Dexterity modifier) or be poisoned until the end of its next turn. Very Rare . The bonus to attack and damage rolls increases to +2. Blood Aim. When hit with a blood bolt, you can choose to lose an additional 10 hit points to make the attack a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Legendary . The bonus to attack and damage rolls increases to +3. The poison damage dealt by Septic Shot increases to 3d4, and a target that fails their saving throw is now poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodcaster (Common)","description":"Bloodcaster Weapon (Light Crossbow), Common (Requires Attunement) Blood Bolt. You can fire this magic weapon without ammunition by losing 1 hit point as part of the action used to fire it. If you do so, your blood coalesces into a liquid bolt, which deals necrotic damage instead of piercing. Progression Bloodcaster progresses when its wielder uses it to commit a sufficiently spectacular assassination, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodcaster (Legendary)","description":"Bloodcaster Weapon (Light Crossbow), Le gendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. Blood Bolt. You can fire this magic weapon without ammunition by losing 1 hit point as part of the action used to fire it. If you do so, your blood coalesces into a liquid bolt, which deals necrotic damage instead of piercing. Septic Shot. When you fire a blood bolt, you can lose an additional 2 hit points to deal an additional 3d4 poison damage. The target must succeed on a Constitution saving throw (the DC is equal to 8 + your proficiency bonus + your Dexterity modifier) or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success. Blood Aim. When hit with a blood bolt, you can choose to lose an additional 10 hit points to make the attack a critical hit. Once used, this property can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodcaster (Rare)","description":"Bloodcaster Weapon (Light Crossbow), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Blood Bolt. You can fire this magic weapon without ammunition by losing 1 hit point as part of the action used to fire it. If you do so, your blood coalesces into a liquid bolt, which deals necrotic damage instead of piercing. Septic Shot. When you fire a blood bolt, you can lose an additional 2 hit points to deal an additional 1d4 poison damage. The target must succeed on a Constitution saving throw (the DC is equal to 8 + your proficiency bonus + your Dexterity modifier) or be poisoned until the end of its next turn. Progression Bloodcaster progresses when its wielder uses it to commit a sufficiently spectacular assassination, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodcaster (Uncommon)","description":"Bloodcaster Weapon (Light Crossbow), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Blood Bolt. You can fire this magic weapon without ammunition by losing 1 hit point as part of the action used to fire it. If you do so, your blood coalesces into a liquid bolt, which deals necrotic damage instead of piercing. Septic Shot. When you fire a blood bolt, you can lose an additional 2 hit points to deal an additional 1d4 poison damage. Progression Bloodcaster progresses when its wielder uses it to commit a sufficiently spectacular assassination, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodcaster (Very Rare)","description":"Bloodcaster Weapon (Light Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Blood Bolt. You can fire this magic weapon without ammunition by losing 1 hit point as part of the action used to fire it. If you do so, your blood coalesces into a liquid bolt, which deals necrotic damage instead of piercing. Septic Shot. When you fire a blood bolt, you can lose an additional 2 hit points to deal an additional 1d4 poison damage. The target must succeed on a Constitution saving throw (the DC is equal to 8 + your proficiency bonus + your Dexterity modifier) or be poisoned until the end of its next turn. Blood Aim. When hit with a blood bolt, you can choose to lose an additional 10 hit points to make the attack a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Progression Bloodcaster progresses when its wielder uses it to commit a sufficiently spectacular assassination, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Blooddrinker Spear","description":"Weapon (spear), rare (requires attunement) Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can’t be used on a different creature until you spend a short rest cleaning the previous target’s blood from the spear.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blooddrinker Spear","description":"Weapon (spear), rare Prized by the gnolls of Dabu, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other fetishes. You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this spear, you mark the target for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can’t be used on a different creature until you spend a short rest cleaning the previous target’s blood from the spear.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Bloodfuel Weapon","description":"Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can’t use this feature of the weapon if you don’t have blood. Hit Dice spent using this weapon’s feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodfuel Weapon","description":"Weapon (any weapon that deals slashing or piercing damage), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can’t use this feature of the weapon if you don’t have blood. Hit Dice spent using this weapon’s feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodhound's Caress","description":"Weapon (claw), uncommon Component: construct (bloodhound) claw The Bloodhounds, an enigmatic order of monster hunters, track their quarry by the scent of their spilled blood. The bloodhound’s caress is designed to draw blood from its victims, ensuring a trail of blood can be followed back to the victim’s lair, where any young can be dispatched before they grow to be menaces. This claw has 4 charges and regains 1d4 expended charges daily at dawn. Arterial Slash. When you hit a creature with an attack using this weapon, you can expend 1 charge to attempt to slice a crucial blood vessel, forcing the creature to make a DC 13 Constitution saving throw. On a failed save, the creature begins to bleed profusely for 1 minute. While bleeding, the creature takes 1d6 slashing damage at the end of each of its turns, and any time it regains any hit points, it regains only half as many. A creature without blood automatically succeeds on this saving throw. A creature can end this effect on itself or a willing creature within 5 feet of it by using its action to make a successful DC 13 Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Caress","description":"Weapon (claw), uncommon Component: phial of monstrosity blood The Bloodhounds, an enigmatic order of monster hunters, track their quarry by the scent of their spilled blood. The bloodhound’s caress is designed to draw blood from its victims, ensuring a trail of blood can be followed back to the victim’s lair, where any young can be dispatched before they grow to be menaces. This claw has 4 charges and regains 1d4 expended charges daily at dawn. Arterial Slash. When you hit a creature with an attack using this weapon, you can expend 1 charge to attempt to slice a crucial blood vessel, forcing the creature to make a DC 13 Constitution saving throw. On a failed save, the creature begins to bleed profusely for 1 minute. While bleeding, the creature takes 1d6 slashing damage at the end of each of its turns, and any time it regains any hit points, it regains only half as many. A creature without blood automatically succeeds on this saving throw. A creature can end this effect on itself or a willing creature within 5 feet of it by using its action to make a successful DC 13 Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Caress (rare variant)","description":"Weapon (claw), uncommon Component: construct (bloodhound) claw The Bloodhounds, an enigmatic order of monster hunters, track their quarry by the scent of their spilled blood. The bloodhound’s caress is designed to draw blood from its victims, ensuring a trail of blood can be followed back to the victim’s lair, where any young can be dispatched before they grow to be menaces. This claw has 4 charges and regains 1d4 expended charges daily at dawn. Arterial Slash. When you hit a creature with an attack using this weapon, you can expend 1 charge to attempt to slice a crucial blood vessel, forcing the creature to make a DC 13 Constitution saving throw. On a failed save, the creature begins to bleed profusely for 1 minute. While bleeding, the creature takes 1d6 slashing damage at the end of each of its turns, and any time it regains any hit points, it regains only half as many. A creature without blood automatically succeeds on this saving throw. A creature can end this effect on itself or a willing creature within 5 feet of it by using its action to make a successful DC 13 Wisdom (Medicine) check. Rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the damage to 1d10.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Caress (rare variant)","description":"Weapon (claw), uncommon Component: phial of monstrosity blood The Bloodhounds, an enigmatic order of monster hunters, track their quarry by the scent of their spilled blood. The bloodhound’s caress is designed to draw blood from its victims, ensuring a trail of blood can be followed back to the victim’s lair, where any young can be dispatched before they grow to be menaces. This claw has 4 charges and regains 1d4 expended charges daily at dawn. Arterial Slash. When you hit a creature with an attack using this weapon, you can expend 1 charge to attempt to slice a crucial blood vessel, forcing the creature to make a DC 13 Constitution saving throw. On a failed save, the creature begins to bleed profusely for 1 minute. While bleeding, the creature takes 1d6 slashing damage at the end of each of its turns, and any time it regains any hit points, it regains only half as many. A creature without blood automatically succeeds on this saving throw. A creature can end this effect on itself or a willing creature within 5 feet of it by using its action to make a successful DC 13 Wisdom (Medicine) check. Rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the damage to 1d10.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Caress (very rare variant)","description":"Weapon (claw), uncommon Component: phial of monstrosity blood The Bloodhounds, an enigmatic order of monster hunters, track their quarry by the scent of their spilled blood. The bloodhound’s caress is designed to draw blood from its victims, ensuring a trail of blood can be followed back to the victim’s lair, where any young can be dispatched before they grow to be menaces. This claw has 4 charges and regains 1d4 expended charges daily at dawn. Arterial Slash. When you hit a creature with an attack using this weapon, you can expend 1 charge to attempt to slice a crucial blood vessel, forcing the creature to make a DC 13 Constitution saving throw. On a failed save, the creature begins to bleed profusely for 1 minute. While bleeding, the creature takes 1d6 slashing damage at the end of each of its turns, and any time it regains any hit points, it regains only half as many. A creature without blood automatically succeeds on this saving throw. A creature can end this effect on itself or a willing creature within 5 feet of it by using its action to make a successful DC 13 Wisdom (Medicine) check. Rare variant: Increase the charges to 6, the recharge to 1d4 + 2, the DCs to 15, and the damage to 1d10. Rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the DCs to 16, and the damage to 2d6.","properties":{"Category":"Items","Expansion":28918,"Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Blunderbuss","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Blunderbuss","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Blunderbuss (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Blunderbuss (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Blunderbuss (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15. Very Rare variant: Increase the total number of charges to 8, the recharge to 1d8, the extra piercing damage to 3d6, and the DCs to 16.","properties":{"Category":"Items","Expansion":28918,"Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Musket","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Musket","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Musket (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Musket (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Musket (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15. Very Rare variant: Increase the total number of charges to 8, the recharge to 1d8, the extra piercing damage to 3d6, and the DCs to 16.","properties":{"Category":"Items","Expansion":28918,"Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Pistol","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Pistol","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Pistol (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Pistol (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Pistol (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15. Very Rare variant: Increase the total number of charges to 8, the recharge to 1d8, the extra piercing damage to 3d6, and the DCs to 16.","properties":{"Category":"Items","Expansion":28918,"Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Revolver","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Revolver","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Revolver (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Revolver (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Revolver (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15. Very Rare variant: Increase the total number of charges to 8, the recharge to 1d8, the extra piercing damage to 3d6, and the DCs to 16.","properties":{"Category":"Items","Expansion":28918,"Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Rifle","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Rifle","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Rifle (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (bloodhound) bone, pouch of construct (bloodhound) teeth The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Immobiliser Rifle (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Immobiliser Rifle (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of humanoid blood The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal. This firearm has 4 charges and regains 1d4 expended charges daily at dawn. Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit. In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0 feet. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success. Rare variant: Increase the charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15. Very Rare variant: Increase the total number of charges to 8, the recharge to 1d8, the extra piercing damage to 3d6, and the DCs to 16.","properties":{"Category":"Items","Expansion":28918,"Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Widebrim","description":"Wondrous item, uncommon (requires attunement) Component: construct (bloodhound) pelt Adorned with the teeth of a bloodhound and the feathers of a falcon, this ragged hat honours some of the most tenacious trackers in the animal kingdom and calls upon their gifts in the service of monster hunters far and wide. Wisps of crimson occasionally form in the eyes of its wearer, only to fade a moment later. This hat has 3 charges and regains all expended charges daily at dawn. Hunter’s Spirit. As an action while wearing this hat, you can expend 1 charge to summon a spectral red hunter to your side for 1 hour or until you dismiss it as a bonus action. This hunter takes the form of either a bloodhound or a falcon (your choice), doesn’t occupy its space, can’t interact physically with creatures or objects, and never leaves your side. As a bonus action, you can make the hunter invisible to all creatures but you, or visible again. Depending on the chosen form, the spectral hunter grants you different benefits. Bloodhound. When you make a Perception check that relies on smell, you can do so through your spectral companion, gaining advantage on the check. In addition, you can track a scent whose origin is up to 1 mile away. Falcon. When you make a Perception check that relies on sight, you can do so through your spectral companion, gaining advantage on the check. In addition, you can see clearly up to 3 miles away, as long as no obstructions are present, and make out small details of objects or creatures at that distance.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Widebrim","description":"Wondrous item, uncommon (requires attunement) Component: phial of beast blood Adorned with the teeth of a bloodhound and the feathers of a falcon, this ragged hat honours some of the most tenacious trackers in the animal kingdom and calls upon their gifts in the service of monster hunters far and wide. Wisps of crimson occasionally form in the eyes of its wearer, only to fade a moment later. This hat has 3 charges and regains all expended charges daily at dawn. Hunter’s Spirit. As an action while wearing this hat, you can expend 1 charge to summon a spectral red hunter to your side for 1 hour or until you dismiss it as a bonus action. This hunter takes the form of either a bloodhound or a falcon (your choice), doesn’t occupy its space, can’t interact physically with creatures or objects, and never leaves your side. As a bonus action, you can make the hunter invisible to all creatures but you, or visible again. Depending on the chosen form, the spectral hunter grants you different benefits. Bloodhound. When you make a Perception check that relies on smell, you can do so through your spectral companion, gaining advantage on the check. In addition, you can track a scent whose origin is up to 1 mile away. Falcon. When you make a Perception check that relies on sight, you can do so through your spectral companion, gaining advantage on the check. In addition, you can see clearly up to 3 miles away, as long as no obstructions are present, and make out small details of objects or creatures at that distance.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Widebrim (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (bloodhound) pelt Adorned with the teeth of a bloodhound and the feathers of a falcon, this ragged hat honours some of the most tenacious trackers in the animal kingdom and calls upon their gifts in the service of monster hunters far and wide. Wisps of crimson occasionally form in the eyes of its wearer, only to fade a moment later. This hat has 3 charges and regains all expended charges daily at dawn. Hunter’s Spirit. As an action while wearing this hat, you can expend 1 charge to summon a spectral red hunter to your side for 1 hour or until you dismiss it as a bonus action. This hunter takes the form of either a bloodhound or a falcon (your choice), doesn’t occupy its space, can’t interact physically with creatures or objects, and never leaves your side. As a bonus action, you can make the hunter invisible to all creatures but you, or visible again. Depending on the chosen form, the spectral hunter grants you different benefits. Bloodhound. When you make a Perception check that relies on smell, you can do so through your spectral companion, gaining advantage on the check. In addition, you can track a scent whose origin is up to 1 mile away. Falcon. When you make a Perception check that relies on sight, you can do so through your spectral companion, gaining advantage on the check. In addition, you can see clearly up to 3 miles away, as long as no obstructions are present, and make out small details of objects or creatures at that distance. Rare variant: The item has the Sic ‘Em property. Sic ‘Em. As a bonus action while the spectral hunter is summoned, you can order it to attack a creature of your choice that you can see within 30 feet of you. Make a ranged spell attack against the target (+7 to hit). The effects of the attack depend on the form of the spectral hunter, which disappears after the effect ends. Bloodhound. On a hit, the attack deals 5d4 force damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone and have a speed of 0 feet until the end of its next turn, as the bloodhound holds it in place. Falcon. On a hit, the attack deals 2d4 force damage and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn, as the falcon claws at its eyes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodhound's Widebrim (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: phial of beast blood Adorned with the teeth of a bloodhound and the feathers of a falcon, this ragged hat honours some of the most tenacious trackers in the animal kingdom and calls upon their gifts in the service of monster hunters far and wide. Wisps of crimson occasionally form in the eyes of its wearer, only to fade a moment later. This hat has 3 charges and regains all expended charges daily at dawn. Hunter’s Spirit. As an action while wearing this hat, you can expend 1 charge to summon a spectral red hunter to your side for 1 hour or until you dismiss it as a bonus action. This hunter takes the form of either a bloodhound or a falcon (your choice), doesn’t occupy its space, can’t interact physically with creatures or objects, and never leaves your side. As a bonus action, you can make the hunter invisible to all creatures but you, or visible again. Depending on the chosen form, the spectral hunter grants you different benefits. Bloodhound. When you make a Perception check that relies on smell, you can do so through your spectral companion, gaining advantage on the check. In addition, you can track a scent whose origin is up to 1 mile away. Falcon. When you make a Perception check that relies on sight, you can do so through your spectral companion, gaining advantage on the check. In addition, you can see clearly up to 3 miles away, as long as no obstructions are present, and make out small details of objects or creatures at that distance. Rare variant: The item has the Sic ‘Em property. Sic ‘Em. As a bonus action while the spectral hunter is summoned, you can order it to attack a creature of your choice that you can see within 30 feet of you. Make a ranged spell attack against the target (+7 to hit). The effects of the attack depend on the form of the spectral hunter, which disappears after the effect ends. Bloodhound. On a hit, the attack deals 5d4 force damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone and have a speed of 0 feet until the end of its next turn, as the bloodhound holds it in place. Falcon. On a hit, the attack deals 2d4 force damage and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn, as the falcon claws at its eyes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodhound's Widebrim (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: phial of beast blood Adorned with the teeth of a bloodhound and the feathers of a falcon, this ragged hat honours some of the most tenacious trackers in the animal kingdom and calls upon their gifts in the service of monster hunters far and wide. Wisps of crimson occasionally form in the eyes of its wearer, only to fade a moment later. This hat has 3 charges and regains all expended charges daily at dawn. Hunter’s Spirit. As an action while wearing this hat, you can expend 1 charge to summon a spectral red hunter to your side for 1 hour or until you dismiss it as a bonus action. This hunter takes the form of either a bloodhound or a falcon (your choice), doesn’t occupy its space, can’t interact physically with creatures or objects, and never leaves your side. As a bonus action, you can make the hunter invisible to all creatures but you, or visible again. Depending on the chosen form, the spectral hunter grants you different benefits. Bloodhound. When you make a Perception check that relies on smell, you can do so through your spectral companion, gaining advantage on the check. In addition, you can track a scent whose origin is up to 1 mile away. Falcon. When you make a Perception check that relies on sight, you can do so through your spectral companion, gaining advantage on the check. In addition, you can see clearly up to 3 miles away, as long as no obstructions are present, and make out small details of objects or creatures at that distance. Rare variant: The item has the Sic ‘Em property. Sic ‘Em. As a bonus action while the spectral hunter is summoned, you can order it to attack a creature of your choice that you can see within 30 feet of you. Make a ranged spell attack against the target (+7 to hit). The effects of the attack depend on the form of the spectral hunter, which disappears after the effect ends. Bloodhound. On a hit, the attack deals 5d4 force damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone and have a speed of 0 feet until the end of its next turn, as the bloodhound holds it in place. Falcon. On a hit, the attack deals 2d4 force damage and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn, as the falcon claws at its eyes. Very rare variant: The bloodhound can track a scent up to 10 miles away and the falcon can see up to 30 miles away. The item has the Sic 'Em property; increase the attack modifier to +8, the save DCs to 16, Bloodhound's damage to 10d6, and the Falcon's damage to 6d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodletter Opener","description":"Weapon (dagger), uncommon Component: phial of humanoid blood Dripping with sanguine liquid, bloodletters were used to help flush out debilitating veinworms, a plague throughout the Remembered Realms, in a practice called bloodflushing. This operation could be extremely traumatic. Thus magical bloodletters—ones that retained a part of the host’s blood in a reservoir to be fortified and augmented—were developed to help restore life should the operation be unsuccessful. This weapon has 4 charges and regains 1d4 expended charges daily at dawn. Draw Blood. As an action while holding this weapon, you can use it to draw blood from a willing creature within your reach. Alternatively, when you hit a creature that has blood with a weapon attack using the bloodletter opener, you can draw some of its blood into the weapon’s reservoir. While the weapon contains blood, you can use a bonus action to flick a switch on its handle and expend 1 charge to either augment or corrupt the blood. Unused blood in the dagger vanishes at dawn. Augment. The blood becomes enhanced with healing properties. As an action, you can inject the blood into the creature from whom it was extracted. The creature regains 2d4 hit points and its speed increases by 15 feet for 1 minute. Corrupt. The blood becomes corrupted into a poison bespoke to the creature from whom it was extracted. When you hit that creature with an attack using the weapon, you can inject the bloodletter opener’s contents into the creature. The creature must make a DC 13 Constitution saving throw. On a failure, the creature takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the creature takes half as much damage and isn’t poisoned.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodletter Opener (rare variant)","description":"Weapon (dagger), uncommon Component: phial of humanoid blood Dripping with sanguine liquid, bloodletters were used to help flush out debilitating veinworms, a plague throughout the Remembered Realms, in a practice called bloodflushing. This operation could be extremely traumatic. Thus magical bloodletters—ones that retained a part of the host’s blood in a reservoir to be fortified and augmented—were developed to help restore life should the operation be unsuccessful. This weapon has 4 charges and regains 1d4 expended charges daily at dawn. Draw Blood. As an action while holding this weapon, you can use it to draw blood from a willing creature within your reach. Alternatively, when you hit a creature that has blood with a weapon attack using the bloodletter opener, you can draw some of its blood into the weapon’s reservoir. While the weapon contains blood, you can use a bonus action to flick a switch on its handle and expend 1 charge to either augment or corrupt the blood. Unused blood in the dagger vanishes at dawn. Augment. The blood becomes enhanced with healing properties. As an action, you can inject the blood into the creature from whom it was extracted. The creature regains 2d4 hit points and its speed increases by 15 feet for 1 minute. Corrupt. The blood becomes corrupted into a poison bespoke to the creature from whom it was extracted. When you hit that creature with an attack using the weapon, you can inject the bloodletter opener’s contents into the creature. The creature must make a DC 13 Constitution saving throw. On a failure, the creature takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the creature takes half as much damage and isn’t poisoned. Rare variant: Increase the hit points regained to 4d4, the DC to 15, and the damage to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodletter Opener (very rare variant)","description":"Weapon (dagger), uncommon Component: phial of humanoid blood Dripping with sanguine liquid, bloodletters were used to help flush out debilitating veinworms, a plague throughout the Remembered Realms, in a practice called bloodflushing. This operation could be extremely traumatic. Thus magical bloodletters—ones that retained a part of the host’s blood in a reservoir to be fortified and augmented—were developed to help restore life should the operation be unsuccessful. This weapon has 4 charges and regains 1d4 expended charges daily at dawn. Draw Blood. As an action while holding this weapon, you can use it to draw blood from a willing creature within your reach. Alternatively, when you hit a creature that has blood with a weapon attack using the bloodletter opener, you can draw some of its blood into the weapon’s reservoir. While the weapon contains blood, you can use a bonus action to flick a switch on its handle and expend 1 charge to either augment or corrupt the blood. Unused blood in the dagger vanishes at dawn. Augment. The blood becomes enhanced with healing properties. As an action, you can inject the blood into the creature from whom it was extracted. The creature regains 2d4 hit points and its speed increases by 15 feet for 1 minute. Corrupt. The blood becomes corrupted into a poison bespoke to the creature from whom it was extracted. When you hit that creature with an attack using the weapon, you can inject the bloodletter opener’s contents into the creature. The creature must make a DC 13 Constitution saving throw. On a failure, the creature takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the creature takes half as much damage and isn’t poisoned. Rare variant: Increase the hit points regained to 4d4, the DC to 15, and the damage to 4d8. Very rare variant: Increase the hit points regained to 4d4, the DC to 16, and the damage to 6d8. When you inject the blood into a creature with the Augment option, the creature gains the benefits of the haste spell until the end of its next turn instead of having its speed increased. The creature doesn’t suffer the wave of lethargy once the effect ends. In addition, if a creature fails its saving throw against the Corrupt option, it’s poisoned for 1 minute instead of until the end of its next turn. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodlink Potion","description":"Potion, common When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion’s red liquid is viscous and has a metallic taste.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodlink Potion","description":"Potion, common When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion’s red liquid is viscous and has a metallic taste.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodlust","description":"Weapon (dagger), uncommon Component: phial of monstrosity (minotaur) blood When mined, blood crystal appears as a pale, almost colourless pink. However, after touching blood, its colour temporarily shifts to a red deeper than most rubies. For this reason, it’s favoured among vampires as a reminder of when to feed. Blood Bond. When you damage a creature that has blood with this magic weapon, or it touches blood spilled from a creature less than 24 hours ago, the light pink crystals that make up its blade turn a deep, sanguine red as the weapon becomes bonded to the creature, which becomes its quarry. For the next 24 hours you can, as an action, toss the dagger in the air and speak its command word. For 6 seconds after, it hovers in the air, pointing in the direction of its quarry. If its quarry is on a different plane or is warded against divination magic, the dagger spins wistfully in the air. Once the dagger absorbs blood, it can’t absorb another creature’s blood until 24 hours have passed and it returns to its normal pink colour.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodlust (rare variant)","description":"Weapon (dagger), uncommon Component: phial of monstrosity (minotaur) blood When mined, blood crystal appears as a pale, almost colourless pink. However, after touching blood, its colour temporarily shifts to a red deeper than most rubies. For this reason, it’s favoured among vampires as a reminder of when to feed. Blood Bond. When you damage a creature that has blood with this magic weapon, or it touches blood spilled from a creature less than 24 hours ago, the light pink crystals that make up its blade turn a deep, sanguine red as the weapon becomes bonded to the creature, which becomes its quarry. For the next 24 hours you can, as an action, toss the dagger in the air and speak its command word. For 6 seconds after, it hovers in the air, pointing in the direction of its quarry. If its quarry is on a different plane or is warded against divination magic, the dagger spins wistfully in the air. Once the dagger absorbs blood, it can’t absorb another creature’s blood until 24 hours have passed and it returns to its normal pink colour. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodlust (very rare variant)","description":"Weapon (dagger), uncommon Component: phial of monstrosity (minotaur) blood When mined, blood crystal appears as a pale, almost colourless pink. However, after touching blood, its colour temporarily shifts to a red deeper than most rubies. For this reason, it’s favoured among vampires as a reminder of when to feed. Blood Bond. When you damage a creature that has blood with this magic weapon, or it touches blood spilled from a creature less than 24 hours ago, the light pink crystals that make up its blade turn a deep, sanguine red as the weapon becomes bonded to the creature, which becomes its quarry. For the next 24 hours you can, as an action, toss the dagger in the air and speak its command word. For 6 seconds after, it hovers in the air, pointing in the direction of its quarry. If its quarry is on a different plane or is warded against divination magic, the dagger spins wistfully in the air. Once the dagger absorbs blood, it can’t absorb another creature’s blood until 24 hours have passed and it returns to its normal pink colour. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodmist Axe","description":"The Red Shadows are a group of elite warriors serving an organization known as the Shadow Sanctuary. While they are highly trained in battle, they have other, darker qualities: Each member of the Red Shadows is either a necromancer or a vampire. When joining this military unit, the soldiers receive a Bloodmist Axe, among other equipment. Bloodmist Axes are not exclusive to the Red Shadows, but if you meet a group of people equipped with these weapons, you can be pretty sure who they are... Magic schools: Necromancy Cost: 12.500 gp Damage: 1d8 slashing + 1d8 necrotic Magic properties: When first found, the Bloodmist Axe appears as a normal, red-colored weapon. Its necromantic powers only become apparent after it’s used in battle. Every successful hit inflicts an additional 1d8 points of necrotic damage as the axe drains the target of its life force. This energy is transformed into a mist of blood surrounding the entire blade. The Bloodmist Axe can store up to 50 hit points this way, but it can’t take in more than 10 points a day. The necromantic damage is still added to every successful attack. When used in battle, the bloodmist protects the axe’s wielder. Any damage dealt to them is first substracted from the stored hit points. Delandra finally saw an opening. She was raised as a vampire hunter, and she had killed dozens of these vile creatures, but this enemy was tougher than most. As her opponent raised his axe, she plunged forward and drove her holy blade into his chest. He didn’t even twitch. The vampire jumped backwards as if nothing had happened, his wound closing immediately. The only thing that changed was that some of the red mist surrounding her opponent’s axe vanished. For the first time in years, she wasn’t certain that she would win this fight.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Weapon (Battleaxe)","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Bloodpearl Bracelet","description":"Wondrous item, uncommon (silver) or very rare (gold) This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet’s color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can’t be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can’t be used again until the next dawn when the pearls regrow. Silver Bloodpearl Bracelet d6 Ooze CR Blood Price 1 Dipsa* 1/4 5 hp 2 Treacle* 1/4 5 hp 3 Gray Ooze 1/2 5 hp 4 Alchemical Apprentice+ 1 7(2d6) 5 Suppurating Ooze+ 1 7(2d6) 6 Gelatinous Cube 2 10(3d6) Gold Bloodpearl Bracelet |d6|Ooze|CR|Blood Price| |1 | Philosopher’s Ghost+| 4 | 17(5d6)| |2 | Ink Guardian+| 4 | 17(5d6)| |3 | Black Pudding| 4 | 17(5d6)| |4 | Corrupting Ooze*| 5 | 21(6d6)| |5 | Blood Ooze+| 6 | 24(7d6)| |6 | Ruby Ooze+| 6 | 24(7d6)| * indicates a creature from the Tome of Beasts indicates a creature from the Creature Codex","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon (silver) or very rare (gold)"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodprice Armor","description":"Armor (light, medium, or heavy), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodprice Breastplate","description":"Armor (Breastplate), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Chain Mail","description":"Armor (Chain Mail), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Chain Shirt","description":"Armor (Chain Shirt), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Half Plate","description":"Armor (Half Plate), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Hide Armor","description":"Armor (Hide Armor), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Leather Armor","description":"Armor (Leather Armor), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Padded Armor","description":"Armor (Padded Armor), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Plate","description":"Armor (Plate), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Ring Mail","description":"Armor (Ring Mail), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Scale Mail","description":"Armor (Scale Mail), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Splint","description":"Armor (Splint), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodprice Studded Leather Armor","description":"Armor (Studded Leather), legendary (requires attunement) When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bloodrage Greataxe","description":"Bloodrage Greataxe Weapon (Greataxe), Uncommon You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bloodrager's Axe","description":"Weapon (Any Axe), Rare (Requires Attunement by a Barbarian) This magic axe is crafted from steel, bone, and wood, and inset with a sapphire. While you're raging and holding the axe, you gain the following benefits: When you use your Reckless Attack feature, your attacks with the axe this turn deal an extra 1d8 fire damage on a hit. Once per turn, when you hit a creature with an attack roll using this axe, you can force the target to make a DC 13 Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against creatures other than you and can't willingly move away from you, until the end of your next turn. Furious. When the axe reaches a Furious state, it gains the following properties: The extra fire damage dealt by your reckless attacks increases to 2d8. The DC of the axe's saving throw increases to 15. Bloodrager's Battlegear This set of items was crafted specifically to channel a barbarian's rage to produce magical effects. If a character is attuned to at least two of the items in the set, each item becomes Furious and gains various improvements. Bloodrager's Axe Bloodrager's Belt Bloodrager's Helmet","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Bloodrager's Belt","description":"Wondrous Item, Rare (Requires Attunement by a Barbarian) This magical belt is made from leather, iron, and fur, and decorated with glowing runes. While you're raging and wearing the belt, you gain the following benefits: Opportunity attacks against you have disadvantage. You can use a bonus action to jump up to half your speed to an unoccupied space you can see, provided your speed is greater than 0. Each creature within 5 feet of you when you land must succeed on a DC 13 Dexterity saving throw or take 1d8 fire damage and be blinded until the start of your next turn. Furious. When the belt reaches a Furious state, it gains the following properties: While you're raging and wearing this belt, your speed increases by 10 feet. The DC of the belt's saving throw increases to 15 and the fire damage increases to 2d8. Bloodrager's Battlegear This set of items was crafted specifically to channel a barbarian's rage to produce magical effects. If a character is attuned to at least two of the items in the set, each item becomes Furious and gains various improvements. Bloodrager's Axe Bloodrager's Belt Bloodrager's Helmet","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Bloodrager's Helmet","description":"Wondrous Item, Rare (Requires Attunement by a Barbarian) This magical helmet is made from cloth, steel, and bone. While you're raging and wearing this helmet, you gain the following benefits: You have resistance to fire damage. You are enveloped in flames that are harmless to you. When a creature within 5 feet of you hits you with an attack, you can use your reaction to have flames leap at it. The creature must succeed on a DC 13 Dexterity saving throw or take 1d8 fire damage. Furious. When the helmet reaches a Furious state, it gains the following properties: While you're raging and wearing this helmet, you have immunity to fire damage. The DC of the helmet's saving throw increases to 15 and the fire damage increases to 2d8. Bloodrager's Battlegear This set of items was crafted specifically to channel a barbarian's rage to produce magical effects. If a character is attuned to at least two of the items in the set, each item becomes Furious and gains various improvements. Bloodrager's Axe Bloodrager's Belt Bloodrager's Helmet","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Bloodrazor","description":"Weapon (longsword), very rare (requires attunement) This black iron, wave-edged blade is stained crimson with the blood of countless enemies. The Bloodrazor functions as a +1 longsword . Whenever you score a critical hit with this weapon against an NPC or monster, choose an Aspect of your target that has not been Injured. Your target suffers an Injury of Handicap severity to that Aspect. If your target does not have any unInjured Aspects, you may inflict an Injury to any Aspect of your choice. Additionally, the first time you reduce a creature to 0 hit points after finishing a short or long rest, the bloodrazor’s attack and damage bonuses increase by 1 until you finish a short or long rest, and you treat Injury thresholds as 10 lower (to a minimum of 5).","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare (requires\r attunement)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloodrune Dagger","description":"The Guzvrah tribes in the swamps of Shamrua are known for their vicious magic. Originally, they were humans, elves and half-elves corrupted by hags. About a thousand years ago, they broke away from the hags, retreating into the thickest and most dangerous areas of the swamps. Despite seceding from the hags, the Guzvrah honed the magic skills they learned from their former mistresses. A huge part of their powers relies on blood magic. In some areas of Shamrua, Guzvrah magic has become a synonym for blood magic. The Bloodrune Dagger is an item crafted for (and often by) elite warriors of the tribe. Despite their seemingly vicious nature, the daggers have the main purpose of not killing intruders: Except for the Burning Blood ability, which Guzvrah warriors only use when they are desperate, the daggers help to keep track of intruders, weaken them and scare them off. Magic schools: Necromancy Cost: 8.500 gp Damage: 1d4 piercing Range (thrown): 20/60 Magic properties: The Bloodrune Dagger can be used as a normal dagger. On a successful melee hit, one of its four runes can be activated as a bonus action. Each rune can only be used once a day, and the target has to be a living being with blood in their body. The runes and their effects are: Bloodbound: The owner of the dagger will always know the exact location of the target, as long as they are on the same plane of existence. Only one target can be Bloodbound at once. If used, any previous targets are released from the effect. The owner of the dagger can also release the target from the effect as a free action. Blood Drain: The target will only regain half the hit points of what they would normally recover during a rest. The owner of the dagger will receive the other half as temporary hit points, with a maximum of 10 (excess hit points are lost). Any unused temporary hit points vanish after one day. Only one target can be the victim of the Blood Drain at once. If used, any previous targets are released from the effect. The owner of the dagger can also release the target from the effect as a free action. Bloody Nightmares: The target has to succeed on a Wisdom Saving Throw against DC 15, or suffer from a curse. From now on until the curse is broken, the victim will not be able sleep without nightmares. The dreams will always be about violence and blood, and the cursed person will not gain any positive effects from resting. Even if they try to rest while awake, sudden flashes of nightmarish scenes, almost like bad memories, will haunt the victim of the curse. Burning Blood: The target’s blood begins to boil. For the next three rounds, the victim will suffer 2d4 fire damage at the beginning of the attacker’s turn. Igrah sighed as she looked down at the camp. She had attacked the human intruders three nights ago, cutting one of them with her dagger and binding his blood to the blade. As this had not been enough to scare them off, she attacked again two nights ago, cursing one of them with nightmares. But they kept traveling straight towards her tribe’s village. Not only that, Igrah took a chance to eavesdrop on their conversations several times. They were here to find an ancient, sunken temple. She knew exactly which location they were talking about. It wasn’t far from her home, and it was a cursed place. Far worse than the curse of nightmares her blade could deliver. The humans had to be stopped. From her position in the treetops, she looked to her fellow tribespeople. Fifteen of them had surrounded the camp, waiting in the trees until she gave her command. Igrah nodded to herself, then imitated the eerie sound of a cronefrog. It was time to end this.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Weapon (Dagger)","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"very rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Bloodseeker Ammunition","description":"Bloodseeker Ammunition Weapon (Any Ammunition), Very Rare Ranged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bloodseeker Arrow","description":"Bloodseeker Arrow Weapon (Ammunition), Very Rare Ranged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bloodseeker Blowgun Needle","description":"Bloodseeker Blowgun Needle Weapon (Ammunition), Very Rare Ranged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bloodseeker Crossbow Bolt","description":"Bloodseeker Crossbow Bolt Weapon (Ammunition), Very Rare Ranged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bloodseeker Sling Bullet","description":"Bloodseeker Sling Bullet Weapon (Ammunition), Very Rare Ranged attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bloodshed","description":"Bloodshed Weapon (greatsword), very rare (requires attunement) Damage: 2d6 + 2 piercing Weight: 6 lbs. Properties: Heavy, Two-Handed You gain a +2 bonus to attack and damage rolls made with this magic greatsword. When you deal 10 hp or more damage in a single attack to a creature with blood, the sword’s Blood Spray feature is charged and can be used once. Hitting creatures without blood such as constructs, elementals, or plants does not charge Bloodshed. Blood Spray. You can use an action to make Bloodshed spray boiling blood in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bloodshed Greatsword","description":"Bloodshed Greatsword Melee weapon (martial, greatsword), very rare (requires attunement) The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Expansion":24749,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bloodshed Longsword","description":"Bloodshed Longsword Melee weapon (martial, longsword), very rare (requires attunement) The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bloodshed Rapier","description":"Bloodshed Rapier Melee weapon (martial, rapier), very rare (requires attunement) The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bloodshed Scimitar","description":"Bloodshed Scimitar Melee weapon (martial, scimitar), very rare (requires attunement) The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bloodshed Shortsword","description":"Bloodshed Shortsword Melee weapon (martial, shortsword), very rare (requires attunement) The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage. Once the rune has been invoked, it can’t be invoked again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bloodshot Blunderbuss","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (1000), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Blunderbuss (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (1000), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Blunderbuss (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (1000), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Musket","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (1000), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Musket (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (1000), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Musket (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (1000), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Pistol","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Pistol (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Pistol (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Revolver","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Revolver (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Revolver (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Rifle","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Rifle (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodshot Rifle (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of celestial blood Ever parched, this sinister firearm greedily drinks any lifeblood it’s offered, and an otherworldly mechanism inside it converts it into deadly shards, which it fires instead of bullets. The slightest trickle of crimson is enough for the pupils on this hellish weapon to dilate and for its eyes to appear wild and bloodshot. Feed the Beast. This weapon has 10 charges. Over the course of a short or long rest, any creature can cause bloodshot to regain expended charges by dripping their own blood down its barrel and spending Hit Dice. Roll each Hit Die spent in this way, and the weapon regains a number of charges equal to the total. After absorbing 3 Hit Dice worth of blood, the weapon can’t absorb more blood in this way until the next dawn. Alternatively, over the course of a minute, you can extract blood from the corpse of a creature that has been dead for no longer than 10 minutes. When you do so, the weapon gains a number of charges equal to the roll of one of the dead creature’s Hit Dice. After absorbing the blood from a corpse in this way, the weapon can’t do so again until 1 hour has passed. Shot Selection. This weapon doesn’t have the reload or ammunition properties. Instead, in order to make a ranged weapon attack with it, you must expend charges in one of the following ways: Bloodshard (1 charge). On a hit, the weapon deals its normal damage. Septic Shock (3 charges). On a hit, the weapon deals its normal damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn as its blood becomes corrupted. A creature immune to disease automatically succeeds on this saving throw. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Loud (500), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodspeed Elixir","description":"Potion, rare When you drink this potion, your speed triples for 1 minute, but if you take the Dash action, you take 2d6 poison damage as your body is pushed beyond its normal limits. The murky, crimson liquid smells of ozone and has a thick, sludge-like consistency.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bloodstone Spell Gem","description":"Bloodstone Spell Gem Wondrous item, rare (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 8th level. The stored spell’s saving throw DC is 15 and its attack bonus is +7. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Bloodthirsty Weapon","description":"Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement) This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss. Thirsting. The weapon acquires a taste for creatures it damaged. When you miss an attack with this weapon against a creature you damaged with this weapon within the last 1 minute, the target loses 2d6 hit points due to blood loss as the weapon draws blood out of open wounds as it passes. If the wounded creature uses an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check or the creature receives magical healing, the blade no longer has a taste for it, preventing this property from triggering. This property doesn’t work against creatures that don’t have blood.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodthorn Scythe","description":"Weapon (scythe), rare This scythe is made entirely of modified vines from the Bloodthorn Grove and its blade appears to be an enormous and sharpened red thorn. This weapon deals 2d4 piercing or slashing damage, has the heavy and two-handed properties, and deals an extra 2d4 damage on a critical hit (in addition to any bonus damage from the critical hit). Additionally, this weapon ignores damage resistances to piercing and slashing damage dealt by non-magical weapons, and creatures that are immune to such damage are treated as resistant instead.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloodthorn Weapon","description":"Weapon (any), very rare (requires attunement) Mixed with unique alchemical concoctions and delicately forged in the hands of grandmaster weaponsmiths, these weapons are created from the [Bloodthorn]. They are accepted as highly precious and unique gifts by the nobles of both Kanrath and Cyherested. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Attunement. While you are attuned to this weapon,you can take a bonus action to gain 15 temporary hit points for 1 hour. You can use this feature three times. You regain any expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (any)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodvayne","description":"Only those confident in their fighting prowess dare wield this magical weapon. Legend Bloodvayne was created for the vain fighter Callus Burr. Supremely assured of his martial skills, Callus wanted a weapon that would not only challenge his adversary, but also his own life. By sacrificing and donating his own life force to the weapon, the challenges became ever more exciting for both Callus, the spectators, and his foes. Location Bloodvayne is said to be buried with Callus Burr, who ironically perished while using the weapon. Callus’s body now lies in a deep crypt, guarded by the restless souls of those he defeated with the weapon. Encounter Ideas Crypt Thieves. The adventurers learn the location of Callus’s crypt, which is a multiroom, underground crypt filled with skeletons , zombies , and wraiths . Bloody Foes. The adventurers encounter the weapon while battling a group of mercenaries—four bandit captains and a veteran who wields Bloodvayne. Random Treasure. The adventurers find the fantastic sword in a monstrous creature’s lair. Progression Bloodvayne progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Longsword), Rarity Varies (Requires Attunement) Blood Sacrifice. When you attune to Bloodvayne , you sacrifice one of your Hit Dice to the sword. When the sword reaches uncommon rarity, it deals additional damage equal to the Hit Die sacrificed. This sacrificed Hit Die cannot be regained and is lost permanently. Common . You can utter a command word to cause Bloodvayne to emit the metallic scent of freshly spilled blood for 1 minute. This scent is noticeable to all creatures within 30 feet of you who can smell. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword deals additional damage equal to the Hit Die you sacrificed during attunement. Sanguine Smite. As a bonus action, you can empower the sword with your lifeforce by expending up to two Hit Dice. The next time you hit a creature with an attack using Bloodvayne , the attack deals additional slashing damage to the target equal to the roll of the Hit Dice. This damage is in addition to the bonus damage the sword gained during attunement. You don’t regain hit points from expending these Hit Dice. If you sacrifice your last remaining Hit Dice to increase Bloodvayne’s damage, roll a d6. On a 1, you drop to 0 hit points. You can use this property twice, and regain all expended Hit Dice and uses when you finish a long rest. Rare . The bonus to attack and damage rolls increases to +2. In addition, Sanguine Smite can now be used three times between long rests and up to three Hit Dice can be expended each time it is used. Very Rare . The bonus to attack and damage rolls increases to +3. In addition, Sanguine Smite can now be used four times between long rests and up to four Hit Dice can be expended each time it is used. Legendary . You can expend up to five Hit Dice each time you use Sanguine Smite. Lifeblood. When you damage a flesh-and-blood creature with Bloodvayne , you can choose to gain temporary hit points equal to your character level. You can use this property twice, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodvayne (Common)","description":"Bloodvayne Weapon (Longsword), Common (Requires Attunement) Blood Sacrifice. When you attune to Bloodvayne , you sacrifice one of your Hit Dice to the sword. This sacrificed Hit Die cannot be regained and is lost permanently. You can utter a command word to cause Bloodvayne to emit the metallic scent of freshly spilled blood for 1 minute. This scent is noticeable to all creatures within 30 feet of you who can smell. Progression Bloodvayne progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodvayne (Legendary)","description":"Bloodvayne Weapon (Longsword), Legendary (Requires Attunement) Blood Sacrifice. When you attune to Bloodvayne , you sacrifice one of your Hit Dice to the sword. This sacrificed Hit Die cannot be regained and is lost permanently. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The sword deals additional damage equal to the Hit Die you sacrificed during attunement. You can utter a command word to cause Bloodvayne to emit the metallic scent of freshly spilled blood for 1 minute. This scent is noticeable to all creatures within 30 feet of you who can smell. Sanguine Smite. As a bonus action, you can empower the sword with your lifeforce by expending up to five Hit Dice. The next time you hit a creature with an attack using Bloodvayne , the attack deals additional slashing damage to the target equal to the roll of the Hit Dice. This damage is in addition to the bonus damage the sword gained during attunement. You don’t regain hit points from expending these Hit Dice. If you sacrifice your last remaining Hit Dice to increase Bloodvayne’s damage, roll a d6. On a 1, you drop to 0 hit points. You can use this property four times, and regain all expended Hit Dice and uses when you finish a long rest. Lifeblood. When you damage a flesh-and-blood creature with Bloodvayne , you can choose to gain temporary hit points equal to your character level. You can use this property twice, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodvayne (Rare)","description":"Bloodvayne Weapon (Longsword), Rare (Requires Attunement) Blood Sacrifice. When you attune to Bloodvayne , you sacrifice one of your Hit Dice to the sword. This sacrificed Hit Die cannot be regained and is lost permanently. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword deals additional damage equal to the Hit Die you sacrificed during attunement. You can utter a command word to cause Bloodvayne to emit the metallic scent of freshly spilled blood for 1 minute. This scent is noticeable to all creatures within 30 feet of you who can smell. Sanguine Smite. As a bonus action, you can empower the sword with your lifeforce by expending up to three Hit Dice. The next time you hit a creature with an attack using Bloodvayne , the attack deals additional slashing damage to the target equal to the roll of the Hit Dice. This damage is in addition to the bonus damage the sword gained during attunement. You don’t regain hit points from expending these Hit Dice. If you sacrifice your last remaining Hit Dice to increase Bloodvayne’s damage, roll a d6. On a 1, you drop to 0 hit points. You can use this property three times, and regain all expended Hit Dice and uses when you finish a long rest. Progression Bloodvayne progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodvayne (Uncommon)","description":"Bloodvayne Weapon (Longsword), Uncommon (Requires Attunement) Blood Sacrifice. When you attune to Bloodvayne , you sacrifice one of your Hit Dice to the sword. This sacrificed Hit Die cannot be regained and is lost permanently. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword deals additional damage equal to the Hit Die you sacrificed during attunement. You can utter a command word to cause Bloodvayne to emit the metallic scent of freshly spilled blood for 1 minute. This scent is noticeable to all creatures within 30 feet of you who can smell. Sanguine Smite. As a bonus action, you can empower the sword with your lifeforce by expending up to two Hit Dice. The next time you hit a creature with an attack using Bloodvayne , the attack deals additional slashing damage to the target equal to the roll of the Hit Dice. This damage is in addition to the bonus damage the sword gained during attunement. You don’t regain hit points from expending these Hit Dice. If you sacrifice your last remaining Hit Dice to increase Bloodvayne’s damage, roll a d6. On a 1, you drop to 0 hit points. You can use this property twice, and regain all expended Hit Dice and uses when you finish a long rest. Progression Bloodvayne progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodvayne (Very Rare)","description":"Bloodvayne Weapon (Longsword), Very Rare (Requires Attunement) Blood Sacrifice. When you attune to Bloodvayne , you sacrifice one of your Hit Dice to the sword. This sacrificed Hit Die cannot be regained and is lost permanently. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The sword deals additional damage equal to the Hit Die you sacrificed during attunement. You can utter a command word to cause Bloodvayne to emit the metallic scent of freshly spilled blood for 1 minute. This scent is noticeable to all creatures within 30 feet of you who can smell. Sanguine Smite. As a bonus action, you can empower the sword with your lifeforce by expending up to four Hit Dice. The next time you hit a creature with an attack using Bloodvayne , the attack deals additional slashing damage to the target equal to the roll of the Hit Dice. This damage is in addition to the bonus damage the sword gained during attunement. You don’t regain hit points from expending these Hit Dice. If you sacrifice your last remaining Hit Dice to increase Bloodvayne’s damage, roll a d6. On a 1, you drop to 0 hit points. You can use this property four times, and regain all expended Hit Dice and uses when you finish a long rest. Progression Bloodvayne progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bloodwax","description":"Wondrous item, uncommon Component: fiend fat Even unlit, this candle emits an overpowering scent of sulphur and rust, which only grows more intense as the crimson wax melts under a steady flame. Its magical properties far outweigh its foul odour, however, and even the steep price one must pay in blood to use it. Blood Trail. As an action, you can add one drop of a creature’s blood to the candle, causing it to imprint on that creature. Once a bloodwax candle has imprinted on a creature, it can’t imprint on another. You can then light the candle as an action, taking 2d8 necrotic damage as your blood is drawn from your body to form a ghastly red trail in the air, leading directly to the creature the candle has imprinted on. For every 10 minutes that the candle remains lit, it deals another 2d8 necrotic damage to the creature who lit it. This damage can’t be reduced or prevented in any way. Once the candle has burnt for 1 hour in total, its wax is depleted and can’t be used again. Each time the candle is lit and extinguished, a minimum of 10 minutes’ worth of wax is consumed. The trail is undisturbed by wind of any strength and can’t pass through solid objects, but will navigate through holes as small as 1 inch in diameter. If all paths to the creature are blocked by solid objects, the trail ends as close to the creature as possible. The candle can’t distinguish between identical twins or clones, and will instead create a trail to each. If the creature is on another plane, the pall of red smoke listlessly hangs in the air.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodwax","description":"Wondrous item, uncommon Component: fiend fat Even unlit, this candle emits an overpowering scent of sulphur and rust, which only grows more intense as the crimson wax melts under a steady flame. Its magical properties far outweigh its foul odour, however, and even the steep price one must pay in blood to use it. Blood Trail. As an action, you can add one drop of a creature’s blood to the candle, causing it to imprint on that creature. Once a bloodwax candle has imprinted on a creature, it can’t imprint on another. You can then light the candle as an action, taking 2d8 necrotic damage as your blood is drawn from your body to form a ghastly red trail in the air, leading directly to the creature the candle has imprinted on. For every 10 minutes that the candle remains lit, it deals another 2d8 necrotic damage to the creature who lit it. This damage can’t be reduced or prevented in any way. Once the candle has burnt for 1 hour in total, its wax is depleted and can’t be used again. Each time the candle is lit and extinguished, a minimum of 10 minutes’ worth of wax is consumed. The trail is undisturbed by wind of any strength and can’t pass through solid objects, but will navigate through holes as small as 1 inch in diameter. If all paths to the creature are blocked by solid objects, the trail ends as close to the creature as possible. The candle can’t distinguish between identical twins or clones, and will instead create a trail to each. If the creature is on another plane, the pall of red smoke listlessly hangs in the air.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodwax (rare variant)","description":"Wondrous item, uncommon Component: fiend fat Even unlit, this candle emits an overpowering scent of sulphur and rust, which only grows more intense as the crimson wax melts under a steady flame. Its magical properties far outweigh its foul odour, however, and even the steep price one must pay in blood to use it. Blood Trail. As an action, you can add one drop of a creature’s blood to the candle, causing it to imprint on that creature. Once a bloodwax candle has imprinted on a creature, it can’t imprint on another. You can then light the candle as an action, taking 2d8 necrotic damage as your blood is drawn from your body to form a ghastly red trail in the air, leading directly to the creature the candle has imprinted on. For every 10 minutes that the candle remains lit, it deals another 2d8 necrotic damage to the creature who lit it. This damage can’t be reduced or prevented in any way. Once the candle has burnt for 1 hour in total, its wax is depleted and can’t be used again. Each time the candle is lit and extinguished, a minimum of 10 minutes’ worth of wax is consumed. The trail is undisturbed by wind of any strength and can’t pass through solid objects, but will navigate through holes as small as 1 inch in diameter. If all paths to the creature are blocked by solid objects, the trail ends as close to the creature as possible. The candle can’t distinguish between identical twins or clones, and will instead create a trail to each. If the creature is on another plane, the pall of red smoke listlessly hangs in the air. Rare variant: While the candle is burning, you also gain the following information about the creature it’s imprinted on: Its current emotional state, in the form of a word or short sentence. Whether it has fewer than all, three-quarters, one-half, or one-quarter of its hit points. How many spell slots it has left, if any. Whether it’s under the effect of a spell, and which one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloodwax (rare variant)","description":"Wondrous item, uncommon Component: fiend fat Even unlit, this candle emits an overpowering scent of sulphur and rust, which only grows more intense as the crimson wax melts under a steady flame. Its magical properties far outweigh its foul odour, however, and even the steep price one must pay in blood to use it. Blood Trail. As an action, you can add one drop of a creature’s blood to the candle, causing it to imprint on that creature. Once a bloodwax candle has imprinted on a creature, it can’t imprint on another. You can then light the candle as an action, taking 2d8 necrotic damage as your blood is drawn from your body to form a ghastly red trail in the air, leading directly to the creature the candle has imprinted on. For every 10 minutes that the candle remains lit, it deals another 2d8 necrotic damage to the creature who lit it. This damage can’t be reduced or prevented in any way. Once the candle has burnt for 1 hour in total, its wax is depleted and can’t be used again. Each time the candle is lit and extinguished, a minimum of 10 minutes’ worth of wax is consumed. The trail is undisturbed by wind of any strength and can’t pass through solid objects, but will navigate through holes as small as 1 inch in diameter. If all paths to the creature are blocked by solid objects, the trail ends as close to the creature as possible. The candle can’t distinguish between identical twins or clones, and will instead create a trail to each. If the creature is on another plane, the pall of red smoke listlessly hangs in the air. Rare variant: While the candle is burning, you also gain the following information about the creature it’s imprinted on: Its current emotional state, in the form of a word or short sentence. Whether it has fewer than all, three-quarters, one-half, or one-quarter of its hit points. How many spell slots it has left, if any. Whether it’s under the effect of a spell, and which one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodwell Vial +1","description":"Bloodwell Vial +1 Wondrous item, uncommon (requires attunement by a sorcerer ) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. ","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Bloodwell Vial +2","description":"Bloodwell Vial +2 Wondrous item, rare (requires attunement by a sorcerer ) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. ","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Bloodwell Vial +3","description":"Bloodwell Vial +3 Wondrous item, very rare (requires attunement by a sorcerer ) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Bloodwhisper Cauldron","description":"Wondrous item, very rare (requires attunement by a creature of evil alignment) This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can’t be refilled again until the next dawn. Destruction. As an action, you can force the cauldron to spew a miasma of vaporous blood in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 4d4 necrotic damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cauldron contains enough liquid to use this property up to 3 times before it needs to be refilled with a blood concoction. Restoration. As an action, you can drink from the cauldron. If you do, you regain 20 hit points, are cured of any diseases and levels of exhaustion, and you regain all expended spell slots and class features as if you had completed a long rest. Once used, this property can’t be used again for 3 days. Visions. If you spend at least 1 minute gazing into the bubbling liquid within the cauldron, you gain insight into your immediate future. You have advantage on the next 3 ability checks or saving throws you make within 1 hour of receiving these visions. Afterwards, the cauldron’s liquid disappears, and the cauldron must be refilled before you can use this property again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature of evil alignment\nby a creature of evil alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bloodwhorl","description":"Weapon (Sickle), Rare (Requires Attunement) A wickedly curved blade of scarlet steel fixed to a handle carved from black bone. The blade feels wet to the touch. You gain a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can toss the weapon into the air and speak its command word, causing three identical phantom weapons to hover in a circle around you, spinning horizontally. As a bonus action, you can launch one phantom weapon at a target within 30 feet. Make a ranged weapon attack, using Bloodwhorl’s attack bonus. On a hit, the phantom weapon deals 2d4 necrotic damage, then vanishes. Once all three phantom weapons have been expended, the true weapon reappears in your hand. Once used, you can’t use this property again until you finish a short or long rest. Encounter Ideas Bloodletting. A vampire countess learned that bathing in blood was as effective as drinking it. She uses Bloodwhorl to open her prey. Harvest Moon. During the first full moon of autumn, Ragged Jack (revenant) emerges from the corn, wielding Bloodwhorl as he hunts the descendants of the villagers who murdered him. Tomb Guardian. The grave monument of a miserly wizard is secretly a stone golem in the shape of a cloaked skeleton. The monument holds Bloodwhorl in one hand and a longsword in the other.","properties":{"Category":"Items","Item Type":"Weapon (Sickle)","Properties":"Light","Item Rarity":"Rare","Requires Attunement":"requires attunment"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bloodwork Arachnoid","description":"Wondrous item, rare (requires attunement) The bloodwork arachnoid is one of the latest examples of magic and blood technology and is a very useful automaton to its user. This Tiny automaton resembles a spider with four legs, and has a hexagonal blood capsule on its back. You can use your action to activate this automaton. Upon activation, the automaton waits for your telepathic command (no action required by you). It has a base walking speed of 20 feet, as well as a climbing speed of 20 feet. It has AC 15 and 10 hit points, and immunity to psychic damage. It has a +10 bonus to Wisdom (Perception) checks, and you can hear everything an activated arachnoid can hear as long as it is within 100 feet of you. Also while it’s activated, you can use your action to see through the bloodwork arachnoid’s eyes until the start of your next turn. During this time, you are blind with regard to your own senses. Once activated, the bloodwork arachnoid stays active for 10 minutes and shuts down at the end of this duration. Once activated, the bloodwork arachnoid can’t be activated again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Arms","description":"Wondrous item, very rare (requires attunement) You’ve enhanced your arms with bloodwork machinery. You are stronger than ever. You gain the following benefits: Increase your Strength score by 1. When you make a successful unarmed strike, you deal an extra 1d6 bludgeoning damage. When you score a critical hit with an unarmed strike, the target must succeed on a DC 15 Constitution saving throw or be knocked prone. You have advantage on grapple checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Blades","description":"Weapon, rare (requires attunement) You’ve enhanced your back by attaching a bloodwork blade on it. You can take a bonus action to attack with this blade. You can attach a maximum of two bloodwork blades on your back at a time. As a bonus action, you can make a melee weapon attack with your bloodwork blades. You can make two melee weapon attacks with these blades instead of 1, if you have two of these blades. Each blade deals slashing damage equal to 1d6 + your Strength or Dexterity modifier (one of your choice). To be able to wear armor on these blades, you must modify the armor accordingly. A blacksmith modifies an armor in this way for 500 KF/CS in 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (blades)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Blunderbuss","description":"Blunderbusses look like longer and wider-bore versions of pistols but they work quite differently and without a revolver. The ammunition is dropped into the barrel rather than loaded, and then it is briefly compressed with a loading stick. Once loaded and triggered, the angst touches the barrel and the reaction shoots the projectile(s) within the barrel. Type: Ranged Martial Weapon Cost: 4500 KF/CS Damage: Special (see ammo) Weight: 10 lbs Properties: Special (see ammo), blood cartridge Ammunition Slug ammo, blunderbuss: 20 KF/CS, 3d6 piercing damage, ammunition (Range 30/120), heavy, loading, two-handed Buckshot ammo, blunderbuss: 50 KF/CS, 1d6 piercing damage, ammunition (Area 15 ft cone, DC = 8 + your Dexterity modifier + your proficiency bonus), heavy, loading, two-handed","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Special (see ammo)"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Exosuit","description":"Armor (plate), rarity varies (requires attunement by a sorcerer) A bloodwork exosuit is an exosuit armor that is designed exclusively for the use of the most respected commanders in Cyherested. The suit operates with a big blood tank filled with your own blood. When you first attune to the bloodwork exosuit, your hit point maximum decreases by an amount equal to your level. This reduction lasts until you are no longer attuned to the item. While attuned to the suit, you gain the following benefits, depending on the item’s rarity: Very Rare. You have +1 bonus to AC while wearing this armor, and your Strength score becomes 19 if it is not higher than that already. While wearing the exosuit, you have darkvision out to a range of 60 feet, you only need to breathe once per 10 minutes, and you have advantage on saving throws against inhaled poisons. Roll a d6 (1-2 bludgeoning, 3-4 piercing, 5-6 slashing). The suit was designed to prevent the rolled damage type. Whenever you are subjected to the rolled damage type, reduce the damage you take by 3. You can use this armor as an arcane focus for your sorcerer spells. When you cast a sorcerer spell, you can use your reaction to cast the magic missile spell. Legendary. You have a +2 bonus to AC while wearing this armor and your Strength score becomes 21 if it is not higher than that already. You have darkvision out to a range of 90 feet, you only need to breathe once per 10 minutes, and you have advantage on saving throws against inhaled poisons. Whenever you take bludgeoning, piercing, or slashing damage, reduce the damage by 3. You can use this armor as an arcane focus for your sorcerer spells. When you cast a sorcerer spell, you can use your reaction to cast the magic missile spell, but you can choose to deal radiant damage instead of force damage. Artifact . You have a +3 bonus to AC while wearing this armor and your Strength score becomes 23 if it is not higher than that already. You have truesight out to a range of 60 feet, you only need to breathe once per 10 minutes, and you have advantage on saving throws against inhaled poisons. You have resistance to bludgeoning, piercing, and slashing damage. You can use this armor as an arcane focus for your sorcerer spells. As a bonus action, you can turn on an antimagic spotlight, creating a 15-foot cone of antimagic and bright light originating from you for 1 minute. Once you use this feature, you must finish a long rest to use it again.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"varies","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Grenade","description":"Bloodwork grenades are two-chamber metal pots. They use a coin-sized angst and a blood cartridge in their core chamber to burst and propel their material in the surrounding chamber, consuming the item. As an action, you can throw a bloodwork grenade up to 20 feet, exploding on impact. Any creature within 10 feet of the area of impact must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus), and are affected in a certain way according to the property of the grenade as shown: Flak. On a failed save, a creature takes 4d4 bludgeoning damage and is knocked prone. On a successful save, the damage is halved, and the creature is not knocked prone. Fire. On a failed save, a creature takes 4d4 fire damage and is set ablaze. On a successful save, the damage is halved and the creature does not burn. A burning creature takes 1d4 fire damage at the start of each of its turns. A creature can stop burning by using its action to extinguish the flames. Flash. On a failed save, a creature is blinded and deafened for 1 minute. On a successful save, it is only blinded or deafened until the end of its next turn. A creature can make a DC 12 Constitution saving throw at the start of each of its turns to end the effect on itself on a success.","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Consumable, special (see description)"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Handy Hands","description":"Wondrous item, rare (requires attunement) You’ve enhanced your hands with bloodwork tools. You now have a mechanical hand with small blood tubes within. You can use your action to alter the shape of your hands and turn them into tools, or vice versa. You can turn your hands into three artisan’s tools of your choice.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Legs","description":"Wondrous item, very rare (requires attunement) You’ve enhanced your legs with bloodwork machinery. You are faster than ever. You gain the following benefits: Increase your Dexterity score by 1. Your speed increases by 10 feet. Your jump distance is doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Pistol","description":"Pistols are metal constructs that fit on top of a wooden grip. They have an angst buried within their pistol grip, and a revolving mechanism that carries 6 ammunition in its chambers and a blood cartridge in the middle. Once inserted, the blood cartridge fills each chamber with blood, ready to be shot. Type: Ranged Martial Weapon Cost: 2000 KF/CS Damage: 1d8 piercing Weight: 2.5 lbs Properties: Ammunition (Range 30/90), blood cartridge, reloading 6, light Ammunition: Ammo, pistol (6)","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Ammunition, Blood Cartridge, Reloading 6, light"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Repeater Rifle","description":"Repeater rifles have the barrel of a pistol but they are much longer and do not have a revolver system attached. Rather, they have a special inner mechanism that holds a stack of 6 ammunition, loaded from the upper part of the metal section. The blood cartridge loaded from the back of the metal part creates a reaction with the angst when triggered, and the bullet is shot. The most important property of the repeater is that by pushing the metal lever that is located under the trigger, it loads the following bullet into the chamber. Type: Ranged Martial Weapon Cost: 4000 KF/CS Damage: 1d10 piercing Weight: 8 lbs Properties: Ammunition (Range 60/300), blood cartridge, heavy, reloading 6, two-handed Ammunition: Ammo, repeater rifle (6) (100 KF/CS)","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Ammunition, Blood Cartridge, Heavy, Reloading 6, Two-Handed"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodwork Sniper Rifle","description":"Sniper rifles are very long and heavy rifles with a scope that is almost as long as the barrel itself. They contain a single ammunition in their metal chamber at a time, and a whole blood cartridge is required to shoot each bullet. Although less efficient, this lets the rifle shoot much heavier bullets at tremendous speed, proving their impact to be deadly indeed. Type: Ranged Martial Weapon Cost: 5000 KF/CS Damage: 2d8 piercing Weight: 12 lbs Properties: Ammunition (Range 250/600), blood cartridge, heavy, loading, two-handed Ammunition: Ammo, sniper rifle (5) (200 KF/CS)","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Ammunition, Blood Cartridge, Heavy, Loading, Two-Handed"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloom Boots","description":"Wondrous item, very rare (requires attunement) Component: bundle of plant roots The fleeting beauty left in the wake of these boots appeals greatly to members of the Seelie Court, who go to great lengths to craft or acquire pairs by any means necessary. Beware those who flaunt these in secluded forests or enchanted glades, for there are good chances you will find yourselves embroiled in the treacherous deals of the fey, whether you want to be or not. These boots have 8 charges and regain 1d4 + 4 expended charges daily at dawn. Plantstep. While wearing these boots, grass grows and flowers bloom from the ground where you step, remaining for a few seconds before disappearing. You can move through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have a climbing speed equal to your walking speed when climbing trees and other plants, as small branches and leaves quickly grow to support you, then wither. Induce Growth. While wearing these boots and standing on the ground, you can expend 1 or more charges to stomp one of your feet and produce one of the following effects: You cast the plant growth spell, centred on yourself and as an action only (3 charges). You cast the spike growth spell, centred on yourself (save DC 16, 3 charges). As a bonus action, you cause a large vine to grow beneath your feet, lifting you up to 30 feet straight up. This vine remains for 1 minute, after which it withers and disappears (1 charge). As a reaction when you’re subjected to an effect that would move you against your will, you cause small vines to wrap around your feet, preventing you from being moved until the start of your next turn (2 charges).","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloom Boots (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: bundle of plant roots The fleeting beauty left in the wake of these boots appeals greatly to members of the Seelie Court, who go to great lengths to craft or acquire pairs by any means necessary. Beware those who flaunt these in secluded forests or enchanted glades, for there are good chances you will find yourselves embroiled in the treacherous deals of the fey, whether you want to be or not. These boots have 8 charges and regain 1d4 + 4 expended charges daily at dawn. Plantstep. While wearing these boots, grass grows and flowers bloom from the ground where you step, remaining for a few seconds before disappearing. You can move through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have a climbing speed equal to your walking speed when climbing trees and other plants, as small branches and leaves quickly grow to support you, then wither. Induce Growth. While wearing these boots and standing on the ground, you can expend 1 or more charges to stomp one of your feet and produce one of the following effects: You cast the plant growth spell, centred on yourself and as an action only (3 charges). You cast the spike growth spell, centred on yourself (save DC 16, 3 charges). As a bonus action, you cause a large vine to grow beneath your feet, lifting you up to 30 feet straight up. This vine remains for 1 minute, after which it withers and disappears (1 charge). As a reaction when you’re subjected to an effect that would move you against your will, you cause small vines to wrap around your feet, preventing you from being moved until the start of your next turn (2 charges). Uncommon variant: Reduce the charges to 4 and the recharge to 1d4. Remove the Plantstep property and the spike growth spell. Rare variant: Reduce the charges to 6 and the recharge to 1d4 + 2. Remove the spike growth spell.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bloom Boots (uncommon variant)","description":"Wondrous item, very rare (requires attunement) Component: bundle of plant roots The fleeting beauty left in the wake of these boots appeals greatly to members of the Seelie Court, who go to great lengths to craft or acquire pairs by any means necessary. Beware those who flaunt these in secluded forests or enchanted glades, for there are good chances you will find yourselves embroiled in the treacherous deals of the fey, whether you want to be or not. These boots have 8 charges and regain 1d4 + 4 expended charges daily at dawn. Plantstep. While wearing these boots, grass grows and flowers bloom from the ground where you step, remaining for a few seconds before disappearing. You can move through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have a climbing speed equal to your walking speed when climbing trees and other plants, as small branches and leaves quickly grow to support you, then wither. Induce Growth. While wearing these boots and standing on the ground, you can expend 1 or more charges to stomp one of your feet and produce one of the following effects: You cast the plant growth spell, centred on yourself and as an action only (3 charges). You cast the spike growth spell, centred on yourself (save DC 16, 3 charges). As a bonus action, you cause a large vine to grow beneath your feet, lifting you up to 30 feet straight up. This vine remains for 1 minute, after which it withers and disappears (1 charge). As a reaction when you’re subjected to an effect that would move you against your will, you cause small vines to wrap around your feet, preventing you from being moved until the start of your next turn (2 charges). Uncommon variant: Reduce the charges to 4 and the recharge to 1d4. Remove the Plantstep property and the spike growth spell.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blowgun","description":"Blowgun Ranged weapon ( martial, blowgun ) Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack , you treat the weapon as an improvised weapon (see \" Improvised Weapons \" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Range":"25/100","Damage":1,"Source":"5th Edition SRD","Weight":1,"Subtype":"Martial, Blowgun","Item Type":"Ranged Weapon","data-List":"false","Properties":"Loading, Range","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blowgun","description":"Blowgun Ranged Weapon (martial, blowgun) Made from a length of hollow bamboo or river reed, the blowgun is one of the simplest weapons that shinobi use in their work. The blowgun’s primary use is as a ranged weapon, usually to deliver poison or distract. In addition to darts, the blowgun can also be loaded with sand, dust, or other powders to blind or disorient foes, and it can even serve to let its user breathe while underwater. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1 Damage Type: Piercing Properties: Ammunition, Loading Range: 25/100 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Blowgun","description":"Martial Ranged Weapons Damage: 1 Piercing Properties: Ammunition ( Range 25/100; Needle ), Loading Mastery: Vex Weight: 1 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"None","Name":"Blowgun"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Blowgun","description":"Blowgun Ranged weapon ( martial, blowgun ) Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack , you treat the weapon as an improvised weapon (see \" Improvised Weapons \" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Loading, Range","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blowgun +1","description":"Blowgun +1 Ranged weapon ( martial, blowgun ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack , you treat the weapon as an improvised weapon (see \" Improvised Weapons \" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 2 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Range":"25/100","Damage":1,"Source":"5th Edition SRD","Weight":1,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Loading, Range","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blowgun +1","description":"Blowgun +1 Weapon (blowgun), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 2 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Loading, Range","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blowgun +1","description":"Weapon (Blowgun), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Blowgun +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Blowgun +1","description":"Weapon (Blowgun), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Blowgun +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Blowgun +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"410 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Blowgun\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Blowgun +1 Attack\",\"parent\":\"Blowgun +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Blowgun +1\\\",\\\"range\\\":\\\"25/100\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Blowgun +1 Damage\",\"parent\":\"Blowgun +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Blowgun +1","Weight":1,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"25/100","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blowgun +2","description":"Blowgun +2 Weapon (blowgun), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 3 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Loading, Range","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blowgun +2","description":"Blowgun +2 Ranged weapon ( martial, blowgun ), rare You have a +2 bonus to attack and damage rolls made with this weapon . Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack , you treat the weapon as an improvised weapon (see \" Improvised Weapons \" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 3 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Range":"25/100","Damage":1,"Source":"5th Edition SRD","Weight":1,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Loading, Range","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blowgun +2","description":"Weapon (Blowgun), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Blowgun +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Blowgun +2","description":"Weapon (Blowgun), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Blowgun +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Blowgun +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Blowgun\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Blowgun +2 Attack\",\"parent\":\"Blowgun +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Blowgun +2\\\",\\\"range\\\":\\\"25/100\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Blowgun +2 Damage\",\"parent\":\"Blowgun +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Blowgun +2","Weight":1,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"25/100","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blowgun +3","description":"Blowgun +3 Ranged weapon ( martial, blowgun ), very rare You have a +3 bonus to attack and damage rolls made with this weapon . Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack , you treat the weapon as an improvised weapon (see \" Improvised Weapons \" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 4 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Range":"25/100","Damage":1,"Source":"5th Edition SRD","Weight":1,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Loading, Range","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blowgun +3","description":"Blowgun +3 Weapon (blowgun), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 4 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Loading, Range","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blowgun +3","description":"Weapon (Blowgun), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Blowgun +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Blowgun +3","description":"Weapon (Blowgun), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Blowgun +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Blowgun +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Blowgun\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Blowgun +3 Attack\",\"parent\":\"Blowgun +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Blowgun +3\\\",\\\"range\\\":\\\"25/100\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Blowgun +3 Damage\",\"parent\":\"Blowgun +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":4,\\\"damageType\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Blowgun +3","Weight":1,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"25/100","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Blowgun for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition, Loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blowgun Needles","description":"Blowgun Needles (50) Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 50","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.02,"Subtype":"Ammunition","Item Type":"Ammunition","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blowgun Needles","description":"Blowgun Needles (50) Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 50","properties":{"Category":"Items","Expansion":5,"Item Type":"Ammunition"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Blowgun needles +1","description":"Blowgun Needles +1 Ammunition (blowgun needle), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 50","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blowgun needles +2","description":"Blowgun Needles +2 Ammunition (blowgun needle), rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 50","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blowgun needles +3","description":"Blowgun Needles +3 Ammunition (blowgun needle), very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 1 lb. for 50","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blowgun of Bloodletting","description":"Blowgun of Bloodletting Ranged weapon ( martial, blowgun ) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition . You can use a weapon that has the ammunition property to make a ranged attacks only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Blowgun of Certain Death","description":"Blowgun of Certain Death Weapon (blowgun), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Blowgun of Defense","description":"Blowgun of Defense Ranged weapon ( martial, blowgun ) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Ammunition . You can use a weapon that has the ammunition property to make a ranged attacks only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Ammunition, Defensive, Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Blowgun of Inverted Probability","description":"Blowgun of Inverted Probability Ranged weapon ( martial, blowgun ) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition . You can use a weapon that has the ammunition property to make a ranged attacks only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Blowgun of Pain","description":"This vicious-looking blowgun is decorated with fetishes and necrotic runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, you can fire an additional needle each round as a bonus action. If a needle deals damage, the target must succeed on a DC 12 Constitution saving throw or suffer 7 (2d6) points of necrotic damage as it is wracked with pain.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (blowgun)","Properties":"DC 12 Constitution saving throw","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Blowgun of Throne's Command","description":"Blowgun of Throne's Command Ranged Weapon (martial, blowgun), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 2 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Loading, Range","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Blowgun of Warning","description":"Weapon (Blowgun), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Blowgun of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bludgeon of Nightmares","description":"Weapon (flail, mace, or morningstar), rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption , and an identify spell reveals it to be such. Curse. This weapon is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you’ve reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blue Chromatic Rose","description":"Blue Chromatic Rose Wondrous Item, Rare This magic rose is blue. While a rose is held, it gains a harmless visual effect as indicated on the table. The blue rose crackles with lightning. While holding the rose by its stem, you gain resistance to lightning damage. If you would take more than 10 damage of lightning from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of lightning. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.","properties":{"Category":"Items","Expansion":11857,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Blue Dragon Mask","description":"Blue Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy azure has spikes around its edges and a ridged horn in its center. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn. Damage Absorption. You have resistance against lightning. If you already have resistance to lightning from another source, you instead have immunity to lightning. If you already have immunity to lightning from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the lightning damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Blue Dragon Mask","description":"Blue Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy azure has spikes around its edges and a ridged horn in its center. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn. Damage Absorption. You have resistance against lightning. If you already have resistance to lightning from another source, you instead have immunity to lightning. If you already have immunity to lightning from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the lightning damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Blue Dragon Mask","description":"Blue Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy azure has spikes around its edges and a ridged horn in its center. Its damage type is lightning. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn. Dragon Masks Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits. Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Blue Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Blue Dragon Scale Mail is made of the scales of a blue dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Blue Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Lightning damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest blue dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Blue Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Blue Rose","description":"Wondrous item, rare The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: If the spell is of the abjuration school, increase the save DC by 2. If the spell has more powerful effects when cast at a higher level, treat the spell’s effects as if you had cast the spell at one slot level higher than the spell slot you used. The spell is affected by one of the following metamagic options, even if you aren’t a sorcerer: heightened, quickened, or subtle. A spell can’t be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following: You have advantage on the saving throw against the spell if it is a spell of the abjuration school. If the spell is counterspell or dispel magic , the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. Blue Rose Addiction. Blue rose is a highly addictive substance. You must succeed on a DC 13 Constitution saving throw each time you consume a dose of it or become addicted. It takes 1d4 days for blue rose addiction’s symptoms to manifest in a creature. Symptoms include fatigue and nausea. You suffer one level of exhaustion, and you regain only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn’t reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blue Rose Tea","description":"Potion, uncommon The petals of the blue rose can be brewed into a tea. When you consume a dose of this tea, you get a glimpse into the future. This effect works like the divination spell, except the answer comes to you in visions rather than from a deity or its servants, and you can ask a single question concerning a specific goal, event, or activity to occur within 14 days. You can render a dose of blue rose (see) into three doses of blue rose tea with a successful DC 13 Intelligence (Arcana) check. If you succeed by 5 or more on the check, you make four doses of tea instead. On a failed check, you make only one dose of tea. Blue Rose Addiction. Consuming blue rose tea doesn’t cause addiction like its more potent counterpart. However, if you are addicted to blue rose , consuming one dose of this tea removes one level of exhaustion and halts the effects of the addiction for 24 hours. This effect can’t reduce your exhaustion level below 1 and can’t end the addiction.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Blue Sapphire Elemental Gem","description":"Blue Sapphire Elemental Gem Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Blue Shard of Hateful Wasting","description":"Blue Shard of Hateful Wasting Wondrous item, rare (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Blue (Rare). This shard melds into your crown. When you trigger this shard, you have advantage on ability checks and saving throws for the duration. If you make a roll of 9 or lower on the d20, you can trigger the shard again to treat your roll as a 10.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Blue Willow Cloak","description":"Wondrous item, uncommon This light cloak of fey silk is waterproof. When worn and activated in the rain, it grants invisibility to the wearer. The eﬀect lasts for as long as it rains or 1 hour, whichever is shorter. Once used, this property cannot be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Blue Willow Cloak","description":"Wondrous item, uncommon This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bluecap","description":"Bluecap Dubbed the “grain of the Underdark,” a bluecap is inedible, but its spores can be ground to make a nutritious, bland flour. Bread made from bluecap flour is known as sporebread or bluebread. One loaf is equivalent to 1 pound of food.","properties":{"Category":"Items"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Blunderbuss","description":"This firearm features a flared muzzle. When you fire the weapon, it releases bullets in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 2d4 piercing damage on a failed save, or half as much damage on a successful one. Each time you use the blunderbuss, it expends 5 pieces of ammunition, and, as with all firearms, the ammunition can’t be recovered at the end of battle. Firing a blunderbuss releases a thunderous boom that is audible out to 200 feet.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Weapon","Properties":"Ammunition (see entry), gunpowder, loading, special, two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Blunderbuss","description":"Ranged weapon (firearm) Damage : 2d4 Damage Type : piercing Cost : 300 gp Properties : Ammunition (special), reload (1 shot), two-handed Range : 15-ft cone. Weight : 8 Ammunition . Bullets and black powder are sold packaged together (1o rounds for 2 gp). Blunderbuss . The blunderbuss uses three bullets instead of one and targets all creatures in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, the DC of which is equal to 8 + your Dexterity modifier + your proficiency bonus. A creature takes 2d4 piercing damage on a failed save, or half as much damage on a successful one. Reload . A weapon with the reload property can be fired a number of times equal to its reload score before you must spend an action or a bonus action to reload it.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Ammunition (special), reload (1 shot), two-handed"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Blunderbuss","description":"Blunderbuss Simple Ranged Weapon Cost 20 gp Damage 2d4 piercing Weight 10 lb. Properties Ammunition (range 20), Barrel 2 (S), Blaring, Spread Fire, Twinned Barrel, Two-Handed Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12). Spread Fire. A weapon that has the spread fire property can’t make a normal attack, instead spraying a cone in front of you with a length equal to its range (for example, a blunderbuss with ‘range 20’ will fire in a 20-foot cone in front of you). Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take the weapon's normal damage.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 20), Barrel 2 (S), Blaring, Spread Fire, Twinned Barrel, Two-Handed"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Blunderbuss","description":"Magitech Firearms Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range. Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp. Types. There are several types of magitech firearm currently found in the world. Blunderbuss. A high-powered, short range firearm that deals 3d4 piercing damage on a hit. It has the Ammunition (range 20/60), Loud (1000), Reload (1), and Two-handed properties. Musket. An inaccurate rifle that deals 1d10 piercing damage on a hit. It has the Ammunition (range 80/240), Loud (1000), Reload (1), and Two-handed properties. Pistol. A small, personal, double-barreled firearm that deals 1d8 piercing damage on a hit. It has the Ammunition (range 40/120), Loud (500), Reload (2) properties. Revolver. A small, personal firearm with a rotating barrel and accuracy-enhancing rifling that deals 1d10 piercing damage on a hit. It has the Ammunition (range 60/240), Loud (500), Reload (6) properties. Rifle. The longest range of all the firearms, typically equipped with a multi-bullet magazine, it deals 1d12 piercing damage on a hit. It has the Ammunition (range 120/480), Loud (500), Reload (6), and Two-handed properties.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Blunderbuss","description":"","properties":{"Category":"Items","Item Type":"Weapon (blunderbuss)","Properties":"Ammunition (30/90), Dry, Heavy, Loading, Misfire, Scatter (2d10), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blunderbuss for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (30/90), Dry, Heavy, Loading, Misfire, Scatter (2d10), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blunderbuss shot (10)","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Blunt Ammo","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"Ammunition"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Blunterbuss","description":"Blunterbuss Weapon (Greatclub), Uncommon This greatclub was once a hand cannon, but its barrel was filled with rocks and sealed. Copious scorch marks, crude welds, and dents indicate that it probably didn’t work well as a firearm. As a bonus action, you can load the blunterbuss with gunpowder. The next time you hit with a melee weapon attack using this magic weapon, it detonates. The target and each creature (including you) within 10 feet of them must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and 2d6 thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Once used, this property can’t be used again until the blunterbuss is repaired. This requires 5 gp of materials and takes 1 hour, which can be done during a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bo staff","description":"Bo Staff Melee weapon (simple, bo staff) Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Two-handed"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bo Staff of Bloodletting","description":"Bo Staff Melee weapon (simple, bo staff) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bo Staff of Inverted Probability","description":"Bo Staff Melee weapon (simple, bo staff) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boar Mask","description":"Boar Mask Wondrous item, (requires attunement ) +1 to Intimidation Disadvantage on Charisma checks Barbarian's Rage: Once a day, you can consume a poisoned food or drink to no effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Board Game","description":"Board Game Adventuring gear (gaming set) These are small, portable, sturdy versions of games made to be taken on long journeys. Go, shōgi, and other popular strategy games are the ones most likely to be found in a travel-sized set within Rokugan, while the strategy game of chatrang is popular in the Ivory Kingdoms and has gained a strong following in the Qamarist Caliphate.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Boat Oar (weapon)","description":"Boat Oar Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile 1d8","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Bobbing Lily Pad","description":"Bobbing Lily Pad Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Body Shield","description":"This rectangular shield is large enough to screen a person from their head to their knees while still being light enough to maneuver. While using this shield, you have advantage on saving throws against burst fire attacks and grenades. However, you have disadvantage on opportunity attack rolls.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Shield","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Bog Mimic Club (Common)","description":"Weapon (Club), Common (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Club (Legendary)","description":"Weapon (Club), Legendary (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage. Very Rare The bonus to attack and damage rolls increases to +2, it can now adhere to a target using Stick-y three times between rests and while adhered, the damage it deals at the start of the target’s turn increases to 2d8 piercing damage and 2d8 acid damage. Legendary Punishing Gluttony. When you hit a Large or smaller creature with an attack using this weapon, you can choose for it to engulf the target. You drop the weapon, which lands in the target’s space and becomes its size. The engulfed creature is blinded, restrained, unable to breathe, and takes 4d8 bludgeoning and 4d8 acid damage at the start of each of its turns. As an action, a creature within 5 feet of the bog mimic can make a Strength check to attempt to free the engulfed creature (DC equals 11 + your proficiency bonus). Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Club (Rare)","description":"Weapon (Club), Rare (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Club (Uncommon)","description":"Weapon (Club), Uncommon (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Club (Very Rare)","description":"Weapon (Club), Very Rare (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage. Very Rare The bonus to attack and damage rolls increases to +2, it can now adhere to a target using Stick-y three times between rests and while adhered, the damage it deals at the start of the target’s turn increases to 2d8 piercing damage and 2d8 acid damage.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Greatclub (Common)","description":"Weapon (Greatclub), Common (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Greatclub (Legendary)","description":"Weapon (Greatclub), Legendary (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage. Very Rare The bonus to attack and damage rolls increases to +2, it can now adhere to a target using Stick-y three times between rests and while adhered, the damage it deals at the start of the target’s turn increases to 2d8 piercing damage and 2d8 acid damage. Legendary Punishing Gluttony. When you hit a Large or smaller creature with an attack using this weapon, you can choose for it to engulf the target. You drop the weapon, which lands in the target’s space and becomes its size. The engulfed creature is blinded, restrained, unable to breathe, and takes 4d8 bludgeoning and 4d8 acid damage at the start of each of its turns. As an action, a creature within 5 feet of the bog mimic can make a Strength check to attempt to free the engulfed creature (DC equals 11 + your proficiency bonus). Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Greatclub (Rare)","description":"Weapon (Greatclub), Rare (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Greatclub (Uncommon)","description":"Weapon (Greatclub), Uncommon (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Greatclub (Very Rare)","description":"Weapon (Greatclub), Very Rare (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage. Very Rare The bonus to attack and damage rolls increases to +2, it can now adhere to a target using Stick-y three times between rests and while adhered, the damage it deals at the start of the target’s turn increases to 2d8 piercing damage and 2d8 acid damage.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Quarterstaff (Common)","description":"Weapon (Quarterstaff), Common (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Quarterstaff (Legendary)","description":"Weapon (Quarterstaff), Legendary (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage. Very Rare The bonus to attack and damage rolls increases to +2, it can now adhere to a target using Stick-y three times between rests and while adhered, the damage it deals at the start of the target’s turn increases to 2d8 piercing damage and 2d8 acid damage. Legendary Punishing Gluttony. When you hit a Large or smaller creature with an attack using this weapon, you can choose for it to engulf the target. You drop the weapon, which lands in the target’s space and becomes its size. The engulfed creature is blinded, restrained, unable to breathe, and takes 4d8 bludgeoning and 4d8 acid damage at the start of each of its turns. As an action, a creature within 5 feet of the bog mimic can make a Strength check to attempt to free the engulfed creature (DC equals 11 + your proficiency bonus). Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Quarterstaff (Rare)","description":"Weapon (Quarterstaff), Rare (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Quarterstaff (Uncommon)","description":"Weapon (Quarterstaff), Uncommon (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Bog Mimic Quarterstaff (Very Rare)","description":"Weapon (Quarterstaff), Very Rare (Requires Attunement) When you attune to this magic weapon, and during every long rest while attuned, you must feed the bog mimic one ration’s worth of meat. Otherwise, it attacks you at the end of the rest (use the mimic stat block). Common While attuned to this magic weapon, you can use a bonus action to verbally command it to change shape between a club, greatclub, or quarterstaff. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Stick-y. When you hit a creature with an attack using this weapon, you can choose for it to adhere to the target. You drop the weapon and the target becomes grappled by it (the escape DC equals 11 + your proficiency bonus). A creature that starts their turn grappled by the bog mimic takes 1d8 piercing damage and 1d8 acid damage. Once used, this property can’t be used again until you finish a long rest. Rare While you are holding the bog mimic, you are resistant to acid damage. Very Rare The bonus to attack and damage rolls increases to +2, it can now adhere to a target using Stick-y three times between rests and while adhered, the damage it deals at the start of the target’s turn increases to 2d8 piercing damage and 2d8 acid damage.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Boilerdrak","description":"Boilerdrak Large object Armor Class: 15 Hit P oints: 100 Damage Immunities: poison, psychic This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action. Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one. Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Large Object"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Bola","description":"Bola Ranged weapon (martial, bola) When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bola of Big Game +1","description":"Bola of Big Game +1 Ranged weapon (martial, bola) , uncommon (+1, Huge) You have a bonus to the attack rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you throw this bola as part of an attack, it magically expands to be effective against larger creatures. When you hit a creature of a certain size category or smaller with the bola, it is knocked prone. The size category is determined by the bola’s rarity. Otherwise, the bola has all the properties of a nonmagical bola. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown, Huge","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bola of Big Game +2","description":"Bola of Big Game +2 Ranged weapon (martial, bola) , rare (+2, Gargantuan) You have a bonus to the attack rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you throw this bola as part of an attack, it magically expands to be effective against larger creatures. When you hit a creature of a certain size category or smaller with the bola, it is knocked prone. The size category is determined by the bola’s rarity. Otherwise, the bola has all the properties of a nonmagical bola. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown, Gargantuan","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bola of Bloodletting","description":"Bola of Bloodletting Ranged weapon (martial, bola) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bola of Defense","description":"Bola of Defense Ranged weapon (martial, bola) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Defensive, Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bola of Inverted Probability","description":"Bola of inverted Probability Ranged weapon (martial, bola) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bolas","description":"This ranged weapon consists of two small weights tied together. A Medium or smaller creature hit by a bolas has its speed reduced to 0 until it is freed, and it must succeed on a DC 10 Strength saving throw or fall prone. A set of bolas has no effect on formless creatures or creatures that are Large or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Special, thrown"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Bolas","description":"A creature hit by a bolas falls prone until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. You can only throw one bolas on your turn.","properties":{"Category":"Items","Item Type":"Weapon (bolas)","Properties":"Special, Thrown (20/60)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bolt +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Bolt +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Bolt +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bolt +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.075\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"quantity\\\":10}\"},{\"name\":\"Bolt +1 Effect\",\"parent\":\"Bolt +1\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Bolt +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Uncommon","Name":"Bolt +1","Weight":"0.075","data-description":"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bolt +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Bolt +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Bolt +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bolt +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.075\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Bolt +2 Effect\",\"parent\":\"Bolt +2\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Bolt +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Bolt +2","Weight":"0.075","data-description":"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bolt +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Bolt +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Bolt +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bolt +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.075\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Bolt +3 Effect\",\"parent\":\"Bolt +3\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Bolt +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Bolt +3","Weight":"0.075","data-description":"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bolt Cutter","description":"Bolt Cutter Miscellaneous gear Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bolt of Aberration Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Aberrations. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Aberration Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Beast Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Beasts. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Beast Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Celestial Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Celestials. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Celestial Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Construct Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Constructs. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Construct Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Dragon Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Dragons. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Dragon Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Elemental Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Elementals. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Elemental Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Fey Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fey. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Fey Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Fiend Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fiends. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Fiend Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Giant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Giants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Giant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Humanoid Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Humanoids. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Humanoid Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Monstrosity Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Monstrosities. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Monstrosity Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Ooze Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Oozes. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Ooze Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Plant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Plants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Plant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolt of Undead Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Undead. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Bolt of Undead Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bolts","description":"Adventuring Gear (Ammunition) Amount: 20 Storage: Case Weight: 1½ lb. Cost: 1 GP Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. Storage must be bought separately.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Bolts"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bomb","description":"Bomb Explosives As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. Damage : 3d6 Damage Type : fire Range : 60 Weight : 1","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bomb","description":"When a bomb hits a target, it explodes in a 15-foot diameter sphere and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must make a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save, or no damage on a successful one.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Special, Thrown","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bomb","description":"As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Weight: 1 lb. Cost: 100 GP","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Bomb"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bomboozler","description":"Wondrous item, rare Within this sturdy, corrosion-resistant polyhedron is a phial of polyhedrooze ooze ; a caustic substance with remarkable powers of biological alteration. Ca ustic Calamity. As an action, you can press a button on the polyhedron, crushing the phial, and then toss the device up to 60 feet away. The resulting chemical reaction produces an explosion of acid in a 20-foot radius . Each creature in the area must make a DC 15 Dexterity saving throw , taking 4d6 acid damage on a failed save, or half as much damage on a successful one. In addition, the reaction produces unpredictable biomantic effects on a failed saving throw. Roll a d10 and consult the table below to determine the effect. If a creature comes under an effect lasting 1 minute , it can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. d10 Effect 1 The acid stops regeneration and healing. The creature can’t regain hit points for 1 minute . 2 The acid coats creatures, dissolving them. The creature takes 2d6 acid damage at the start of each of its turns for 1 minute . 3 Parts of creatures’ bodies meld together. The creature has disadvantage on attack rolls for 1 minute . 4 The acid fuses feet and footwear to the ground. The creature is restrained until the end of your next turn. 5 The acid fuses the eyelids shut. The creature is blinded until the end of your next turn. 6 The acid causes creatures’ skin to become phosphorescent. The creature is under the effect of the faerie fire spell for 1 minute . 7 The acid causes growths to appear and disappear on creatures’ bodies, hindering their actions. The creature is under the effect of the bane spell for 1 minute . 8 The acid causes creatures to shrink. The creature is under the reduce effect of the enlarge/reduce spell for 1 minute . 9 The acid fuses mouths shut. The creature is under the effect of the zippit! * spell for 1 minute . 10 Roll twice on the table, rerolling any further 10s and duplicate results. Once this property of the item has been used, it can’t be used again until the next dawn and a new phial of polyhedrooze ooze has been installed in the device.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bomboozler (very rare variant)","description":"Wondrous item, rare Within this sturdy, corrosion-resistant polyhedron is a phial of polyhedrooze ooze ; a caustic substance with remarkable powers of biological alteration. Caustic Calamity. As an action, you can press a button on the polyhedron, crushing the phial, and then toss the device up to 60 feet away. The resulting chemical reaction produces an explosion of acid in a 20-foot radius . Each creature in the area must make a DC 15 Dexterity saving throw , taking 4d6 acid damage on a failed save, or half as much damage on a successful one. In addition, the reaction produces unpredictable biomantic effects on a failed saving throw. Roll a d10 and consult the table below to determine the effect. If a creature comes under an effect lasting 1 minute , it can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. d10 Effect 1 The acid stops regeneration and healing. The creature can’t regain hit points for 1 minute . 2 The acid coats creatures, dissolving them. The creature takes 2d6 acid damage at the start of each of its turns for 1 minute . 3 Parts of creatures’ bodies meld together. The creature has disadvantage on attack rolls for 1 minute . 4 The acid fuses feet and footwear to the ground. The creature is restrained until the end of your next turn. 5 The acid fuses the eyelids shut. The creature is blinded until the end of your next turn. 6 The acid causes creatures’ skin to become phosphorescent. The creature is under the effect of the faerie fire spell for 1 minute . 7 The acid causes growths to appear and disappear on creatures’ bodies, hindering their actions. The creature is under the effect of the bane spell for 1 minute . 8 The acid causes creatures to shrink. The creature is under the reduce effect of the enlarge/reduce spell for 1 minute . 9 The acid fuses mouths shut. The creature is under the effect of the zippit! * spell for 1 minute . 10 Roll twice on the table, rerolling any further 10s and duplicate results. Once this property of the item has been used, it can’t be used again until the next dawn and a new phial of polyhedrooze ooze has been installed in the device. Very rare variant: Increase the DC to 16 . You can roll twice on the table, ignoring any duplicate results. The item has the Trigger Warning property. Trigger Warning. Instead of throwing the bomb, you can use an action to plant it on a surface and set it to detonate in a specific situation. As an action, a creature can disarm a bomb set to explode in this way with a successful DC 16 Dexterity (Sleight of Hand) check . On a failed check, the bomb goes off and the creature that made the check automatically fails the saving throw. Choose one of the following detonation options: Proximity Trigger. Choose a range between 0 and 20 feet. The first Small or larger creature to move within that distance of the bomb after you leave the area sets it off. A creature that succeeds on a DC 16 Dexterity (Stealth) check can approach the bomb without triggering it. Time Bomb. Choose an amount of time ranging from 1 to 100 rounds. On initiative count 20 of the round you choose, the bomb explodes.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonded Bracelets","description":"Wondrous Item, Very Rare (Requires Attunement) These simple rope bracelets come in pairs. While you and another creature on the same plane are attuned to the bracelets, you always know each other’s exact location and can speak telepathically to each other. If the other attuned creature does not understand any language, you understand their emotional state and can give them simple commands. Additionally, while you and the other attuned creature are within 1 mile of each other, neither of you need to eat or drink, and you can both survive in conditions of extreme cold and extreme heat without gaining levels of exhaustion. While you are within 60 feet of each other, you gain any damage resistances or immunities the other creature has, and vice versa.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bone Cloud Pipe of Chittr'k'k","description":"A pipe of cracked bone inlaid with golden glyphs. This pipe is associated with a particular gaseous magical effect: fog cloud . A creature smoking the pipe can cast the associated spell as a bonus action 1/day.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Bone Marrow Bouillon","description":"Potion, rare Component: phial of humanoid (shapechanger) blood Doctor Jake Kill advertises his proprietary blend of bull’s pituitary and caffeine as a “sure fire way to lose friends and alienate people, especially if those people are a swarm of marauding goblins.” Oddly enough, he seems more than a little keen to get rid of this particular concoction… Inner Monster. Tied up in a protective claw is a philter of bubbling red liquid. You can use an action to drink this potion, filling you with a sense of rage and selfishness as your muscles inflate and your veins bulge. You turn into a brute, the physical and mental manifestation of your most evil and selfish thoughts, for 10 minutes, and undergo the following changes: Your size increases by one category and your weight is multiplied by eight. You have advantage on Strength-based attack rolls, Strength checks, and Strength saving throws. Your alignment changes to chaotic evil; you think of your own survival first and any trace of compassion or mercy is shredded. When the effect ends, you return to normal and make a DC 15 Constitution saving throw. On a failed save, you gain 1 level of exhaustion. Very rare variant, Bone Marrow Bouillon: Add the following effects to the potion: You gain 2d6 temporary hit points at the beginning of each of your turns. Once for the duration of the serum, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bone Merchant's Coin","description":"Wondrous Item, Uncommon You have advantage on death saving throws while carrying this magic coin. In addition, you can flip the coin as an action to send a magical ping to an undead creature with which you are familiar. The creature recognizes you as the sender if it knows you and becomes aware of your precise position.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bone of Animation","description":"Bone of Animation Wondrous item, uncommon (requires attunement) This item appears to be a regular human upper arm bone. While holding the bone you can use an action to speak the command word and turn the bone into a skeleton . The skeleton reverts to bone form after 1 hour or when it drops to 0 hit points. The skeleton is friendly to you and your companions for the duration. Roll initiative for the skeleton, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the skeleton, it defends itself from hostile creatures but otherwise takes no actions. Once the bone is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bone of Animation","description":"Bone of Animation Wondrous item, uncommon (requires attunement) This item appears to be a regular human upper arm bone. While holding the bone you can use an action to speak the command word and turn the bone into a skeleton . The skeleton reverts to bone form after 1 hour or when it drops to 0 hit points. The skeleton is friendly to you and your companions for the duration. Roll initiative for the skeleton, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the skeleton, it defends itself from hostile creatures but otherwise takes no actions. Once the bone is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Anthony Joyce-Rivera","book":"Baldurs Gate - The Fall of Elturel"},{"name":"Bone of Bruising","description":"Bone of Bruising Wondrous item, rare (requires attunement) This item appears to be a regular human shin bone. You can use a bonus action to toss this bone into the air and speak the command word. When you do so, the bone begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. When you make the attack, you do so with an attack bonus of +5. The bone inflicts 1d4 + 3 bludgeoning damage. While the bone hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the bone to attack one creature within 5 feet of it. After the hovering bone attacks for the fourth time it falls to the ground. Once used, this property of the bone can’t be used again until the next dawn. Damage: 1d4+3 Damage Type: bludgeoning Modifiers: Melee Attacks +5 Range: 5 ft.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bone Rattle","description":"Wondrous item, Weird, Very Rare Bone rattles are made of the bones of children, and are only created by those hags with a fierce hatred of youth. The rattle is the intact skull of a humanoid child and the bone handle is the femur of the same child. Inside the skull are exactly nine finger bones that create the rattle noise when this device is shaken. Once a day, a hag, if she shakes the rattle while laughing, can cause the rattle to emit a loud noise, best described as a child screaming for help. This sound will cause any creature with more than 3 Intelligence and within 60 feet, to make a DC 16 Intelligence saving throw or fall prone and become incapacitated as they shriek in mad laughter for (2) 1d4 rounds. If a laughing victim sustains damage before the duration of the effect is up they are allowed to make another saving throw at the beginning of their next round, with success ending the effect. Hags are not immune to this effect, and the hag that shakes the rattle must also make a saving throw. Creatures with more than 3 Intelligence who witness this laughter must make a DC 14 Wisdom saving throw or suffer short-term madness for (5) 1d10 minutes. If the creature participated in the laughter in any way, then they have disadvantage on this saving throw. Any creature, other than a hag, that picks up this weird must make a DC 14 Wisdom saving throw or throw it as far away from them as possible. A creature that succeeds on this saving throw will find it impossible to rest or sleep as long as they have the rattle within 15 feet of them.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Bone Whip","description":"Weapon (whip), very rare (requires attunement) This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bonebreaker Mace","description":"Weapon (any weapon that deals bludgeoning damage), rare (requires attunement) You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bonecleaver","description":"Bonecleaver Weapon (greataxe), very rare (requires attunement) Damage: 1d10+2 slashing Weight: 7 lbs. Properties: Heavy, Two-Handed You gain a +2 bonus to attack and damage rolls made with this magic axe. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d8 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bonecrusher","description":"Bonecrusher’s wielder becomes a whirling dervish of blinding light and bone dust, pulverizing their way through swathes of undead. Legend This adamantine club was constructed for a cleric who devoted her life to the destruction of skeletons and zombies. Blessed by the high priest of her order, Bonecrusher is a potent holy weapon against the undead. Location The cleric, Lanelele Cai, took the club with her when she led a group of adventurers into the crypts of the vampire lord Seraphix Blooddrinker. Seraphix used a malign magical chalice to animate hordes of mindless undead with which she threatened nearby kingdoms. Lanelele destroyed the undead masses before delving deeper into the crypts to find Seraphix’s lair. However, she was never seen again, and the club is believed to have been claimed by the vampire lord, along with the cleric’s lifeblood. Encounter Ideas Seraphix Returns. The clerics of Lanelele Cai’s order are receiving visions of Seraphix’s return. They urge the characters to delve into the crypts of the vampire lord, put an end to the vampire , and return Bonecrusher to the order. Undead Ruffians. A vampire spawn leading a pack of skeletons appeared in the village of Ubblexian, demanding that the villagers dig up their dead for delivery to the vampire lord Seraphix by the next full moon. The vampire spawn carries Bonecrusher and fits the description of Lanelele. The villagers beg the characters for help. Big Boned. A giant skeleton impervious to spells and weapons is rampaging across the countryside. Divinations suggest only Bonecrusher can harm it… if it can be found. Progression Bonecrusher progresses each time the creature who is attuned to it gains a use of the Channel Divinity class feature. The weapon progresses to legendary when the creature reaches 20th level or equivalent. Statistics Weapon (Club), Rarity Varies (Requires Attunement) Common . You can use Bonecrusher as a holy symbol. Uncommon . You gain a +1 bonus to attack and damage rolls made with this adamantine magic weapon. When you hit a skeleton or zombie with it, the target takes an extra 1d4 radiant damage. Rare . The extra damage to skeletons and zombies increases to 2d4 and it deals an extra 1d4 radiant damage to all other Undead creatures on a hit. Corporeal Undead creatures have disadvantage on saving throws against your Channel Divinity effects. Very Rare . The bonus to attack and damage rolls increases to +2. The extra damage to skeletons and zombies increases to 4d4 and the extra damage to all other Undead increases to 2d4. Legendary . On your turn, when you score a critical hit with Bonecrusher against a skeleton or zombie, or reduce a skeleton or zombie to 0 hit points, you can immediately make one melee attack with Bonecrusher as part of the same action. You can make this attack only once per round.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bonecrusher (Common)","description":"Bonecrusher Weapon (Club), Common (Requires Attunement) You can use Bonecrusher as a holy symbol. Progression Bonecrusher progresses each time the creature who is attuned to it gains a use of the Channel Divinity class feature. The weapon progresses to legendary when the creature reaches 20th level or equivalent.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bonecrusher (Legendary)","description":"Bonecrusher Weapon (Club), Legendary (Requires Attunement) You can use Bonecrusher as a holy symbol. You gain a +2 bonus to attack and damage rolls made with this adamantine magic weapon. When you hit a skeleton or zombie with it, the target takes an extra 4d4 radiant damage, and it deals an extra 2d4 radiant damage to all other Undead creatures on a hit. Corporeal Undead creatures have disadvantage on saving throws against your Channel Divinity effects. On your turn, when you score a critical hit with Bonecrusher against a skeleton or zombie, or reduce a skeleton or zombie to 0 hit points, you can immediately make one melee attack with Bonecrusher as part of the same action. You can make this attack only once per round.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bonecrusher (Rare)","description":"Bonecrusher Weapon (Club), Rare (Requires Attunement) You can use Bonecrusher as a holy symbol. You gain a +1 bonus to attack and damage rolls made with this adamantine magic weapon. When you hit a skeleton or zombie with it, the target takes an extra 2d4 radiant damage, and it deals an extra 1d4 radiant damage to all other Undead creatures on a hit. Corporeal Undead creatures have disadvantage on saving throws against your Channel Divinity effects. Progression Bonecrusher progresses each time the creature who is attuned to it gains a use of the Channel Divinity class feature. The weapon progresses to legendary when the creature reaches 20th level or equivalent.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bonecrusher (Uncommon)","description":"Bonecrusher Weapon (Club), Uncommon (Requires Attunement) You can use Bonecrusher as a holy symbol. You gain a +1 bonus to attack and damage rolls made with this adamantine magic weapon. When you hit a skeleton or zombie with it, the target takes an extra 1d4 radiant damage. Progression Bonecrusher progresses each time the creature who is attuned to it gains a use of the Channel Divinity class feature. The weapon progresses to legendary when the creature reaches 20th level or equivalent.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bonecrusher (Very Rare)","description":"Bonecrusher Weapon (Club), Very Rare (Requires Attunement) You can use Bonecrusher as a holy symbol. You gain a +2 bonus to attack and damage rolls made with this adamantine magic weapon. When you hit a skeleton or zombie with it, the target takes an extra 4d4 radiant damage, and it deals an extra 2d4 radiant damage to all other Undead creatures on a hit. Corporeal Undead creatures have disadvantage on saving throws against your Channel Divinity effects. Progression Bonecrusher progresses each time the creature who is attuned to it gains a use of the Channel Divinity class feature. The weapon progresses to legendary when the creature reaches 20th level or equivalent.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bonemine","description":"Explosive, uncommon As an action, a character can throw the bonemine at a point up to 40 feet away or plant and arm the bonemine in the ground. If thrown, the bonemine explodes immediately, sending shards of bone shrapnel into nearby creatures. If planted, the bonemine detonates when a creature enters a space within 5 feet of it. Each creature within 20 feet of an exploding bonemine must make a DC 15 Dexterity saving throw , taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"uncommon"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Bonfire Seed","description":"Wondrous Item, Common When thrown, this illusion seed turns into a roaring bonfire about 5 feet across, complete with large and small timbers and hot coals. If thrown into a space where a creature is standing, you must make a ranged attack. If the attack misses, the creature knocks the seed into any neighboring space. If it hits, the bonfire does 2d6 fire damage to any creature standing in it at the start of its turn. The bonfire burns out normally in 1d4 hours, depending on rain and other conditions.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Bonze's Bokken","description":"Weapon (katana), rare (requires attunement) This magic weapon deals bludgeoning damage instead of its normal slashing damage. As an action, you can use the bokken to blow a strong wind, dispersing any gases within a 15-foot cube adjacent to you. When you take the Attack action while holding this weapon, you can replace one or more of your attacks with concussive waves of sound. Make a ranged spell attack roll with a range of 30/60 feet and a +7 bonus to hit. On a hit, the target takes 1d10 + 3 thunder damage, and on a critical hit, the target is deafened. This attack is audible out to 100 feet.","properties":{"Category":"Items","Item Type":"Weapon (katana)","Properties":"Finesse, Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bonze’s Bokken, Wind Ripper Greatsword","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Greatsword (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet . Legendary variant: You gain a +2 bonus to attack and damage rolls you make with melee attacks using this weapon. You can speak Auran fluently. I ncrease Wind Rip’s attack modifier to +9 and its damage to 2d8 . When you use the Liftoff property, you gain a flying speed of 60 feet for 1 minute .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Longsword","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile ","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Longsword (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet . Legendary variant: You gain a +2 bonus to attack and damage rolls you make with melee attacks using this weapon. You can speak Auran fluently. I ncrease Wind Rip’s attack modifier to +9 and its damage to 2d8 . When you use the Liftoff property, you gain a flying speed of 60 feet for 1 minute .","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile ","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile ","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile ","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Rapier","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Rapier (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet . Legendary variant: You gain a +2 bonus to attack and damage rolls you make with melee attacks using this weapon. You can speak Auran fluently. I ncrease Wind Rip’s attack modifier to +9 and its damage to 2d8 . When you use the Liftoff property, you gain a flying speed of 60 feet for 1 minute .","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Scimitar","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Scimitar (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet . Legendary variant: You gain a +2 bonus to attack and damage rolls you make with melee attacks using this weapon. You can speak Auran fluently. I ncrease Wind Rip’s attack modifier to +9 and its damage to 2d8 . When you use the Liftoff property, you gain a flying speed of 60 feet for 1 minute .","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Shortsword","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Shortsword (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet . Legendary variant: You gain a +2 bonus to attack and damage rolls you make with melee attacks using this weapon. You can speak Auran fluently. I ncrease Wind Rip’s attack modifier to +9 and its damage to 2d8 . When you use the Liftoff property, you gain a flying speed of 60 feet for 1 minute .","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonze’s Bokken, Wind Ripper Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way. The thunderous wind rip is really just a tool for releasing hard-to-reach fruit. This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage. Gale . As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses. Wind Rip . With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks. Liftoff . As a bonus action, you can expend 1 charge , causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet . If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall. Uncommon variant: Decrease Wind Rip’s attack modifier to +5 and its damage to 1d8 . Remove the Liftoff property. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with melee attacks using this weapon. Increase Wind Rip’s attack modifier to +8 and its damage to 1d12 . Increase the flying speed of Liftoff to 50 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Boog's Ball","description":"Boog's Ball Wondrous item, rare (requires attunement) This magic stone sphere is incredibly dense, has a 3-inch radius, and grows when thrown. As an action, you can throw the ball at a point you can see within 60 feet of you. If you throw the ball 30 feet or less away from you, the ball grows to a 5-foot radius. If you throw the ball farther than 30 feet, it grows to a 10-foot radius. Each creature in the ball’s area when it reaches that point must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage. The ball then shrinks back to its 3-inch radius and teleports either into your open hand or into a pack or pouch you wear (your choice).","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Book","description":"Book Adventuring gear A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook . Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Book","description":"Book Adventuring gear A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Book","description":"Book Adventuring gear Price: 25 gp A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Book","description":"Book Adventuring gear Rokugan has had a relatively consistent official written language for the better part of a millennium, and thus there are many books that a character might own covering a staggering variety of topics, from practical advice to poetry and military history to prose fiction. At the GM’s discretion, a character may be able to acquire new information by reading a book.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Book","description":"Adventuring Gear Weight: 5 lb. Cost: 25 GP A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Book"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Book","description":"Book Adventuring gear A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook . Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Book (weapon)","description":"Book (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. AC: 1 Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Defensive"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Book of Bog","description":"Wondrous item, legendary (requires attunement) This weighty tome is a relic gifted by Oghma, the god of knowledge, speech, and writing, to a (mostly) pure-hearted goblin named Bog. Although its pages are blank until queried, it is said the book’s size represents the burden of responsibility that comes with nearly unlimited knowledge. While attuned to this item, you can open the book and ask it a question. If Oghma knows the answer to the question, the right page fills with the answer and the left page fills with a quest that you must complete in service to Oghma before the book can be used again. The quest provides you with any information you need to get started, including a map if necessary. You may not end your attunement with this item until you complete the quest it has given you.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Book of Ebon Tides","description":"Wondrous Item, Very Rare (Requires Attunement by a Wizard) This strange twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch-board covers, wrapped with shadow goblin hide, and imbued with the memories of forests in the Shadow Realm. Its covers often dance with shadows as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and shadow fey (see Tome of Beasts ). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. Ebon Tides. If you spend 100 hours over a period of 30 days or more studying the volume, you can perform a magical ritual to shift the structure of the Shadow Realm in particular ways. At any point after your study completes, you can expend 5 of the book's charges while spending 1 minute concentrating and performing invocations to transform the terrain near you. You don't need to repeat the study to use this property again. When the magic ritual completes, make an Intelligence (Arcana) check and consult the table below for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected. Built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an overshadow (see Tome of Beasts 2 ) also appears and attacks you. On a 20, you can choose two options. Deities, fey lords and ladies (see Tome of Beasts ), archdevils, demon lords, and other powerful rulers in the Shadow Realm can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Shadow Lore. If you spend 10 minutes referencing this book while researching the Shadow Realm or its creatures, you double your proficiency bonus on Arcana, History, and Religion checks to recall lore about such subjects for the next 24 hours. If you don't have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are only proficient when recalling information about the subjects of your research. This research can be done during a short rest. Spells. While holding the book, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: cloak of shadow * (1 charge), darkness (2 charges), mirror image (2 charges), phantasmal killer (4 charges), see invisibility (2 charges), seeming (5 charges), shadow gateway * (5 charges), shadow step * (4 charges), or slither * (2 charges). You can also use an action to cast the douse light * or minor illusion cantrips from the book without using any charges. (Spells marked with an asterisk are from Deep Magic .) Retributive Shadows. You can use an action to speak a special command word and rip the book in half. The book is destroyed and releases its remaining magic in a wave of shadow magic. Four 10-foot cubes of shadow move outward from the book in the cardinal directions, and each cube moves up to 20 feet each round, away from the point where the book was destroyed. This effect works like the creeping darkness (see Deep Magic ) spell, except it creates four cubes instead of three, and the necrotic damage dealt by the spell increases by 1d6 for each charge remaining in the book. At the GM's discretion, this effect can work like the incendiary cloud spell instead of the creeping darkness spell, except the cloud is a cloud of shadow that deals necrotic damage instead of fire damage, is centered on you, and the damage dealt by the spell increases by 1d4 for each charge remaining in the book. DC Effect 8 Obscure a path and remove all signs of passage (30 feet per point over 7). 10 Create a grove of trees (30 feet across per point over 9). 11 Create or dry up a lake or pond (1 foot wide per point over 11). 12 Create a flowing stream (1 foot wide per point over 11). 13 Overgrow an existing road with brush or trees (300 feet per point over 12). 14 Shift a river to a new course (300 feet per point over 13). 15 Move a forest (300 feet per point over 14). 16 Create a small hill, riverbank, or cliff (10 feet tall per point over 15). 17 Turn a small forest into grassland or clearing or vice versa (30 feet across per point over 16). 18 Create a new river (10 feet wide per point over 17). 19 Turn a large forest into grassland or vice versa (300 feet across per point over 19). 20 Create a new mountain (1,000 feet high per point over 19). 22 Shrink an existing hill or mountain (reducing 1,000 feet per point over 21).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement by a Wizard"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Book of Ebon Tides (Item)","description":"Wondrous item, very rare (requires attunement by a wizard) This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and shadow fey (see Tome of Beasts ). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. Ebon Tides. If you spend 100 hours over the period of 30 days or more studying the volume, you can perform a magical ritual to shift the structure of the Plane of Shadow in particular ways. At any point after your study completes, you can expend 5 of the book’s charges while spending 1 minute concentrating and performing invocations to transform the terrain near you. You don’t need to repeat the study to use this property again. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an overshadow (see Tome of Beasts 2 ) also appears and attacks you. On a 20, you can choose two options. Deities, fey lords and ladies (see Tome of Beasts ), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Shadow Lore. If you spend 10 minutes referencing this book while researching the Plane of Shadow or its creatures, you double your proficiency bonus on Arcana, History, and Religion checks to recall lore about such subjects for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are only proficient when recalling information about the subjects of your research. This research can be done during a short rest. Spells. While holding the book, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: cloak of shadow * (1 charge), darkness (2 charges), mirror image (2 charges), phantasmal killer (4 charges), see invisibility (2 charges), seeming (5 charges), shadow gateway * (5 charges), shadow step * (4 charges), or slither * (2 charges). You can also use an action to cast the douse light * or minor illusion spell from the book without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image . Retributive Shadows. You can use an action to speak a special command word and rip the book in half. The book is destroyed and releases its remaining magic in a wave of shadow magic. Four 10-foot cubes of shadow move outward from the book in the cardinal directions, and each cube moves up to 20 feet away from the point where the book was destroyed each round. This effect works like the creeping darkness * spell, except it creates four cubes instead of three, and the necrotic damage dealt by the spell increases by 1d6 for each charge remaining in the book. At the GM’s discretion, this effect can work like the incendiary cloud spell instead of the creeping darkness * spell, except the cloud is a cloud of shadow that deals necrotic damage instead of fire damage, is centered on you, and the damage dealt by the spell increases by 1d4 for each charge remaining in the book. Terrain Changes DC Effect 8 Obscuring a path and removing all signs of passage (30 feet per point over 7) 10 Creating a grove of trees (30 feet across per point over 9) 11 Creating or drying up a lake or pond (up to 10 feet across per point over 10) 12 Creating a flowing stream (1 foot wide per point over 11) 13 Overgrowing an existing road with brush or trees (300 feet per point over 12) 14 Shifting a river to a new courses (300 feet per point over 13) 15 Moving a forest (300 feet per point over 14) 16 Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) 17 Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) 18 Creating a new river (10 feet wide per point over 17) 19 Turning a large forest into grassland, or vice versa (300 feet across per point over 19) 20 Creating a new mountain (1,000 feet high per point over 19) 21 Drying up an existing river (reducing width by 10 feet per point over 20) 22 Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) Ebon Tides in Midgard Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character.","properties":{"Category":"Items","Expansion":12760,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Book of Eibon","description":"Wondrous item, legendary (requires attunement) This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread *, ectoplasm *, animate dead , speak with dead , emanation of Yoth *, green decay *, yellow sign *, eldritch communion *, create undead , gate , harm , astral projection , and Void rift *. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Book of Eibon","description":"","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Book of Eibon","description":"Wondrous Item, Legendary (Requires Attunement) This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: animate dead, astral projection, create undead, ectoplasm*, eldritch communion*, emanation of Yoth*, gate, green decay*, harm, semblance of dread*, speak with dead, and yellow sign*. Spells marked with an asterisk (*) can be found in Chapter 5. At the GM’s discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"Yes"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Book of Exalted Deeds","description":"Book Of Exalted Deeds Wondrous item, artifact ( requires attunement by a creature of good alignment) The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. Random Properties. The Book of Exalted Deeds has the following random properties: 2 minor beneficial properties 2 major beneficial properties Increased Wisdom . After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once. Enlightened Magic . Once you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. Halo . Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage. Destroying the Book . It is rumored that the Book of Exalted Deeds can’t be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. Weight: 5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement by a creature of good alignment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Book of Exalted Deeds","description":"Wondrous Item, Artifact (Requires Attunement) The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil. The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends. Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent after you spend the requisite amount of time reading and studying the book. Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once. Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to cast a spell counts as a spell slot of one level higher. Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage. Random Properties. The Book of Exalted Deeds has the following random properties (see “Artifacts” ): 2 minor beneficial properties 2 major beneficial properties Destroying the Book. The Book of Exalted Deeds can’t be destroyed. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Book of Exalted Deeds"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Book of the Fallen","description":"Wondrous Item, legendary (requires attunement by a spellcaster capable of casting 5th-level or higher spells) This ancient tome appears at first glance to be crafted of a pale leather, stitched together at odd angles. Upon closer inspection, however, it becomes clear that both the cover and the vellum pages are made from the skin of humanoids, and the rusty brown ink that lines its pages is their blood. Any creature that reads the book must make a DC 17 Wisdom saving throw or gain a Mindscar (see Join the Fallen). A creature that succeeds on its saving throw becomes immune to this effect. A creature with the Join the Fallen trait that acquires this book other than one that is attuned to it is compelled to preserve it at all cost, but cannot read it or open it willingly. Attuning to this item requires reading from the book each day at midnight for three consecutive nights. While attuned to the Book of the Fallen, the you are considered an ally of any creature with the Join the Fallen trait, and such a creature will obey your every command (which can be delivered telepathically across any distance so long as you have met the creature). Additionally, while attuned to the book you gain the following benefits: You always have the vile incantation *, lacerate *, bloodthorn bonds *, wrack *, thousand needles *, and nociceptive feedback * spells prepared, and can cast them up to a total of 3 times at 5th level without expending a spell slot each day. Your spell save DC increases by 2 for creatures that have been Injured. You gain the Join the Fallen trait and are immune to its effects. Join the Fallen. Whenever you reduce a creature to 0 hit points, inflict an Injury, or score a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. When it finishes a long rest, it becomes one of the Fallen. Mindscars may be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. You gain the Scar the Mind action: As an action, you may force one creature you can see within 60 feet to make a DC 10 Wisdom saving throw or gain a Mindscar as per the Join the Fallen trait.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous Item","Item Rarity":"legendary (requires attunement\r by a spellcaster capable of casting 5th-level or\r higher spells)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Book of Vile Darkness","description":"Book of Vile Darkness Wondrous item, artifact ( requires attunement ) The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. Most believe the lich-god Vecna authored the Book of Vile Darkness . He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined. Nature can’t abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book’s contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil creature attunes to the Book of Vile Darkness , that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned. Vile Lore The Book of Vile Darkness touches on every evil in the cosmos. A character can use the lore the book contains to unearth terrible secrets no mortal should know. Among the contents a character might find are the following, plus whatever else you choose: Vile Apotheosis . The book could hold a ritual that allows a character to become a lich or death knight. True Names . The true names of any number of fiends might be in the book. Dark Magic . Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on. Random Properties . The Book of Vile Darkness has the following random properties: 3 minor beneficial properties 1 major beneficial property 3 minor detrimental properties 2 major detrimental properties Adjusted Ability Scores . After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again. Mark of Darkness . After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this property again until the next dawn. Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 × 100 years later. If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. Weight: 5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Book of Vile Darkness","description":"Wondrous Item, Artifact (Requires Attunement) The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom. Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised. Other practitioners of evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined. Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness , that creature makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation. A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties. The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned. Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again. Tireless Form. While the book is on your person, you have Immunity to the Exhaustion condition. Random Properties. The Book of Vile Darkness has the following random properties (see “Artifacts” ): 3 minor beneficial properties 1 major beneficial property 3 minor detrimental properties 2 major detrimental properties Spells. While holding the book and holding it, you can cast the following spells (save DC 18) from it: An imate Dead Circl e of Death Domina te Monster Finge r of Death Once you use the book to cast a spell, you can’t cast that spell again from it until the next dawn. Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, you have Advantage on that check. At the DM’s discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud. Vile Speech. While the book is on your person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic damage unless the creature is a Fiend or an Undead. Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. If a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the multiverse. A creature attuned to the book for 100 years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a flash of radiance. However, as long as evil exists in the multiverse, the book re-forms 1d10 × 100 years later.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Book of Vile Darkness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Book Shroud","description":"Wondrous item, uncommon When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book’s appearance to a plain red cover with a title of your choosing and blank pages on which you can write. When viewing the wrapped book, other creatures see the plain red version with any contents you’ve written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bookkeeper Inkpot","description":"Wondrous item, uncommon This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot’s command word, targeting a bookkeeper (see Creature Codex ) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper’s new “creator.” While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can’t use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot’s ink.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bookmark","description":"Bookmark Melee weapon (simple, dagger), legendary (requires attunement) This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties: Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on your palm, points north. Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: finesse, light, thrown Weight: 1","properties":{"Category":"Items","Item Type":"Weapon","Properties":"finesse, light, thrown","Item Rarity":"Legendary","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Bookmark","description":"Bookmark Weapon (dagger), legendary (requires attunement) This +3 dagger belongs to Artus Cimber (see Artus Cimber). While you have the dagger drawn, you can use a bonus action to activate one of the following properties: Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on your palm, points north. Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Bookmark of Eldritch Insight","description":"Wondrous item, common This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are only proficient when recalling information about the subject of your research.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Bookmark of Eldritch Insight","description":"Wondrous item, common This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boomerang","description":"Boomerang Melee weapon (martial, boomerang) Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomerang","description":"","properties":{"Category":"Items","Item Type":"Weapon (boomerang)","Properties":"Finesse, Light, Returning, Thrown (60/180)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Boomerang for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Light, Returning, Thrown (60/180)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Boomerang of Bloodletting","description":"Boomerang of Bloodletting Melee weapon (martial, boomerang) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 50/150). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomerang of Defense","description":"Boomerang of Defense Melee weapon (martial, boomerang) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 50/150). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Defensive, Finesse, Light, Special, Thrown Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomerang of Inverted Probability","description":"Boomerang of Inverted Probability Melee weapon (martial, boomerang) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 50/150). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomerang Shield","description":"Armor (Shield), Uncommon (Requires Attunement) You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Shield . A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Boomeraxe","description":"","properties":{"Category":"Items","Item Type":"Weapon (boomeraxe)","Properties":"Light, Returning, Thrown (20/60)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Boomfist","description":"Boomfist Melee weapon Cost : 1,000 gp Damage : Unarmed + 1d12 lightning Weight : 5 lb. Properties : Light This heavy, articulated gauntlet of orichalcum and lead is laced with wires that terminate in copper knuckle plates. Just behind the hand of the gauntlet is a housing for a vril battery. You cannot wield a weapon in the same hand, and you automatically fail any Dexterity checks that require the use of your hand. Making a successful unarmed attack with a boomfist allows you to spend 1 charge from the installed vril battery to add 1d12 lightning damage to your normal unarmed damage. You must then wait for 1 round to do this again so that the boomfist can recharge.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Boomstick","description":"Boomstick Ranged weapon (martial, boomstick) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomstick of Bloodletting","description":"Boomstick of Bloodletting Ranged weapon (martial, boomstick) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition (20/60). You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomstick of Defense","description":"Boomstick of Defense Ranged weapon (martial, boomstick) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Defensive, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomstick of Inverted Probability","description":"Boomstick of Inverted Probability Ranged weapon (martial, boomstick) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition (20/60). You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boomstick of Stopping","description":"Boomstick of Stopping Ranged weapon (martial, boomstick) , rare When you make a ranged weapon attack with this weapon, its thunderous boom is audible to double its normal range. If the attack hits, the target is pushed up to 10 feet away from you. Ammunition (20/60). You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boon of the Sea","description":"Boon of the Sea Weapon (Trident), Very Rare (Requires Attunement) This trident is fashioned from beautiful blue coral. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you gain a swim speed equal to your walking speed and can breathe underwater. The trident has 5 charges and regains 1d4 + 1 expended charges when you finish a long rest. While holding the trident, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): animal friendship (1 charge), create or destroy water (1 charge), dominate beast (4 charges), speak with animals (1 charge), or thunderwave (1 charge). When casting animal friendship, dominate beast, or speak with animals from this weapon, you can only target creatures with a swim speed.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bootleather","description":"Bootleather Wondrous item, very rare This boot, sized appropriately for a giant, appears to be poorly made, from many scraps of shoe leather. The boot sizes itself to whomever wears it, but it is always slightly bigger than any footwear on the other foot. The boot is indestructible, and the wearer gains a +1 bonus to their Armor Class and resistance to all piercing damage, no matter its source. The wearer also becomes immune to being rendered prone or being shoved or knocked backwards without their consent.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Boots of Balance","description":"Wondrous item, uncommon (requires attunement by a rogue) These boots have 5 charges. While wearing them you can use a bonus action to gain advantage in any Dexterity (Acrobatics) check that involves movement, such as walking on a rope or on a rooftop. The boots regain 1d4 + 1 charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Boots of Carrying","description":"Boots of Carrying Wondrous item, uncommon While you wear these brown leather boots, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Boots of Carrying","description":"Wondrous item, common While wearing these boots, your carrying capacity is doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Boots of Dancing","description":"Wondrous Item, Uncommon These boots make your every movement smoother, stealthier, and more elegant. You can leap up to 10 feet vertically without effort, and land safely, taking no damage, from falls up to 30 feet—merely landing in a rather dramatic manner. When combined with a ring of dancing , you gain advantage on all Charisma ability checks.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Boots of Elvenkind","description":"Boots Of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Boots of Elvenkind","description":"Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Boots of Elvenkind","description":"Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Boots of Elvenkind","description":"Boots Of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Boots of Elvenkind","description":"Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Boots of Elvenkind"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Boots of Elvenkind","description":"Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Boots of Elvenkind\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Boots of Elvenkind\\\",\\\"description\\\":\\\"While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Boots of Elvenkind Stealth Advantage\",\"parent\":\"Boots of Elvenkind\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Uncommon","Name":"Boots of Elvenkind","data-description":"While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Boots of False Tracks","description":"Boots of False Tracks Wondrous item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Boots of False Tracks","description":"Wondrous Item, Common (Requires Attunement) While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Boots of False Tracks"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Boots of Gastropoda","description":"Boots of Gastropoda Wondrous item, very rare (requires attunement) While you wear these boots, you have a climbing speed equal to your walking speed, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, and you can choose to automatically succeed on any ability check or saving throw you make against being pushed or knocked prone while at least one of your feet is touching a solid surface. Curse. The boots are cursed. Attuning to the boots curses you until you are targeted by the remove curse spell or similar magic. Removing the boots fails to end the curse on you. As long as you remain cursed, your base walking speed is halved, rounded down to the nearest multiple of 5 feet, and you are unable to jump.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boots of Haste","description":"Boots of Haste Wondrous item, very rare (requires attunement) While you wear these boots, you can click your heels together to cast the haste spell on yourself as a bonus action. You don’t suffer from lethargy when the spell ends when cast using these boots. Once this property is used, it can’t be used again until next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Boots of Jumping","description":"Wondrous item, common While wearing these boots, you can cast the jump spell. Once used, this property of the boots can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Boots of Levitation","description":"Boots of Levitation Wondrous item, rare (requires attunement ) While you wear these boots, you can use an action to cast the levitate spell on yourself at will.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Boots of Levitation","description":"Boots of Levitation Wondrous item, rare ( requires attunement ) While you wear these boots, you can use an action to cast the levitate spell on yourself at will.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Boots of Levitation","description":"Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can cast Levitate on yourself.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Boots of Levitation"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Boots of Levitation","description":"Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can cast Levitate on yourself.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Boots of Levitation\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Boots of Levitation\\\",\\\"description\\\":\\\"While you wear these boots, you can cast Levitate on yourself.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Boots of Levitation Attunement\",\"parent\":\"Boots of Levitation\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Boots of Levitation Spell Attach\",\"parent\":\"Boots of Levitation Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Levitate\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Boots of Levitation","data-description":"While you wear these boots, you can cast Levitate on yourself.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Boots of Pouncing","description":"Wondrous item, rare (requires attunement) These soft leather boots have a collar made of albino death weasel fur (see Creature Codex ). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boots of Quaking","description":"Wondrous item, very rare While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake , requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boots of Shadow Walking","description":"Wondrous Item, Uncommon Your movement is enhanced on shadow roads and across long distances. Your travel pace is double the normal rate, though your speed in combat is not affected.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Boots of Solid Footing","description":"Wondrous item, uncommon A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn’t cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots’ property has been used for a total of 1 minute, the magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boots of Speed","description":"Boots of Speed Wondrous item, rare ( requires attunement ) While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Boots of Speed","description":"Boots of Speed Wondrous item, rare (requires attunement ) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed , and any creature that makes an opportunity attack against you has disadvantage on the attack roll . If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Boots of Speed","description":"Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Boots of Speed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Boots of Speed","description":"Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Boots of Speed\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Boots of Speed\\\",\\\"description\\\":\\\"While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. \\\\n\\\\nWhen you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Boots of Speed Attunement\",\"parent\":\"Boots of Speed\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Boots of Speed Click Heels Minutes\",\"parent\":\"Boots of Speed Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Boots of Speed (Minutes)\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":10},\\\"recoveryRate\\\":{\\\"Long Rest\\\":{\\\"type\\\":\\\"Full\\\"}}}\"},{\"name\":\"Boots of Speed Click Heels Bonus Action\",\"parent\":\"Boots of Speed Click Heels Minutes\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Click Heels\\\",\\\"description\\\":\\\"While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. \\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","Name":"Boots of Speed","data-description":"While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. \n\nWhen you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Boots of Striding and Springing","description":"Boots of Striding and Springing Wondrous item, uncommon ( requires attunement ) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Boots of Striding and Springing","description":"Boots of Striding and Springing Wondrous item, uncommon Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Boots of Striding and Springing","description":"Boots of Striding and Springing Wondrous item, uncommon (requires attunement ) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor . In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Boots of Striding and Springing","description":"Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Boots of Striding and Springing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Boots of the Grandmother","description":"Wondrous item, rare (requires attunement) While wearing these boots, you have proficiency in the Stealth skill if you don’t already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boots of the Hare","description":"Wondrous item, rare (requires attunement) While attuned to these boots, whenever you use your action to Dash, you gain 90 feet of extra movement instead of the usual amount. Curse. These boots are cursed, a fact that is revealed only when an identify spell is cast on the boots or you attune to them. Attuning to the boots curses you until you are targeted by the remove curse spell or similar magic. While cursed, your speed is 15 feet and can’t be increased by any means other than taking the Dash action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Boots of the Swift Striker","description":"Wondrous item, rare (requires attunement) While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can’t continue moving after making this attack.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boots of the Trail","description":"Wondrous item, uncommon Until they are worn, the boots of the trail appear to be in grave disrepair. When you lace them up, the illusion fades: they are immaculate hiking boots with gold clasps and silk laces. While wearing these boots, you leave behind no tracks or other traces of your passage, and can’t be tracked except by magical means. You can march for twice as long before suffering levels of exhaustion. Additionally, you can remove the boots and speak a command word as an action to cause the boots to walk alone, leaving a false trail in any direction for up to one mile. The boots then teleport back to your feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Boots of the Vigilant","description":"Boots of the Vigilant Wondrous item, uncommon While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll a d8 and add it to your initiative roll. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Boots of the Winterlands","description":"Boots of the Winterlands Wondrous item, uncommon (requires attunement ) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage . You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Boots of the Winterlands","description":"Boots of the Winterlands Wondrous item, uncommon ( requires attunement ) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Boots of the Winterlands","description":"Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Boots of the Winterlands"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Boots of the Winterlands","description":"Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Boots of the Winterlands\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Boots of the Winterlands\\\",\\\"description\\\":\\\"These furred boots are snug and feel warm. While wearing them, you gain the following benefits.\\\\n\\\\nCold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.\\\\n\\\\nWinter Strider. 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You ignore Difficult Terrain created by ice or snow.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Boots of the Zephyr","description":"Boots Of The Zephyr Wondrous item, very rare These black leather boots have iron soles inscribed with runes. While both boots are worn, they allow the wearer to move normally while floating 4 inches above the ground. The effect allows the wearer to cross or stand on unstable surfaces, such as water or lava, and ignore the effects of difficult terrain. The wearer also leaves no tracks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Boots of Tracks","description":"Wondrous item, uncommon (requires attunement) While wearing these boots, you can choose to leave tracks different from yours. The tracks can be of any humanoid or beast that you are familiar with.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Boots of Trekking","description":"Boots of Trekking Wondrous item, rare (requires attunement) While you wear these boots, your base walking speed increases by 10 feet, it costs you no extra movement to move through difficult terrain, and difficult terrain can’t slow your group’s travel.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Boring Essay of the Kingdom of Extravaganza","description":"Wondrous Item, uncommon (requires attunement) If you attune to this item, you can use it as a spellbook that requires half the normal cost of the components needed to write new spells on it. Anyone else who tries to examine it will find themselves reading the most boring and useless treatise ever written.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Boros Keyrune","description":"Boros Keyrune Wondrous item, rare Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.","properties":{"Category":"Items","Expansion":7},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Bottle Glass","description":"Bottle Glass Adventuring gear Price: 2 gp For storing delicate objects or chemicals.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Bottle of Air","description":"Wondrous item, uncommon This item appears to be a normal glass bottle with a cork. When taken to any airless environment (such as underwater or in a vacuum), it retains air within it at all times, continually renewing its contents. You can use an action to remove the cork and breathe out of the bottle. You can use a bonus action to pass the bottle to a nearby ally.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Bottle of Boundless Coffee","description":"Bottle of Boundless Coffee Wondrous item, common This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won’t accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle. Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Bottle of Containment","description":"Bottle of Containment Wondrous item, uncommon This 6-inch-tall square glass bottle has a funnel-shaped neck and a rubber stopper. It can hold up to 20 units of any liquid, each unit being either a magic potion or up to 1 gallon of ordinary liquid. While in the bottle, each liquid is contained separately from the others. A liquid may be recalled from the bottle by speaking its name and tipping the bottle upside down. If the bottle is smashed, all the contained liquids are expelled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bottle of Fireflies","description":"Bottle of Fireflies Wondrous item, uncommon This squat bottle is made of clear glass and has a cork stopper. When a wineskin of wine is poured into the bottle, the wine is consumed, and the bottle is filled with innumerable tiny lights. The bottle sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can use an action to command the bottle to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 60 feet each or a minimum of 5 feet each. The light lasts for 1 day, after which time it may be reignited with another skin of wine. This is a better use for wine than most I’ve seen.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bottle of Hurricane","description":"Wondrous item, rare This glass bottle is adorned with intricate patterns resembling swirling clouds and lightning bolts. It feels cool to the touch. When held up to the light, tiny storm clouds can be seen swirling within. When the stopper is removed and a command word is spoken, it unleashes a torrent of powerful wind until the start of your next turn. You can choose from the following three options: Gale: A 60-foot long and 10-foot wide line of strong wind blasts from the bottle. Each creature that starts its turn in the line must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The wind disperses gas or vapor and extinguishes small unprotected flames such as candles and torches in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them. Tempest: A 60-foot cone of strong wind blows from the bottle. Each creature that starts its turn in the cone must succeed on a DC 14 Strength saving throw or be pushed 25 feet away from you in a direction opposite of the bottle. Any creature in the area must spend 3 feet of movement for every 1 foot it moves when moving closer to you. The wind disperses gas or vapor and extinguishes medium or smaller unprotected flames such as campfires in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 75 percent chance of extinguishing them. Tornado: A 60-foot radius stationary whirlwind is created around the bottle. Each creature in the area must make a DC 16 Strength saving throw . On a failed save, a target takes 3d8 bludgeoning damage and is flung up 1d4 times 10 feet away from the middle of the whirlwind, and gets knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. On a successful save, the target takes half the bludgeoning damage and isn't flung away or knocked prone.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Bottle of Indecision","description":"Wondrous Item, Uncommon The glass surface of this magical bottle forms a face that can move and change expressions, though it typically looks nervous or tentative. Sentience. The bottle is a sentient, lawful neutral object with an Intelligence, Wisdom, and Charisma of 8. It has hearing and sight out to a range of 30 feet. The bottle communicates by speaking in a high-pitched voice; it can speak and understand Common. Indecisive Contents. As an action, you can fill the empty bottle with water or another non-magical liquid. While holding the filled bottle, you can ask it to transform its contents into one of the potions from the table below. The GM rolls a d20; on a 11 or higher, the bottle transforms its contents into the potion you chose, otherwise it becomes another potion depending on the roll. In either case, neither you nor the bottle itself knows which magical properties the liquid it holds within has before it is consumed. Once used, this property can't be used again until the next dawn. d20 Potion of... 1 Animal Friendship 2 Clairvoyance 3 Climbing 4 Diminution 5 Flying 6 Greater Healing 7 Hill Giant Strength 8 Invisibility 9 Mind Reading 10 Water Breathing 11–20 The potion you chose","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Bottle of Moonlight","description":"Bottle of Moonlight Wondrous item, uncommon This crescent-shaped bottle is made of pale stone and contains a thick, silvery liquid. When you use an action to pour this liquid on a lycanthrope, that creature immediately assumes its bestial form for 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bottled Boat","description":"Wondrous item, uncommon This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot-long rowboat.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bottled Breath","description":"Bottled Breath Potion, uncommon This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Bottled Comet","description":"Bottled Comet Wondrous item, rare This spherical glass orb contains an ignited delerium shard hovering gently within. Electrical currents of yellow, green, and purple energy streak from the crystal and cascade along the glass, rendering it warm to the touch. As an action you can throw the orb up to 30 feet. It shatters on impact, releasing a 20-foot-radius burst of contaminated energy. Creatures in the area must succeed on a DC 15 Constitution save or take 8d6 necrotic damage, and take one level of contamination. In addition, an arcane anomaly occurs, centred on the point of impact.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Bottled Fiend","description":"Wondrous Item, Rare This large crystal bottle holds an imp trapped in a fuming yellow liquid. The flask is impervious to damage and while within the flask, the imp is Incapacitated, has a speed of 0, and can't be affected by attacks, spells, or other magical effects. The imp has 10 hit points and regains all hit points daily at dawn but is otherwise unable to regain hit points. If the imp is reduced to 0 hit points, it disappears and the flask shatters. Infernal Inhalation. As an action, you can lift the flask's stopper and inhale the fumes to gain your choice of one of the following benefits for 1 hour: Darkvision. You have Darkvision out to a range of 60 feet that isn't impeded by magical darkness. Invisibility. As an action, you can magically turn Invisible until you attack or until your concentration ends (as if concentrating on a spell). Magic Resistance. You have advantage on saving throws against spells and other magical effects. Whenever you use this property, the imp takes 1d6 Psychic damage that can't be negated or reduced. Bottoms Up. As an action, you can drink the flask's contents to gain all three benefits from inhaling the fumes for the next 8 hours. When you do so, the bottle shatters and the imp is freed and appears in a space within 5 feet of it.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Bountiful Cauldron","description":"Wondrous item, common If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Boutonniere of Bewildering","description":"Boutonniere of Bewildering Wondrous item, uncommon This cluster of tiny blue roses is ever-blooming and needs no sunlight or water. While you wear this accessory fastened to your clothing, tied around your wrist, or pinned in your hair, the world takes on a slightly hazy, sparkling quality. Everyone around you seems charming and beautiful, and you find yourself laughing and talking more than normal. You have advantage on Charisma checks, and you have disadvantage on saving throws against charm effects and attempts to influence your mind.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Bow of Accuracy","description":"Weapon (any bow), common The normal range of this bow is doubled, but its long range remains the same.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bow of Accuracy","description":"Weapon (bow), rare (requires attunement) This bow is a magic weapon. When you make a ranged weapon attack with this bow, you ignore half-cover and three-quarters cover. Once per day, you can choose to make a ranged weapon attacks without penalties against a target you can't see if you are aware of its presence. Once used, this property of the bow can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Bow of Conflagration","description":"Bow of Conflagration Ranged Weapon (martial, bow), Rare (Requires Attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bow of Elemental Indecision","description":"Bow of Elemental Indecision Ranged weapon Price: 17,000 gp This longbow is ancient in appearance, and is covered in carved runes and designs. Around the bow handle is a small dial with small symbols representing different elements that the holder can move with a flick of the thumb. Etched on the side of the bow, in an ancient form of Elven, it says, “Just pick one already.” This bow acts as a normal longbow, except that the user can add 1d4 damage to any arrow shot from the bow. This extra damage can be of any damage type, selected by the holder of the bow each time they make an attack. Examples include: Fire, Ice, Water, Electricity, Sonic, Earth, Banana, Rainbow, Irony, Surprise, etc. The game master may decide that the arrows have additional effects depending on the type of element used and the situation. Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Damage: 1d8 Secondary Damage: 1d4 Damage Type: Piercing Properties: Two-Handed","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Bow of Elements","description":"Weapon (bow), rare (requires attunement) This bow is a magic weapon for the purposes of overcoming damage resistance. When a target takes damage from this magic bow, the target takes an additional 3 (1d6) damage. The DM chooses the damage type or determines it randomly, using the following table. d6 Result 1-2 Fire 3-4 Cold 5 Lightning 6 Thunder","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Bow of Faerie Fire","description":"Weapon (bow), uncommon When a target takes damage from a ranged weapon attack made with this magic bow, you can force the target to make a DC 13 Dexterity saving throw. On a failed save, the target sheds a dim green light in a 10-foot-radius for 1 minute. While the target sheds this light, attacks against it are made with advantage. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success. Once used three times, this property of the bow can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Bow of Famine","description":"Bow of Famine Ranged weapon (martial, great Bow), legendary (requires a ttunement) 1d8 necrotic damage. Ammunition (range 150/600), heavy, special (See Adventures in Rokugan ), two-handed. Attacks made with this weapon have +2 to hit and deal +2 damage. Creatures dealt damage by this weapon gain the marked for death condition, and if they would gain health they gain half that much until the end of the wielder’s next turn. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Special: When you attack from horseback with this weapon, if you and your horse have not moved this round, its damage profile is 1d10 piercing. If your horse has moved this round, you have disadvantage on attack rolls with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Necrotic Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Ammunition, Heavy, Special, Two-Handed Range: 150/600 Weight: 4","properties":{"Category":"Items","Expansion":25901,"Item Type":"Ranged Weapon (greatbow)","Properties":"Ammunition, Heavy, Special, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Bow of Far Distance","description":"Weapon (bow), uncommon This bow is a magic weapon. The range of this bow is doubled.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Bow of Grounding","description":"Bow of Grounding Ranged weapon (martial, longbow), rare (requires attunement) A stiff but bendable chain makes up the curvature of this longbow. Each link of chain has a small pink pearl in the center. You gain a +1 bonus to attack and damage roll made with this longbow. When you shoot a creature with a flying speed with this bow, it must succeed on a DC 15 Constitution saving throw or have its flying speed reduced by 10 feet. The target must complete a short rest before it can regain any speed lost in this way. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Bow of Light","description":"Weapon (bow), common This bow has three charges. When a target takes damage from this bow, you can expend one charge to force the target to make a DC 11 Dexterity saving throw. On a failed save, the target sheds light, of a color of your choice, in a 10-foot-radius sphere, and dim light for another 10 feet. At the end of each of its turns it can make a new saving throw to end the effect. The bow regains all charges at the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Bow of Melodies","description":"Bow of Melodies Weapon (Any Bow), Very Rare (Requires Attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.","properties":{"Category":"Items","Expansion":27234,"Item Type":"Ranged Weapon","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bow of Rapid Firing","description":"Weapon (bow), rare (requires attunement) When you take the Attack action on your turn and make at least one ranged weapon attack with this magic bow, you can make one additional attack with it as a bonus action.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Bow of the Night","description":"This ornately crafted longbow seems like an ordinary weapon until held in darkness when its magical energies awaken. While wielding the bow, you gain darkvision 120 ft. and can even see through magical darkness. You can also cast the darkness spell, but you can’t cast the spell again until the next dawn. When you fire an arrow from the bow of the night under cover of darkness, your target gains no benefit from cover other than total cover. If your target is also in darkness, the bow of the night grants advantage on attack rolls made with it and deals an extra 7 (2d6) necrotic damage on each hit. When you have an arrow notched, the bow of the night also reduces all brightly lit areas to dim lit, and dimly lit areas to darkness in a 120 feet radius.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (longbow)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Bow of the Plume","description":"Bow of the Plume Weapon (Longbow), Uncommon This longbow is covered in brush strokes of various colors. The tips of the bow are dipped in wax and have a small wick affixed to each end which constantly release a faint whisp of smoke. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bow has 3 charges. When you make an attack with this longbow, you can expend 1 charge and speak the command word to have the arrow release a plume of colored smoke (your choice of color) that traces out the path of the arrow. The plume creates a 5-foot-wide line that extends out from you to the target. The plume’s area is heavily obscured. The plume lasts for 1 minute, but a strong wind (at least 20 miles per hour) disperses it. The bow regains all expended charges when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bowblade","description":"","properties":{"Category":"Items","Item Type":"Weapon (bowblade)","Properties":"Versatile (1d10), Ammunition (150/600), Heavy, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bowl of Bloody Retribution","description":"Bowl of Bloody Retribution Wondrous item, rare (requires attunement) This roughly worked clay bowl has spidery runes scratched into its exterior and interior surfaces. While you hold the bowl in your hands, you feel it radiate with malice. When you fill the bowl with wine, add a drop of blood from a living creature that you feel has wronged you, speak its name aloud, and recite a litany of its crimes against you, its visage appears in the liquid, distorted by the ripples radiating from the point where the drop of blood hit the wine. Your target must succeed on a DC 16 Charisma saving throw or begin to hear your voice in its ears, speaking of its crimes against you and taunting it to find you and confront you. Until you finish a long rest, your target has disadvantage on attack rolls, skill checks, and saving throws unless it is within 100 feet of you. If your target is killed while under the effect of the bowl, you gain 15 temporary hit points. When you use the bowl, you gain two levels of exhaustion. You recover from these levels of exhaustion when you finish a long rest, when your target moves within 100 feet of you, or when your target is killed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Bowl of Commanding Water Elementals","description":"Bowl of Commanding Water Elementals Wondrous item, rare While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. Weight: 3","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bowl of Commanding Water Elementals","description":"Bowl Of Commanding Water Elementals Wondrous item, rare While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental , as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. Weight: 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bowl of Commanding Water Elementals","description":"Wondrous Item, Rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental . The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bowl of Commanding Water Elementals"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bowyer's Kit","description":"Bowyer's Kit Adventuring gear (artisan's tools) A bowyer’s kit is a small tool kit used to maintain bows and arrows. It typically includes a selection of small hand tools, spare string, some feathers, wax, bamboo fibers, arrowheads, and other items needed to keep a bow and arrows in working order.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Box of Secrets","description":"Wondrous item, rare This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box. To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color. If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Box of Shrinking","description":"Box of Shrinking Wondrous item, rarity varies These plain boxes are carved with Dwarvish runes, surprisingly light, and roughly the size of a loaf of bread. Inside, the box is much more extravagant, lined with crushed velvet and studded with gems. An old dwarf nursery rhyme plays when the box is open. “The Legend of Calibra Daliq” is about a dwarf wizard thief who shrunk herself to sneak past guards and locked doors in order to get her riches. The DM either rolls to determine the box’s type or chooses one from the options available. Box of Shrinking Type d100 Metal Original object space Rarity 01-50 Iron 5-ft cube or smaller Uncommon 51-80 Steel 10-ft cube or smaller Rare 81-95 Mithral 15-ft cube or smaller Very Rare 96-100 Adamantine 20-ft cube or smaller Legendary You can use the box of shrinking ’s Grow and Shrink abilities once per day each. You must be holding the box to use either ability. Grow. As an action, any item previously shrunken by a box of shrinking of equal or lesser rarity and power may be grown. The item must be placed in the box of shrinking and its original size must be within the parameters on the table above. Once the command word is spoken the object appears in an unoccupied space adjacent to the box of shrinking . You must be holding the box of shrinking to use this ability. Shrink. As an action you may speak a command word and one non-living object within 50 feet of the box of shrinking has its size reduced to a 1-inch cube, weighs half a pound, and is teleported into the box. The item stays this size until it is grown by a box of shrinking . The shrunken item may be no larger than specified on the table above.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Bra of Holding","description":"Bra of Holding Wondrous Item, uncommon Weight: 2 lbs. This magic leather brassiere expands and contracts to comfortably support breasts of any size. Each cup also contains an extradimensional space that can hold up to 200 pounds of material, not exceeding a volume of 20 cubic feet. The bra weighs 2 pounds, regardless of its contents. Retrieving an item from the bra requires an action. If the bra is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane along with anyone wearing the bra. If the bra is turned inside out, its contents spill forth, unharmed. The bra must be put right before it can be used again. Breathing creatures inside the bra can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bra of holding inside an extradimensional space created by a bag of holding, handy haversack, portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bracelet of Animal Speech","description":"Bracelet of Animal Speech Wondrous item, rare (requires attunement) When you place this item on your wrist, you gain the ability to comprehend and verbally communicate with one beast of your choice. A side effect is that you can no longer speak any other language, but can only make the noise, such as a bark or meow, of the last beast you spoke to. This effect lasts while you have the bracelet on your wrist. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bracelet of Rock Magic","description":"Bracelet of Rock Magic Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. ( The Hidden Shrine of Tamoachan )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Bracelet of the Fire Tender","description":"Wondrous item, uncommon This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don’t have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bracelet of the Fire Tender","description":"Wondrous item, uncommon This piney bracelet is made of twelve small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you do not have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bracer of Flying Daggers","description":"Bracer of Flying Daggers Wondrous item, rare (requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don’t hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Bracer of Flying Daggers","description":"Bracer Of Flying Daggers Wondrous item, rare (requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don’t hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Item Rarity: rare Properties: Finesse, Light, Range, Thrown Range: 20/60","properties":{"Category":"Items","Item Type":"Wondrous item","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Bracers of Archery","description":"Bracers of Archery Wondrous item, uncommon ( requires attunement ) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bracers of Archery","description":"Bracers of Archery Wondrous item, uncommon (requires attunement ) While wearing these bracers, you have proficiency with the longbow and shortbow , and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons .","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bracers of Archery","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bracers of Archery"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bracers of Archery","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Bracers of Archery\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bracers of Archery\\\",\\\"description\\\":\\\"While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Bracers of Archery Attunement\",\"parent\":\"Bracers of Archery\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Bracers of Archery Longbow Proficiency\",\"parent\":\"Bracers of Archery Attunement\",\"payload\":\"{\\\"type\\\":\\\"Proficiency\\\",\\\"category\\\":\\\"Weapon\\\",\\\"proficiency\\\":\\\"Longbow\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\",\\\"increaseIfAlreadyAt\\\":false}\"},{\"name\":\"Bracers of Archery Shortbow Proficiency\",\"parent\":\"Bracers of Archery Attunement\",\"payload\":\"{\\\"type\\\":\\\"Proficiency\\\",\\\"category\\\":\\\"Weapon\\\",\\\"proficiency\\\":\\\"Shortbow\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\",\\\"increaseIfAlreadyAt\\\":false}\"},{\"name\":\"Bracers of Archery Damage Effect\",\"parent\":\"Bracers of Archery Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Bracers of Archery Bonus\\\",\\\"description\\\":\\\"While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Uncommon","Name":"Bracers of Archery","data-description":"While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bracers of Asmodeus","description":"Wondrous item, rare (requires attunement) You have a +2 bonus to AC while wearing these bracers, if you do not wear armor or use a shield at the same time. Curse . While attuned to the bracers, you become obsessed with plotting, scheming, and manipulation. You always barter for better deals, often using secrets or leveraging other offers in the process. If you ever decline an opportunity to better yourself financially at another’s expense, you immediately take 3d10 necrotic damage. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Bracers of Celerity","description":"Bracers of Celerity Wondrous Item, Rare (Requires Attunement) This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs. While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Bracers of Defense","description":"Bracers of Defense Wondrous item, rare ( requires attunement ) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bracers of Defense","description":"Bracers of Defense Wondrous item , rare (requires attunement ) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield .","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous Item","Modifiers":"Ac +2","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bracers of Defense","description":"Wondrous Item, Rare (Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bracers of Defense"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bracers of Defense","description":"Wondrous Item, Rare (Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Bracers of Defense\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Bracers of Defense\\\",\\\"description\\\":\\\"While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Bracers of Defense Attunement\",\"parent\":\"Bracers of Defense\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Bracers of Defense AC\",\"parent\":\"Bracers of Defense Attunement\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Bracers of Defense","data-description":"While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bracers of Elvenkind","description":"Bracers of Elvenkind Wondrous item, uncommon These leather bracers are inscribed with Elvish runes of primal magic. While you wear them, you ignore difficult terrain created by dense foliage. In addition, you have advantage on Wisdom (Animal Handling) checks and Charisma (Persuasion) checks made when dealing with woodland creatures.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Bracers of Ganis'briel (Level 1)","description":"These metal bracers lined with soft leather are etched with beautifully intricate elven patterns and designs. There are countless tales about the various companions who travelled with the legendary Gax the Great. One of the more popular is the half elf Ganis’briel. One of Gax’s closest and most trusted friends, Ganis’briel was often by his side. Ganis’briel’s skills as an archer were almost as famous as Gax’s skills with a blade. When fighting alongside Gax against a terrible giant, however, even Ganis’briel’s incredible skills as an archer were not enough to defeat the giant. He and Gax barely escaped with their lives. To even the odds, Gax crafted a magical set of bracers that enhanced Ganis’briel’s already formidable skill with the bow. As he strapped them to his forearms, Ganis’briel could feel the magic of all elfkind flow into him. The second battle with the giant went quite differently than the first. Ganis’briel’s arrows found their mark time and time again, until at last, the giant was dead! Ganis’briel eventually passed his magical bracers on to his daughter, who wore them proudly for many decades. The bracers became treasured heirlooms and were passed from generation to generation of Ganis’briel’s descendants until they were eventually lost to history. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing these bracers, you have proficiency with the longbow and shortbow. Master Archer (Requires Attunement). As your level increases, you gain the following benefits while wearing these bracers. 5th level. When you make your first attack on your turn, you have advantage on the attack roll if you make the attack with a longbow or shortbow. If you roll a 20 for the attack roll, this property ceases to function until you roll a 1 for an attack roll or until you finish a short rest. 9th level. You gain a +1 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows. In addition, your ranged attacks ignore half cover and three-quarters cover, and you don’t have disadvantage when attacking at long range. 13th level. You now gain a +2 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +1. In addition, you can use an action to touch a nonmagical arrow, turning it into an arrow of giant slaying . The arrow of giant slaying immediately becomes a nonmagical arrow if used by anyone other than you. You can’t create a new arrow of giant slaying until the next dawn, and you can have only one such arrow of giant slaying at a time. 17th level. You now gain a +3 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +2. In addition, when you roll a 20 on a ranged attack roll with a longbow or shortbow, you roll the damage dice three times, instead of twice.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bracers of Ganis'briel (Level 13)","description":"These metal bracers lined with soft leather are etched with beautifully intricate elven patterns and designs. There are countless tales about the various companions who travelled with the legendary Gax the Great. One of the more popular is the half elf Ganis’briel. One of Gax’s closest and most trusted friends, Ganis’briel was often by his side. Ganis’briel’s skills as an archer were almost as famous as Gax’s skills with a blade. When fighting alongside Gax against a terrible giant, however, even Ganis’briel’s incredible skills as an archer were not enough to defeat the giant. He and Gax barely escaped with their lives. To even the odds, Gax crafted a magical set of bracers that enhanced Ganis’briel’s already formidable skill with the bow. As he strapped them to his forearms, Ganis’briel could feel the magic of all elfkind flow into him. The second battle with the giant went quite differently than the first. Ganis’briel’s arrows found their mark time and time again, until at last, the giant was dead! Ganis’briel eventually passed his magical bracers on to his daughter, who wore them proudly for many decades. The bracers became treasured heirlooms and were passed from generation to generation of Ganis’briel’s descendants until they were eventually lost to history. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing these bracers, you have proficiency with the longbow and shortbow. Master Archer (Requires Attunement). As your level increases, you gain the following benefits while wearing these bracers. 5th level. When you make your first attack on your turn, you have advantage on the attack roll if you make the attack with a longbow or shortbow. If you roll a 20 for the attack roll, this property ceases to function until you roll a 1 for an attack roll or until you finish a short rest. 9th level. You gain a +1 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows. In addition, your ranged attacks ignore half cover and three-quarters cover, and you don’t have disadvantage when attacking at long range. 13th level. You now gain a +2 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +1. In addition, you can use an action to touch a nonmagical arrow, turning it into an arrow of giant slaying . The arrow of giant slaying immediately becomes a nonmagical arrow if used by anyone other than you. You can’t create a new arrow of giant slaying until the next dawn, and you can have only one such arrow of giant slaying at a time. 17th level. You now gain a +3 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +2. In addition, when you roll a 20 on a ranged attack roll with a longbow or shortbow, you roll the damage dice three times, instead of twice.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bracers of Ganis'briel (Level 17)","description":"These metal bracers lined with soft leather are etched with beautifully intricate elven patterns and designs. There are countless tales about the various companions who travelled with the legendary Gax the Great. One of the more popular is the half elf Ganis’briel. One of Gax’s closest and most trusted friends, Ganis’briel was often by his side. Ganis’briel’s skills as an archer were almost as famous as Gax’s skills with a blade. When fighting alongside Gax against a terrible giant, however, even Ganis’briel’s incredible skills as an archer were not enough to defeat the giant. He and Gax barely escaped with their lives. To even the odds, Gax crafted a magical set of bracers that enhanced Ganis’briel’s already formidable skill with the bow. As he strapped them to his forearms, Ganis’briel could feel the magic of all elfkind flow into him. The second battle with the giant went quite differently than the first. Ganis’briel’s arrows found their mark time and time again, until at last, the giant was dead! Ganis’briel eventually passed his magical bracers on to his daughter, who wore them proudly for many decades. The bracers became treasured heirlooms and were passed from generation to generation of Ganis’briel’s descendants until they were eventually lost to history. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing these bracers, you have proficiency with the longbow and shortbow. Master Archer (Requires Attunement). As your level increases, you gain the following benefits while wearing these bracers. 5th level. When you make your first attack on your turn, you have advantage on the attack roll if you make the attack with a longbow or shortbow. If you roll a 20 for the attack roll, this property ceases to function until you roll a 1 for an attack roll or until you finish a short rest. 9th level. You gain a +1 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows. In addition, your ranged attacks ignore half cover and three-quarters cover, and you don’t have disadvantage when attacking at long range. 13th level. You now gain a +2 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +1. In addition, you can use an action to touch a nonmagical arrow, turning it into an arrow of giant slaying . The arrow of giant slaying immediately becomes a nonmagical arrow if used by anyone other than you. You can’t create a new arrow of giant slaying until the next dawn, and you can have only one such arrow of giant slaying at a time. 17th level. You now gain a +3 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +2. In addition, when you roll a 20 on a ranged attack roll with a longbow or shortbow, you roll the damage dice three times, instead of twice.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bracers of Ganis'briel (Level 5)","description":"These metal bracers lined with soft leather are etched with beautifully intricate elven patterns and designs. There are countless tales about the various companions who travelled with the legendary Gax the Great. One of the more popular is the half elf Ganis’briel. One of Gax’s closest and most trusted friends, Ganis’briel was often by his side. Ganis’briel’s skills as an archer were almost as famous as Gax’s skills with a blade. When fighting alongside Gax against a terrible giant, however, even Ganis’briel’s incredible skills as an archer were not enough to defeat the giant. He and Gax barely escaped with their lives. To even the odds, Gax crafted a magical set of bracers that enhanced Ganis’briel’s already formidable skill with the bow. As he strapped them to his forearms, Ganis’briel could feel the magic of all elfkind flow into him. The second battle with the giant went quite differently than the first. Ganis’briel’s arrows found their mark time and time again, until at last, the giant was dead! Ganis’briel eventually passed his magical bracers on to his daughter, who wore them proudly for many decades. The bracers became treasured heirlooms and were passed from generation to generation of Ganis’briel’s descendants until they were eventually lost to history. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing these bracers, you have proficiency with the longbow and shortbow. Master Archer (Requires Attunement). As your level increases, you gain the following benefits while wearing these bracers. 5th level. When you make your first attack on your turn, you have advantage on the attack roll if you make the attack with a longbow or shortbow. If you roll a 20 for the attack roll, this property ceases to function until you roll a 1 for an attack roll or until you finish a short rest. 9th level. You gain a +1 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows. In addition, your ranged attacks ignore half cover and three-quarters cover, and you don’t have disadvantage when attacking at long range. 13th level. You now gain a +2 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +1. In addition, you can use an action to touch a nonmagical arrow, turning it into an arrow of giant slaying . The arrow of giant slaying immediately becomes a nonmagical arrow if used by anyone other than you. You can’t create a new arrow of giant slaying until the next dawn, and you can have only one such arrow of giant slaying at a time. 17th level. You now gain a +3 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +2. In addition, when you roll a 20 on a ranged attack roll with a longbow or shortbow, you roll the damage dice three times, instead of twice.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bracers of Ganis'briel (Level 9)","description":"These metal bracers lined with soft leather are etched with beautifully intricate elven patterns and designs. There are countless tales about the various companions who travelled with the legendary Gax the Great. One of the more popular is the half elf Ganis’briel. One of Gax’s closest and most trusted friends, Ganis’briel was often by his side. Ganis’briel’s skills as an archer were almost as famous as Gax’s skills with a blade. When fighting alongside Gax against a terrible giant, however, even Ganis’briel’s incredible skills as an archer were not enough to defeat the giant. He and Gax barely escaped with their lives. To even the odds, Gax crafted a magical set of bracers that enhanced Ganis’briel’s already formidable skill with the bow. As he strapped them to his forearms, Ganis’briel could feel the magic of all elfkind flow into him. The second battle with the giant went quite differently than the first. Ganis’briel’s arrows found their mark time and time again, until at last, the giant was dead! Ganis’briel eventually passed his magical bracers on to his daughter, who wore them proudly for many decades. The bracers became treasured heirlooms and were passed from generation to generation of Ganis’briel’s descendants until they were eventually lost to history. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing these bracers, you have proficiency with the longbow and shortbow. Master Archer (Requires Attunement). As your level increases, you gain the following benefits while wearing these bracers. 5th level. When you make your first attack on your turn, you have advantage on the attack roll if you make the attack with a longbow or shortbow. If you roll a 20 for the attack roll, this property ceases to function until you roll a 1 for an attack roll or until you finish a short rest. 9th level. You gain a +1 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows. In addition, your ranged attacks ignore half cover and three-quarters cover, and you don’t have disadvantage when attacking at long range. 13th level. You now gain a +2 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +1. In addition, you can use an action to touch a nonmagical arrow, turning it into an arrow of giant slaying . The arrow of giant slaying immediately becomes a nonmagical arrow if used by anyone other than you. You can’t create a new arrow of giant slaying until the next dawn, and you can have only one such arrow of giant slaying at a time. 17th level. You now gain a +3 bonus to attack and damage rolls on ranged attacks made with longbows and shortbows, instead of +2. In addition, when you roll a 20 on a ranged attack roll with a longbow or shortbow, you roll the damage dice three times, instead of twice.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bracers of Gunnery","description":"Bracers of Gunnery Wondrous item, Uncommon (requires attunement) Technognome artificers give these bracers to their apprentices to help them learn how to use firearms, and seasoned artillerists and gunslingers use them to perfect their craft and gain an edge over their enemies. While wearing these bracers, you have proficiency with firearms, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Bracers of Illumination","description":"Wondrous Item, Common (Requires Attunement) These two magic leather bracers are adorned with symbols of a sun and an eclipsed sun. Illuminate. As a bonus action, you can cause one of the following effects in a 10-foot radius around you: Eclipse. Nonmagical dim light becomes darkness and nonmagical bright light becomes dim light. Sun. Nonmagical dim light becomes bright light and nonmagical darkness becomes dim light. The effect lasts for 1 hour or until you end it as a bonus action. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Bracers of Lightning","description":"Bracers of Lightning Wondrous item, rare (requires attunement) These bracers are made of rectangular quartz crystals held together by copper wire. While wearing them, any time you hit a creature with a melee attack, you inflict an extra 1d8 lightning damage to the target.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bracers of the Jaguar Warrior","description":"Wondrous item, rare (requires attunement) Component: beast (panther) pelt These golden bracers, adorned with layers of spotted fur and three glowing green gems, are worn by the fearsome Jaguar Warriors. Tasked with defending the Sun God’s temple against intruders and wild animals, these bracers imbue these warriors with the ability to summon jaguar spirits from the fey realms. While wearing these bracers, you have a +1 bonus to your AC. Jaguar Spirit Claw. While wearing these bracers, you can use a bonus action to speak their first command word, causing three radiant claws to appear from the gems. For the next minute, you gain the following benefits: Your unarmed strikes deal radiant damage instead of bludgeoning damage. You can add your Wisdom modifier to the damage rolls of your unarmed strikes. Jaguardian. While you wear these bracers, you can speak their second command word to cast the spirit guardians spell (save DC 15), calling forth jaguar spirits to protect you. Once the Jaguar Spirit Claw or Jaguardian property has been used, that property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bracers of the Jaguar Warrior (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: beast (panther) pelt These golden bracers, adorned with layers of spotted fur and three glowing green gems, are worn by the fearsome Jaguar Warriors. Tasked with defending the Sun God’s temple against intruders and wild animals, these bracers imbue these warriors with the ability to summon jaguar spirits from the fey realms. While wearing these bracers, you have a +1 bonus to your AC. Jaguar Spirit Claw. While wearing these bracers, you can use a bonus action to speak their first command word, causing three radiant claws to appear from the gems. For the next minute, you gain the following benefits: Your unarmed strikes deal radiant damage instead of bludgeoning damage. You can add your Wisdom modifier to the damage rolls of your unarmed strikes. Jaguardian. While you wear these bracers, you can speak their second command word to cast the spirit guardians spell (save DC 15), calling forth jaguar spirits to protect you. Once the Jaguar Spirit Claw or Jaguardian property has been used, that property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. Remove the bonus to AC.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bracers of the Jaguar Warrior (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: beast (panther) pelt These golden bracers, adorned with layers of spotted fur and three glowing green gems, are worn by the fearsome Jaguar Warriors. Tasked with defending the Sun God’s temple against intruders and wild animals, these bracers imbue these warriors with the ability to summon jaguar spirits from the fey realms. While wearing these bracers, you have a +1 bonus to your AC. Jaguar Spirit Claw. While wearing these bracers, you can use a bonus action to speak their first command word, causing three radiant claws to appear from the gems. For the next minute, you gain the following benefits: Your unarmed strikes deal radiant damage instead of bludgeoning damage. You can add your Wisdom modifier to the damage rolls of your unarmed strikes. Jaguardian. While you wear these bracers, you can speak their second command word to cast the spirit guardians spell (save DC 15), calling forth jaguar spirits to protect you. Once the Jaguar Spirit Claw or Jaguardian property has been used, that property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. Remove the bonus to AC. Very rare variant: Increase the DC to 16. The Jaguar Spirit Claw property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bracers of the Old Gods","description":"Bracers of the Old Gods Wondrous item, legendary (requires attunement) These bracers are made of pale white leather lined with pointed teeth. When you attune to these symbiotic bracers, the teeth embed themselves in the flesh of your arms. You take 2d4 psychic damage, and your hit-point maximum is reduced by the same amount. You cannot regain these hit points until your attunement to the bracers ends. The bracers cannot be removed while you are attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the bracers ends, and they detach from your arms. While you are attuned to the bracers, you have resistance to psychic damage and necrotic damage. You gain telepathy out to a range of 60 feet, and you can read, write, and speak Abyssal and Deep Speech. The bracers hold 8 charges. While you are attuned to the bracers, you can use an action to expend 1 or more charges to cast one of the following spells (save DC 17) without the need for components: bane (1 charge), enthrall (2 charges), fear (3 charges), arcane eye (4 charges), cloudkill (5 charges), contact other plane (5 charges), dominate person (5 charges), or eyebite (6 charges). The bracers regain all expended charges at dawn. If you expend the bracer’s last charge, roll a d20. On a 1, a piercing shriek fills the air, you take 6d6 psychic damage, and the bracers detach from your arm, shrivel into withered husks, and are destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Bracers of the Spellbreaker","description":"Bracers of the Spellbreaker Wondrous item, very rare (requires attunement by a spellcaster) These mithral bracers are engraved with runes and inlaid with three multicolored bands of tiny gemstones. While wearing these bracers, you have advantage on saving throws against spells and magical effects. In addition, damage from your spell attacks ignore your target’s damage resistances. Cursed Sentience. The bracers are a sentient and cursed magic item, as described below. Sentience. This magic item is sentient. Its alignment and Intelligence, Wisdom, and Charisma scores match the corresponding persona’s stat block. This magic item has hearing and darkvision out to a range of 60 feet. It can speak, read, and understand the languages in its persona’s stat block, and it can communicate telepathically with its wearer. Curse. Once you attune to this item, you can’t end your attunement to it unless you are targeted by the remove curse spell or similar magic. Seven days after you attune to it, you must make a DC 18 Wisdom saving throw. On a failed save, your Wisdom score is reduced by 1 for as long as you remain attuned to the item. You must repeat this saving throw every 24 hours while you remain attuned to the item. If you fail this saving throw three times, the magic item possesses your body, and your soul becomes trapped in your body. Your body transforms into the original body of the soul within the magic item, and your statistics change to match the persona in control of your new body. While possessed, your equipment transforms into the equipment used by the possessing persona’s stat block. You sense everything your body can sense, but the persona controls your movement, speech, and actions. If you end your attunement to the magic item, your body returns to its original form, you regain control of your body, and the magic item’s soul returns to the magic item. If you die, the magic item’s soul returns to the magic item. If your body is possessed for 1d6 + 12 months, your soul is destroyed, your body crumbles to dust, and you die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bracers of Wind","description":"Bracers of Wind Wondrous item, rare (requires attunement) These bracers are made of silver plates held together by decorative leather straps. While wearing these bracers, you can use an action to speak their command word and activate them. They remain activated until you use an action to speak their command word again. While the bracers are activated, a strong wind swells and surges around your body, giving you a +2 bonus to AC against ranged attacks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Braid Whip Clasp","description":"Wondrous item, uncommon (requires attunement) This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp’s property has been used for a total of 10 minutes, you can’t use it to transform your braid into a whip again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brain Juice","description":"Potion, very rare This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with a form of short-term madness lasting for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it gains a form of long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Very rare"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Brain Juice","description":"Potion, very rare This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice .","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brain Juice","description":"Potion, Very Rare This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6+ 4 expended spell slots . On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Bramble Ball","description":"Bramble Ball Wondrous Item, rare Weight: 1 lb. Created by the gnome druid Geneu Tercer, these crystal spheres appear to be filled with twisting, thorny vines. Bramble balls are typically found in pouches containing 1d4+1 balls. As an action, you can throw a ball up to 40 feet by hand or up to 120 feet with a sling. When it strikes a solid surface, the bramble ball erupts into a Spike Growth. The ground in a 20-foot radius centered on the impact point twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a DC12 Wisdom (Perception) check to recognize the terrain as hazardous before entering it. The spike growth lasts for 10 minutes after the bramble ball breaks.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bramble Bomb","description":"By adding a potent fertilizer to your bomb’s explosive contents, you can change it into a bramble bomb. A bramble bomb deals no damage, but instead causes tough, thorny brambles to sprout from any area of natural ground within the bomb’s blast radius, which becomes difficult terrain. Additionally, if a creature in the blast radius is prone when the bomb detonates, it is enveloped by the brambles and must succeed on a Strength (Athletics) check against your bomb save DC before it can move or stand. The brambles shrivel and die after 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bramble Lace Gloves","description":"Wondrous item, uncommon (requires attunement) Component: pouch of fey (Bramble Queen) thorns Despite the lack of soil or water, the dark roses on these luxurious gloves are alive, feeding gently off of the energy of their wearer. This symbiotic relationship has no adverse effects on the wearer aside from some aggravated tiredness at the end of the day—a small price to pay for the powerful fey magic held within. Overgrowth. As an action while wearing these gloves, you can touch a creature, forcing it to make a DC 13 Strength saving throw. On a failed save, the creature is restrained for 1 minute as brambles from one of the gloves spread to it, enveloping it in a mass of vines and thorns. A creature restrained in this way can use an action to make a DC 13 Strength check, ending the effect on a success. While the creature is restrained, you can use a bonus action to control the writhing brambles in one of the manners described below. Once this property of the gloves has been used, it can’t be used again until the next dawn. Constrict. The thorny brambles tighten around the restrained creature, dealing 2d6 piercing damage to it. Lash. A bramble whip lashes out against a different creature that you can see within 20 feet of the restrained one. Make a weapon attack roll against it (+5 to hit), dealing 4d6 slashing damage on a hit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bramble Lace Gloves (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: pouch of fey (Bramble Queen) thorns Despite the lack of soil or water, the dark roses on these luxurious gloves are alive, feeding gently off of the energy of their wearer. This symbiotic relationship has no adverse effects on the wearer aside from some aggravated tiredness at the end of the day—a small price to pay for the powerful fey magic held within. Overgrowth. As an action while wearing these gloves, you can touch a creature, forcing it to make a DC 13 Strength saving throw. On a failed save, the creature is restrained for 1 minute as brambles from one of the gloves spread to it, enveloping it in a mass of vines and thorns. A creature restrained in this way can use an action to make a DC 13 Strength check, ending the effect on a success. While the creature is restrained, you can use a bonus action to control the writhing brambles in one of the manners described below. Once this property of the gloves has been used, it can’t be used again until the next dawn. Constrict. The thorny brambles tighten around the restrained creature, dealing 2d6 piercing damage to it. Lash. A bramble whip lashes out against a different creature that you can see within 20 feet of the restrained one. Make a weapon attack roll against it (+5 to hit), dealing 4d6 slashing damage on a hit. Rare variant: Increase the DCs to 15 and the attack bonus to +7. The Overgrowth property can be used twice—once for each glove—before the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bramble Lace Gloves (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: pouch of fey (Bramble Queen) thorns Despite the lack of soil or water, the dark roses on these luxurious gloves are alive, feeding gently off of the energy of their wearer. This symbiotic relationship has no adverse effects on the wearer aside from some aggravated tiredness at the end of the day—a small price to pay for the powerful fey magic held within. Overgrowth. As an action while wearing these gloves, you can touch a creature, forcing it to make a DC 13 Strength saving throw. On a failed save, the creature is restrained for 1 minute as brambles from one of the gloves spread to it, enveloping it in a mass of vines and thorns. A creature restrained in this way can use an action to make a DC 13 Strength check, ending the effect on a success. While the creature is restrained, you can use a bonus action to control the writhing brambles in one of the manners described below. Once this property of the gloves has been used, it can’t be used again until the next dawn. Constrict. The thorny brambles tighten around the restrained creature, dealing 2d6 piercing damage to it. Lash. A bramble whip lashes out against a different creature that you can see within 20 feet of the restrained one. Make a weapon attack roll against it (+5 to hit), dealing 4d6 slashing damage on a hit. Rare variant: Increase the DCs to 15 and the attack bonus to +7. The Overgrowth property can be used twice—once for each glove—before the next dawn. Very rare variant: Increase the DCs to 16, the attack bonus to +9, the damage of Constrict to 4d6, and the damage of Lash to 6d6. The Overgrowth property can be used twice—once for each glove—before the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bramble Man","description":"Wondrous item, Weird, Very Rare This magical item is always under a powerful illusion. It will either appear as a very expensive toy or a very expensive art object. If this item is examined by a creature with truesight, then it appears to be a collection of black and brown twigs that have been bent and fastened into a vaguely humanoid shape between four inches tall and three feet tall. The hag choses the illusion when she makes the bramble man and through her rituals and magic often changes the weight and feel of the twigs; this means that the illusion is very difficult to detect, but not impossible. Any creature that is inspecting the bramble man closely will realize that it is covered by a powerful illusion if they succeed on a DC 20 Wisdom (Insight) or Intelligence (Investigation) ability check. The hag that created the bramble man will either leave it to be found or find a way to gift it or deposit it near her target. Children. If the target is a child, then the child’s dreams will be filled with various pleasant fantasies that give very accurate instructions on how to escape their guardians and sneak their way into a location decided by the hag. After a week the child will start to show signs of exhaustion and unless watched or guarded in some way will attempt to follow the guidance given in the dreams. A child will usually explain the dream or otherwise not resist if caught in the act of escape. Any spells or effects that prevent bad dreams, evil, or mind-influencing effects will block the bramble man from invading their dreams. If the bramble man is destroyed or moved more than 120 feet from the child then the effect ends and the hag will have to acquire the bramble man again and spend time and resources in order to reset it. Adults. If the target is an adult, then the first adult to claim the treasure as theirs will have vivid dreams. The adult’s dreams will be filled with pleasant fantasies involving hidden treasure, erotic rendevous, fullfillment of dark fantasies, or anything else that could convinve an adult to sneak away in the middle of the night, alone. Each morning the adult must make a DC 10 Intelligence saving throw or become obsessed with following the instructions in the dream, having decided that the treasure is real. The target will be aware that they are having the same repetitive dream but it will not affect short or long rests or otherwise impair them. This effect ends if a dispel magic or dispel evil and good is cast on the target. This effect ends if the target is more than a mile away from the bramble man. If this happens, the hag will attempt to reacquire the bramble man in order to reset it, just like above. The bramble man is old, powerful magic, that is hard to detect. Anyone traveling astrally or ethereally will see a golden thread stretching from the sleeper in the general direction of the hag. This line will end after roughly 60 feet. Identify will not reveal a bramble man, but a legend lore spell, may, depending on the DM. Dispel magic has no effect on a bramble man, but if cast on the target while sleeping will only work to clear the target’s dream, but if, on the second night they are within range of the bramble man, they will begin to dream the hag’s programmed dream again. A remove curse spell, if cast upon the sleeper or the bramble man will only turn it off until the hag can reset it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Bramblebriar","description":"Bramblebriar Melee weapon (martial, scimitar), legendary (requires attunement) While holding this scimitar, you can use a bonus action to activate its brambles. When you do, several barbed vines coil around its crossguard, over your wrist, and dig into your flesh. At the start of each of your turns, it drains 2 hit points from you to empower its poison. While attached to you in this way, you can’t be disarmed by normal means, and you are resistant to poison damage and immune to the poisoned condition. Each time the weapon drains your hit points, it gains one charge, to a maximum of 5 charges. The weapon continues to drain your hit points while fully charged. On a hit, its vicious barbs lash out from the scimitar and rake your target with venomous brambles, expending all charges within its vines. The creature must make a Constitution saving throw with a DC equal to 10 + your proficiency bonus. On a failure, the creature takes 1d4 poison damage for each charge spent. If you stow the weapon without expending all of its charges, the poison courses through your veins as you release the hilt and you must make a successful Constitution saving throw or take the damage from its thorns for each remaining charge. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Branch of the Planar Grove","description":"Branch of the Planar Grove Staff, legendary (requires attunement by a druid) This staff, a fallen branch of a tree of the Planar Grove, can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While using it as a spellcasting focus, you have a +2 bonus to spell attack rolls and your spell save DC. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Conjuration Absorption. While holding the staff, when a creature you can see within 30 feet of you casts a conjuration spell, you can use your reaction to attempt to absorb the spell’s magic into the staff. Make a spellcasting ability check with a +2 bonus against a DC equal to 10 + the spell’s level. If you succeed, you cancel the spell’s effect and the staff gains a number of charges equal to the spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff plants itself into the ground, becoming a fledgling Planar Tree. You lose your attunement to it, and it is no longer a magic item. It will mature in 1000 years, becoming a portal that connects to all other trees of the Planar Grove. Shape of the Infinite Wilds. When you use your Wild Shape while holding the staff, you can assume the shape of a creature of a type other than beast. The creature can be of any type other than undead or construct that you’ve seen before, and must follow the restrictions listed in the Max. CR and Limitations column of the Beast Shapes table for a druid of your level. When you assume such a creature’s form, you don’t magically gain any armor (other than natural armor) or weapon listed in the creature’s stat block, nor can you use such a creature’s Innate Spellcasting or Spellcasting traits. Additionally, you gain a +2 bonus to the attack and damage rolls of your Wild Shape’s natural weapons. When you have no uses remaining of your Wild Shape, you can use your bonus action and expend 4 charges from the staff to use your Wild Shape. Spells. While holding the staff, you can use an action and expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: call lightning (7th-level version, 7 charges), conjure animals (7th-level version, 7 charges), conjure elemental (7 charges), conjure woodland beings (4 charges), dust devil XGE (2 charges), earthbind XGE (2 charges), grasping vine (3 charges), lesser restoration (2 charges), plane shift (7 charges), plant growth (3 charges, or 9 charges for the 8-hour version), protection from poison (2 charges), transport via plants (6 charges), or wall of thorns (6 charges). You can also use an action to cast one of the following spells from the staff without using any charges: barkskin , detect poison and disease , entangle , pass without trace , shillelagh , or thorn whip . Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Branch of the Worldtree","description":"Wand, rare (requires attunement by a druid or ranger) Component: plant bark Whether or not this branch truly came from the mythical Worldtree is unknown. However, it exudes potent, magical energy capable of manipulating plants and of great feats of healing. As it is used to channel a spell, the tips of its branches glow green-gold and the air is perfumed with the scent of mountain pines. This wand can be used as a spellcasting focus for your druid or ranger spells and has 7 charges, represented by its seven green-gold leaves. When you expend a charge, a leaf withers and drifts to the ground. Each day at dawn, new leaf buds unfurl and the wand regains 1d6 + 1 expended charges. If you expend the wand’s last charge, roll a d20. On a 1, the wand withers and petrifies, losing all magical properties. Regrowth. The wand can enhance your healing spells. When you cast a spell that restores hit points and deals no damage while holding the wand, you can expend a number of charges equal to the spell’s level to increase that level by 1. You can use this property only once per casting. King of Plants. The wand has power over other plants. While holding the wand you can cast the druidcraft cantrip at will. In addition, you can expend charges to cast the plant growth (2 charges) and tree stride (3 charges) spells.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Branch of the Worldtree (very rare variant)","description":"Wand, rare (requires attunement by a druid or ranger) Component: plant bark Whether or not this branch truly came from the mythical Worldtree is unknown. However, it exudes potent, magical energy capable of manipulating plants and of great feats of healing. As it is used to channel a spell, the tips of its branches glow green-gold and the air is perfumed with the scent of mountain pines. This wand can be used as a spellcasting focus for your druid or ranger spells and has 7 charges, represented by its seven green-gold leaves. When you expend a charge, a leaf withers and drifts to the ground. Each day at dawn, new leaf buds unfurl and the wand regains 1d6 + 1 expended charges. If you expend the wand’s last charge, roll a d20. On a 1, the wand withers and petrifies, losing all magical properties. Regrowth. The wand can enhance your healing spells. When you cast a spell that restores hit points and deals no damage while holding the wand, you can expend a number of charges equal to the spell’s level to increase that level by 1. You can use this property only once per casting. King of Plants. The wand has power over other plants. While holding the wand you can cast the druidcraft cantrip at will. In addition, you can expend charges to cast the plant growth (2 charges) and tree stride (3 charges) spells. Very rare variant: Increase the charges to 9 and the recharge to 1d6 + 3. Add transport via plants (4 charges) to the list of spells that can be cast using the wand.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Branding Iron of the Hag Queens","description":"Midnight hags use branding irons crafted in the fires of Hell to mark victims or even faithful servants to make them susceptible to scrying. The branding iron has 1d6 + 3 charges. You can expend one charge to brand a creature by touching its skin with the branding iron that has been heated over a fire. Once branded, the creature that placed the brand on the target automatically succeeds on scrying attempts made against the target. The brand can be removed with a remove curse or higher-level restorative spell. Once all charges of the branding iron are used up, it loses its magical power and its color grows dull.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Brass Clockwork Staff","description":"Staff, rare (requires attunement) This curved staff is made of coiled brass and glass wire. You can use an action to speak one of three command words and throw the staff on the ground within 10 feet of you. The staff transforms into one of three wireframe creatures, depending on the command word: a unicorn, a hound, or a swarm of tiny beetles. The wireframe creature or swarm is under your control and acts on its own initiative count. On your turn, you can mentally command the wireframe creature or swarm if it is within 60 feet of you and you aren’t incapacitated. You decide what action the creature takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. The wireframe unicorn lasts for up to 1 hour, uses the statistics of a warhorse, and can be used as a mount. The wireframe hound lasts for up to 5 minutes, uses the statistics of a dire wolf, and has advantage to track any creature you damaged within the past hour. The wireframe beetle swarm lasts for up to 1 minute, uses the statistics of a swarm of beetles, and can destroy nonmagical objects that aren’t being worn or carried and that aren’t made of stone or metal (destruction happens at a rate of 1 pound of material per round, up to a maximum of 10 pounds). At the end of the duration, the wireframe creature or swarm reverts to its staff form. It reverts to its staff form early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. If it reverts to its staff form early by being reduced to 0 hit points, the staff becomes inert and unusable until the third dawn after the creature was killed. Otherwise, the wireframe creature or swarm has all of its hit points when you transform the staff into the creature again. When a wireframe creature or swarm becomes the staff again, this property of the staff can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brass Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Brass Dragon Scale Mail is made of the scales of a brass dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Brass Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest brass dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Brass Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Brass Horn of Valhalla","description":"Brass Horn of Valhalla Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual . They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Brass Horn of Valhalla","description":"Wondrous Item, Rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. Horn Type Spirits Requirement Brass 3 Proficiency with all Simple weapons","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Brass Horn of Valhalla"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Brass Knuckle Revolver","description":"","properties":{"Category":"Items","Item Type":"Weapon (brass knuckle revolver)","Properties":"Fist, Ammunition (30/120), Reload (6)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Brass knuckles","description":"Brass Knuckles Melee weapon (simple, brass knuckles) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Brass Knuckles of Bloodletting","description":"Brass Knuckles of Bloodletting Melee weapon (simple, brass knuckles) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Brass Knuckles of Defense","description":"Brass Knuckles of Defense Melee weapon (simple, brass knuckles) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Defensive, Light, Unarmed Weight: 1","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Brass Knuckles of Inverted Probability","description":"Brass Knuckles of Inverted Probability Melee weapon (simple, brass knuckles) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Brass Snake Ball","description":"Wondrous item, rare (requires attunement) Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can’t be used again until the next sunset.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brawler's Leather","description":"Wondrous item, common These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brawler’s Wraps","description":"see Tavern Brawler","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Brawling Gloves +1","description":"Wondrous item, uncommon (+1) (requires attunement by a barbarian, captain, craftsman, fighter, rogue, or warden) While attuned to these fingerless magical gloves, you have proficiency with all improvised weapons and gain a bonus to attack and damage rolls made using them. The bonus is determined by the gloves’ rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a barbarian, captain, craftsman, fighter, rogue, or warden"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Brawling Gloves +2","description":"Wondrous item, rare (+2) (requires attunement by a barbarian, captain, craftsman, fighter, rogue, or warden) While attuned to these fingerless magical gloves, you have proficiency with all improvised weapons and gain a bonus to attack and damage rolls made using them. The bonus is determined by the gloves’ rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a barbarian, captain, craftsman, fighter, rogue, or warden"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Brawling Gloves +3","description":"Wondrous item, very rare (+3) (requires attunement by a barbarian, captain, craftsman, fighter, rogue, or warden) While attuned to these fingerless magical gloves, you have proficiency with all improvised weapons and gain a bonus to attack and damage rolls made using them. The bonus is determined by the gloves’ rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a barbarian, captain, craftsman, fighter, rogue, or warden"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Brawn Armor","description":"Armor (hide), rare (requires attunement) This armor was crafted from the hide of an ancient grizzly bear. While wearing this armor, you gain a +1 bonus to AC, and you have advantage on grapple checks. The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brazen Band","description":"Ring, uncommon While you wear this polished brass ring, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened. If you fail a saving throw against being frightened, you can choose to succeed instead. If you do, the ring’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brazen Bulwark","description":"Armor (shield), rare (requires attunement) This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Brazen Wall. As an action, you can plant the shield in the ground in front of you, transforming it into a steel wall 10 feet high, 3 inches thick, and up to 20 feet wide. The wall has arrow slits set at 5-foot intervals and provides three-quarters cover to creatures behind it. The wall remains in place for 1 hour or until you use an action while within 5 feet of the wall to don the shield. Each 10-foot-by-10-foot section of the wall has AC 17 and 30 hit points. If both sections of the wall are reduced to 0 hit points, the shield reverts to its normal form, and its magic ceases to function until the next dawn. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brazen Shelter","description":"Wondrous item, uncommon (requires attunement) Component: dragon (brass) fat This long, flowing cloak was crafted in the image of the gregarious brass dragon. Peering closely at the fabric reveals an intricate pattern of thousands of tiny scales that gleam brightly in the light. Though thick and ornate, the cloak is remarkably lightweight and doesn’t impede its wearer’s movements. Protective Lining. The magic of the cloak shields its wearer against extreme cold and heat. While wearing it, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Celsius and as high as 70 degrees Celsius. Sound Sleep. This cloak can be rolled around you and used as a cosy sleeping bag. When you spend a short rest using the cloak as a sleeping bag, if you roll any Hit Dice to regain hit points, you can reroll any 1s or 2s. You must use the new rolls. When you spend a long rest using the cloak as a sleeping bag, you recover 1 additional spent Hit Die at the end of the rest. Adaptable Conversationalist. While wearing the cloak, you gain a brass dragon’s appetite for conversation. You can cast the comprehend languages spell from the cloak. While under the effect of the spell, you have advantage on ability checks made to convey information through gestures or mimicry. After you use this property to cast the comprehend languages spell, roll a d6. On a 1-3, you can’t use this property again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Brazen Shelter (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: dragon (brass) fat This long, flowing cloak was crafted in the image of the gregarious brass dragon. Peering closely at the fabric reveals an intricate pattern of thousands of tiny scales that gleam brightly in the light. Though thick and ornate, the cloak is remarkably lightweight and doesn’t impede its wearer’s movements. Protective Lining. The magic of the cloak shields its wearer against extreme cold and heat. While wearing it, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Celsius and as high as 70 degrees Celsius. Sound Sleep. This cloak can be rolled around you and used as a cosy sleeping bag. When you spend a short rest using the cloak as a sleeping bag, if you roll any Hit Dice to regain hit points, you can reroll any 1s or 2s. You must use the new rolls. When you spend a long rest using the cloak as a sleeping bag, you recover 1 additional spent Hit Die at the end of the rest. Adaptable Conversationalist. While wearing the cloak, you gain a brass dragon’s appetite for conversation. You can cast the comprehend languages spell from the cloak. While under the effect of the spell, you have advantage on ability checks made to convey information through gestures or mimicry. After you use this property to cast the comprehend languages spell, roll a d6. On a 1-3, you can’t use this property again until the next dawn. Rare variant: Increase the Hit Dice you recover with the Sound Sleep property from 1 to a number equal to your proficiency bonus. The Protective Lining property also reduces the cold and fire damage you take by 3.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Brazen Shelter (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: dragon (brass) fat This long, flowing cloak was crafted in the image of the gregarious brass dragon. Peering closely at the fabric reveals an intricate pattern of thousands of tiny scales that gleam brightly in the light. Though thick and ornate, the cloak is remarkably lightweight and doesn’t impede its wearer’s movements. Protective Lining. The magic of the cloak shields its wearer against extreme cold and heat. While wearing it, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Celsius and as high as 70 degrees Celsius. Sound Sleep. This cloak can be rolled around you and used as a cosy sleeping bag. When you spend a short rest using the cloak as a sleeping bag, if you roll any Hit Dice to regain hit points, you can reroll any 1s or 2s. You must use the new rolls. When you spend a long rest using the cloak as a sleeping bag, you recover 1 additional spent Hit Die at the end of the rest. Adaptable Conversationalist. While wearing the cloak, you gain a brass dragon’s appetite for conversation. You can cast the comprehend languages spell from the cloak. While under the effect of the spell, you have advantage on ability checks made to convey information through gestures or mimicry. After you use this property to cast the comprehend languages spell, roll a d6. On a 1-3, you can’t use this property again until the next dawn. Rare variant: Increase the Hit Dice you recover with the Sound Sleep property from 1 to a number equal to your proficiency bonus. The Protective Lining property also reduces the cold and fire damage you take by 3. Very rare variant: Increase the Hit Dice you recover with the Sound Sleep property from 1 to a number equal to your proficiency bonus. The Protective Lining property also reduces the cold and fire damage you take by 3. You have advantage on ability checks made to convey information through gestures or mimicry. You can also cast tongues with the Adaptable Conversationalist property. After you use this property to cast the tongues spell, you can't use this property to cast the tongues spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Brazier of Commanding Fire Elementals","description":"Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Brazier of Commanding Fire Elementals","description":"Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental , as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. The brazier weighs 5 pounds. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Brazier of Commanding Fire Elementals","description":"Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental . The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Brazier of Commanding Fire Elementals"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breaker Ammo","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"Ammunition"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Breaker Lance","description":"Weapon (lance), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force , or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell’s level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Breastplank","description":"Armor (breastplate, half plate, or plate), uncommon (requires attunement) The mundane appearance of this suit of armour belies the danger of its true nature. The wood feels soft and sticky to the touch, and eyes and teeth spontaneously form all over its surface as the mimic grows bolder… and hungrier. Sticky Situation. While you’re wearing this armour, creatures have disadvantage on ability checks made to avoid or escape being grappled by you. A creature grappled by you takes 1d10 acid damage at the start of each of its turns.","properties":{"Category":"Items","Expansion":23695,"Item Type":"breastplate, half plate, plate","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Breastplank (rare variant)","description":"Armor (breastplate, half plate, or plate), uncommon (requires attunement) The mundane appearance of this suit of armour belies the danger of its true nature. The wood feels soft and sticky to the touch, and eyes and teeth spontaneously form all over its surface as the mimic grows bolder… and hungrier. Sticky Situation. While you’re wearing this armour, creatures have disadvantage on ability checks made to avoid or escape being grappled by you. A creature grappled by you takes 1d10 acid damage at the start of each of its turns. Rare variant: Increase the acid damage to 1d12 . The item has the Quick Grip property. Quick Grip. While wearing this armour, you can attempt to grapple a creature as a bonus action.","properties":{"Category":"Items","Expansion":23695,"Item Type":"breastplate, half plate, plate","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Breastplank (very rare variant)","description":"Armor (breastplate, half plate, or plate), uncommon (requires attunement) The mundane appearance of this suit of armour belies the danger of its true nature. The wood feels soft and sticky to the touch, and eyes and teeth spontaneously form all over its surface as the mimic grows bolder… and hungrier. Sticky Situation. While you’re wearing this armour, creatures have disadvantage on ability checks made to avoid or escape being grappled by you. A creature grappled by you takes 1d10 acid damage at the start of each of its turns. Rare variant: Increase the acid damage to 1d12 . The item has the Quick Grip property. Quick Grip. While wearing this armour, you can attempt to grapple a creature as a bonus action. Very rare variant: Increase the acid damage to 1d12 . The item has the Quick Grip and Tongue Lash properties. Tongue Lash . While wearing this armour, you can use a bonus action to cause the mimic’s tongue to elongate and attempt to pull a creature you can see within 15 feet of you. The target must succeed on a DC 16 Strength saving throw or take 1d6 bludgeoning damage and be pulled up to 15 feet towards you. A Huge or larger creature automatically succeeds on this saving throw. If this property pulls a creature to within 5 feet of you, you can immediately attempt to grapple it as part of the same bonus action.","properties":{"Category":"Items","Expansion":23695,"Item Type":"breastplate, half plate, plate","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Breastplate","description":"Breastplate Armor (medium) This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Subtype":"Armor","Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate","description":"Breastplate Armor (medium) Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Breastplate","description":"Breastplate Armor (medium) AC : 14 + Dex modifier (max 2) Weight : 20","properties":{"Category":"Items","Expansion":4415,"Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Breastplate","description":"Medium Armor Armor Class: 14 + Dex modifier (max 2) Strength: — Stealth: — Weight: 20 lb. Cost: 400 GP","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"None","Name":"Breastplate"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Breastplate","description":"Breastplate Armor (medium) This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":5,"Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Breastplate +1","description":"Breastplate +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate +1","description":"Breastplate +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor . Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate +1","description":"Armor (Breastplate), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate +1","description":"Armor (Breastplate), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate +1 Base AC\",\"parent\":\"Breastplate +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate +1 Magic Bonus to AC\",\"parent\":\"Breastplate +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Breastplate +1","Weight":20,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate +2","description":"Breastplate +2 Armor (medium), very rare You have a +2 bonus to AC while wearing this armor . Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 16 + Dex (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","Modifiers":"Ac +2","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate +2","description":"Breastplate +2 Armor (medium), very rare You have a +2 bonus to AC while wearing this armor . Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 16 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate +2","description":"Armor (Breastplate), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate +2","description":"Armor (Breastplate), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":20,\\\"cost\\\":\\\"40400 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate +2 Base AC\",\"parent\":\"Breastplate +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate +2 Magic Bonus to AC\",\"parent\":\"Breastplate +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Breastplate +2","Weight":20,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate +3","description":"Breastplate +3 Armor (medium), legendary You have a +3 bonus to AC while wearing this armor . Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 17 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate +3","description":"Breastplate +3 Armor (medium), legendary You have a +3 bonus to AC while wearing this armor . Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 17 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","Modifiers":"Ac +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate +3","description":"Armor (Breastplate), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate +3","description":"Armor (Breastplate), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate +3 Base AC\",\"parent\":\"Breastplate +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate +3 Magic Bonus to AC\",\"parent\":\"Breastplate +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Breastplate +3","Weight":20,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate Armor of Gleaming","description":"Breastplate Armor of Gleaming Armor (medium), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Breastplate Cast-Off Armor","description":"Breastplate Cast-Off Armor Armor (medium), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Breastplate Chaos Armor","description":"Breastplate Chaos Armor Armor (medium), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Breastplate Living Armor","description":"Breastplate Living Armor Armor (breastplate), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 15 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Resistance: Necrotic, Poison, Psychic","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Breastplate of Acid Resistance","description":"Breastplate of Acid Resistance Armor (medium), rare (requires attunement ) You have resistance to acid damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Acid Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Acid Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Acid Resistance Base Armor Class\",\"parent\":\"Breastplate of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Acid Resistance Attunement\",\"parent\":\"Breastplate of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Acid Resistance\",\"parent\":\"Breastplate of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Acid Resistance","Weight":20,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Air Elemental Aura","description":"Breastplate of Air Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of Arcane Absorption","description":"Breastplate of Arcane Absorption Armor (medium) , rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of Balance","description":"Breastplate of Balance Armor (Breastplate), Rare (Requires Attunement) This burnished copper breastplate looks as if it were made of interlocking gears. Merchant’s scales are emblazoned across the chest. The armor has 4 charges. You can use the charges in the following ways while wearing the armor: Equalize. When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage. Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor. The armor regains 1d4 expended charges daily at dawn. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Breastplate of Blinking","description":"Breastplate of Blinking Armor (breastplate), rare (requires attunement) This chest piece consists of bright metal overlaying scales adorned with curved spikes. While attuned to this breastplate, once per day you can cast blink .","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Breastplate of Blood Drinking","description":"Breastplate of Blood Drinking Armor (medium) , rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20 When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of Cold Resistance","description":"Breastplate of Cold Resistance Armor (medium), rare (requires attunement ) You have resistance to cold damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Cold Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Cold Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Cold Resistance Base Armor Class\",\"parent\":\"Breastplate of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Cold Resistance Attunement\",\"parent\":\"Breastplate of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Cold Resistance\",\"parent\":\"Breastplate of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Cold Resistance","Weight":20,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Earth Elemental Aura","description":"Breastplate of Earth Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of Ease","description":"The illithid around here tell me they prefer their meals with a crunchy coating. — Xanathar Breastplate of Ease Armor (medium), uncommon While the magic of this armor doesn't provide any additional protection, breastplate of ease can be slept in with no detrimental effects. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Breastplate of Fire Elemental Aura","description":"Breastplate of Fire Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of Fire Resistance","description":"Breastplate of Fire Resistance Armor (medium), rare (requires attunement ) You have resistance to fire damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Fire Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Fire Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Fire Resistance Base Armor Class\",\"parent\":\"Breastplate of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Fire Resistance Attunement\",\"parent\":\"Breastplate of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Fire Resistance\",\"parent\":\"Breastplate of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Fire Resistance","Weight":20,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Force Resistance","description":"Breastplate of Force Resistance Armor (medium), rare (requires attunement ) You have resistance to force damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Force Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Force Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Force Resistance Base Armor Class\",\"parent\":\"Breastplate of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Force Resistance Attunement\",\"parent\":\"Breastplate of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Force Resistance\",\"parent\":\"Breastplate of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Force Resistance","Weight":20,"data-description":"You have Resistance to Force damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Fungal Spores","description":"Breastplate of Fungal Spores Armor (Medium), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Breastplate of Gleaming","description":"Armor (Breastplate), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Kamvuul Norek","description":"Breastplate of Kamvuul Norek Armor (breastplate), legendary (requires attunement) This adamantine breastplate of ancient Dhaakan belonged to a hobgoblin hero known as a mighty slayer of aberrations. While wearing this breastplate, you gain a +2 bonus to AC, any critical hit against you becomes a normal hit, and you gain advantage on saving throws against spells and other magical effects. In addition, if you succeed on your saving throw against the Mind Blast ability of a mind flayer or other aberration, you are unaffected, and the effect is reflected back toward the aberration as if the cone originated from you, including the aberration in its area of effect.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"AC +2","Item Rarity":"legendary ","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Breastplate of Lightning Resistance","description":"Breastplate of Lightning Resistance Armor (medium), rare (requires attunement ) You have resistance to lightning damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Lightning Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Lightning Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Lightning Resistance Base Armor Class\",\"parent\":\"Breastplate of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Lightning Resistance Attunement\",\"parent\":\"Breastplate of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Lightning Resistance\",\"parent\":\"Breastplate of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Lightning Resistance","Weight":20,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Mytros","description":"Armor (breastplate), rare (requires attunement) A character has a +1 bonus to AC and a +1 bonus to Charisma while wearing this armor. Giants and titans have disadvantage on their attacks against an opponent wearing the Breastplate.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Breastplate of Necrotic Resistance","description":"Breastplate of Necrotic Resistance Armor (medium), rare (requires attunement ) You have resistance to necrotic damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Necrotic Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Necrotic Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Necrotic Resistance Base Armor Class\",\"parent\":\"Breastplate of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Necrotic Resistance Attunement\",\"parent\":\"Breastplate of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Necrotic Resistance\",\"parent\":\"Breastplate of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Necrotic Resistance","Weight":20,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Poison Resistance","description":"Breastplate of Poison Resistance Armor (medium), rare (requires attunement ) You have resistance to poison damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Poison Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Poison Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Poison Resistance Base Armor Class\",\"parent\":\"Breastplate of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Poison Resistance Attunement\",\"parent\":\"Breastplate of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Poison Resistance\",\"parent\":\"Breastplate of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Poison Resistance","Weight":20,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Psychic Resistance","description":"Breastplate of Psychic Resistance Armor (medium), rare (requires attunement ) You have resistance to psychic damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Psychic Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Psychic Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Psychic Resistance Base Armor Class\",\"parent\":\"Breastplate of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Psychic Resistance Attunement\",\"parent\":\"Breastplate of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Psychic Resistance\",\"parent\":\"Breastplate of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Psychic Resistance","Weight":20,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Radiant Resistance","description":"Breastplate of Radiant Resistance Armor (medium), rare (requires attunement ) You have resistance to radiant damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Radiant Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Radiant Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Radiant Resistance Base Armor Class\",\"parent\":\"Breastplate of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Radiant Resistance Attunement\",\"parent\":\"Breastplate of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Radiant Resistance\",\"parent\":\"Breastplate of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Radiant Resistance","Weight":20,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of the Fallen","description":"Armor (Medium), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Breastplate of the Holy Crusade","description":"Breastplate of the Holy Crusade Armor (medium) , rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of the Sunken King Breastplate","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Breastplate (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (breastplate)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Breastplate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Chain Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (chain mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Chain Mail (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (chain mail)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Chain Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (chain mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Chain Shirt","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Chain Shirt (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (chain shirt)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Chain Shirt (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Half Plate","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Half Plate (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (half plate)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Half Plate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Hide","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (hide)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Hide (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (hide)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Hide (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (hide)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Plate","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Plate (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (plate)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Plate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Ring Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (ring mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Ring Mail (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (ring mail)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Ring Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (ring mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Scale Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Scale Mail (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (scale mail)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Scale Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Splint","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet.","properties":{"Category":"Items","Item Type":"Armor (splint)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Splint (legendary variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal. Legendary variant: Increase the attack modifier to +9. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armor (splint)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of the Sunken King Splint (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: aberration chitin When donning this armour, you hear the faint rumble of distant thundering waves as it passes over your head. This armour has 3 charges and regains all expended charges daily at dawn. Lurker in the Deep. While wearing this armour, you have the following benefits: You can speak and understand Abyssal. You can breathe underwater. You can’t float in water and instead sink at a rate of 60 feet per round. Walking on the bed of a water body doesn’t cost you extra movement. Sunken King’s Favour. As an action while wearing the armour, you can expend 1 charge to cast the arcane hand spell (+8 to hit). When cast in this way, the spell is modified as follows: You create two hands instead of one. They take the form of Medium spectral tentacles that sprout from the shoulders of the Breastplate. They occupy your space, move with you, and can’t be moved away from you. You can only command one of the tentacles with your bonus action each turn. The reach of ‘Clenched Fist’, ‘Forceful Hand’, and ‘Grasping Hand’ is increased to 15 feet. Rare variant: Reduce the charges to 2 and the attack modifier to +7. Remove the ability to speak and understand Abyssal.","properties":{"Category":"Items","Item Type":"Armor (splint)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Breastplate of Thunder Resistance","description":"Breastplate of Thunder Resistance Armor (medium), rare (requires attunement ) You have resistance to thunder damage while you wear this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Breastplate of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Breastplate of Thunder Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Thunder Resistance","description":"Armor (Breastplate), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Thunder Resistance Base Armor Class\",\"parent\":\"Breastplate of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Thunder Resistance Attunement\",\"parent\":\"Breastplate of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate Thunder Resistance\",\"parent\":\"Breastplate of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Thunder Resistance","Weight":20,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Versatile Resistance","description":"Armor of Versatile Resistance Armor (breastplate), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Breastplate of Vulnerability (Bludgeoning)","description":"Armor (Breastplate), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Vulnerability (Bludgeoning)","description":"Armor (Breastplate), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Breastplate of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Breastplate of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Breastplate of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Breastplate of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. 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This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Vulnerability (Piercing)","description":"Armor (Breastplate), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Vulnerability (Piercing)","description":"Armor (Breastplate), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Breastplate of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Vulnerability (Piercing) Attunement\",\"parent\":\"Breastplate of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Breastplate of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Breastplate of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Piercing)Bludgeoning Vulnerability\",\"parent\":\"Breastplate of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Breastplate of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Vulnerability (Piercing)","Weight":20,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Vulnerability (Slashing)","description":"Armor (Breastplate), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Medium Armor","Item Rarity":"No","Name":"Breastplate of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Breastplate of Vulnerability (Slashing)","description":"Armor (Breastplate), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Breastplate of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Breastplate of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Breastplate of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Breastplate of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Breastplate of Vulnerability (Slashing) Attunement\",\"parent\":\"Breastplate of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Breastplate of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Breastplate of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Breastplate of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Breastplate of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Breastplate of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Breastplate of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Breastplate of Vulnerability (Slashing)","Weight":20,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Breastplate of Water Elemental Aura","description":"Breastplate of Water Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breastplate of Weightlessness","description":"Breastplate of Weightlessness Armor (Medium), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Breastplate Smoldering Armor","description":"Breastplate Smoldering Armor Armor (medium), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Breastplate Suit of Heroic Prowess","description":"Breastplate Suit of Heroic Prowess Armor (medium) , very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Breath of Siberys","description":"Breath of Siberys Wondrous item, common Arcane artillery requires a powerful surge of magical energy to fuel the attack. Wizards and other spellcasters can prime arcane artillery by expending a spell slot, but bombardiers don’t have spell slots. Instead, a bombardier charges the weapon by using the breath of Siberys —a small globe containing a highly refined solution of dragonshards held in a suspended state. While priming arcane artillery, the operator crushes the breath of Siberys against an engraved brass plate; the sphere dissolves and the weapon is charged. House Cannith has been developing traditional staffs that can be charged using breath of Siberys . It takes an action to dissolve the breath on the charging plate, restoring 1d4 charges to the staff. Cannith artificers are working to adapt other charged items to use breath of Siberys .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Breathing Bubble","description":"Breathing Bubble Wondrous item, common This translucent, bubble-like sphere has a slightly tacky outer surface. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn. You gain the item’s benefits by wearing it over your head like a helmet. When it’s not being worn, the breathing bubble retains its bubble shape.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Breathing Bubble","description":"Breathing Bubble Wondrous item, common This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item’s benefits only while wearing it over your head like a helmet. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Breathing Bubble","description":"Breathing Bubble Wondrous item, common This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item’s benefits only while wearing it over your head like a helmet. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Breathing Filter","description":"Breathing Filter Miscellaneous gear Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Breathing Reed","description":"Wondrous item, common This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Breathtaker","description":"Weapon (Blowgun), Very Rare This slim, black lacquered tube serves as both a blowgun and smoking pipe. Intricate gold filigree patterns adorn the ends, reminiscent of wisps of smoke. As an action, you can take a deep breath through this magic weapon, drawing the air out of the lungs of a creature you can see within 100 feet. If the target needs to breathe air, it must succeed on a DC 16 Constitution saving throw or immediately begin suffocating. The target can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. The creature continues to suffocate as long as you hold your breath and maintain concentration (as if concentrating on a spell). You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum of 30 seconds). You can use this property three times, and regain all expended uses when you finish a long rest. Encounter Ideas Fatal Attraction. An alluring stranger catches an adventurer’s attention, only to literally steal their breath away before slipping away. Prize Piper. A smoke trick contest in a seedy tavern offers this weapon as its grand prize. Lost Speech. A noble is found suffocated before she can expose a traitor. Despite no sign of struggle, foul play is suspected.","properties":{"Category":"Items","Item Type":"Weapon (Blowgun)","Properties":"Ammunition, loading","Item Rarity":"Very Rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Brewer's Supplies","description":"Brewer's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 9","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Brewer's Supplies","description":"Brewer's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 9","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":9,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Brewer's Supplies","description":"Brewer's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 9","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Brewer's Supplies","description":"Artisan's Tools Ability: Intelligence Weight: 9 lb. Cost: 20 GP Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Brewer's Supplies"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Brewer's Supplies","description":"Brewer's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 9","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Briarthorn Bracers","description":"Wondrous item, uncommon These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bridge Seed","description":"Wondrous Item, Uncommon When thrown, this illusion seed turns into a wooden bridge with stone piers, covering a stream, moat, chasm, gorge, or river up to 40 feet across. If thrown into a space where a creature is standing or swimming, that creature finds itself standing on the bridge decking without suffering any ill effect. The bridge can be undermined by flooding or burnt by fire normally. Otherwise, it remains standing for decades, slowing decaying.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Bridle of Control","description":"Bridle of Control Wondrous item, uncommon This bridle is made from black leather and has a steel bit. When placed on the head of a mount, that creature becomes calm and cannot be frightened for as long as it wears the bridle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bridle of Speaking","description":"Bridle of Speaking Wondrous item, rare This bridle is made from yellow leather stamped with random letters. When placed on the head of a mount, that creature gains an Intelligence of 10 and the ability to speak common. If the bridle is removed, the mount reverts to normal.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bridle of Wings","description":"Bridle of Wings Wondrous item, rare This bridle is made from red leather stamped with a feather pattern and has a copper bit. When the bit is fitted to a mount, you can use an action to speak its command word. This causes a pair of bird wings to sprout from the mount’s back for 1 hour or until you repeat the command word as an action. The wings give the mount a flying speed of 60 feet. Once used, this property of the bridle can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Briefcase","description":"Briefcase Miscellaneous gear Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Briefcase Gun","description":"","properties":{"Category":"Items","Item Type":"Weapon (briefcase gun)","Properties":"Ammunition (30/120), Concealable, Reload (10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Brigandine","description":"This armor consists of a thick coat that extends just below the waist. It is made of heavy cloth or canvas that is lined internally with small metal plates. Lighter, sleeveless variants of this armor are popular among nobles in court, but these variants use the same statistics as leather armor and protect only the upper body.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Brigandine Armor","description":"","properties":{"Category":"Items","Item Type":"Armor (brigandine armor)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bright Bishop Sage","description":"Magic plant, uncommon Themes: Protection, sanctuary, and purification Environments: Churches and temples, outside kitchen doors, near druidic circles Bright bishop sage is an evergreen shrub with woody stems and small flowers in shades of blue and purple. Its short, broad leaves boast fine hairs, giving them a soft texture. Minor Wort. As an action, you can burn a bundle of bright bishop sage to protect one creature, doorway, or object. The creature is protected as if it had been the target of the protection from evil and good spell, except the creature is protected from only celestials, fiends, and undead. Ceremony Wort. As an action, you can sprinkle chopped sage on or in up to six plates, bowls, or glasses of nonmagical food or drink. The food and drink are purified and rendered free of poison and disease. This wort requires 2 cuttings of bright bishop sage. Cultivated Wort (9th Level). A garden of bright bishop sage that has been cultivated for at least 8 weeks is protected by heavenly magic. Aberrations, elementals, fey, fiends, and undead can’t enter the garden or a space within 15 feet of the garden, and dead bodies interred in the garden or within 15 feet of it can’t be turned into undead.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Brightmind Cap","description":"Wondrous Item, Uncommon (Requires Attunement) This magic cap has a lantern mounted on the top. When a candle is lit within the lantern, it casts bright light in a 5-foot radius and dim light for an additional 5 feet. As an action, you can speak the cap’s command word to cause the candle to cast bright light in a 30-foot radius and dim light for an additional 30 feet. Brightmind. When you fail an Intelligence or Wisdom ability check or saving throw while wearing this cap, you can choose to reroll that ability check or saving throw. You must use the second roll. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Woundrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Broad Saber","description":"Broad Saber Melee weapon (martial, sword) Broad sabers are a weapon brought to Rokugan centuries ago from Yún Fēng Guó to the north, where they are called dao. These one-handed swords are two to three feet in length with a broad-bellied, single-edged blade designed for slashing and chopping, and are generally wielded in pairs. Forms using these weapons often focus on wielding the pair not as two separate weapons, but as a single armament moving with unified purpose. They can be found all across Rokugan. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Paired. When you engage in two-weapon fighting using two weapons that have the same name and the paired property, you can add your ability modifier to the damage of the second attack. Damage: 1d6 Damage Type: Slashing Properties: Finesse, Light, Paired Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Paired"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Broken Fang Talisman","description":"Wondrous item, common This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt/decrypt (see Deep Magic for 5th Edition ) spell. The talisman can’t be used this way again until 1 hour has passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Broken Promise Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead. Very rare variant: Increase the DC to 16 and the damage to 4d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone or a 10-foot-radius sphere centred on you instead (which doesn’t damage you).","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead. Very rare variant: Increase the DC to 16 and the damage to 4d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone or a 10-foot-radius sphere centred on you instead (which doesn’t damage you).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead. Very rare variant: Increase the DC to 16 and the damage to 4d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone or a 10-foot-radius sphere centred on you instead (which doesn’t damage you).","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead. Very rare variant: Increase the DC to 16 and the damage to 4d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone or a 10-foot-radius sphere centred on you instead (which doesn’t damage you).","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broken Promise Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of humanoid blood An obnoxious and spiteful noble once sought a masterwork sword as a vain display of his growing fortune. The smith, eager to please his patron, produced blade after blade, though the noble decried each creation’s lack of perfection. The nobleman’s desires were unquenchable and when the smith refused to reforge the blade yet again, the noble plunged the sword through the smith’s heart in a childish fit of rage. Tempered by the blood, the weapon’s magic was warped and the pent-up frustration of a year’s dissatisfaction destroyed the smithy in a rending explosion, leaving behind the broken promise. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Maker’s Wrath. This weapon deals double damage to objects, structures, and constructs. Blade Storm. Once on each of your turns when you take the Attack action, you can expend 1 charge to replace one of your attacks with a special strike, shooting the broken fragments of the sword in a 5-foot wide, 30-foot long line originating from you. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a success. Rare variant: Increase the DC to 15 and the damage to 3d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone instead. Very rare variant: Increase the DC to 16 and the damage to 4d6. When you use the Blade Storm property, you can choose to shoot the fragments in a 15-foot cone or a 10-foot-radius sphere centred on you instead (which doesn’t damage you).","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bronze Bulwark","description":"Armour (shield), rare (requires attunement) Component: pouch of dragon (bronze) scales This mighty shield was forged in the image of the stalwart bronze dragon; an impenetrable defence against evil and tyranny. A wielder can harness its repulsive powers to deflect missiles, repel enemies, or hover above liquids. The shield has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Repelling Blast. When you are hit by a melee attack while holding this shield, you can use your reaction to expend 1 charge and release a blast of repulsive energy, forcing the attacker to make a DC 15 Strength saving throw if it is within 10 feet of you. On a failed save, the attacker is pushed up to 30 feet directly away from you and knocked prone. Deflection. You can also use this shield’s repelling property to attempt to deflect projectiles while holding it. When you’re hit by a ranged weapon attack roll, you can use your reaction to expend 1 charge to force the attacker to reroll the attack roll and use the new roll’s result. Surf’s Up! The shield is also capable of producing a gentle repelling field when placed on a liquid, allowing it to hover a few inches above the surface. While hovering in this way, you can stand on the shield and speak its command word to make it glide across the liquid. You control the movement and trajectory of the shield, which has a speed of 60 feet and can carry up to 400 pounds. If you take damage while standing on the shield in this way, you must succeed on a DC 15 Dexterity saving throw or fall prone off of the shield.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bronze Bulwark (uncommon variant)","description":"Armour (shield), rare (requires attunement) Component: pouch of dragon (bronze) scales This mighty shield was forged in the image of the stalwart bronze dragon; an impenetrable defence against evil and tyranny. A wielder can harness its repulsive powers to deflect missiles, repel enemies, or hover above liquids. The shield has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Repelling Blast. When you are hit by a melee attack while holding this shield, you can use your reaction to expend 1 charge and release a blast of repulsive energy, forcing the attacker to make a DC 15 Strength saving throw if it is within 10 feet of you. On a failed save, the attacker is pushed up to 30 feet directly away from you and knocked prone. Deflection. You can also use this shield’s repelling property to attempt to deflect projectiles while holding it. When you’re hit by a ranged weapon attack roll, you can use your reaction to expend 1 charge to force the attacker to reroll the attack roll and use the new roll’s result. Surf’s Up! The shield is also capable of producing a gentle repelling field when placed on a liquid, allowing it to hover a few inches above the surface. While hovering in this way, you can stand on the shield and speak its command word to make it glide across the liquid. You control the movement and trajectory of the shield, which has a speed of 60 feet and can carry up to 400 pounds. If you take damage while standing on the shield in this way, you must succeed on a DC 15 Dexterity saving throw or fall prone off of the shield. Uncommon variant: Reduce the DCs to 13. The shield has 4 charges and regains all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bronze Bulwark (very rare variant)","description":"Armour (shield), rare (requires attunement) Component: pouch of dragon (bronze) scales This mighty shield was forged in the image of the stalwart bronze dragon; an impenetrable defence against evil and tyranny. A wielder can harness its repulsive powers to deflect missiles, repel enemies, or hover above liquids. The shield has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Repelling Blast. When you are hit by a melee attack while holding this shield, you can use your reaction to expend 1 charge and release a blast of repulsive energy, forcing the attacker to make a DC 15 Strength saving throw if it is within 10 feet of you. On a failed save, the attacker is pushed up to 30 feet directly away from you and knocked prone. Deflection. You can also use this shield’s repelling property to attempt to deflect projectiles while holding it. When you’re hit by a ranged weapon attack roll, you can use your reaction to expend 1 charge to force the attacker to reroll the attack roll and use the new roll’s result. Surf’s Up! The shield is also capable of producing a gentle repelling field when placed on a liquid, allowing it to hover a few inches above the surface. While hovering in this way, you can stand on the shield and speak its command word to make it glide across the liquid. You control the movement and trajectory of the shield, which has a speed of 60 feet and can carry up to 400 pounds. If you take damage while standing on the shield in this way, you must succeed on a DC 15 Dexterity saving throw or fall prone off of the shield. Uncommon variant: Reduce the DCs to 13. The shield has 4 charges and regains all expended charges daily at dawn. Very rare variant: Increase the DCs to 16. You gain a +1 bonus to AC while holding this shield, in addition to a shield's normal bonus.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bronze Claw of Rulership","description":"Bronze Claw of Rulership Wondrous item, uncommon Grants a +2 bonus to any Charisma based skill check while worn. A bonus action may also be used to grant advantage on a Charisma skill check or saving throw. Once this feature is used it may not be used again until dawn of the next day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Bronze Dragon Figurine","description":"Knowledge, magic, understanding - these are the three core values the Arcanists, an organization of spellcasters and sages, embody. While they don’t have a complex hierarchical structure, it’s common among this group to gain status (and with this, support and resources) by showing off achievements. For the creators of magic items, the Bronze Dragon Figurine is such a display of knowledge and ability. The figurines resemble a true bronze dragon in every aspect, showing how well its creator researched the topic. An additional feature to attack with lightning bolts illustrates that its maker is willing to go above and beyond. While there are figurines resembling other dragons, the Bronze Dragon Figurines became famous about two hundred years ago, when an actual bronze dragon and member of the Arcanists, Kizzimarith, offered his fellow spellcasters to help in their creation. Since then, no other creation process is so well documented and understood by the Arcanists. A few powerful members of the organization have worked with Kizzimarith to create advanced versions of this item. As far as known, these are all still in possession of their creators. Something the Arcanists prefer not to talk about are the failed attempts. Known as Broken Bronze Dragon Figurines, these items resemble a regular version in all aspects - except for the fact its magic sometimes fails. There are a few common flaws that appear in these figurines. Officially, they should be destroyed as soon as their flaws become known. Unfortunately, some dishonorable Arcanists find a way around that, and sell the broken figurines - often for a discount price so the potential buyers really don’t want to miss the opportunity. Magic schools: Evocation, Transmutation Cost: 15.000 gp Magic properties: This item can be used in two different ways. As an action, the figurine can be used to cast a lightning bolt in a 60 feet line that is 5 feet wide. Every creature in that area has make a DC 12 Dexterity saving throw, taking 3d10 points of lightning damage on a failed save, or half as much on a successful one. The lightning attack has three charges, which are regained every dawn. The figurine’s second use is to transform into a Bronze Dragon Wyrmling. The creature counts as a construct, but has all the abilities of a real wyrmling. You can give it telepathic commands as long as it is no more than fifty feet away from you. The wyrmling will obey these commands, or if it hasn’t received any, defend itself if necessary. The figurine will stay in its wyrmling shape for up to 3 hours, and then revert to its figurine form. It will also revert to a figurine when it drops to 0 hit points or when you give it the telepathic command to do so. Once it has been used, it can’t be used again until 3 days have passed. The item’s lightning bolt feature can only be used while it is in figurine shape. Talva smiled. Today, they would finally gain the respect they knew they deserved. Creating the Bronze Dragon Figurine had been a success, and everyone would see it now. The gnome looked towards the Arcanist Vault, their home since they came here three years ago. Then Talva looked at the crowd surrounding them, ready for a duel of magic. And finally at their opponent, their friendly rival Aerdalle, the elven sorcerer. Aerdalle presented his own figurine, placing it on the ground. “Ready?” With a swift motion, Talva threw their figurine into the air, and gave the telepathic command. The small item instantly grew, until it was over six feet tall, landing on the ground with a heavy impact. Six hundred pounds of animated metal, ready to fight for Talva. Aerdalle showed a quick smirk, then his own figurine transformed... only to turn around and bite its creator. Aerdalle screamed as his blood spilled on the ground. Talva’s eyes widened in shock. “You idiot!” they gnome screamed. “Didn’t you follow the proper testing procedures?” They’d have a discussion about this later. Now, Talva sent their own figurine construct to fight the creation of Aerdalle while preparing to cast a spell. This was not the fight they had been looking forward to.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Bronze Dragon Figurine, Broken","description":"Knowledge, magic, understanding - these are the three core values the Arcanists, an organization of spellcasters and sages, embody. While they don’t have a complex hierarchical structure, it’s common among this group to gain status (and with this, support and resources) by showing off achievements. For the creators of magic items, the Bronze Dragon Figurine is such a display of knowledge and ability. The figurines resemble a true bronze dragon in every aspect, showing how well its creator researched the topic. An additional feature to attack with lightning bolts illustrates that its maker is willing to go above and beyond. While there are figurines resembling other dragons, the Bronze Dragon Figurines became famous about two hundred years ago, when an actual bronze dragon and member of the Arcanists, Kizzimarith, offered his fellow spellcasters to help in their creation. Since then, no other creation process is so well documented and understood by the Arcanists. A few powerful members of the organization have worked with Kizzimarith to create advanced versions of this item. As far as known, these are all still in possession of their creators. Something the Arcanists prefer not to talk about are the failed attempts. Known as Broken Bronze Dragon Figurines, these items resemble a regular version in all aspects - except for the fact its magic sometimes fails. There are a few common flaws that appear in these figurines. Officially, they should be destroyed as soon as their flaws become known. Unfortunately, some dishonorable Arcanists find a way around that, and sell the broken figurines - often for a discount price so the potential buyers really don’t want to miss the opportunity. Magic schools: Evocation, Transmutation Cost: 5.000 gp Magic properties: The broken version of the Bronze Dragon Figurine resembles the regular one in most aspects, but with a chance of failure that can destroy the item and potentially kill the person using it. This item can be used in two different ways. As an action, the figurine canbe used to cast a lightning bolt in a 60 feet line that is 5 feet wide. Every creature in that area has make a DC 12 Dexterity saving throw, taking 3d10 points of lightning damage on a failed save, or half as much on a successful one. The lightning attack has three charges, which are regained every dawn. The figurine’s second use is to transform into a Bronze Dragon Wyrmling. The creature counts as a construct, but has all the abilities of a real wyrmling. You can give it telepathic commands as long as it is no more than fifty feet away from you. The wyrmling will obey these commands, or if it hasn’t received any, defend itself if necessary. The figurine will stay in its wyrmling shape for up to 3 hours, and then revert to its figurine form. It will also revert to a figurine when it drops to 0 hit points or when you give it the telepathic command to do so. Once it has been used, it can’t be used again until 3 days have passed. The item’s lightning bolt feature can only be used while it is in figurine shape. Whenever the lightning bolt ability is used, there’s a 10% chance that, instead of casting the lightning bolt, the figurine explodes in a ten feet wide sphere of lightning centered on the figurine. Every creature in that area has to make a DC 12 Dexterity saving throw, taking 3d10 points of lightning damage on a failed save, or half as much on a successful one. The item melts and is destroyed when this happens. Whenever the figurine is transformed into a Bronze Dragon Wyrmling, there’s a 10% chance the figurine is not under control of the owner. It will not turn back into figurine shape. The construct will randomly attack any nearby creature, including the owner, and it will not stop until killed. Once it drops to 0 hit points, the item is destroyed. It does not revert to its figurine form. Talva smiled. Today, they would finally gain the respect they knew they deserved. Creating the Bronze Dragon Figurine had been a success, and everyone would see it now. The gnome looked towards the Arcanist Vault, their home since they came here three years ago. Then Talva looked at the crowd surrounding them, ready for a duel of magic. And finally at their opponent, their friendly rival Aerdalle, the elven sorcerer. Aerdalle presented his own figurine, placing it on the ground. “Ready?” With a swift motion, Talva threw their figurine into the air, and gave the telepathic command. The small item instantly grew, until it was over six feet tall, landing on the ground with a heavy impact. Six hundred pounds of animated metal, ready to fight for Talva. Aerdalle showed a quick smirk, then his own figurine transformed... only to turn around and bite its creator. Aerdalle screamed as his blood spilled on the ground. Talva’s eyes widened in shock. “You idiot!” they gnome screamed. “Didn’t you follow the proper testing procedures?” They’d have a discussion about this later. Now, Talva sent their own figurine construct to fight the creation of Aerdalle while preparing to cast a spell. This was not the fight they had been looking forward to.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Bronze Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Bronze Dragon Scale Mail is made of the scales of a bronze dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Bronze Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Lightning damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest bronze dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Bronze Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bronze Griffon Figurine of Wondrous Power","description":"Bronze Griffon Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare) . This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bronze Griffon Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Bronze Griffon Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Bronze Horn of Valhalla","description":"Bronze Horn of Valhalla Wondrous item, very rare (requires proficiency with medium armor) You can use an action to blow this horn. In response, 4d4+4 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual . They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bronze Horn of Valhalla","description":"Wondrous Item, Very Rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. Horn Type Spirits Requirement Bronze 4 Training with all Medium armor","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Bronze Horn of Valhalla"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Brooch of Bones","description":"Brooch of Bones Wondrous item, uncommon (requires attunement) This strange brooch consists of 5 tiny bones arranged in the shape of a pentagram. While wearing the brooch, you can use an action to speak its command word and gain special protection against undead creatures. For 1 minute, undead creatures have disadvantage on attack rolls against you, and they cannot charm, frighten, or possess you. Once used, this property of the brooch can’t be used again until the next dawn. A rather ghoulish item to wear, especially in social situations. But decidedly useful when there are necromancers about.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Brooch of Living Essence","description":"Brooch Of Living Essence Wondrous item, uncommon (requires attunement) While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Brooch of Living Essence","description":"Brooch of Living Essence Wondrous item, uncommon (requires attunement) While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Brooch of One Last Chance","description":"Wondrous item, rarity varies This simple brooch is made of leather and wood, and is marked with a symbol of healing and protection. Once per day when you are hit by an attack or fail a saving throw against a damaging effect, you may have the brooch cast medic’s intervention* on you at the level indicated in the table below (no action required). Additionally, for brooches of rarity Rare and above, if the damage prevented would have brought you to 0 hit points, you may use your reaction to make an attack, cast a spell with a casting time of 1 action, or take the Dash action without provoking opportunity attacks from creatures within 5 feet of you when you spend your reaction. Brooch Of… Rarity Spell Level One Last Chance Uncommon 1st One Last Chance, Greater Rare 3rd One Last Chance, Superior Rare 5th One Last Chance, Supreme Very rare 7th","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item rarity varies"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Brooch of Shielding","description":"Brooch of Shielding Wondrous item, uncommon (requires attunement ) While wearing this brooch, you have resistance to force damage , and you have immunity to damage from the magic missile spell.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Brooch of Shielding","description":"Brooch of Shielding Wondrous item, uncommon ( requires attunement ) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Brooch of Shielding","description":"Brooch of Shielding Wondrous Item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Brooch of Shielding","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Miss ile spell.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Brooch of Shielding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Brooch of Shielding","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Miss ile spell.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Brooch of Shielding\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Brooch of Shielding\\\",\\\"description\\\":\\\"While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Brooch of Shielding Attunement\",\"parent\":\"Brooch of Shielding\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Brooch of Shielding Force Resistance\",\"parent\":\"Brooch of Shielding Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"},{\"name\":\"Brooch of Shielding Magic Missile Immunity\",\"parent\":\"Brooch of Shielding Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"details\\\":\\\"Brooch of Shielding - You have immunity to damage from the Magic Missile spell.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Brooch of Shielding","data-description":"While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Broodmother’s Embrace","description":"Wondrous item, rare (requires attunement) This thick, rubbery overcoat sports several writhing tentacles that can biomantically fuse with their wearer, acting as gills, propulsion, and a formidable, concealed weapon. When in danger, the coat can encapsulate you in a protective chrysalis, nourishing you with stored regenerative mucous. While wearing the coat underwater, tentacles wrap around your throat, fusing with your vascular system and allowing you to breathe underwater. The tentacles also propel you, giving you a swimming speed of 40 feet . Tentacle Lash . As an action, you can make a melee spell attack ( +7 to hit ) against a creature within 10 feet of you. On a hit, the creature takes 3d8 bludgeoning damage , and, if it is Medium or smaller, must make a DC 15 Strength saving throw or be knocked prone . Chrysalis . You can use an action to cause the coat to expand and harden, encasing you in a regenerative, chitinous casing which grants you 20 temporary hit points. While encased, your speed is reduced to 0 feet , you can’t take actions or reactions (except the action to emerge from the chrysalis), and you regain 2d6 hit points at the start of each of your turns. You can regain no more than 30 hit points in this way while encased. These effects end when the temporary hit points are lost, after 1 minute , or when you decide to emerge from the chrysalis as an action, whichever comes first. After you activate this property, you can’t do so again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodmother’s Embrace (legendary variant)","description":"Wondrous item, legendary (requires attunement) This thick, rubbery overcoat sports several writhing tentacles that can biomantically fuse with their wearer, acting as gills, propulsion, and a formidable, concealed weapon. When in danger, the coat can encapsulate you in a protective chrysalis, nourishing you with stored regenerative mucous. While wearing the coat underwater, tentacles wrap around your throat, fusing with your vascular system and allowing you to breathe underwater. The tentacles also propel you, giving you a swimming speed of 40 feet . Tentacle Lash. As an action, you can make a melee spell attack ( +7 to hit ) against a creature within 10 feet of you. On a hit, the creature takes 3d8 bludgeoning damage , and, if it is Medium or smaller, must make a DC 15 Strength saving throw or be knocked prone . Chrysalis. You can use an action to cause the coat to expand and harden, encasing you in a regenerative, chitinous casing which grants you 20 temporary hit points. While encased, your speed is reduced to 0 feet , you can’t take actions or reactions (except the action to emerge from the chrysalis), and you regain 2d6 hit points at the start of each of your turns. You can regain no more than 30 hit points in this way while encased. These effects end when the temporary hit points are lost, after 1 minute , or when you decide to emerge from the chrysalis as an action, whichever comes first. After you activate this property, you can’t do so again until the next dawn. Legendary variant: Increase the swimming speed to 60 feet . Increase Tentacle Lash’s attack bonus to +9 , reach to 20 feet , damage to 5d8 , the size category of creatures that must make the Strength saving throw to Large or smaller, and the DC to 17 . Increase Chrysalis’ temporary hit points to 60 , the hit points regained per turn to 6d6 , and maximum hit points regained to 90 . The coat’s many eyes enhance your peripheral vision; while wearing the coat you have advantage on initiative checks while not blinded.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodmother’s Embrace (very rare variant)","description":"Wondrous item, very rare (requires attunement) This thick, rubbery overcoat sports several writhing tentacles that can biomantically fuse with their wearer, acting as gills, propulsion, and a formidable, concealed weapon. When in danger, the coat can encapsulate you in a protective chrysalis, nourishing you with stored regenerative mucous. While wearing the coat underwater, tentacles wrap around your throat, fusing with your vascular system and allowing you to breathe underwater. The tentacles also propel you, giving you a swimming speed of 40 feet . Tentacle Lash. As an action, you can make a melee spell attack ( +7 to hit ) against a creature within 10 feet of you. On a hit, the creature takes 3d8 bludgeoning damage , and, if it is Medium or smaller, must make a DC 15 Strength saving throw or be knocked prone . Chrysalis . You can use an action to cause the coat to expand and harden, encasing you in a regenerative, chitinous casing which grants you 20 temporary hit points. While encased, your speed is reduced to 0 feet , you can’t take actions or reactions (except the action to emerge from the chrysalis), and you regain 2d6 hit points at the start of each of your turns. You can regain no more than 30 hit points in this way while encased. These effects end when the temporary hit points are lost, after 1 minute , or when you decide to emerge from the chrysalis as an action, whichever comes first. After you activate this property, you can’t do so again until the next dawn. Very rare variant : Increase the swimming speed to 50 feet . Increase Tentacle Lash’s attack bonus to +8 , reach to 15 feet , damage to 4d8 , the size category of creatures that must make the Strength saving throw to Large or smaller, and the DC to 16 . Increase Chrysalis’ temporary hit points to 40 , the hit points regained per turn to 4d6 , and maximum hit points regained to 60 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare ","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodmother’s Eye","description":"Wondrous item, common (socketable, requires attunement) While socketed in an item, the item gains the Intense Stare property. Intense Stare. The socketed aboleth’s eye fixes on a humanoid that you can see within 60 feet of you that isn’t hostile towards you, making you seem both alluring and imposing (no action required). For the next minute , you have advantage on all Charisma (Persuasion and Intimidation) checks made to interact with the creature. After this minute elapses, the creature realizes that you used magic to influence its mood. How it reacts is at the GM’s discretion. Once you use this property, you can’t do so again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodslinger","description":"Wondrous item, uncommon (requires attunement) Known fondly by L’Arsène as Ling’s Bane, this forearm-mounted symbiote represents the conquering of the incredibly infectious broodmother strain of aboleths. This blind broodling has been altered to feed off of its host’s nutrients, generating powerfully acidic mucous. A small note attached to one tentacle reads: “Upin Enterprises accepts no responsibility for enslavement caused by accidental generation of new aboleths caused by this item.” This magic item can hold a maximum of 10 charges . Whenever you finish a short or long rest, you can expend any number of Hit Dice to charge the broodslinger . For each Hit Die spent in this way, roll each die and add your Constitution modifier. The broodslinger regains a number of charges equal to the total. Spikes . Your unarmed strikes deal 1 additional piercing damage on a hit. Mucous Spit. As an action, you can cause the broodslinger to spit a globule of acidic mucous at a target within 60 feet of you. Make a ranged spell attack ( +5 to hit ). On a hit, the target takes 2d6 acid damage . You can expend charges immediately before making the attack roll to enhance the mucous in the following way (no action required): Splashing Mucous (1 Charge): Hit or miss, acid splashes onto adjacent creatures. The target, and each creature within 5 feet of the target, must succeed on a DC 13 Dexterity saving throw or take 1d4 acid damage .","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodslinger (rare variant)","description":"Wondrous item, rare (requires attunement) Known fondly by L’Arsène as Ling’s Bane, this forearm-mounted symbiote represents the conquering of the incredibly infectious broodmother strain of aboleths. This blind broodling has been altered to feed off of its host’s nutrients, generating powerfully acidic mucous. A small note attached to one tentacle reads: “Upin Enterprises accepts no responsibility for enslavement caused by accidental generation of new aboleths caused by this item.” This magic item can hold a maximum of 10 charges . Whenever you finish a short or long rest, you can expend any number of Hit Dice to charge the broodslinger . For each Hit Die spent in this way, roll each die and add your Constitution modifier. The broodslinger regains a number of charges equal to the total. Spikes . Your unarmed strikes deal 1 additional piercing damage on a hit. Mucous Spit. As an action, you can cause the broodslinger to spit a globule of acidic mucous at a target within 60 feet of you. Make a ranged spell attack ( +5 to hit ). On a hit, the target takes 2d6 acid damage . You can expend charges immediately before making the attack roll to enhance the mucous in the following way (no action required): Splashing Mucous (1 Charge): Hit or miss, acid splashes onto adjacent creatures. The target, and each creature within 5 feet of the target, must succeed on a DC 13 Dexterity saving throw or take 1d4 acid damage . Rare variant: Increase the maximum charges to 15 , the additional piercing damage of Spikes to 1d4 , and the DC to 15 . Increase Mucous Spit’s attack modifier to +7 and acid damage to 3d6 . Increase Splashing Mucous’ acid damage to 2d4 . You gain a new way to enhance Mucous Spit: Parasitic Mucous. You can only enhance the mucous using one option at a time. Parasitic Mucous (2 Charges): Parasites with the potential to poison infest the mucous. On a hit, the target must succeed on a DC 15 Constitution saving throw or be infected with a parasite and become poisoned . While poisoned, the creature can’t regain hit points. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodslinger (very rare variant)","description":"Wondrous item, very rare (requires attunement) Known fondly by L’Arsène as Ling’s Bane, this forearm-mounted symbiote represents the conquering of the incredibly infectious broodmother strain of aboleths. This blind broodling has been altered to feed off of its host’s nutrients, generating powerfully acidic mucous. A small note attached to one tentacle reads: “Upin Enterprises accepts no responsibility for enslavement caused by accidental generation of new aboleths caused by this item.” This magic item can hold a maximum of 10 charges . Whenever you finish a short or long rest, you can expend any number of Hit Dice to charge the broodslinger . For each Hit Die spent in this way, roll each die and add your Constitution modifier. The broodslinger regains a number of charges equal to the total. Spikes . Your unarmed strikes deal 1 additional piercing damage on a hit. Mucous Spit. As an action, you can cause the broodslinger to spit a globule of acidic mucous at a target within 60 feet of you. Make a ranged spell attack ( +5 to hit ). On a hit, the target takes 2d6 acid damage . You can expend charges immediately before making the attack roll to enhance the mucous in the following way (no action required): Splashing Mucous (1 Charge): Hit or miss, acid splashes onto adjacent creatures. The target, and each creature within 5 feet of the target, must succeed on a DC 13 Dexterity saving throw or take 1d4 acid damage . Very rare variant: Increase the maximum charges to 20, the additional piercing damage of Spikes to 2d4 , and the DC to 16 . Increase Mucous Spit’s attack modifier to +8 , and acid damage to 4d6 . Increase Splashing Mucous’ acid damage to 3d4 . You gain new ways to enhance Mucous Spit: Parasitic Mucous and Infectious Mucous. You can only enhance the mucous using one option at a time. Parasitic Mucous (2 Charges): Parasites with the potential to poison infest the mucous. On a hit, the target must succeed on a DC 16 Constitution saving throw or be infected with a parasite and become poisoned . While poisoned, the creature can’t regain hit points. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Infectious Mucous (4 Charges): An infectious disease pervades the mucous. On a hit, the target must succeed on a DC 16 Constitution saving throw or be infected and poisoned as if by the contagion spell. Roll a d6 to determine contagion’s disease at random.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare ","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broom of Flying","description":"Broom of Flying Wondrous item , uncommon This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. Weight: 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Wondrous item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Broom of Flying","description":"Broom of Flying Wondrous item, uncommon This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Broom of Flying","description":"Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Broom of Flying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Broom of Flying","description":"Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Broom of Flying\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Broom of Flying\\\",\\\"description\\\":\\\"This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. 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The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Broom of Serving","description":"Broom of Serving Wondrous item, uncommon This item appears to be a common broom, with a 4-foot-long wooden handle and a brush made of straw. When you speak the broom’s command word, it sprouts six spindly wooden arms and the brush splits into two straw legs. The broom has a walking speed of 30 feet and can carry up to 500 pounds in its arms. It follows you around and attempts to stay within 10 feet of you. It can unerringly find you so long as you are both on the same plane. When you speak its command word again, the broom reverts to its original form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Broom of Sweeping","description":"Wondrous item, common You can use an action to speak the broom’s command word and give it short instructions consisting of a few words, such as “sweep the floor” or “dust the cabinets.” The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can’t climb barriers higher than 5 feet and can’t open doors.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Broth of Bolstering","description":"Potion, common This rich broth boosts your body’s defenses. When you consume this food, you have advantage on the next saving throw you make against disease or poison within 24 hours.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Broth of Needful Fortitude","description":"Potion, very rare Favored by intelligent undead, this rich stock is brewed from the flesh and bones of humanoids and typically kept sealed in an earthenware jar. When you consume this broth, you can reduce your exhaustion level by up to 2, and you have advantage on saving throws against disease, poison, and environmental effects for 8 hours. If you are undead, you also regain 3d6 hit points.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brotherhood of Fezzes","description":"Wondrous item, uncommon This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats’ magic temporarily ceases. While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer’s appearance changes to look like the exact same elf.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Brute Civilian Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Jeans, a Tank top, and Sneakers Vehicle : An old muscle car, Car stuff Mundane : Pocket stuff/Purse stuff, Utility Knife Weapons : Unarmed","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Brute Military Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Military fatigues, Combat boots Mundane : Soldier’s kit, Night Vision Goggles, Bubble Gum Weapons : Pump Action Shotgun, 2 Smoke Grenades, Machete Armor : Ballistic Vest, Medium","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Bubbling Retort","description":"Wondrous item, uncommon This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bubbling Retort","description":"Wondrous item, uncommon This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bubbling Retort","description":"Wondrous Item, Uncommon This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds . While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Buccaneer's Ring","description":"Ring, Common This golden ring depicts a skull wearing a hat and holds a sliver of a deceased sailor's soul. While wearing the ring, you have advantage on all Intelligence checks you make related to sea travel, navigating on the sea, and recalling information about sea vessels. Sentience. The ring is a sentient, chaotic good object with an Intelligence of 12, Wisdom of 9, and Charisma of 14. It has hearing and Darkvision out to a range of 60 feet. The ring understands Common and can communicate telepathically with its wearer. The ring is boisterous, impatient, and foolhardy, and always tries to spur its wearer into action, typically with remarks such as \"there's no such thing as a safe harbor, so just set sail and get on with it already” or \"by the Sea Queen, this ain't the time to think, 'tis the time to act!”","properties":{"Category":"Items","Expansion":27827,"Item Type":"Ring","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Bucket","description":"Bucket Adventuring gear (container) A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bucket","description":"Bucket Adventuring gear A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Bucket","description":"Adventuring Gear Weight: 2 lb. Cost: 5 CP A Bucket holds up to half a cubic foot of contents.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Bucket"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bucket","description":"Bucket Adventuring gear (container) A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Buckle of Armor","description":"Buckle of Armor Wondrous item, very rare (requires attunement) This round, silver-plated belt buckle has been engraved to resemble a small, round shield with a moonstone for the shield boss. When worn, so long as you aren’t wearing any other armor, your base Armor Class is 17. You may not add your Dexterity bonus to your armor class, but you can enhance your armor class with other items, such as a shield or a magic ring.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Buckle of Blasting","description":"Wondrous item, legendary (requires attunement) This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties. Blast. As an action, you can expend 2 charges to release a blast of magical energy in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 4d6 force damage and is pushed up to 10 feet away from you. On a success, a creature takes half the damage and isn’t pushed. This blast deals triple damage to objects and structures, and it ignores damage thresholds of 10 or lower. Illuminate. As an action, you can expend 1 or more of the buckle’s charges to cause the buckle to shed light. It sheds warm, bright light in a 10-foot radius for each charge expended and dim light for an additional 10 feet for each charge expended. The light lasts for 1 hour or until you extinguish it (no action required).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Buckle of Protection","description":"Buckle of Protection Wondrous item, rare (requires attunement) This gold-plated buckle is rectangular and engraved with narrow chevrons. You gain a +1 bonus to AC and saving throws while wearing this item.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Buckle of Weaponry","description":"Buckle of Weaponry Wondrous item, uncommon (requires attunement) This iron buckle is shaped like a small weapons rack and holds several miniature weapons—a mace, spear, warhammer, battleaxe, and greatsword. You can use a bonus action to detach one of these weapons from the buckle, causing the item to enlarge to full size. Once enlarged, they function as ordinary weapons. You can use another bonus action to touch the weapon to the buckle, causing it to shrink back down and reattach itself.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Buckleshot Belt","description":"Wondrous Item, Common While wearing this magic belt, you can use a bonus action to shoot its metal buckle at a creature within 30 feet of you. Shooting the belt’s buckle is a ranged weapon attack you are considered proficient with that deals 1d4 bludgeoning damage. If recovered, the buckle can be reattached to the belt as an action.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Buckshot ammo, blunderbuss","description":"","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bugle (or any small brass instrument)","description":"Bugle (Or Any Small Brass Instrument) Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Item","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bugle of Reviving","description":"Bugle of Reviving Wondrous item, rare (requires attunement) This instrument is about a foot long and made from solid brass. Provided you are proficient with wind instruments, you can use an action to play the bugle and create a loud, rousing tune. When you do this, up to seven small or medium corpses within 30 feet of you are raised as zombies . On each of your turns, you can use a bonus action to mentally command any zombie you made with the bugle providing the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). If you issue no commands, the creature only defends itself against hostile creatures. The creature remains under your control for 24 hours, after which time it reverts to a corpse. Once you have used this property of the bugle, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Bulb of the Stranger","description":"Bulb of the Stranger Wondrous item, very rare This bulb comes from an alien plant and bulges with purple veins. As an action, you can plant the bulb in a corpse within 5 feet of you. Doing so consumes the bulb. After 10 minutes, the corpse is returned to a semblance of life as a Bizarre Stranger. A Bizarre Stranger uses the statistics of the original creature with the following changes: It has confused memories of the original creature’s life. Its type is construct. It has immunity to psychic damage. It has 100 hit points. After 8 hours, it is reduced to 0 hit points and dies. The Bizarre Stranger acts on its own accord, though is friendly to you and your allies.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Bullets","description":"Bullets Ammunition (m iscellaneous gear) Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bullets (10)","description":"Bullets (10) Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","properties":{"Category":"Items","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Bullets (10)","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bullets (Modern)","description":"Bullets (Modern) Ammunition Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Weight: 1","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bullets (Renaissance)","description":"Bullets (Renaissance) Ammunition Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Weight: 2","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bullets of Summoning","description":"Bullets of Summoning Ammunition (Sling Bullet), Rare This simple leather pouch contains a handful of sling stones. Each stone is carved in the shape of a different small animal, wrapped around itself. A pouch of bullets of summoning contains 1d4 + 2 bullets. You gain a +1 bonus to attack and damage rolls made with each of these magic bullets. When you hit a creature with an attack using one of these bullets, the bullet transforms into a random beast (determined by rolling a d6, as shown in the table below) and lands in an unoccupied space within 5 feet of the target. The beast is friendly to you and your companions. In combat, the beast shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Attack action, exclusively targeting the creature you hit with the bullet that summoned it, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The beast transforms back into a bullet after 5 rounds. If the beast is reduced to 0 hit points, it transforms into a mundane bullet, losing its magical properties. 1d6 Beast 1d6 Beast 1 Baboon 2 Eagle 3 Cat 4 Goat 5 Deer 6 Spider","properties":{"Category":"Items","Item Type":"Ammunition (sling bullet)","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Bullseye Arrow","description":"Weapon (arrow), uncommon This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon’s type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Bullseye lantern","description":"Bullseye Lantern Adventuring gear A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Duration : 6 Hours Range : 60/120 Target : 60-foot cone Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Bullseye Lantern","description":"Bullseye Lantern Adventuring gear A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Weight: 2","properties":{"Category":"Items","Range":"60/120","Source":"5th Edition SRD","Target":"60-foot cone","Weight":2,"Duration":"6 Hours","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bullseye Lantern","description":"Bullseye Lantern Adventuring gear Cost 10 gp Weight 2 lb This lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. It burns for 6 hours on a flask (1 pint) of oil.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Bullseye Lantern","description":"Adventuring Gear Weight: 2 lb. Cost: 10 GP A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Bullseye Lantern"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bullseye Lantern","description":"Bullseye Lantern Adventuring gear A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Burden Bearer's Dagger","description":"Weapon (dagger), rare The dagger is a magic item, initially intended to be used for live sacrifices by a necromancer cult, the Scholars of the Awakened Mind. Anyone who is injured by this dagger must succeed on a DC 12 Wisdom saving throw, or be charmed for one round, feeling a deep sense of calm and a lack of willingness to fight back. On a successful save, the dagger will not affect the target again.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Burglar's Lock and Key","description":"Wondrous item, uncommon This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Burglar's Pack","description":"Burglar's Pack Equipment pack Includes: a backpack a bag of 1,000 ball bearings 10 feet of string a bell 5 candles a crowbar a hammer 10 pitons a hooded lantern 2 flasks of oil 5 days rations a tinderbox a waterskin 50 feet of hempen rope","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Backpack\",\"ball bearing (100)\",\"string\",\"candle (5)\",\"crowbar\",\"hammer\",\"piton (5)\",\"hooded lantern\",\"flask of oil (2)\",\"rations (5)\",\"tinderbox\",\"waterskin\",\"hempen rope\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Burglar's Pack","description":"Burglar's Pack Adventuring gear Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.","properties":{"Category":"Items","Expansion":5},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Burglar's Pack","description":"Adventuring Gear Weight: 42 lb. Cost: 16 GP A Burglar’s Pack contains the following items: Backpack , Ball Bearings , Bell , 10 Candles , Crowbar , Hooded Lantern , 7 flasks of Oil , 5 days of Rations , Rope , Tinderbox , and Waterskin .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Burglar's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Burning Knuckles","description":"Weapon (cestus), rare (requires attunement) While attuned to these magical gauntlets, your unarmed strikes deal 2d6 fire damage instead of their usual damage.","properties":{"Category":"Items","Item Type":"Weapon (cestus)","Properties":"Fist, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Burning Skull","description":"Wondrous item, very rare (requires attunement) This appallingly misshapen skull—though alien and monstrous in aspect—is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery. Gaze. The helm has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can use an action and expend 1 charge to gaze at a creature you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected by one of the helm’s gazes. Choose one of the following effects: Enervating Gaze. The target deals only half damage with weapon attacks that use Strength for 1 minute. It can make a DC 17 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Paralyzing Gaze. The target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Phantasmal Gaze. The target takes 4d6 psychic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Burnished Dragonlord Coin","description":"Wondrous item, very rare This burnished golden coin carries the face of Xander Huorath on one side, and an engraving of the legendary ship Ultros on the reverse. The coin emits a faint golden light. Anyone who possesses a Dragonlord Coin can understand the Draconic language.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare\n"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Burnt Othur Fumes","description":"Inhaled Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends. Cost: 500 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Burnt Othur Fumes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Burnt Othur Fumes (Inhaled)","description":"Burnt Othur Fumes Adventuring gear, poison (inhaled) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.","properties":{"Category":"Items","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Bus","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Butcher Knife","description":"Weapon (dagger), very rare This wide, gently curved knife is actually a chef’s knife, not a cleaver, but gained its name for the horrific acts it was used for. This weapon functions as a +2 dagger, except that it deals 2d4 damage on a hit rather than 1d4. Additionally, whenever the weapon scores a critical hit while trying to inflict an Injury, the severity of the Injury is automatically increased by 1 (inflicting an Injury even if no thresholds were met). If the Injury was already at the highest severity it could be, the target gains a special Injury of Deadly severity. This Injury has no effect other than to count toward the number of Injuries required for the target to become Imperiled.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Butcher's Bib","description":"Butcher's Bib Wondrous item, rare (requires attunement) This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total. Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Butcher's Bib","description":"Butcher's Bib Wondrous item, rare (requires attunement) This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total. Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Butter of Disbelief","description":"Wondrous item, uncommon This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Button of Blasting","description":"Button of Blasting Wondrous item, rare This small, bone button may be thrown unerringly to a point you choose within 150 feet of you. When it reaches the target, it explodes in a ball of flame. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The button is consumed in the blast.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Button of Rosy Vision","description":"Button of Rosy Vision Wondrous item, rare These buttons are always found in pairs, one made of a rose-colored gemstone and the other made of brass. When the rose button is sewn onto an item of clothing, if you hold the brass button up to your eye, you can see through the rose button as if you were located where it is. These buttons must both be on the same plane for this effect to work.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Buttressing Backpack","description":"Wondrous Item, Very Rare (Requires Attunement by a Creature of Good Alignment) This plain, wood-framed rucksack is made of worn leather and sports several pouches, belts, and ties. Six divine baubles devoted to a good-aligned deity of the GM’s choice are sewn into its flaps. The pack always contains the contents of an explorer’s pack, and the main pouch of the bag functions as a bag of holding . While attuned to the backpack, you are protected from death. When you are reduced to 0 hit points as a result of taking damage, you drop to 1 hit point instead, and one of the divine baubles or trinkets disappears. If an effect would kill you instantly without dealing damage, that effect is instead negated against you, and two baubles vanish. Each day at dawn, the pack regains 1d4 expended baubles. If all the baubles are lost, the backpack and its owner crumble to dust. Curse . The backpack is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the backpack or ending your attunement to it fails to end the curse. The curse binds your soul to the backpack in a pact of faith, fealty, and service to others, changing your alignment to lawful good. While attuned to the backpack, you gain the following bond: “I relentlessly seek out adventurers to aid.” You also gain the following flaw: “I treat everyone with kindness and see to their comfort as best as I can.” The curse represses any behaviors, thoughts, or words motivated by anger. If the curse is removed, you go into a berserker-like frenzy for 1 minute. While in the frenzy, you attempt to kill the nearest creature you can see. A calm emotions spell or similar magic, or two successful DC 17 Charisma (Persuasion) checks, each made as an action, ends the frenzy. Talk First You should confer with any player whose character wants to attune to the buttressing backpack . Explain the curse, then let the player decide if the curse is something they want their character to take on.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement by a Creature of Good Alignment"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 15"},{"name":"Buzzing Blade","description":"Weapon (any sword or axe), rare (requires attunement) You can use a bonus action to speak this weapon’s command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Buzzkill Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Honeyed Words property. Honeyed Words. As an action, you can expend 1 charge and consume a portion of the honey, gaining advantage on Persuasion checks for 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Longsword","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Honeyed Words property. Honeyed Words. As an action, you can expend 1 charge and consume a portion of the honey, gaining advantage on Persuasion checks for 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Rapier","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Honeyed Words property. Honeyed Words. As an action, you can expend 1 charge and consume a portion of the honey, gaining advantage on Persuasion checks for 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Honeyed Words property. Honeyed Words. As an action, you can expend 1 charge and consume a portion of the honey, gaining advantage on Persuasion checks for 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Buzzkill Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bee) egg The waxen tunnels of this sword’s hilt are home to a swarm of industrious bees, which toil away relentlessly to produce sweet, magical honey. The sword vibrates with the indignant buzz of these loyal insects whenever it’s held by one not attuned to it. This sword has 4 charges and regains all expended charges daily at dawn. Whenever you make an attack roll with this weapon without being attuned to it, you take 1d4 piercing damage as bees sting you. Honey Coating. As an action while holding this sword, you can expend 1 charge to launch a spray of sticky honey in a 20-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in honey until the end of its next turn, when the honey dissolves. A creature covered in honey has disadvantage on attack rolls and Dexterity saving throws, and its speed is halved. Sugar Rush. While holding this sword, you can expend 1 charge to cast the sugar rush spell. When you cast the spell in this way, it has a range of touch, as you feed some of the sword’s honey to the target. Uncommon variant: Reduce the charges to 2 and the DC to 13. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Honeyed Words property. Honeyed Words. As an action, you can expend 1 charge and consume a portion of the honey, gaining advantage on Persuasion checks for 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cabal's Ruin","description":"Cabal's Ruin Wondrous item, legendary (requires attunement) This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone. Dormant While Cabal’s Ruin is in a dormant state, the cloak has 4 charges and it regains 1d4 expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra 1d6 lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage. When you are targeted by an enemy’s spell, you can use your reaction to absorb a portion of the spell’s energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can’t be used again until you finish a short or long rest. Awakened When Cabal’s Ruin reaches an awakened state, you gain the following benefits: You have advantage on saving throws against spells and other magical effects while wearing this cloak. The cloak has 6 charges and it regains 1d4 + 2 expended charges daily at dawn. When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell (your choice). This resistance then lasts until the end of your next turn. Exalted When Cabal’s Ruin reaches an exalted state, you gain the following benefit: The cloak has 10 charges and it regains 1d6 + 4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cabal's Ruin, Awakened","description":"Cabal's Ruin, Awakened Wondrous item, legendary (requires attunement) This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone. Dormant While Cabal’s Ruin is in a dormant state, the cloak has 4 charges and it regains 1d4 expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra 1d6 lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage. When you are targeted by an enemy’s spell, you can use your reaction to absorb a portion of the spell’s energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can’t be used again until you finish a short or long rest. Awakened When Cabal’s Ruin reaches an awakened state, you gain the following benefits: You have advantage on saving throws against spells and other magical effects while wearing this cloak. The cloak has 6 charges and it regains 1d4 + 2 expended charges daily at dawn. When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell (your choice). This resistance then lasts until the end of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cabal's Ruin, Dormant","description":"Cabal's Ruin, Dormant Wondrous item, legendary (requires attunement) This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone. Dormant While Cabal’s Ruin is in a dormant state, the cloak has 4 charges and it regains 1d4 expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra 1d6 lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage. When you are targeted by an enemy’s spell, you can use your reaction to absorb a portion of the spell’s energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cabal's Ruin, Exalted","description":"Cabal's Ruin, Exalted Wondrous item, legendary (requires attunement) This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone. Dormant While Cabal’s Ruin is in a dormant state, the cloak has 4 charges and it regains 1d4 expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra 1d6 lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage. When you are targeted by an enemy’s spell, you can use your reaction to absorb a portion of the spell’s energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can’t be used again until you finish a short or long rest. Awakened When Cabal’s Ruin reaches an awakened state, you gain the following benefits: You have advantage on saving throws against spells and other magical effects while wearing this cloak. The cloak has 6 charges and it regains 1d4 + 2 expended charges daily at dawn. When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell (your choice). This resistance then lasts until the end of your next turn. Exalted When Cabal’s Ruin reaches an exalted state, you gain the following benefit: The cloak has 10 charges and it regains 1d6 + 4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cactus Mace","description":"Cactus Mace Weapon (mace), rare (requires attunement) Damage: 1d6+1 bludgeoning Weight: 4 lbs. Properties: Simple The cactus mace is a living weapon commonly used by the Azikani desert elves. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with AC 14 or less, the creature takes an additional 1d4 piercing damage. Plant Speech. While attuned to the mace, you can cast Speak with Plants as an action once per day. Water Source. The head of the mace is a living cactus that can provide 3 gallons of water per day.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (mace)","Properties":"Simple","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Caduceus","description":"Wondrous item, legendary (requires attunement) The Caduceus is a staff that features five dragons winding around it, with the top featuring two unfolded dragon wings. The staff was created by the wizard Damon over five centuries ago. Forged in the primordial waters of the Nether Sea, the Caduceus was a life-giving staff with the power to turn the tide against the Titans in the First War. Damon gave it to the dragonlord named Karpathos, also known as the Wolf Lord. Karpathos used the Caduceus to raise the Dragonlords from death during the First War. But he was seduced by Lutheria into believing the staff could elevate him to godhood. Karpathos betrayed his fellow dragonlords and swore an oath to Lutheria. He later broke the oath at the urging of his wife and Lutheria transformed him into Thylea’s first vampire as punishment. The Caduceus is an item of powerful life giving. In the hands of a living being it gives the power to heal and bring back those who have died. However, in the hands of the fiendish or undead, the Caduceus works in an entirely different manner. The Caduceus has 5 charges, which recharge daily at dawn. When used by a creature that is not a fiend or undead, they can be used in the following manner: Cast the heal spell (1 charge) Cast the greater restoration spell (1 charge) Cast the resurrection spell (5 charges) When used by a fiend or undead creature, the rod can be used in the following manner: Cast the create undead spell as a 9th level spell (2 charges) Create a vampire spawn from a corpse that has been drained of blood (1 charge) Restore 100 hit points to an undead or fiend, even if they are at 0 hit points (2 charges) The Caduceus is seemingly indestructible. However, it can be broken by an empyrean with a CR of 15 or higher. When the staff is destroyed, the life force of the titan contained within the Caduceus can be used to raise one empyrean from death, or it can be used to transform a creature with divine blood into a young empyrean.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Cage of Entrapment","description":"Cage of Entrapment Wondrous item, rare This square rosewood cage measures 6 inches per side and has an ornate brass handle attached to the top. You can use an action to touch a beast of size large or smaller with the cage. The creature must make a successful DC 15 Constitution saving throw or be drawn into the cage in miniature form. If you touch another creature with the cage while it is occupied, nothing happens. Once in the cage, the beast requires food, water, and air as normal. Opening the cage door causes the beast to return to normal size in the nearest unoccupied space. I have more than once used this device to move wild beasts away from a settlement. But sometimes the Balance requires the beast be killed, and other times that it be left free to ravage the settlement.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Caged Star","description":"Weapon (Morningstar), Rare (Requires Attunement) This magic morningstar has 3 charges and regains all expended charges daily at dawn. When an attacker that you can see hits you with an attack while you are holding it, you can expend 1 charge as a reaction to halve the attack’s damage against you. When you do so, the morningstar’s spiked ball glows with a fierce, radiant light until the end of your next turn. When you hit with an attack roll using the morningstar while it glows this way, the target takes an extra 1d8 radiant damage.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Cailebryn (Level 1)","description":"Cailebryn This razor-sharp longsword is clearly of outstanding craftsmanship. The blade is faintly etched with numerous arcane runes and symbols. Cailebryn is considered one of the legendary warrior mage Gax’s greatest achievements. Sadly, it was borne from his greatest sorrow. The love of Gax’s life was his elven wife, Alyria. When Alyria was slain in a terrible demon raid, Gax was heartbroken and fell into a deep despair. His despair, however, soon gave way to rage and a righteous sense of purpose. Gax channeled his profound sorrow and rage into forging a magnificent blade, which he honed to a preternatural sharpness. The famed smith gently laid seven golden strands of his beloved wife’s hair upon the newly forged blade and wove powerful magic into it. Gax named his new sword Cailebryn , which means “the sharpest cut” in Elvish. Gax the Great wielded Cailebryn for the rest of his days, and with every demon he destroyed, he cried out “for Alyria!” Weapon (longsword), fabled (5th-level and higher properties require attunement) While wielding this sword, you can use an action to speak a command word, causing light to pour from the runes on the sword. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you sheathe the sword. Honed Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this sword. 5th level. Your attack rolls with this magic weapon score a critical hit on a roll of 19 or 20. 9th level. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you have advantage on the first attack roll you make each turn with this sword. If you roll a 19 or 20 for the attack roll, this property ceases to function until you roll a 1 or until you finish a short rest. 13th level. You now gain a +2 bonus to attack and damage rolls with this sword, instead of +1. In addition, if you score a critical hit with this sword, you roll the damage dice three times, instead of twice. 17th level. You now gain a +3 bonus to attack and damage rolls with this sword, instead of +2. In addition, if your target has resistance to slashing damage, it doesn’t have resistance to the slashing damage from this sword. If your target has immunity to slashing damage, its immunity instead becomes resistance to the slashing damage from this sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cailebryn (Level 13)","description":"This razor-sharp longsword is clearly of outstanding craftsmanship. The blade is faintly etched with numerous arcane runes and symbols. Cailebryn is considered one of the legendary warrior mage Gax’s greatest achievements. Sadly, it was borne from his greatest sorrow. The love of Gax’s life was his elven wife, Alyria. When Alyria was slain in a terrible demon raid, Gax was heartbroken and fell into a deep despair. His despair, however, soon gave way to rage and a righteous sense of purpose. Gax channeled his profound sorrow and rage into forging a magnificent blade, which he honed to a preternatural sharpness. The famed smith gently laid seven golden strands of his beloved wife’s hair upon the newly forged blade and wove powerful magic into it. Gax named his new sword Cailebryn , which means “the sharpest cut” in Elvish. Gax the Great wielded Cailebryn for the rest of his days, and with every demon he destroyed, he cried out “for Alyria!” Weapon (longsword), fabled (5th-level and higher properties require attunement) While wielding this sword, you can use an action to speak a command word, causing light to pour from the runes on the sword. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you sheathe the sword. Honed Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this sword. 5th level. Your attack rolls with this magic weapon score a critical hit on a roll of 19 or 20. 9th level. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you have advantage on the first attack roll you make each turn with this sword. If you roll a 19 or 20 for the attack roll, this property ceases to function until you roll a 1 or until you finish a short rest. 13th level. You now gain a +2 bonus to attack and damage rolls with this sword, instead of +1. In addition, if you score a critical hit with this sword, you roll the damage dice three times, instead of twice. 17th level. You now gain a +3 bonus to attack and damage rolls with this sword, instead of +2. In addition, if your target has resistance to slashing damage, it doesn’t have resistance to the slashing damage from this sword. If your target has immunity to slashing damage, its immunity instead becomes resistance to the slashing damage from this sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cailebryn (Level 17)","description":"This razor-sharp longsword is clearly of outstanding craftsmanship. The blade is faintly etched with numerous arcane runes and symbols. Cailebryn is considered one of the legendary warrior mage Gax’s greatest achievements. Sadly, it was borne from his greatest sorrow. The love of Gax’s life was his elven wife, Alyria. When Alyria was slain in a terrible demon raid, Gax was heartbroken and fell into a deep despair. His despair, however, soon gave way to rage and a righteous sense of purpose. Gax channeled his profound sorrow and rage into forging a magnificent blade, which he honed to a preternatural sharpness. The famed smith gently laid seven golden strands of his beloved wife’s hair upon the newly forged blade and wove powerful magic into it. Gax named his new sword Cailebryn , which means “the sharpest cut” in Elvish. Gax the Great wielded Cailebryn for the rest of his days, and with every demon he destroyed, he cried out “for Alyria!” Weapon (longsword), fabled (5th-level and higher properties require attunement) While wielding this sword, you can use an action to speak a command word, causing light to pour from the runes on the sword. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you sheathe the sword. Honed Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this sword. 5th level. Your attack rolls with this magic weapon score a critical hit on a roll of 19 or 20. 9th level. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you have advantage on the first attack roll you make each turn with this sword. If you roll a 19 or 20 for the attack roll, this property ceases to function until you roll a 1 or until you finish a short rest. 13th level. You now gain a +2 bonus to attack and damage rolls with this sword, instead of +1. In addition, if you score a critical hit with this sword, you roll the damage dice three times, instead of twice. 17th level. You now gain a +3 bonus to attack and damage rolls with this sword, instead of +2. In addition, if your target has resistance to slashing damage, it doesn’t have resistance to the slashing damage from this sword. If your target has immunity to slashing damage, its immunity instead becomes resistance to the slashing damage from this sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cailebryn (Level 5)","description":"This razor-sharp longsword is clearly of outstanding craftsmanship. The blade is faintly etched with numerous arcane runes and symbols. Cailebryn is considered one of the legendary warrior mage Gax’s greatest achievements. Sadly, it was borne from his greatest sorrow. The love of Gax’s life was his elven wife, Alyria. When Alyria was slain in a terrible demon raid, Gax was heartbroken and fell into a deep despair. His despair, however, soon gave way to rage and a righteous sense of purpose. Gax channeled his profound sorrow and rage into forging a magnificent blade, which he honed to a preternatural sharpness. The famed smith gently laid seven golden strands of his beloved wife’s hair upon the newly forged blade and wove powerful magic into it. Gax named his new sword Cailebryn , which means “the sharpest cut” in Elvish. Gax the Great wielded Cailebryn for the rest of his days, and with every demon he destroyed, he cried out “for Alyria!” Weapon (longsword), fabled (5th-level and higher properties require attunement) While wielding this sword, you can use an action to speak a command word, causing light to pour from the runes on the sword. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you sheathe the sword. Honed Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this sword. 5th level. Your attack rolls with this magic weapon score a critical hit on a roll of 19 or 20. 9th level. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you have advantage on the first attack roll you make each turn with this sword. If you roll a 19 or 20 for the attack roll, this property ceases to function until you roll a 1 or until you finish a short rest. 13th level. You now gain a +2 bonus to attack and damage rolls with this sword, instead of +1. In addition, if you score a critical hit with this sword, you roll the damage dice three times, instead of twice. 17th level. You now gain a +3 bonus to attack and damage rolls with this sword, instead of +2. In addition, if your target has resistance to slashing damage, it doesn’t have resistance to the slashing damage from this sword. If your target has immunity to slashing damage, its immunity instead becomes resistance to the slashing damage from this sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cailebryn (Level 9)","description":"This razor-sharp longsword is clearly of outstanding craftsmanship. The blade is faintly etched with numerous arcane runes and symbols. Cailebryn is considered one of the legendary warrior mage Gax’s greatest achievements. Sadly, it was borne from his greatest sorrow. The love of Gax’s life was his elven wife, Alyria. When Alyria was slain in a terrible demon raid, Gax was heartbroken and fell into a deep despair. His despair, however, soon gave way to rage and a righteous sense of purpose. Gax channeled his profound sorrow and rage into forging a magnificent blade, which he honed to a preternatural sharpness. The famed smith gently laid seven golden strands of his beloved wife’s hair upon the newly forged blade and wove powerful magic into it. Gax named his new sword Cailebryn , which means “the sharpest cut” in Elvish. Gax the Great wielded Cailebryn for the rest of his days, and with every demon he destroyed, he cried out “for Alyria!” Weapon (longsword), fabled (5th-level and higher properties require attunement) While wielding this sword, you can use an action to speak a command word, causing light to pour from the runes on the sword. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you sheathe the sword. Honed Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this sword. 5th level. Your attack rolls with this magic weapon score a critical hit on a roll of 19 or 20. 9th level. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you have advantage on the first attack roll you make each turn with this sword. If you roll a 19 or 20 for the attack roll, this property ceases to function until you roll a 1 or until you finish a short rest. 13th level. You now gain a +2 bonus to attack and damage rolls with this sword, instead of +1. In addition, if you score a critical hit with this sword, you roll the damage dice three times, instead of twice. 17th level. You now gain a +3 bonus to attack and damage rolls with this sword, instead of +2. In addition, if your target has resistance to slashing damage, it doesn’t have resistance to the slashing damage from this sword. If your target has immunity to slashing damage, its immunity instead becomes resistance to the slashing damage from this sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Calamitous Crumbler","description":"Calamitous Crumbler Trick weapon (cannon, maul), very rare (requires attunement) The calamitous crumbler is a weapon reserved only for the most disciplined of hunters, due to its incredible potential for destruction. Some have used it to incinerate cultist headquarters and blow gigantic aberrations to smithereens. If turned back against its creators, the effect would be catastrophic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Trick Weapon. While holding this weapon, your attacks and spells deal double damage to structures, and you have resistance to fire damage. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the crumbler is a roaring cannon with smoke coming out of its mouth. In its transformed state, the handle extends, turning the cannon into a highly unstable and destructive maul. As part of this bonus action, you can do the following: When transforming the cannon into a maul, you can shoot at your feet, even if the cannon isn’t loaded, using the deflagration to propel yourself and jump up to 30 feet in any direction. This jump doesn’t cost you any movement. When transforming the maul into a cannon, you can reload the cannon and retain its unstable force. If you load it in this way, the next time you hit with an attack with the cannon on your turn will push you back 30 feet in a straight line. Untransformed. The calamitous crumbler heats up cannonballs, transforming them into infernal ammunition. Whenever you roll a 10 or higher on the d20 when making an attack roll with this weapon, the cannonball becomes overheated and explodes on impact. When the cannonball explodes in this way, it is considered an explosive cannonball. Transformed. Whenever you roll a 15 or higher on the d20 while making an attack roll with this weapon, the maul’s head detonates, causing an effect that acts as the fireball spell (DC 17) centered on the target. You have a +5 bonus to this saving throw, and if you succeed on this saving throw, you take no damage. *Roll20 Note: Add the Calamitous Crumbler (Cannon) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Calamitous Crumbler (Cannon)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Calamitous Crumbler to populate attacks in its untransformed form. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Artillery. You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can be fired once before it must be reloaded with an action. Booming. The deflagration from firing this weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Firing this weapon makes it impossible to go undetected; you automatically fail Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on Perception checks against you. Concussive. These weapons bludgeon as much as they pierce. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning damage. For instance, if a creature is immune to piercing damage and has no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance to all physical damage applies as normal. Explosive Cannonball: On a hit, each creature within 10 feet of the target must make a Dexterity saving throw against your Firearm save DC or take 2d8 fire damage. If the weapon misses, the ammunition fails to detonate.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Caldera","description":"Caldera Trick weapon (battleaxe, pistol), very rare (requires attunement) The Caldera is an intimidating weapon. In its battleaxe form, it is crowned with a black-hole-like orb that bubbles menacingly with molten metal. This churning crucible holds the devastating axe together and serves as a searing ammunition barrel in the weapon's pistol form. When you attune to the Caldera, the metallic crucible at its apex ignites, constantly simmering with superheated lead. You have a +1 bonus to attack and damage rolls made with this magic weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. Each time you transform the weapon, you take 1d4 fire damage as the liquid-fire reservoir that serves as a material catalyst surges with thermal energy. In its untransformed state, the Caldera is a battleaxe that can devour its haft to reform into a pair of pistols, each holding half of the crucible. In its transformed state, the weapon is two pistols that can be slammed together to reform the crucible, alongside the rest of the battleaxe. When you transform this weapon into pistols, the crucible refills each of the barrels with 6 lead bullets (12 total), filling up one pistol fully, then the other. When you switch to the untransformed state of the weapon, any unfired lead bullets are re-added to the boiling metal. The boiling metal can contain up to 60 lead bullets, and the weapon can’t transform unless it contains at least 7 lead bullets. As an action, you can feed the crucible in either state by throwing lead bullets in it or by adding a cannonball, which counts as 30 bullets. Untransformed. When you hit with this battleaxe, you can expend 3 lead bullets from the boiling metal to cover the target in molten lead. The target takes an extra 1d6 fire damage, and it takes that damage again at the start of each of its turns unless it rolls on the floor (prone) or uses a bonus action to wipe off the lead. Transformed. You pull out two fiery pistols from the molten metal. When you attack with them, you can use your Strength modifier, instead of Dexterity, for the attack and damage rolls. These pistols are each loaded to full capacity, if there are enough lead bullets in the boiling metal. When you use the Fan Fire property of these pistols, the cumulative penalty per bullet fired is -2 instead of -3, and the pistol deals fire damage instead of piercing damage. In addition, if you roll a 1, the gun doesn’t jam, and you instead take 1d6 fire damage. Bullet Hell. As an action, if both pistols are fully loaded, you can fire both of them in rapid succession, emptying all 12 bullets. Make 6 ranged attacks with the pistols, each dealing 1d6 piercing damage and 1d6 fire damage on a hit. Each attack after the first suffers a cumulative -2 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first—such as the bonus from your Dexterity modifier or the Sharp-Shooter feat—apart from this weapon's bonus to damage rolls. The weapon then reverts to its untransformed state. *Roll20 Note: Add the Caldera (Battleaxe) to your sheet for full functionality. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Fan Fire. You can quickly fire this weapon by slamming the hammer repeatedly. As an action, you fire a number of bullets in a row equal to your Dexterity modifier (minimum of 2, up to the entirety of the barrel). Each attack after the first suffers a cumulative -2 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first (such as the bonus from your Dexterity modifier, the Sharp-shooter feat, or a magic weapon's bonus to damage rolls). When you use this action, your speed becomes 0 until the end of your turn, and attacks you make using the long range of the weapon automatically miss. If you roll a 1 on any of the attack rolls, the weapon jams and can’t be used again until it is repaired. You can use an action to make a DC 15 Sleight of Hand check, repairing the weapon on a success. Alternatively, you can spend 1 hour outside of combat to mend it, automatically succeeding on the check. If your check fails, the weapon is broken and must be mended in a specialist’s store at a quarter of the cost of the firearm. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 40/120), Barrel 6 (S), Blaring, Fan Fire","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Caldera (Battleaxe)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Caldera to populate attacks in its untransformed form. Untransformed. When you hit with this battleaxe, you can expend 3 lead bullets from the boiling metal to cover the target in molten lead. The target takes an extra 1d6 fire damage, and it takes that damage again at the start of each of its turns unless it rolls on the floor (prone) or uses a bonus action to wipe off the lead.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Calligrapher's Supplies","description":"Calligrapher's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Calligrapher's Supplies","description":"Calligrapher's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Calligrapher's Supplies","description":"Artisan's Tools Ability: Dexterity Weight: 5 lb. Cost: 10 GP Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink , Spell Scroll (Cantrip) , Spell Scroll (Level 1)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Calligrapher's Supplies"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Calligrapher's Supplies","description":"Calligrapher's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Calligraphy Set","description":"Calligraphy Set Adventuring gear (artisan's tools) These ornate boxes contain items a practiced calligrapher needs to craft books, letters, scrolls, and other written communications. It consists of a small wooden box that contains a variety of brushes, inkstones, and pigments; a small bowl for water; and a small bag of sand for drying. A calligraphy set is required to create wards, charms, and the familiars called shikigami.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Calming Cantor","description":"Poison, Rare This viscous, black, odorless liquid is contained in one of two vials worn around the neck of all sworn Arbiters. Normally used to elicit a confession, the poison causes the eyes to become bloodshot and a dark purple bruising forms below the eye that fades after 12 hours. Duration: 1 hour per dose. Any creature ingesting this liquid must succeed on a DC 20 Constitution saving throw. On a failed save, a creature can’t speak a deliberate lie while under the poison’s effect but they are aware of this effect.","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Caltrooze","description":"Wondrous item, uncommon Filled with a caustic mixture that discharges when stepped on, these tetrahedral caltrops present a much more dangerous hazard than their mundane variety. A typical bag of these 1-inch health and safety nightmares contains 20 caltroozes . Small bubbles of acid forming and bursting inside the caltroozes cause them to roll and shift. Caltrops. As an action, you can spread a single bag of caltroozes to cover a 5-foot square . Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet . A creature that moves through the area of the caltroozes at half speed makes the saving throw against them with advantage . Corrosive Chaos. If a creature fails the Dexterity saving throw , roll a d4 and consult the table below to determine what additional effects take place: d4 Effect 1 The acid in the caltroozes discharges in a single burst. The creature takes an additional 6d6 acid damage. 2 The acid takes on lubricating qualities. While the creature’s speed is reduced by the caltroozes , it must succeed on a DC 15 Dexterity saving throw at the end of each of its turns or fall prone . 3 The acid coats the creature’s feet, continuously eating away at them. While the creature’s speed is reduced by the caltroozes , it takes 1d4 acid damage for every 5 feet it walks or climbs. 4 The acid causes a creature’s feet to temporarily deform. While the creature’s speed is reduced by the caltroozes , it has disadvantage on Dexterity saving throws . After a creature fails a saving throw against the caltroozes , they are emptied of acid, and you can’t use this property again until you spend 10 minutes decanting a phial of biomantic acid into all the caltrops. The caltroozes can still be used as regular caltrops that deal magical piercing damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Caltrops","description":"Caltrops (bag of 20) Adventuring gear As an action , you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage . Until the creature regains at least 1 hit point , its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. Weight: 2 for 20","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.1,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Caltrops","description":"Caltrops (bag of 20) Adventuring gear Price: 5 gp Quantity: bag of 20 As a Main Action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity check or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the end of their next turn. A creature moving through the area at half speed doesn’t need to make the check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Caltrops","description":"Caltrops Miscellaneous gear As an action, you can spread a box of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Caltrops","description":"Adventuring Gear Weight: 2 lb. Cost: 1 GP As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Caltrops"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Caltrops","description":"Caltrops (bag of 20) Adventuring gear As an action , you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage . Until the creature regains at least 1 hit point , its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. Weight: 2 for 20","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Camel","description":"Camel Mounts Camels are native lands of the Qamarist Caliphate and are sometimes brought to Rokugan when trade caravans arrive in Khanbulak. A camel uses the profile found in the SRD.","properties":{"Category":"Items","Item Type":"Mounts"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Camel saddle","description":"Camels are ideal for traveling though the desert and are most commonly found for purchase as mounts in such areas. A properly fitted camel saddle allows you to ride on your mount’s humped back in comfort.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Camel Saddle","description":"Camels are the most common mounts available in the Southlands, as they are ideal for traveling through the desert. A properly fitted camel saddle allows you to ride on your mount’s humped back in comfort.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Cameo of Appearance","description":"Cameo of Appearance Wondrous item, rare (requires attunement) This small, oval-shaped piece of ivory has an elegant silver frame and is engraved with the profile of a muscular warrior wearing a full-faced helmet. While wearing it, you can use an action to speak its command word and a gladiator appears in the nearest unoccupied space. The gladiator cannot speak but is friendly to you and your companions for the duration. Roll initiative for the gladiator, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands, it defends itself from hostile creatures but otherwise takes no actions. The gladiator disappears one hour after you have summoned it. Once the cameo is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Camouflage Cloak","description":"Wondrous item, uncommon A camouflage cloak that adapts to the environment the wearer is located in. They can easily blend in providing Advantage on Dexterity (Stealth) checks when attempting to hide.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Campaign Field Tent","description":"Wondrous item, rare You can use an action to place this 1-inch cloth cube on the ground and speak its command word. The cube rapidly grows into a field tent with open or closed sides (your choice) that remains until you use an action to speak the command word that dismisses it, which works only if the tent is empty. The field tent is a canvas tent, 15 feet on a side and 10 feet high. It remains firmly fixed to the ground, even when standing on bare stone, a ship’s deck, or loose sand, and its magic prevents it from being tipped over. Each creature in the area where the tent appears must make a DC 15 Dexterity saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tent. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The tent has 50 hit points, immunity to nonmagical attacks, excluding siege weapons, and resistance to all other damage. The tent contains a small table with a chair and five simple beds made of cloth and foldable wooden frames. The field tent can hold up to six Medium or smaller creatures. When a creature finishes a short rest in the tent, it regains double the hit points from any Hit Dice it spends. When a creature finishes a long rest in the tent, it reduces its exhaustion level by 2 instead of 1. In addition, a creature has advantage on saving throws it makes against disease and poison while it rests in the tent.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Canaith Mandolin","description":"Canaith Mandolin Wondrous item (m usical instrument) , rare ( requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Musical Instrument. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Spells: Fly, invisibility, levitate, protection from evil and good, cure wounds (3rd level), dispel magic, protection from energy (lightning only)","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Canaith Mandolin of the Bards","description":"Wondrous Item, Rare (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Canaith mandolin Cure Wounds (level 3), Dispel Magic, Protection from Energy (Lightning damage only)","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Canaith Mandolin of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Candied Axe","description":"Weapon (battleaxe), very rare (requires attunement) This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Blessing of the Bee. While you are attuned to the axe, you have immunity to poison damage, and you have advantage on any Charisma check to interact with beasts. Honey Drip. While you are holding the battleaxe, you can use an action to cast the slow spell (save DC 15) from the weapon. Once used, this property can’t be used again until the next dawn. Curse. The axe bears a curse that affects any non-bearfolk that attunes to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more bearlike. After 7 days, the creature looks like a typical bearfolk, but the creature neither loses its racial traits nor gains the racial traits of a bearfolk. The physical changes wrought by the axe can’t be dispelled, but they can be undone by any effect that removes a curse, such as the remove curse spell.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Candied Slug","description":"Wondrous item, Hag, Common The use of this item is revolting but not evil. These candied slugs are usually two to three inches long and coated with sugar of bright garish colors. A hag, or anyone making a successful DC 18 Intelligence (Arcana) check can determine the effect of a candied slug. As a bonus action, a creature eats up to three candied slugs at once. If they were found randomly then each use of a candied slugs has a random effect on the table below. Candied slugs that are kept by hags are carefully separated. Candied slugs come in a variety of forms and their colored coatings do not indicate what effect they give. RANDOM CANDIED SLUGS d10 Result 1 Tastes like wet dirt. Eater recovers 2 hit points at the beginning of each round for the next ten rounds. 2 Tastes like tea. Eater gains one level of Exhaustion if they fail a DC 10 Constitution saving throw. 3 Tastes like stale water. Eater’s initiative roll result is increased by +2 for the next ten rounds. Eater’s initiative order may change. 4 Tastes like oranges. Eater makes a DC 10 Constitution saving throw or gains the poisoned condition for 1d4 rounds. 5 Tastes like worms. Eater belches out a 5-foot radius stinking cloud, per spell, spell DC 10, lasting 1d3 rounds. Eater is not immune to this effect. 6 Tastes like sugar syrup. Eater can belch out a swarm of insects as an action. Eater has three rounds to use this power. If the eater does not use the power then they make a DC 12 Constitution saving throw or take 7 (2d6) poison damage. 7 Tastes like chalk. Eater gains resistance to poison damage for the next 2d3 rounds. 8 Tastes like bread. Eater makes a DC 10 Constitution saving throw or takes 7 (2d6) poison damage. 9 Tastes like pork. Eater’s teeth glow bright red and they gain a bite attack that does 2 (1d4) piercing damage. The victim of this bite must make a DC 10 Intelligence saving throw or take 4 (1d8) psychic damage. This effect ends in 3d6 rounds, and once ended, the eater will take 4 (1d8) psychic damage. 10 Tastes like sweat. Eater has advantage on their next saving throw as long as that occurs in the next three rounds. The slugs that hags use for candied slugs are slugs found in death yards, weird gardens, or rotting orchards. These slugs are either found eating decomposing creatures or dangerous plants and fungi. The hag simply candies them normally to preserve them for later.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Common"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Candied Spider","description":"Potion, uncommon As you eat it, the candied spider seems to wriggle on your tongue for the briefest moment before you swallow it. When you consume this food, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free for 1 hour. In addition, you have advantage on saving throws against poison for the duration.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Candle","description":"Candle Adventuring gear Duration : 1 Hour Range : 5/10For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Candle","description":"Candle Adventuring gear For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Weight: -","properties":{"Category":"Items","Range":"5/10","Source":"5th Edition SRD","Duration":"1 Hour","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Candle","description":"Candle Adventuring gear Cost 1 cp Weight 0 lb For 1 hour, this candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Candle","description":"Candle Adventuring gear Price: 1 gp Quantity: 20 For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Candle","description":"Adventuring Gear Weight: — Cost: 1 CP For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Candle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Candle","description":"Candle Adventuring gear For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Candle of Communion","description":"Wondrous item, uncommon This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle’s flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Candle of Communion","description":"Wondrous item, uncommon This black candle burns with an eerie, violet flame. The candle’s magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle’s flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Candle of Invocation","description":"Candle of Invocation Wondrous item, very rare ( requires attunement ) This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. d20 Alignment d20 Alignment 1-2 Chaotic evil 10-11 Neutral 3-4 Chaotic neutral 12-13 Neutral good 5-7 Chaotic good 14-15 Lawful evil 8-9 Neutral evil 16-17 Lawful neutral 18-20 Lawful good The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Candle of Invocation","description":"Candle of Invocation Wondrous item , very rare (requires attunement ) This slender taper is dedicated to a deity and shares that deity's alignment . The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. d20 — Alignment: 1-2 — Chaotic evil 3-4 — Chaotic Neutral 5-7 — Chaotic good 8-9 — Neutral evil 10-11 — Neutral 12-13 — Neutral good 14-15 — Lawful evil 16-17 — Lawful neutral 18-20 — Lawful good The candle's magic is activated when the candle is lit, which requires an action . After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls , saving throws , and ability checks with advantage . In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots , though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Candle of Invocation","description":"Wondrous Item, Very Rare (Requires Attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. 1d100 Outer Plane 01–05 Abyss 06–10 Acheron 11–17 Arborea 18–25 Arcadia 26–33 Beastlands 34–41 Bytopia 42–46 Carceri 47–54 Elysium 55–59 Gehenna 60–64 Hades 65–69 Limbo 70–77 Mechanus 78–85 Mount Celestia 86–90 Nine Hells 91–95 Pandemonium 96–00 Ysgard","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Candle of Invocation"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Candle of Protection","description":"Candle of Protection Wondrous item, rare This item appears to be an ordinary wax candle in a brass holder. The candle’s magic is activated when the candle is lit, which requires an action. After burning for 1 hour, the candle is destroyed, or you can snuff it out early for later use. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. When lit, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any undead creature that starts its turn within that light takes 1d6 radiant damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Candle of Shadow","description":"Candle of Shadow Wondrous item, uncommon Weight: ½ lb. This black wax candle appears unremarkable, except for the fact that it emits darkness instead of light when lit. You can light the candle as an action. When the candle is lit, it creates an area of magical darkness in a 15-foot radius sphere centered at the candle as if cast by the Darkness spell. This darkness can be dispelled by blowing out the candle as a bonus action. You, the lighter of the candle, can see normally within the magical darkness created by this candle. The candle can burn for a total of 1 hour. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. When the Candle of Shadow is burned out, it crumbles to ash and cannot be used again.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Candle of Summoning","description":"Wondrous item, uncommon This black candle burns with an eerie, green flame. The candle’s magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Candle of Summoning","description":"Wondrous item, uncommon This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell with it (save DC 15). Doing so destroys the candle.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Candle of the Deep","description":"Candle of the Deep Wondrous item, common The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Candle of the Deep","description":"Wondrous Item, Common The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Candle of the Deep"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Candle of the Delver","description":"Wondrous Item, Uncommon This magic candle is decorated with ornate charms. Delver's Light. As an action, you can speak the candle's command word to make it hover in the air 5 feet in front of you for 1 hour, following you wherever you go. While the candle is hovering in this way, you can use a bonus action to cause its wick to light up with a magical light or cause the wick to extinguish, producing one of the following effects: Conceal. While the candle's wick is extinguished, the candle is invisible. Any creature within 20 feet of it has advantage on Stealth checks, and can't be targeted by divination magic or perceived by magical sensors. Illuminate. While the candle's wick is lit, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature within its light has advantage on Investigation and Perception checks. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Candle of Visions","description":"Wondrous item, common This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle’s smoke. Doing so destroys the candle.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Candle of Visions","description":"Wondrous item, common This black candle burns with an eerie, blue flame. The candle’s magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle’s light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle’s smoke. Doing so destroys the candle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Candlebrand Ring","description":"Ring, rare Component: elemental (pontiff) molten eye, elemental (pontiff) volatile mote of wax With a word, this two-finger signet ring becomes incandescent with the heat of the waxen god’s ire. Its brand can bless a creature or, if the brand is twisted and distorted in the process of being applied, curse the creature. This ring has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action while wearing the ring, you can speak the ring’s command word, causing the waxen god’s emblem to become searing hot until you remove it, or until you use a bonus action to repeat its command word and deactivate it. Brand of Protection. While the ring is heated, you can use a bonus action to touch it to a willing creature within your reach and expend 1 charge. The target takes 1d4 fire damage and gains the benefits of the shield of faith spell for 10 minutes (no concentration required). Brand of Castigation. While the ring is heated, you can use an action to make a melee spell attack (+7 to hit) against a creature within 5 feet of you and expend 1 charge. On a hit, the creature takes 2d4 fire damage and is cursed for 1 minute. While cursed in this way, its AC is reduced by 2. The creature can make a DC 15 Charisma saving throw at the end of each of its turns, ending the curse on a success.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Candlebrand Ring","description":"Ring, rare Component: elemental (wax) volatile mote of fire With a word, this two-finger signet ring becomes incandescent with the heat of the waxen god’s ire. Its brand can bless a creature or, if the brand is twisted and distorted in the process of being applied, curse the creature. This ring has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action while wearing the ring, you can speak the ring’s command word, causing the waxen god’s emblem to become searing hot until you remove it, or until you use a bonus action to repeat its command word and deactivate it. Brand of Protection. While the ring is heated, you can use a bonus action to touch it to a willing creature within your reach and expend 1 charge. The target takes 1d4 fire damage and gains the benefits of the shield of faith spell for 10 minutes (no concentration required). Brand of Castigation. While the ring is heated, you can use an action to make a melee spell attack (+7 to hit) against a creature within 5 feet of you and expend 1 charge. On a hit, the creature takes 2d4 fire damage and is cursed for 1 minute. While cursed in this way, its AC is reduced by 2. The creature can make a DC 15 Charisma saving throw at the end of each of its turns, ending the curse on a success.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Candlebrand Ring (uncommon variant)","description":"Ring, rare Component: elemental (pontiff) molten eye, elemental (pontiff) volatile mote of wax With a word, this two-finger signet ring becomes incandescent with the heat of the waxen god’s ire. Its brand can bless a creature or, if the brand is twisted and distorted in the process of being applied, curse the creature. This ring has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action while wearing the ring, you can speak the ring’s command word, causing the waxen god’s emblem to become searing hot until you remove it, or until you use a bonus action to repeat its command word and deactivate it. Brand of Protection. While the ring is heated, you can use a bonus action to touch it to a willing creature within your reach and expend 1 charge. The target takes 1d4 fire damage and gains the benefits of the shield of faith spell for 10 minutes (no concentration required). Brand of Castigation. While the ring is heated, you can use an action to make a melee spell attack (+7 to hit) against a creature within 5 feet of you and expend 1 charge. On a hit, the creature takes 2d4 fire damage and is cursed for 1 minute. While cursed in this way, its AC is reduced by 2. The creature can make a DC 15 Charisma saving throw at the end of each of its turns, ending the curse on a success. Uncommon variant: Reduce the DC to 13 and the attack modifier to +5. You must concentrate on the effects of the brands, as if on a spell.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Candlebrand Ring (uncommon variant)","description":"Ring, rare Component: elemental (wax) volatile mote of fire With a word, this two-finger signet ring becomes incandescent with the heat of the waxen god’s ire. Its brand can bless a creature or, if the brand is twisted and distorted in the process of being applied, curse the creature. This ring has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action while wearing the ring, you can speak the ring’s command word, causing the waxen god’s emblem to become searing hot until you remove it, or until you use a bonus action to repeat its command word and deactivate it. Brand of Protection. While the ring is heated, you can use a bonus action to touch it to a willing creature within your reach and expend 1 charge. The target takes 1d4 fire damage and gains the benefits of the shield of faith spell for 10 minutes (no concentration required). Brand of Castigation. While the ring is heated, you can use an action to make a melee spell attack (+7 to hit) against a creature within 5 feet of you and expend 1 charge. On a hit, the creature takes 2d4 fire damage and is cursed for 1 minute. While cursed in this way, its AC is reduced by 2. The creature can make a DC 15 Charisma saving throw at the end of each of its turns, ending the curse on a success. Uncommon variant: Reduce the DC to 13 and the attack modifier to +5. You must concentrate on the effects of the brands, as if on a spell.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Candlebrand Ring (very rare variant)","description":"Ring, rare Component: elemental (pontiff) molten eye, elemental (pontiff) volatile mote of wax With a word, this two-finger signet ring becomes incandescent with the heat of the waxen god’s ire. Its brand can bless a creature or, if the brand is twisted and distorted in the process of being applied, curse the creature. This ring has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action while wearing the ring, you can speak the ring’s command word, causing the waxen god’s emblem to become searing hot until you remove it, or until you use a bonus action to repeat its command word and deactivate it. Brand of Protection. While the ring is heated, you can use a bonus action to touch it to a willing creature within your reach and expend 1 charge. The target takes 1d4 fire damage and gains the benefits of the shield of faith spell for 10 minutes (no concentration required). Brand of Castigation. While the ring is heated, you can use an action to make a melee spell attack (+7 to hit) against a creature within 5 feet of you and expend 1 charge. On a hit, the creature takes 2d4 fire damage and is cursed for 1 minute. While cursed in this way, its AC is reduced by 2. The creature can make a DC 15 Charisma saving throw at the end of each of its turns, ending the curse on a success. Uncommon variant: Reduce the DC to 13 and the attack modifier to +5. You must concentrate on the effects of the brands, as if on a spell. Very rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the DC to 16, and the attack modifier to +8.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Candlebrand Ring (very rare variant)","description":"Ring, rare Component: elemental (wax) volatile mote of fire With a word, this two-finger signet ring becomes incandescent with the heat of the waxen god’s ire. Its brand can bless a creature or, if the brand is twisted and distorted in the process of being applied, curse the creature. This ring has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action while wearing the ring, you can speak the ring’s command word, causing the waxen god’s emblem to become searing hot until you remove it, or until you use a bonus action to repeat its command word and deactivate it. Brand of Protection. While the ring is heated, you can use a bonus action to touch it to a willing creature within your reach and expend 1 charge. The target takes 1d4 fire damage and gains the benefits of the shield of faith spell for 10 minutes (no concentration required). Brand of Castigation. While the ring is heated, you can use an action to make a melee spell attack (+7 to hit) against a creature within 5 feet of you and expend 1 charge. On a hit, the creature takes 2d4 fire damage and is cursed for 1 minute. While cursed in this way, its AC is reduced by 2. The creature can make a DC 15 Charisma saving throw at the end of each of its turns, ending the curse on a success. Uncommon variant: Reduce the DC to 13 and the attack modifier to +5. You must concentrate on the effects of the brands, as if on a spell. Very rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the DC to 16, and the attack modifier to +8.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Candlelight Mitre","description":"Wondrous item, rare (requires attunement) Component: elemental (pontiff) candleplume Fanatical to the extreme, the ruthless Priests of Candlelight display the uncaring visage of their waxen god on this intricate ceremonial hat. Their Creed Sanitari dictates that such acolytes must sear their flesh daily to remain pure and worthy of their deity’s attention. This hat has 4 charges and regains 1d4 expended charges daily at dawn. Cleanse the Sins. While wearing the hat, you can use a bonus action to expend 1 charge and light a searing flame at the top of it. For 1 minute or until you use a bonus action to put it out, this flame casts bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of your turns while this effect is active, each creature in the flame’s bright light (including you) must succeed on a DC 15 Constitution saving throw or take 3d6 fire damage. Burn the Lies. While wearing the hat, you can use an action to expend 1 charge and cause two orbs of flame to form in the mitre’s eyes, taking 2d6 fire damage in the process. This effect lasts for 1 minute or until you use a bonus action to end it. While the mask’s eyes are ablaze, you have advantage on Intimidation and Insight checks, and you can see invisible creatures and objects and automatically pierce through visual illusions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Candlelight Mitre","description":"Wondrous item, rare (requires attunement) Component: elemental (wax) core of fire Fanatical to the extreme, the ruthless Priests of Candlelight display the uncaring visage of their waxen god on this intricate ceremonial hat. Their Creed Sanitari dictates that such acolytes must sear their flesh daily to remain pure and worthy of their deity’s attention. This hat has 4 charges and regains 1d4 expended charges daily at dawn. Cleanse the Sins. While wearing the hat, you can use a bonus action to expend 1 charge and light a searing flame at the top of it. For 1 minute or until you use a bonus action to put it out, this flame casts bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of your turns while this effect is active, each creature in the flame’s bright light (including you) must succeed on a DC 15 Constitution saving throw or take 3d6 fire damage. Burn the Lies. While wearing the hat, you can use an action to expend 1 charge and cause two orbs of flame to form in the mitre’s eyes, taking 2d6 fire damage in the process. This effect lasts for 1 minute or until you use a bonus action to end it. While the mask’s eyes are ablaze, you have advantage on Intimidation and Insight checks, and you can see invisible creatures and objects and automatically pierce through visual illusions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Candlelight Mitre (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: elemental (pontiff) candleplume Fanatical to the extreme, the ruthless Priests of Candlelight display the uncaring visage of their waxen god on this intricate ceremonial hat. Their Creed Sanitari dictates that such acolytes must sear their flesh daily to remain pure and worthy of their deity’s attention. This hat has 4 charges and regains 1d4 expended charges daily at dawn. Cleanse the Sins. While wearing the hat, you can use a bonus action to expend 1 charge and light a searing flame at the top of it. For 1 minute or until you use a bonus action to put it out, this flame casts bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of your turns while this effect is active, each creature in the flame’s bright light (including you) must succeed on a DC 15 Constitution saving throw or take 3d6 fire damage. Burn the Lies. While wearing the hat, you can use an action to expend 1 charge and cause two orbs of flame to form in the mitre’s eyes, taking 2d6 fire damage in the process. This effect lasts for 1 minute or until you use a bonus action to end it. While the mask’s eyes are ablaze, you have advantage on Intimidation and Insight checks, and you can see invisible creatures and objects and automatically pierce through visual illusions. Uncommon variant: Reduce the DC to 13 and the damage to 2d6. The Burn the Lies property requires 2 charges to use.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Candlelight Mitre (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: elemental (wax) core of fire Fanatical to the extreme, the ruthless Priests of Candlelight display the uncaring visage of their waxen god on this intricate ceremonial hat. Their Creed Sanitari dictates that such acolytes must sear their flesh daily to remain pure and worthy of their deity’s attention. This hat has 4 charges and regains 1d4 expended charges daily at dawn. Cleanse the Sins. While wearing the hat, you can use a bonus action to expend 1 charge and light a searing flame at the top of it. For 1 minute or until you use a bonus action to put it out, this flame casts bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of your turns while this effect is active, each creature in the flame’s bright light (including you) must succeed on a DC 15 Constitution saving throw or take 3d6 fire damage. Burn the Lies. While wearing the hat, you can use an action to expend 1 charge and cause two orbs of flame to form in the mitre’s eyes, taking 2d6 fire damage in the process. This effect lasts for 1 minute or until you use a bonus action to end it. While the mask’s eyes are ablaze, you have advantage on Intimidation and Insight checks, and you can see invisible creatures and objects and automatically pierce through visual illusions. Uncommon variant: Reduce the DC to 13 and the damage to 2d6. The Burn the Lies property requires 2 charges to use.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Candlelight Mitre (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: elemental (pontiff) candleplume Fanatical to the extreme, the ruthless Priests of Candlelight display the uncaring visage of their waxen god on this intricate ceremonial hat. Their Creed Sanitari dictates that such acolytes must sear their flesh daily to remain pure and worthy of their deity’s attention. This hat has 4 charges and regains 1d4 expended charges daily at dawn. Cleanse the Sins. While wearing the hat, you can use a bonus action to expend 1 charge and light a searing flame at the top of it. For 1 minute or until you use a bonus action to put it out, this flame casts bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of your turns while this effect is active, each creature in the flame’s bright light (including you) must succeed on a DC 15 Constitution saving throw or take 3d6 fire damage. Burn the Lies. While wearing the hat, you can use an action to expend 1 charge and cause two orbs of flame to form in the mitre’s eyes, taking 2d6 fire damage in the process. This effect lasts for 1 minute or until you use a bonus action to end it. While the mask’s eyes are ablaze, you have advantage on Intimidation and Insight checks, and you can see invisible creatures and objects and automatically pierce through visual illusions. Uncommon variant: Reduce the DC to 13 and the damage to 2d6. The Burn the Lies property requires 2 charges to use. Very rare variant: Increase the DC to 16, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Candlelight Mitre (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: elemental (wax) core of fire Fanatical to the extreme, the ruthless Priests of Candlelight display the uncaring visage of their waxen god on this intricate ceremonial hat. Their Creed Sanitari dictates that such acolytes must sear their flesh daily to remain pure and worthy of their deity’s attention. This hat has 4 charges and regains 1d4 expended charges daily at dawn. Cleanse the Sins. While wearing the hat, you can use a bonus action to expend 1 charge and light a searing flame at the top of it. For 1 minute or until you use a bonus action to put it out, this flame casts bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of your turns while this effect is active, each creature in the flame’s bright light (including you) must succeed on a DC 15 Constitution saving throw or take 3d6 fire damage. Burn the Lies. While wearing the hat, you can use an action to expend 1 charge and cause two orbs of flame to form in the mitre’s eyes, taking 2d6 fire damage in the process. This effect lasts for 1 minute or until you use a bonus action to end it. While the mask’s eyes are ablaze, you have advantage on Intimidation and Insight checks, and you can see invisible creatures and objects and automatically pierce through visual illusions. Uncommon variant: Reduce the DC to 13 and the damage to 2d6. The Burn the Lies property requires 2 charges to use. Very rare variant: Increase the DC to 16, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cane of Armament","description":"Cane of Armament Wondrous item, uncommon (requires attunement) This item appears to be an ordinary walking cane. While holding it, you can use a bonus action to transform it into a +1 rapier , or to transform it back into a walking cane.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cane of Detection","description":"Cane of Detection Wondrous item, uncommon (requires attunement) If you tap this walking cane on a wall, floor, or door, it will cause any traps built into that structure within a 20-foot radius to glow faintly for 1 minute. The cane has 6 charges. Each use of the cane expends 1 charge. The cane regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cane of Youth","description":"Wondrous item, uncommon (requires attunement) While attuned to this cane, you suffer none of the frailty of old age and can’t be aged magically. You can still die of old age, however.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Canian Fork","description":"Weapon (trident), rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns. Curse . You’re unwilling to part with this weapon while attuned to it. You’re also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw. On a failed save, the healing has no effect. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Cannabis","description":"Natural intoxicant, Common Cannabis is the most wide-spread plant with psychoactive properties. It is so widespread and easy to cultivate that the raw plant form has almost no value. Fey and elves are immune to cannabis. For some this is a blessing; for some it is a curse. Initial. User has disadvantage on any Intelligence ability checks or saving throws for 2d12 minutes. Secondary Effect. User feels sluggish and happy, suffering a -1 to their initiative rolls for 30 minutes. Side Effect. User has disadvantage when trying to make saving throws against the frightened condition or to resist sleep. Overdose. If more than six doses are taken in a six hour period, then the user must make a DC 8 Constitution saving throw or be incapacitated for 1d4 hours.","properties":{"Category":"Items","Item Type":"Intoxicant","Item Rarity":"Common"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Cannon","description":"Cannon Large object Armor Class : 19 Hit Points : 75 Damage Immunities : poison, psychic A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Cannon Ball. Ranged Weapon Attack : +6 to hit, range 600/2,400 ft., one target. Hit : 44 (8d10) bludgeoning damage.","properties":{"Category":"Items","Expansion":7583,"Item Type":"ranged weapon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cannon","description":"Cannon Martial Ranged Weapon Cost 500 gp Damage 3d10 piercing Weight 90 lb. Properties Artillery (range 120/240), Booming, Concussive, Two-Handed Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Artillery. You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can be fired once before it must be reloaded with an action. Booming. The deflagration from firing this weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Firing this weapon makes it impossible to go undetected; you automatically fail Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on Perception checks against you. Concussive. These weapons bludgeon as much as they pierce. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning damage. For instance, if a creature is immune to piercing damage and has no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance to all physical damage applies as normal. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Cannon","description":"Large Object Armor Class: 19 Hit Points: 75 Cannonball (Requires Load and Aim). Ranged Attack Roll: +6, range 600/2,400 ft. Hit: 44 (8d10) Bludgeoning damage. A Cannon uses gunpowder or arcane power to propel heavy iron balls at destructive speeds. A Cannon is usually attached to a wooden frame with wheels. Loading a Cannon requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Cannonball action.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Cannon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cannonball","description":"Cannonball (Cannon) A large, spherical iron projectile, the cannonball is used as ammunition for the cannon.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Cannonball","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Canoe","description":"This narrow water vehicle can hold up to two Medium creatures and is powered by rowing. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the canoe. It is approximately 16 feet long and weighs 50 pounds.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cantrip Darts","description":"Weapon (Dart), Uncommon These silver darts are fletched with phoenix feathers. The sharp tips hum softly, the vibrations drawing in potential energy. When you make an attack using this magic weapon, you can infuse it with the magic of a cantrip you know that has a range of touch. The target suffers the weapon’s damage and the effects of the cantrip. The dart then loses all magical properties and becomes an ordinary dart. These darts tend to be found in bundles of 10 darts. Encounter Ideas Explorer’s Gear. A legendary explorer named Horaash Simm (high elf war priest) wore a bandolier of these darts on every expedition, often using them to bestow guidance or spare the dying from a distance. She never returned from her final journey into the Shadow Caverns. Metamagic Market. A renegade halfling mage named Bix Bixby has gone into business for himself, selling illegal magical weapons which alter the properties of spells. Pub Games. The Broken Staff is the watering hole for professors at the local mage’s college. Tossing these darts is a famous pastime of inebriated arcanists, often to explosive effect.","properties":{"Category":"Items","Item Type":"Weapon (Dart)","Properties":"Finesse, thrown","Item Rarity":"Uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Cantrip Spell Scroll","description":"Cantrip Spell Scroll Scroll, common A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a success, you cast the spell; on a failure, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Spell Scroll Spell Level Rarity Save DC Attack Bonus Cantrip Common 13 +5","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Cap of Heroic Presence","description":"Cap of Heroic Presence Wondrous item, rare (requires attunement) While wearing this magical cloak, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Constitution modifier or Charisma modifier. If you gain a bonus to the roll from both the cloak and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the cloak, you can use a bonus action to cause it to billow dramatically until you use a bonus action on a subsequent turn to make it stop.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cap of Rest","description":"Cap of Rest Wondrous item, rare (requires attunement) The cap grants you more restful sleep while you wear it. When you roll one or more Hit Dice at the end of a short rest to regain hit points, you regain a number of additional hit points equal to 1d8 + your Constitution modifier. You must sleep while wearing the cap for at least 30 minutes of the rest to gain this benefit. When you finish a long rest during which you wore the cap for the full duration, you regain a number of additional expended Hit Dice equal to your proficiency bonus and recover one additional level of exhaustion. Curse. The cap is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the cap fails to end the curse on you. As long as you remain cursed, when you decide to sleep for a certain duration, such as for 30 minutes during a short rest or 6 hours for a long rest to make use of the cap’s properties, you can’t be awoken by any means short of the wish spell until that duration has elapsed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cap of Thorns","description":"Wondrous item, very rare (requires attunement) Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cap of Thorns","description":"Wondrous item, very rare (requires attunement) Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma save or be affected by a charm person spell as thorns pierce their body. The target can repeat the save at the end of each round, ending the effect on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the effect is permanent until remove curse or similar magic is cast on the target.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Cap of Water Breathing","description":"Cap of Water Breathing Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cap of Water Breathing","description":"Wondrous Item, Uncommon While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cap of Water Breathing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Capacitor Spear","description":"Capacitor Spear Melee weapon Cost : 1,000 gp Damage : 1d6 piercing Weight : 5 lb. Properties : Thrown (range 20/60), Versatile (1d8) This heavy spear is made of orichalcum-laced steel and features a housing at the base of its head to accept a vril battery. This weapon functions as a normal spear. In addition, as a reaction when you are subjected to lightning damage, you may divert half the damage suffered into the spear. For every 5 damage so diverted, rounded down, you recharge 1 charge of the attached vril battery. If overcharged, make a Dexterity saving throw with a DC equal to 10 + the number of charges overcharged. (You can add your proficiency bonus to your saving throw if you are proficient with vril weapons.) If you fail, the battery explodes, and everyone within 5 feet of the spear takes 2d6 lightning damage. The spear cannot be used until it has been repaired. Overcharged charges are lost.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Cape of Disguise","description":"Cape of Disguise Wondrous item, uncommon (requires attunement) While wearing this plumed crimson cape, you can use an action to cast the disguise self spell at will. The spell ends if the cape is removed.","properties":{"Category":"Items","Expansion":20585,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cape of Enlargement","description":"Cape of Enlargement Wondrous Item, Very Rare (Requires Attunement) Ancient runes are stitched in silver thread along the hem of this grayish-purple cape. The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits: Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available. You have advantage on Strength checks and Strength saving throws. When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage. These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":25525,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Cape of Reeking","description":"Cape of Reeking Wondrous item, uncommon (requires attunement) While wearing this tattered green cape, you can use an action to cast the stinking cloud spell. Once used, this property of the cape can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cape of Smoke","description":"Cape of Smoke Wondrous item Price: 2,000 gp This cape, once owned by the incredible performing magician Marvelous Mardigast, is made of fine material. The inside of the cape is always a flashy red color. The character may pull the cape around them and a puff of smoke comes out. The character then appears at a nearby location with another puff of smoke just seconds later. As part of their Movement Action, the character activates the cape and can move up to their Movement Speed. They are both invisible and silent during this movement. They then reappear with another puff of smoke, making it appear that they have teleported to that location. The character cannot attack, cast spells, or speak during the movement without reappearing first.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Cape of Targeting","description":"Wondrous item, rare (requires attunement) You gain a +1 bonus to AC while wearing this flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak’s command word to activate it, allowing your allies’ ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cape of the Barracuda","description":"Wondrous item, very rare This cape was fashioned out of the skin of a single dire barracuda. While wearing this cape in water with its hood up, you can breathe underwater, have a swimming speed of 80 ft., gain advantage on Dexterity (Stealth) skill checks, and blindsight in a 30 ft. radius. As a bonus action, you can use the hood to make a bite attack using your attack roll. The bite deals 1d8+2 piercing damage.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Cape of the Mountebank","description":"Cape of the Mountebank Wondrous item, rare This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cape of the Mountebank","description":"Cape of the Mountebank Wondrous item , rare This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action . This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn . A light or stronger wind disperses the smoke.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cape of the Mountebank","description":"Wondrous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Cape of the Mountebank"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cape of the Wind Rider","description":"Cape of the Wind Rider Wondrous Item, rare (requires attunement) Weight: 2 lbs. While wearing this cape, you can use an action to speak its command word. You gain a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. You can use this feature again in 1d12 hours. You can also use one hand to raise the cape as a shield, increasing your Armor Class by 2. A human paladin named Kalial Kendis discovered this magic cape in the wreckage of a crashed airship. He used it to patrol Gnompentopolis, fighting air pirates until the day he collided with a wyvern.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Captain's Flag","description":"Wondrous item, rare This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship’s captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Captain's Goggles","description":"Wondrous item, rare (requires attunement) These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can’t suffer from exhaustion.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Capture Sphere","description":"Capture Sphere Utility, rare This spherical device measures 3 inches in diameter and weighs 1 pound. You can use an action to issue a voice command and throw it at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a coil of nanocarbon straps. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to issue a voice command again to release it. Doing so, or missing with the attack, causes the straps to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the straps. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the sphere is used, it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Car","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Car Stuff","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category A great many people own a car, and in that car you can probably find a lot of useful items: A set of papers, some pens, spare change, a spare tire, a tire iron, a small toolkit, a radio, extra fuses, road flares, a first aid kit, snacks, tissues, a bottle of water, hand soap, a utility knife, batteries, some bags, sunglasses, a map of the local area.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Carbon Nanoweave","description":"Armor (Any), Very Rare This armor is made of microscopic, black fibers. Nanoweave Contraction You have resistance to Fire and Lightning damage. If you take Fire or Lightning damage, the armor's fibers harden and contract. For 1 minute, you lose resistance to Fire and Lightning damage and instead have a +2 bonus to your AC while you wear the armor.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Armor","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Carbonic Suit","description":"This suit, able to be worn over or beneath one’s regular clothing, is woven out of highly advanced carbon-based threads, offering modest protection to the wearer.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Carbuncle's Garnet","description":"This gem has 3 charges. When you cast a spell that deals damage or requires you to roll dice as part of the effect (such as sleep), you can expend 1 charge as part of the action to cast the spell to roll one extra die of that type and add it to the total result. Once all 3 charges are expended, this gem becomes a nonmagical garnet worth 300 gp.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Card Game","description":"Card Game Adventuring gear (gaming set) These are small, portable, sturdy versions of games made to be taken on long journeys. Go, shōgi, and other popular strategy games are the ones most likely to be found in a travel-sized set within Rokugan, while the strategy game of chatrang is popular in the Ivory Kingdoms and has gained a strong following in the Qamarist Caliphate.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Card Sharp's Deck","description":"Card Sharp's Deck Wondrous Item, Uncommon The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties: Deadly Deal. As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit. Spray of Cards. As an action, you can shuffle the deck and cast the Spray of Cards spell at 3rd level from the deck (spell save DC 15; this spell is described in chapter 7). Once the deck has cast the spell, it can’t cast the spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Cardinal’s Crest","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Careful Mind Crystal","description":"Careful Mind Crystal Wondrous Item, Uncommon These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Careful. Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Carnelian Triceratops Prehistoric Figurine of Wondrous Power","description":"Carnelian Triceratops Prehistoric Figurine of Wondrous Power Wondrous item, very rare Larger and more roughly hewn than typical figurines of wondrous power , these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Carnelian Triceratops. This figurine becomes a triceratops for up to 6 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 10 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"carp shikigami control circlet","description":"Carp Shikigami Control Circlet Very rare, wondrous item, (requires attunement) This circlet is one of four created by Nahoko as a defense mechanism for Closed Shell Castle. Each has been connected to a powerful shikigami perched as a statue atop the castle. To use it, a circlet must be charged through deep meditation with the circlet in hand. For every two hours of meditation, the circlet can be used for one hour, for a maximum of six hours of usage total. When a circlet is activated within a quarter mile of the castle, a carp shikigami descends from its perch and comes to the wearer of the circlet. The wearer can use their action each round to control the precise actions of the carp using its profile and powers, or, using their bonus action can command the carp to do a general action such as “protect me,” “fly me to [a location within a quarter mile of the castle],” or “attack that creature.” If left without a command, the GM determines the actions of the carp. Once the stored connection expires, the shikigami becomes sluggish and makes its way to open air and back to its perch.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Adventures in Rokugan GMs Kit"},{"name":"Carpenter's Hammer","description":"Carpenter's Hammer Melee Weapon (simple, hammer) The simple hammer is used for driving nails and spikes and for other construction work. Throughout most of Rokugan, the hammer is only occasionally used as a weapon—typically in brawls or spur of the moment skirmishes when no other weapon is available. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Carpenter's Tools","description":"Carpenter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 6","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Carpenter's Tools","description":"Carpenter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 6","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":6,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Carpenter's Tools","description":"Carpenter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 6","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Carpenter's Tools","description":"Artisan's Tools Ability: Strength Weight: 6 lb. Cost: 8 GP Utilize: Seal or pry open a door or container (DC 20) Craft: Club , Greatclub , Quarterstaff , Barrel , Chest , Ladder , Pole , Portable Ram , Torch","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Carpenter's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Carpenter's Tools","description":"Carpenter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Carpet of Flying","description":"Carpet of Flying Wondrous item, very rare You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly. d100 Size Capacity Flying Speed 01-20 3 ft. x 5 ft. 200 lb 80 feet 21-55 4 ft. x 6 ft. 400 lb 60 feet 56-80 5 ft. x 7 ft. 600 lb 40 feet 81-00 6 ft. x 9 ft. 800 lb 30 feet A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Carpet of Flying","description":"Carpet of Flying Wondrous item , very rare You can speak the carpet's command word as an action to make the carpet hover and fly . It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. d100 Size Capacity Flying Speed 01-20 3 ft. x 5 ft. 200 lb. 80 feet 21-55 4 ft. x 6 ft. 400 lb. 60 feet 56-80 5 ft. x 7 ft. 600 lb. 40 feet 81-100 6 ft. x 9 ft. 800 lb. 30 feet A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Carpet of Flying","description":"Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. 1d100 Size Capacity Fly Speed 01–20 3 ft. × 5 ft. 200 lb. 80 feet 21–55 4 ft. × 6 ft. 400 lb. 60 feet 56–80 5 ft. × 7 ft. 600 lb. 40 feet 81–00 6 ft. × 9 ft. 800 lb. 30 feet","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Carpet of Flying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Carriage","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Carrion Crawler Mucus","description":"Contact Poison A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Cost: 200 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Carrion Crawler Mucus"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Carrion crawler mucus (Contact)","description":"Carrion Crawler Mucus Adventuring gear, poison (contact) This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cart","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cartographer's Tools","description":"Cartographer's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 6","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":6,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cartographer's Tools","description":"Cartographer's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 6","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cartographer's Tools","description":"Artisan's Tools Ability: Wisdom Weight: 6 lb. Cost: 15 GP Utilize: Draft a map of a small area (DC 15) Craft: Map","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Cartographer's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cartographer's Tools","description":"Cartographer's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cartridge pouch","description":"This leather belt pouch can hold 30 paper cartridges. The pouch is painted with a retardant material and has resistance to fire damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Case of Preservation","description":"Wondrous item, common This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cask of Everflowing Mead","description":"Cask of Everflowing Mead Wondrous item, rare This is a finely made mead cask. When emptied, if filled with water, the next morning, the water will have transformed into a random beverage. Roll on the following table. Random Mead Table d20 mead 1-3 Sweet tasting water 4-6 Raider Wine 7-10 Honey-Water Mead 11-13 Whalemead 14-15 Stertka 16-17 Mother’s Brew 18-19 Mead of the Twins 20 Ten drinking horns can be filled with this unusual mead. Drinking a horn confers the benefits of a potion of healing (greater). When the cask is filled with water, an inspiration point may be expended to select a specific mead, instead of rolling. Finally, any mead from the cask vanishes at dusk, even if transferred to another container.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Casper's Compact","description":"Casper's Compact Wondrous item Price: 2,000 gp This small makeup compact has a brush and tiny mirror inside. Everything you need to apply your makeup on the go! Casper’s Compact allows the user to apply invisibility makeup to themself as as a Main Action. It may be used once per Long Rest. This invisibility lasts up to 10 minutes. During this time the target and all of their clothing and equipment become completely invisible. The invisibility ends when the spell expires or as soon as the user takes damage, makes an attack, or casts a spell. After the user becomes visible again, glowing lines appear on the wearer’s face, fading to one of the following makeup effects which cannot be removed or covered up, even by magic, for 8 hours. Roll a 1d6 to determine effect: Gothic style dark eyes, eyeliner, and black lips. Clown makeup with white skin, red outlined lips, a large red nose and teardrop marks on cheeks Garish bright blue sparkly eyeshadow, pink lips, and red cheeks. Blue skin Colorful glitter over the entire body Fish scales","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Cast-off Armor","description":"Cast-Off Armor Armor (light, medium, or heavy), common You can doff this armor as an action.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Cast-Off Armor (Template)","description":"Armor (Any Light, Medium, or Heavy), Common You can doff this armor as a Magic action. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No","Name":"Cast-Off Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Breastplate","description":"Armor (Breastplate), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Cast-Off Breastplate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Chain Mail","description":"Armor (Chain Mail), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Cast-Off Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Chain Shirt","description":"Armor (Chain Shirt), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Cast-Off Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Half Plate Armor","description":"Armor (Half Plate Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Cast-Off Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Hide Armor","description":"Armor (Hide Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Cast-Off Hide Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Leather Armor","description":"Armor (Leather Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Cast-Off Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Padded Armor","description":"Armor (Padded Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Cast-Off Padded Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Plate Armor","description":"Armor (Plate Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Cast-Off Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Ring Mail","description":"Armor (Ring Mail), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Cast-Off Ring Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Scale Mail","description":"Armor (Scale Mail), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Cast-Off Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Splint Armor","description":"Armor (Splint Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Cast-Off Splint Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cast-Off Studded Leather Armor","description":"Armor (Studded Leather Armor), Common You can doff this armor as a Magic action.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Cast-Off Studded Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Caster Blaster Blunderbuss","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Blunderbuss","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Blunderbuss (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Blunderbuss (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Blunderbuss (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Blunderbuss (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Musket","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Musket","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Musket (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Musket (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Musket (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Musket (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Pistol","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Pistol","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Pistol (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Pistol (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Pistol (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Pistol (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Revolver","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Revolver","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Revolver (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Revolver (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Revolver (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Revolver (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Rifle","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Rifle","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Rifle (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Rifle (rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Caster Blaster Rifle (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Caster Blaster Rifle (very rare variant)","description":"Weapon (any firearm), uncommon Component: construct (divine-infused) arcanothermic core Are you jealous of magic? Do you wish you too could shoot bolts of arcane energy at your enemies? Wish no more! Built to replicate the feeling of some of the most popular cantrips, the caster blaster condenses all of the offensive capacity of a junior mage into one sleek, convenient package. The caster blaster: making magical firepower available to those able to pay for it. This weapon has 30 charges and regains all expended charges daily at dawn. The firearm doesn’t have the ammunition or reload properties. Instead, it shoots rays of magical energy, dealing force damage instead of its normal damage type, and you must expend 1 charge each time you make an attack with it. Hex-Rays. A few of the crystals in this weapon have been infused with elemental magic. When you make an attack with this weapon, you can choose to empower it with one of the following options. Once an option has been used, it can’t be used again until the next dawn. Cold. The attack deals an extra 2d6 cold damage and the target’s speed is halved until the start of your next turn. Fire. The attack deals an extra 3d6 fire damage. Lightning. The attack deals an extra 2d6 lightning damage and it’s made with advantage if the target is wearing armour made of metal. Poison. The attack deals an extra 1d6 poison damage and the target is poisoned until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the firearm, which immediately destroys the gemstone and regains 10 charges. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 35. Each option from the Hex-Rays property can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the charges to 40. Each option from the Hex-Rays property can be used three times, regaining all expended uses daily at dawn. You can choose to empower an attack with up to two of the available options simultaneously.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Castor Bean","description":"The castor bean is a woody plant with star-like leaves. Its flowers are very small and inconspicuous. Its fruits grow in clusters at the tops of the plants. All parts of the plant are very poisonous to eat. The seeds are large and may be mistaken for a beanlike food. Eating any part of the plant or excessive contact with the skin forces a DC 10 Constitution saving throw or the victim gains the poisoned condition until cured by medicine or magic. This poison cannot be cured by resting. If this poison has not been cured after two weeks then the victim loses the poisoned condition but gains a -2 modifier to their constitution that is permanent unless restored by magic. A skilled herbalist or alchemist can turn castor beans into the poison, ricin. Poison - Ricin (Ingested, Inhaled, Injected) Ricin is one of the most powerful and potent poisons that can be made without magic or supernatural assistance. A victim of ricin poisoning must make a DC 18 Constitution savinging throw or gain the poisoned condition until cured by medicine or magic. A victim poisoned by ricin will immediately take 10 (4d4) poison damage and is forced to make a Constitution saving throw every hour or have its hit point maximum reduced by 6 (1d12). These hit points cannot be regained until the poison is cured. This poison will likely kill most NPCs immediately or within the first few hours. Those poisoned by ricin cannot lose exhaustion levels unless aided by magic.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Cat's Eye Amulet","description":"Wondrous Item, Rare (Requires Attunement) While wearing this magic amulet, you have advantage on Dexterity saving throws and can comprehend and verbally communicate with beasts.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Cat's Eye Marble","description":"Cat's Eye Marble Wondrous item, uncommon (requires attunement) This small glass sphere resembles a green cat’s eye. Holding it in your hand grants you darkvision to a range of 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cataclysm Bolts","description":"Cataclysm Bolts Ammunition, very rare These steel crossbow bolts were first created by the Jaggenstrike Clan during the Scattered War, and the secret to crafting them remains well guarded by the Houses of Kraghammer. Cataclysm bolts are usually kept in sets of ten, though anyone who holds even one can feel it thrumming with magical power. When you hit with an attack using a cataclysm bolt , the attack deals normal damage. Then roll a d6 on the following table to determine its additional effect. Cataclysm Bolt Effects d6 Effect 1-2 The bolt explodes in a blast of fire, dealing 3d8 fire damage to the target and each creature within 5 feet of it. 3-4 The bolt freezes the air around the target into jagged ice. The target and each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 1d10 cold damage and be restrained until the end of your next turn. 5 The bolt releases a pulse of necrotic energy. The target takes 2d6 necrotic damage and must succeed on a DC 16 Strength saving throw or be stunned until the end of your next turn. 6 The bolt shatters to unleash a burst of shrapnel. Make six additional ranged attacks against the target, each of which has a +7 attack bonus and deals 1d6 piercing damage on a hit. Once the bolt hits, the enchantment ends and it becomes a normal piece of ammunition.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cataloguing Book","description":"Wondrous item, rare (requires attunement) This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object’s name, provided by you, on one of its pages and sketches a rough illustration to accompany the object’s name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object’s properties. The book becomes magically connected to the object, and its pages denote the object’s current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear. Encrypt Book. You can use an action to speak a command word to encrypt the book’s contents, which you and up to ten creatures of your choice can understand. A second command word removes the encryption, returning the text to a language of your choice (typically Common). Seek Object. If you and a catalogued object are on the same plane of existence, you can teleport to the object’s location. This property works like the teleport spell, except you teleport only yourself and you treat the object’s location as “very familiar.” Once used, you can’t use this property again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Catalyst Oil","description":"Potion, rare This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell’s new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell’s area is directional (such as a cone or a cube) you determine the spell’s new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Catchpole","description":"This weapon is used to immobilize creatures at a distance. When you hit a creature of Large size or smaller with this weapon, you can attempt to grapple the creature instead of dealing damage. When you do so, you use your attack roll for the grapple check, rather than making a Strength (Athletics) check. While grappling a creature with this weapon, you can’t use the weapon on another target.","properties":{"Category":"Items","Item Type":"Weapon (catchpole)","Properties":"Reach, Special, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Catchpole for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Reach, Special, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Catclaw & Sharkfin","description":"Weapon (claw), very rare (requires attunement) Component: pouch of beast claws Crafted in honour of a famous cartographer duo, these clawed gauntlets mirror their renowned teamwork, unlocking their full potential only when working in perfect tandem. And just like few could avoid being stunned by the intricate detail of their maps, so can few resist the nasty one-two combo the gauntlets deliver. These two claws count as a single magic item with regard to the number of magic items you can attune to. The claws can change shape so that either one can be worn on either hand. Set Up. Attacks made with catclaw deal force or slashing damage (your choice). When you hit a creature with this weapon, it becomes marked until the end of the current turn. A marked creature can’t take reactions. Finishing Touch. Attacks made with sharkfin deal piercing or slashing damage (your choice). If a creature is marked by catclaw, you have advantage on attack rolls against it with sharkfin, and deal an extra 2d6 damage on a hit.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Catclaw & Sharkfin (rare variant)","description":"Weapon (claw), very rare (requires attunement) Component: pouch of beast claws Crafted in honour of a famous cartographer duo, these clawed gauntlets mirror their renowned teamwork, unlocking their full potential only when working in perfect tandem. And just like few could avoid being stunned by the intricate detail of their maps, so can few resist the nasty one-two combo the gauntlets deliver. These two claws count as a single magic item with regard to the number of magic items you can attune to. The claws can change shape so that either one can be worn on either hand. Set Up. Attacks made with catclaw deal force or slashing damage (your choice). When you hit a creature with this weapon, it becomes marked until the end of the current turn. A marked creature can’t take reactions. Finishing Touch. Attacks made with sharkfin deal piercing or slashing damage (your choice). If a creature is marked by catclaw, you have advantage on attack rolls against it with sharkfin, and deal an extra 2d6 damage on a hit. Uncommon variant: Reduce the damage to 1d6. A marked creature can take reactions, and you don’t have advantage on attack rolls against it. Rare variant: You don’t have advantage on attack rolls against a marked creature.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Catclaw & Sharkfin (uncommon variant)","description":"Weapon (claw), very rare (requires attunement) Component: pouch of beast claws Crafted in honour of a famous cartographer duo, these clawed gauntlets mirror their renowned teamwork, unlocking their full potential only when working in perfect tandem. And just like few could avoid being stunned by the intricate detail of their maps, so can few resist the nasty one-two combo the gauntlets deliver. These two claws count as a single magic item with regard to the number of magic items you can attune to. The claws can change shape so that either one can be worn on either hand. Set Up. Attacks made with catclaw deal force or slashing damage (your choice). When you hit a creature with this weapon, it becomes marked until the end of the current turn. A marked creature can’t take reactions. Finishing Touch. Attacks made with sharkfin deal piercing or slashing damage (your choice). If a creature is marked by catclaw, you have advantage on attack rolls against it with sharkfin, and deal an extra 2d6 damage on a hit. Uncommon variant: Reduce the damage to 1d6. A marked creature can take reactions, and you don’t have advantage on attack rolls against it.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cauldron of Curses","description":"Wondrous Item, Rare Made of cast iron with an etched metal band around it, this cauldron is 1 foot in diameter, weighs 15 pounds when empty, and can hold up to 5 gallons of liquid. Cauldron's Magic. When the cauldron is filled with water and stirred for 10 minutes, you can cause one of the following effects: Scry . You cast the Scrying spell (save DC 15) with it. Stew. The water within the cauldron transforms into a hot stew that provides five rations worth of food. After 1 hour, the stew dissipates and any creature that ate a portion from it must make a DC 15 Constitution saving throw. On a success, the creature gains the effects of the Heroism spell for 8 hours. On a failure, the creature suffers 1d2 levels of Exhaustion. Warp. The water shimmers with energy. If you dip a branch into it, the branch transforms into a Wand of Enemy Detection , Magic Detection , Magic Missiles , Polymorph , or Wonder (chosen randomly by rolling a d6), and the liquid turns back into water. The wand has 1d3 charges, can't regain charges, and loses its magic if you use the cauldron to create a new wand. Whenever you use the cauldron to create an effect, roll a d4. If the number rolled is equal to or lower than the number of times you have used the cauldron since the last dawn, you become cursed until the next dawn and the cauldron's magic can't be used again until the next dawn. While cursed in this way, you have disadvantage on ability checks and saving throws using Wisdom, Intelligence, or Charisma.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Cauldron of Plenty","description":"This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Cauldron of Plenty","description":"Cauldron of Plenty Wondrous item, rare This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. Weight: 50","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Cauldron of Rebirth","description":"Cauldron of Rebirth Wondrous item, very rare (requires attunement by a druid or warlock ) This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing . The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can't be used again for 7 days.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid or warlock"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Cauldron of Rebirth","description":"Wondrous Item, Very Rare (Requires Attunement by a Druid or Warlock) This Tiny pot bears relief scenes of heroes on its cast-iron sides. You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scry ing spell. Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed. Raise Dead. As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space. If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Cauldron of Rebirth"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cauldron of the Witch","description":"Cauldron of the Witch Wondrous Item, very rare (requires attunement) Weight: 20 lbs. This small iron cauldron is 1 foot wide and 1½ feet tall. It contains a foul smelling green liquid that bubbles at all times. As an action, you can throw an ingredient into the cauldron. Each ingredient activates a different spell, shown on the table below. The spell activates instantly, disregarding its casting time, and does not cost a spell slot. Ingredient Spell Eye of newt Clairvoyance (3rd level Divination) Copper bead Tiny Hut (3rd level Evocation) Iron bead Private Sanctum (4th level Abjuration) Tuft of animal fur Commune with Nature (5th level Divination) Bottle of air, water, clay, or sulfur Conjure Elemental (5th level Conjuration) Shard of a broken mirror Contact Other Plane (5th level Divination) Feather dipped in black ink Dream (5th level Illusion) Crystal bead Scrying (5th level Divination) Any spell cast using the cauldron is cast at its base level, or the level indicated. Spells cast through the cauldron do not require concentration, and instead last their full duration. The cauldron can be used this way 3 times each day. The green liquid evaporates after the third use, refilling at the stroke of midnight.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Caustic Bow","description":"Weapon (Shortbow), Rare (Requires Attunement) A composite bow of bamboo and oryx horn painted with a glossy green lacquer. The string is made from an ankheg’s enchanted sinews, which ooze viscous acid. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon has 3 charges, and regains all expended charges when you finish a long rest. Once per turn, as part of an Attack action, you can expend 1 charge to conjure and release an arrow dripping with green acid. Instead of its normal damage, the arrow deals 4d4 acid damage on a hit and an additional 2d4 acid damage at the start of the target’s next turn. Encounter Ideas Acid Rain. Every five years, on the Night of the Black Dragon, acidic rain falls on the accursed village of Stonehafen. An ordinary bow left out overnight has a chance of gaining the properties of a caustic bow. Hidden Shrine. An acidic waterfall hides a cavernous shrine dedicated to the lizardfolk’s god of the hunt. The god’s statue holds this bow in its clawed hand. One Man’s Trash. A circle of trash druids who have been driven from their sacred landfill by a trio of otyughs offer the party this bow in exchange for “cleansing” their home.","properties":{"Category":"Items","Item Type":"Weapon (Shortbow)","Properties":"Ammunition, two-handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Cavalier's Helm","description":"Wondrous item, rare (requires attunement) This bronze-and-leather helm is adorned with curved horns of polished ivory. You gain a +1 bonus to armor class and gain advantage on attack rolls in the first round of combat.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Cavalry camel","description":"In deserts, a cavalry camel is worth its weight in exotic spices. Aggressive to others but loyal to their masters, these combat-trained beasts are as much a weapon as a mount and fight to the death to protect their riders if the riders are dismounted. Cavalry camels are usually single-humped dromedaries, though double-humped camels are not unknown on desert battlefields.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cedeku","description":"This small, hook-bladed sword is commonly used by Sarcosan warriors in their off-hands when fighting on foot, or is carried by riders as a backup weapon when their lances shatter. Cedeku use the weapon profile of a scimitar.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Celerity Compound","description":"Celerity Compound Compound, very rare When you ingest this viscous, silvery fluid, you gain the effects of the celerity power for 1 minute (no concentration required).","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Celestial Blinders","description":"Armor of the Defiant Dawn Armor (medium or heavy, but not hide), Very Rare (requires attunement) First worn by an adventurer who dared defy Nelchior, the warring god of night and dark secrets, this armor has been infused with motes of the Eternal Light that allow its wearer to see the unseen and bring light to the darkest of places. While you wear this armor, you can use an action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the armor’s bright light. You can use a bonus action to end this effect. Luminous Retribution. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. When you are hit with an attack while wearing this armor, you can use your reaction and spend 1 charge to cause the armor to flash with blinding light in a 15-foot radius. Any creature in this light excluding you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this effect. Undead creatures have disadvantage on this saving throw. Optional Rule: Celestial Blinders At the gamemaster’s discretion, player characters who obtain an Armor of the Defiant Dawn or an Armor of the Midnight Sun may also be able to obtain matching Celestial Blinders for their mounts. Celestial Blinders is an uncommon magic item magically paired to a specific Armor of the Defiant Dawn or Armor of the Midnight Sun and makes a mount that wears it immune to the Luminous Retribution and Dawn’s Fury effects of the armor they are paired with while the wearer of the armor rides the mount.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Celestial Charter","description":"Scroll, rare This long, beautifully illuminated scroll bears the mark of a powerful entity of good, whether an archangel, saint, or a good deity. When you use an action to present this scroll to a celestial whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract. MAGICAL CONTRACTS These scrolls are the creations of elder beings, archangels, demon lords, archdukes of Hell, fey lords and ladies, or even gods. They are powerful, with the ability to bind dangerous creatures into a mortal’s service. While being able to turn a monster to your side is a handy thing for an adventurer, the wise must remember the beings that pen these contracts in the first place. Some are simply self-serving; others are evil or so alien in thought they might as well be. It is prudent to keep in mind that these contracts weren’t made with the benefit of mortals in mind. Even the celestial charter is something of which to be wary, as catching the notice of the gods often doesn’t end well for the heroes in legends and stories.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Celestial Compass","description":"Wondrous Item, Covenant Item (requires attunement) Once a powerful, but mundane, navigational tool, this covenant item gives the bearer with an unerring sense of direction and an uncanny knack for finding what might otherwise have been lost. This elaborate device was crafted by a Sarcosan explorer whose name was lost to time long before the dominion of the Shadow. The solar compass was passed down through generations of intrepid navigators and far-­roaming wanderers, ever guiding them to new horizons or safe havens, wherever their hearts desired. Table B-­5: The Celestial Compass Character Level Covenant Item Properties 1 You always know which way is north and can perfectly recall any path you have traveled. 2-4 You can cast the locate object spell, using the Celestial Compass as a spellcasting focus. Once you cast that spell with the Celestial Compass, you can’t do so again until you finish a long or short rest. 5-10 You can cast the locate creature spell, using the Celestial Compass as a spellcasting focus. Once you cast that spell with the Celestial Compass, you can’t do so again until you finish a long or short rest. 11-16 You can cast the find the path spell, requiring no material component. Once you cast that spell with the Celestial Compass, you can’t do so again until you finish a long rest. 17+ When you cast the find the path spell with the Celestial Compass, the spell does not fail if the destination you choose moves or is unfamiliar to you. The destination must still be a specific place on the same plane of existence as you, but it can be a destination that you have only heard of second hand.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Covenant Item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Celestial Feather (1d8)","description":"Celestial Feather (1d8) Spell catalyst, uncommon (+1d8) These feathers only function as spell catalysts when gifted by certain winged celestials. When you cast the cure wounds spell, you can choose to allow the spell to consume this spell catalyst. When you do, the healing provided by the spell increases by an amount determined by the rarity of the spell catalyst. In addition, the target has advantage on all ability checks, attack rolls, and saving throws it makes until the end of its next turn.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Celestial Feather (3d8)","description":"Celestial Feather (3d8) Spell catalyst, rare (+3d8) These feathers only function as spell catalysts when gifted by certain winged celestials. When you cast the cure wounds spell, you can choose to allow the spell to consume this spell catalyst. When you do, the healing provided by the spell increases by an amount determined by the rarity of the spell catalyst. In addition, the target has advantage on all ability checks, attack rolls, and saving throws it makes until the end of its next turn.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Celestial Feather (7d8)","description":"Celestial Feather (7d8) Spell catalyst, very rare (+7d8) These feathers only function as spell catalysts when gifted by certain winged celestials. When you cast the cure wounds spell, you can choose to allow the spell to consume this spell catalyst. When you do, the healing provided by the spell increases by an amount determined by the rarity of the spell catalyst. In addition, the target has advantage on all ability checks, attack rolls, and saving throws it makes until the end of its next turn.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Celestial Sextant","description":"Wondrous item, uncommon (requires attunement) The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Censer of Controlling Air Elementals","description":"Censer of Controlling Air Elementals Wondrous item , rare While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental , as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Wondrous item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Censer of Controlling Air Elementals","description":"Censer of Controlling Air Elementals Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Censer of Controlling Air Elementals","description":"","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Censer of Controlling Air Elementals","description":"Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental . The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Censer of Controlling Air Elementals"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Censer of Dark Shadows","description":"Wondrous item, uncommon This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can’t illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can’t do so again until the next dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Censer of Righteousness","description":"Censer of Righteousness Melee weapon (martial, flail) , rare (requires attunement by a cleric or paladin) Once attuned, you are proficient with this magic flail, which grants a +1 bonus to attack and damage rolls made with it. The flail has 7 charges. When you hit a creature with the flail, you can expend a charge to cause it to splash holy water on the target. If the target is a creature of a neutral or evil alignment, it takes an extra 1d6 acid damage, which ignores resistance and immunity to acid damage. The flail regains 1d6 + 1 charges each day at dawn. Damage : 1d8 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Centaur Lance","description":"The massive spears used by some of the centaur tribes of the Plain are made from heavy wood and iron bands. Nearing 12 feet in length, creatures of Medium size and smaller may not effectively throw these weapons. The spears do twice the normal damage, require two hands, and provide advantage on attacks made against mounted opponents. Clever Winter Folk have devised combat maneuvers that involve two halflings set to one spear.","properties":{"Category":"Items","Expansion":30466,"Item Type":"Weapon (spear)","Properties":"heavy, two-handed","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Centaur Wrist-Wraps","description":"Wondrous item, uncommon (requires attunement) These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Centurion","description":"Centurion Armor (heavy) A suit of heavy trooper armor outfitted with a tempered multi-alloy chest piece with protective shoulder and leg guards. This armor is often limited to high-ranking soldiers and elite infantry. AC : 17 Stealth : Disadvantage Weight : 25","properties":{"Category":"Items","Expansion":27051,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cephalopod Breastplate","description":"Armor (breastplate), rare This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor’s command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ceremonial Macuahuitl Greatsword","description":"Weapon (greatsword or longsword), rare (requires attunement by a creature with a Strength of 16 or higher) Component: phial of humanoid blood Unlike the traditional, functional macuahuitls, this exceptionally heavy specimen replaces wood and bone with gold and jade. Used for ritual sacrifice, this weapon retains the magic bestowed by years of appeasing the Sun God. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Eclipse! While holding this sword in sunlight, you can expend 1 charge to ask the Sun God to hide its presence and cast the darkness spell. Might of the Sun God. While holding this sword under the night sky or in darkness, you can expend 1 charge to call upon the help of the Sun God and cast the daylight spell.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength of 16 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Macuahuitl Greatsword (legendary variant)","description":"","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature with a Strength of 16 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Macuahuitl Greatsword (very rare variant)","description":"","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature with a Strength of 16 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Macuahuitl Longsword","description":"Weapon (greatsword or longsword), rare (requires attunement by a creature with a Strength of 16 or higher) Component: phial of humanoid blood Unlike the traditional, functional macuahuitls, this exceptionally heavy specimen replaces wood and bone with gold and jade. Used for ritual sacrifice, this weapon retains the magic bestowed by years of appeasing the Sun God. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Eclipse! While holding this sword in sunlight, you can expend 1 charge to ask the Sun God to hide its presence and cast the darkness spell. Might of the Sun God. While holding this sword under the night sky or in darkness, you can expend 1 charge to call upon the help of the Sun God and cast the daylight spell.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength of 16 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Macuahuitl Longsword (legendary variant)","description":"Weapon (greatsword or longsword), rare (requires attunement by a creature with a Strength of 16 or higher) Component: phial of humanoid blood Unlike the traditional, functional macuahuitls, this exceptionally heavy specimen replaces wood and bone with gold and jade. Used for ritual sacrifice, this weapon retains the magic bestowed by years of appeasing the Sun God. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Eclipse! While holding this sword in sunlight, you can expend 1 charge to ask the Sun God to hide its presence and cast the darkness spell. Might of the Sun God. While holding this sword under the night sky or in darkness, you can expend 1 charge to call upon the help of the Sun God and cast the daylight spell. Very rare variant: Increase the attack and damage bonus to +2. When you use Might of the Sun God, you can instead expend 3 charges to cast the sunbeam spell (save DC 16). Legendary variant: Increase the attack and damage bonus to +2, the charges to 5, and the recharge to 1d4 + 1. When you use Might of the Sun God, you can instead expend 3 charges to cast the sunbeam spell (save DC 17).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature with a Strength of 16 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Macuahuitl Longsword (very rare variant)","description":"Weapon (greatsword or longsword), rare (requires attunement by a creature with a Strength of 16 or higher) Component: phial of humanoid blood Unlike the traditional, functional macuahuitls, this exceptionally heavy specimen replaces wood and bone with gold and jade. Used for ritual sacrifice, this weapon retains the magic bestowed by years of appeasing the Sun God. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Eclipse! While holding this sword in sunlight, you can expend 1 charge to ask the Sun God to hide its presence and cast the darkness spell. Might of the Sun God. While holding this sword under the night sky or in darkness, you can expend 1 charge to call upon the help of the Sun God and cast the daylight spell. Very rare variant: Increase the attack and damage bonus to +2. When you use Might of the Sun God, you can instead expend 3 charges to cast the sunbeam spell (save DC 16).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature with a Strength of 16 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Mask","description":"Wondrous item, rare (requires attunement by a spellcaster) Component: undead undying flesh This smiling silver mask is lined on its back side with stained, purple velvet. It is typically donned by a cult’s leader, allowing them the ability to communicate with the dark powers they worship. Dark Empowerment. While wearing this mask, you have two additional 1st-level spell slots, which you regain daily at dawn. In addition, you can cast the augury and commune spells from the mask. Once the mask has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. When you cast commune using the mask, your questions are answered by the deity or power associated with this item: an entity of death and decay. Curse. This mask is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. When you first don this item after attuning to it, the silver tentacles reshape and tighten around your neck. While cursed, you can’t remove the mask, and each time you cast a spell, you take 1d4 psychic damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Mask (uncommon variant)","description":"Wondrous item, rare (requires attunement by a spellcaster) Component: undead undying flesh This smiling silver mask is lined on its back side with stained, purple velvet. It is typically donned by a cult’s leader, allowing them the ability to communicate with the dark powers they worship. Dark Empowerment. While wearing this mask, you have two additional 1st-level spell slots, which you regain daily at dawn. In addition, you can cast the augury and commune spells from the mask. Once the mask has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. When you cast commune using the mask, your questions are answered by the deity or power associated with this item: an entity of death and decay. Curse. This mask is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. When you first don this item after attuning to it, the silver tentacles reshape and tighten around your neck. While cursed, you can’t remove the mask, and each time you cast a spell, you take 1d4 psychic damage. Uncommon variant: Remove the commune spell. Reduce the number of additional 1st-level spell slots to one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Mask (very rare variant)","description":"Wondrous item, rare (requires attunement by a spellcaster) Component: undead undying flesh This smiling silver mask is lined on its back side with stained, purple velvet. It is typically donned by a cult’s leader, allowing them the ability to communicate with the dark powers they worship. Dark Empowerment. While wearing this mask, you have two additional 1st-level spell slots, which you regain daily at dawn. In addition, you can cast the augury and commune spells from the mask. Once the mask has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. When you cast commune using the mask, your questions are answered by the deity or power associated with this item: an entity of death and decay. Curse. This mask is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. When you first don this item after attuning to it, the silver tentacles reshape and tighten around your neck. While cursed, you can’t remove the mask, and each time you cast a spell, you take 1d4 psychic damage. Uncommon variant: Remove the commune spell. Reduce the number of additional 1st-level spell slots to one. Very rare variant: Replace augury with true seeing . Increase one of the two additional 1st-level spell slots to a 2nd-level one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ceremonial Tea Set","description":"Ceremonial Tea Set Adventuring gear (artisan's tools) A traveling tea set is all well and good for lending a touch of civilization to the mess tent in a military camp, but no courtier of means would dream of using such a mundane set for a formal tea ceremony. The arrangement of dishes and the presentation of traditional foods and sweets in the tea ceremony follows a strict order meant to convey an austere aesthetic with items that nevertheless obviously cost a fortune. The trays, chopsticks, and dishes in such a tea set are far too delicate to move long distances in a traveling warrior’s pack. The most important items in the tea set are the tea bowls. Tea bowls are expected to be the pièce de résistance of the tea set, and to express the potter’s artistic genius despite their simplicity. A tea bowl must look understated but should betray a wealth of technical expertise and care in construction.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Cestus","description":"Wondrous item, uncommon (+1), rare (+2), or very rare (+3) These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(1 rare)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cestus","description":"","properties":{"Category":"Items","Item Type":"Weapon (cestus)","Properties":"Fist, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cestus +1","description":"These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cestus +2","description":"These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cestus +3","description":"These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item’s rarity.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Chain","description":"Chain (10 feet) Adventuring gear A chain has 10 hit points . It can be burst with a successful DC 20 Strength check . Weight: 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain","description":"Chain (10 feet) Adventuring gear Price: 5 gp Quantity: 10 feet Sturdy and made of metal. It can be broken with a weapon or it can be pulled apart with a successful DC 20 Strength check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Chain","description":"Adventuring Gear Weight: 10 lb. Cost: 5 GP As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled , Incapacitated , or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Chain"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chain","description":"Chain (10 feet) Adventuring gear A chain has 10 hit points . It can be burst with a successful DC 20 Strength check . Weight: 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chain (10 feet)","description":"Chain (10 Feet) Miscellaneous gear A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Chain Cilice","description":"Wondrous item, uncommon This bracelet made of spiked chain is designed to fit around the ankle, wrist, or thigh. While wearing the cilice, you can use an action to speak its command word, causing it to tighten on your skin and dealing 1d6 piercing damage to you at the start of each of your turns until you use a bonus action to end it. If you have the Ki class feature or ki points from another source, such as the Inner Resilience feat (see the Backgrounds and Feats chapter), you regain 1 ki point for every 5 damage caused by the cilice. If the cilice would reduce you to 0 hit points, it reduces you to 1 hit point instead and the effect ends. If the cilice’s effect was ended in this way, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Chain hook","description":"This weapon consists of a 20-foot, hefty chain that terminates in an iron weight set with a bladed hook. After you throw the chain hook, you can use a bonus action to bring the bladed hook back to your hand.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Reach, special, thrown"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Chain Mail","description":"Chain Mail Armor (heavy) Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail","description":"Chain Mail Armor (heavy) Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Chain Mail","description":"Chain Mail Armor (heavy) AC : 16 Stealth : Disadvantage Weight : 55","properties":{"Category":"Items","Expansion":4415,"Item Type":"Heavy Armor"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Chain Mail","description":"Heavy Armor Armor Class: 16 Strength: Str 13 Stealth: Disadvantage Weight: 55 lb. Cost: 75 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage, Strength Requirement","Item Rarity":"None","Name":"Chain Mail"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chain Mail","description":"Chain Mail Armor (heavy) Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":5,"Item Type":"Heavy Armor","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chain Mail +1","description":"Chain Mail +1 Armor (heavy) , rare You have a +1 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail +1","description":"Chain Mail +1 Armor (heavy) , rare You have a +1 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail +1","description":"Armor (Chain Mail), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail +1","description":"Armor (Chain Mail), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail +1 Base AC\",\"parent\":\"Chain Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail +1 Magic Bonus to AC\",\"parent\":\"Chain Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Chain Mail +1","Weight":55,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail +2","description":"Chain Mail +2 Armor (heavy) , very rare You have a +2 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail +2","description":"Chain Mail +2 Armor (heavy) , very rare You have a +2 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail +2","description":"Armor (Chain Mail), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail +2","description":"Armor (Chain Mail), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"cost\\\":\\\"40075 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail +2 Base AC\",\"parent\":\"Chain Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail +2 Magic Bonus to AC\",\"parent\":\"Chain Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Chain Mail +2","Weight":55,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail +3","description":"Chain Mail +3 Armor (heavy) , legendary You have a +3 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail +3","description":"Chain Mail +3 Armor (heavy) , legendary You have a +3 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail +3","description":"Armor (Chain Mail), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail +3","description":"Armor (Chain Mail), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail +3 Base AC\",\"parent\":\"Chain Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail +3 Magic Bonus to AC\",\"parent\":\"Chain Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Chain Mail +3","Weight":55,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail Armor of Gleaming","description":"Chain Mail Armor of Gleaming Armor (heavy), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Mail Cast-Off Armor","description":"Chain Mail Cast-Off Armor Armor (heavy), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Mail Chaos Armor","description":"Chain Mail Chaos Armor Armor (heavy), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chain Mail Living Armor","description":"Chain Mail Living Armor Armor (chain mail), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Chain Mail of Acid Resistance","description":"Chain Mail of Acid Resistance Armor (heavy) , rare (requires a ttunement ) You have resistance to acid damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Acid Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Acid Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Acid Resistance Base Armor Class\",\"parent\":\"Chain Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Acid Resistance Attunement\",\"parent\":\"Chain Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Acid Resistance\",\"parent\":\"Chain Mail of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Acid Resistance","Weight":55,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Air Elemental Aura","description":"Chain Mail of Air Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Arcane Absorption","description":"Chain Mail of Arcane Absorption Armor (medium) , rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Blood Drinking","description":"Chain Mail of Blood Drinking Armor (medium) , rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Cold Resistance","description":"Chain Mail of Cold Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to cold damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Cold Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Cold Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Cold Resistance Base Armor Class\",\"parent\":\"Chain Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Cold Resistance Attunement\",\"parent\":\"Chain Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Cold Resistance\",\"parent\":\"Chain Mail of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Cold Resistance","Weight":55,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Earth Elemental Aura","description":"Chain Mail of Earth Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Fire Elemental Aura","description":"Chain Mail of Fire Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Fire Resistance","description":"Chain Mail of Fire Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to fire damage while you wear this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Fire Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Fire Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Fire Resistance Base Armor Class\",\"parent\":\"Chain Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Fire Resistance Attunement\",\"parent\":\"Chain Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Fire Resistance\",\"parent\":\"Chain Mail of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Fire Resistance","Weight":55,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Force Resistance","description":"Chain Mail of Force Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to force damage while you wear this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Force Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Force Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Force Resistance Base Armor Class\",\"parent\":\"Chain Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Force Resistance Attunement\",\"parent\":\"Chain Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Force Resistance\",\"parent\":\"Chain Mail of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Force Resistance","Weight":55,"data-description":"You have Resistance to Force damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Gleaming","description":"Armor (Chain Mail), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Lightning Resistance","description":"Chain Mail of Lightning Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to lightning damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Lightning Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Lightning Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Lightning Resistance Base Armor Class\",\"parent\":\"Chain Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Lightning Resistance Attunement\",\"parent\":\"Chain Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Lightning Resistance\",\"parent\":\"Chain Mail of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Lightning Resistance","Weight":55,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Necrotic Resistance","description":"Chain Mail of Necrotic Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to necrotic damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Necrotic Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Necrotic Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Necrotic Resistance Base Armor Class\",\"parent\":\"Chain Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Necrotic Resistance Attunement\",\"parent\":\"Chain Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Necrotic Resistance\",\"parent\":\"Chain Mail of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Necrotic Resistance","Weight":55,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Poison Resistance","description":"Chain Mail of Poison Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to poison damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Poison Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Poison Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Poison Resistance Base Armor Class\",\"parent\":\"Chain Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Poison Resistance Attunement\",\"parent\":\"Chain Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Poison Resistance\",\"parent\":\"Chain Mail of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Poison Resistance","Weight":55,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Psychic Resistance","description":"Chain Mail of Psychic Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to psychic damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Psychic Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Psychic Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Psychic Resistance Base Armor Class\",\"parent\":\"Chain Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Psychic Resistance Attunement\",\"parent\":\"Chain Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Psychic Resistance\",\"parent\":\"Chain Mail of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Psychic Resistance","Weight":55,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Radiant Resistance","description":"Chain Mail of Psychic Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to radiant damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Radiant Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Radiant Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Radiant Resistance Base Armor Class\",\"parent\":\"Chain Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Radiant Resistance Attunement\",\"parent\":\"Chain Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Radiant Resistance\",\"parent\":\"Chain Mail of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Radiant Resistance","Weight":55,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Safeguarding","description":"Chain Mail Of Safeguarding Armor (heavy, chain mail), very rare (requires attunement) Set in the center of this armor’s chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 16 Stealth: Disadvantage Weight: 55","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Chain Mail of the Fallen","description":"Chain Mail of the Fallen Armor (Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Chain Mail of the Holy Crusade","description":"Chain Mail of the Holy Crusade Armor (medium) , rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Thunder Resistance","description":"Chain Mail of Thunder Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to thunder damage while you wear this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","AC":16,"Source":"5th Edition SRD","Weight":55,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Mail of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Mail of Thunder Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Thunder Resistance","description":"Armor (Chain Mail), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Thunder Resistance Base Armor Class\",\"parent\":\"Chain Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Thunder Resistance Attunement\",\"parent\":\"Chain Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail Thunder Resistance\",\"parent\":\"Chain Mail of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Thunder Resistance","Weight":55,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Versatile Resistance","description":"Armor of Versatile Resistance Armor (chainmail), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chain Mail of Vulnerability (Bludgeoning)","description":"Armor (Chain Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Vulnerability (Bludgeoning)","description":"Armor (Chain Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Chain Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Chain Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Chain Mail of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Chain Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Chain Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Chain Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Vulnerability (Bludgeoning)","Weight":55,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Vulnerability (Piercing)","description":"Armor (Chain Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Vulnerability (Piercing)","description":"Armor (Chain Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Chain Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Vulnerability (Piercing) Attunement\",\"parent\":\"Chain Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Chain Mail of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Chain Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Chain Mail of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Chain Mail of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Vulnerability (Piercing)","Weight":55,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Vulnerability (Slashing)","description":"Armor (Chain Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Chain Mail of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Mail of Vulnerability (Slashing)","description":"Armor (Chain Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Mail of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Mail of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Chain Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Chain Mail of Vulnerability (Slashing) Attunement\",\"parent\":\"Chain Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Mail of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Chain Mail of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Chain Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Chain Mail of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Chain Mail of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Chain Mail of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Mail of Vulnerability (Slashing)","Weight":55,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Mail of Water Elemental Aura","description":"Chain Mail of Water Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Mail of Weightlessness","description":"Chain Mail of Weightlessness Armor (Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Chain Mail Smoldering Armor","description":"Chain Mail Smoldering Armor Armor (heavy), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Mail Suit of Heroic Prowess","description":"Chain Mail Suit of Heroic Prowess Armor (medium) , very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt","description":"Chain Shirt Armor (medium) Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Subtype":"Armor","Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt","description":"Chain Shirt Armor (medium) Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Chain Shirt","description":"Chain Shirt Armor (medium) AC : 13 + Dex modifier (max 2) Weight : 20","properties":{"Category":"Items","Expansion":4415,"Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Chain Shirt","description":"Medium Armor Armor Class: 13 + Dex modifier (max 2) Strength: — Stealth: — Weight: 20 lb. Cost: 50 GP","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"None","Name":"Chain Shirt"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chain Shirt","description":"Chain Shirt Armor (medium) Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":5,"Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chain Shirt +1","description":"Chain Shirt +1 Armor (medium) , rare You have a +1 bonus to AC while wearing this armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt +1","description":"Chain Shirt +1 Armor (medium) , rare You have a +1 bonus to AC while wearing this armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt +1","description":"Armor (Chain Shirt), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt +1","description":"Armor (Chain Shirt), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt +1 Base AC\",\"parent\":\"Chain Shirt +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt +1 Magic Bonus to AC\",\"parent\":\"Chain Shirt +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt +1","Weight":20,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt +2","description":"Chain Shirt +2 Armor (medium) , very rare You have a +2 bonus to AC while wearing this armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 15 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt +2","description":"Chain Shirt +2 Armor (medium) , very rare You have a +2 bonus to AC while wearing this armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 15 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","Modifiers":"Ac +2","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt +2","description":"Armor (Chain Shirt), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt +2","description":"Armor (Chain Shirt), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":20,\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt +2 Base AC\",\"parent\":\"Chain Shirt +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt +2 Magic Bonus to AC\",\"parent\":\"Chain Shirt +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Chain Shirt +2","Weight":20,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt +3","description":"Chain Shirt +3 Armor (medium) , legendary You have a +3 bonus to AC while wearing this armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 16 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt +3","description":"Chain Shirt +3 Armor (medium) , legendary You have a +3 bonus to AC while wearing this armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 16 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","Modifiers":"Ac +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt +3","description":"Armor (Chain Shirt), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt +3","description":"Armor (Chain Shirt), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt +3 Base AC\",\"parent\":\"Chain Shirt +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt +3 Magic Bonus to AC\",\"parent\":\"Chain Shirt +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Chain Shirt +3","Weight":20,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt Armor of Gleaming","description":"Chain Shirt Armor of Gleaming Armor (medium), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Shirt Cast-Off Armor","description":"Chain Shirt Cast-Off Armor Armor (medium), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Shirt Chaos Armor","description":"Chain Shirt Chaos Armor Armor (medium), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chain Shirt Living Armor","description":"Chain Shirt Living Armor Armor (chain shirt), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 14 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Resistance: Necrotic, Poison, Psychic","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Chain Shirt of Acid Resistance","description":"Chain Shirt of Acid Resistance Armor (medium), rare (requires a ttunement ) You have resistance to acid damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Acid Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Acid Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Acid Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Acid Resistance Attunement\",\"parent\":\"Chain Shirt of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Acid Resistance\",\"parent\":\"Chain Shirt of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Acid Resistance","Weight":20,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Air Elemental Aura","description":"Chain Shirt of Air Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Arcane Absorption","description":"Chain Shirt of Arcane Absorption Armor (medium) , rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Blood Drinking","description":"Chain Shirt of Blood Drinking Armor (medium) , rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Cold Resistance","description":"Chain Shirt of Cold Resistance Armor (medium), rare (requires a ttunement ) You have resistance to cold damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Cold Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Cold Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Cold Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Cold Resistance Attunement\",\"parent\":\"Chain Shirt of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Cold Resistance\",\"parent\":\"Chain Shirt of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Cold Resistance","Weight":20,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Earth Elemental Aura","description":"Chain Shirt of Earth Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Ease","description":"The illithid around here tell me they prefer their meals with a crunchy coating. — Xanathar Chain Shirt of Ease Armor (medium), uncommon While the magic of this armor doesn't provide any additional protection, chain shirt of ease can be slept in with no detrimental effects. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chain Shirt of Fire Elemental Aura","description":"Chain Shirt of Fire Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Fire Resistance","description":"Chain Shirt of Fire Resistance Armor (medium), rare (requires a ttunement ) You have resistance to fire damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Fire Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Fire Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Fire Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Fire Resistance Attunement\",\"parent\":\"Chain Shirt of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Fire Resistance\",\"parent\":\"Chain Shirt of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Fire Resistance","Weight":20,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Force Resistance","description":"Chain Shirt of Force Resistance Armor (medium), rare (requires a ttunement ) You have resistance to force damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Force Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Force Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Force Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Force Resistance Attunement\",\"parent\":\"Chain Shirt of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Force Resistance\",\"parent\":\"Chain Shirt of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Force Resistance","Weight":20,"data-description":"You have Resistance to Force damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Fungal Spores","description":"Chain Shirt of Fungal Spores Armor (Medium), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Chain Shirt of Gleaming","description":"Armor (Chain Shirt), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Lightning Resistance","description":"Chain Shirt of Lightning Resistance Armor (medium), rare (requires a ttunement ) You have resistance to lightning damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Lightning Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Lightning Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Lightning Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Lightning Resistance Attunement\",\"parent\":\"Chain Shirt of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Lightning Resistance\",\"parent\":\"Chain Shirt of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Lightning Resistance","Weight":20,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Necrotic Resistance","description":"Chain Shirt of Necrotic Resistance Armor (medium), rare (requires a ttunement ) You have resistance to necrotic damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Necrotic Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Necrotic Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Necrotic Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Necrotic Resistance Attunement\",\"parent\":\"Chain Shirt of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Necrotic Resistance\",\"parent\":\"Chain Shirt of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Necrotic Resistance","Weight":20,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Poison Resistance","description":"Chain Shirt of Poison Resistance Armor (medium), rare (requires a ttunement ) You have resistance to poison damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Poison Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Poison Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Poison Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Poison Resistance Attunement\",\"parent\":\"Chain Shirt of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Poison Resistance\",\"parent\":\"Chain Shirt of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Poison Resistance","Weight":20,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Psychic Resistance","description":"Chain Shirt of Psychic Resistance Armor (medium), rare (requires a ttunement ) You have resistance to psychic damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Psychic Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Psychic Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Psychic Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Psychic Resistance Attunement\",\"parent\":\"Chain Shirt of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Psychic Resistance\",\"parent\":\"Chain Shirt of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Psychic Resistance","Weight":20,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Radiant Resistance","description":"Chain Shirt of Psychic Resistance Armor (medium), rare (requires a ttunement ) You have resistance to radiant damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Radiant Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Radiant Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Radiant Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Radiant Resistance Attunement\",\"parent\":\"Chain Shirt of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Radiant Resistance\",\"parent\":\"Chain Shirt of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Radiant Resistance","Weight":20,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of the Fallen","description":"Chain Shirt of the Fallen Armor (Medium), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Chain Shirt of the Holy Crusade","description":"Chain Shirt of the Holy Crusade Armor (medium) , rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Thunder Resistance","description":"Chain Shirt of Thunder Resistance Armor (medium), rare (requires a ttunement ) You have resistance to thunder damage while you wear this armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Shirt of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chain Shirt of Thunder Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Thunder Resistance","description":"Armor (Chain Shirt), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Thunder Resistance Base Armor Class\",\"parent\":\"Chain Shirt of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Thunder Resistance Attunement\",\"parent\":\"Chain Shirt of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt Thunder Resistance\",\"parent\":\"Chain Shirt of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Thunder Resistance","Weight":20,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Versatile Resistance","description":"Armor of Versatile Resistance Armor (chain shirt), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chain Shirt of Vulnerability (Bludgeoning)","description":"Armor (Chain Shirt), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Vulnerability (Bludgeoning)","description":"Armor (Chain Shirt), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Chain Shirt of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Chain Shirt of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Chain Shirt of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Chain Shirt of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Chain Shirt of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Chain Shirt of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Vulnerability (Bludgeoning)","Weight":20,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Vulnerability (Piercing)","description":"Armor (Chain Shirt), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Vulnerability (Piercing)","description":"Armor (Chain Shirt), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Chain Shirt of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Vulnerability (Piercing) Attunement\",\"parent\":\"Chain Shirt of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Chain Shirt of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Chain Shirt of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Chain Shirt of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Chain Shirt of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Vulnerability (Piercing)","Weight":20,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Vulnerability (Slashing)","description":"Armor (Chain Shirt), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Medium Armor","Item Rarity":"No","Name":"Chain Shirt of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chain Shirt of Vulnerability (Slashing)","description":"Armor (Chain Shirt), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Chain Shirt of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Chain Shirt of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":20,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Chain Shirt of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Chain Shirt of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Chain Shirt of Vulnerability (Slashing) Attunement\",\"parent\":\"Chain Shirt of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Chain Shirt of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Chain Shirt of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Chain Shirt of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Chain Shirt of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Chain Shirt of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Chain Shirt of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Chain Shirt of Vulnerability (Slashing)","Weight":20,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Chain Shirt of Water Elemental Aura","description":"Chain Shirt of Water Elemental Aura Armor (medium) , very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Shirt of Weightlessness","description":"Chain Shirt of Weightlessness Armor (Medium), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Chain Shirt Smoldering Armor","description":"Chain Shirt Smoldering Armor Armor (medium), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Chain Shirt Suit of Heroic Prowess","description":"Chain Shirt Suit of Heroic Prowess Armor (medium) , very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chain Sickle","description":"Chain Sickle Melee Weapon (martial, chain sickle) Extremely versatile and deadly, the chain sickle, or kusari-gama, is one of the more difficult shinobi weapons to master. It is a hybrid weapon consisting of a long-hafted kama with a lengthy chain attached to either the back of the blade or the bottom of the haft. A heavy iron weight is mounted at the end of the chain. In combat, a wielder typically spins the chain over their head with one hand while holding the kama in the other. They whip the chain forward, entangling an opponent’s weapon or limbs, then rush in for the killing blow with the kama. A wielder can also attack with the weighted end of the chain, striking opponents at range and keeping them at bay. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: Slashing Properties: Finesse, Reach, Snaring (15), Two-Handed Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach, Snaring (15), Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Chain Whip","description":"","properties":{"Category":"Items","Item Type":"Weapon (chain whip)","Properties":"Finesse, Reach","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Chainbreaker Blade","description":"Weapon (any sword), rare This blade is a favorite weapon of the pirate captains of the Free Islands who fight against the slavers of Shibai and the Spice Coast. You gain a +1 bonus to attack and damage rolls made with this magic sword. You have advantage on attack rolls that are used to break chains, manacles, and other similar metal objects, and any such objects have vulnerability to the slashing damage dealt by this sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Chainbreaker Blade","description":"Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword’s weapon damage.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chained Battle-Stein","description":"A chained battle-stein is a distinctly dweorgish weapon: a massive, weighted stein on a heavy chain. A trained wielder of the battle-stein is able to fight and drink at the same time with little spillage. It can be purchased for 6 gp. Special. A battle-mug can be used to quickly chug potions, lend them to your allies, or deliver harmful liquids to your enemies. As a bonus action, you can take a battle-stein in one hand and fill it with a potion or other liquid. With a filled stein you may take a reaction to drink from it at the end of any creature’s turn. You may also spend a bonus action to deliver the contents of the stein to an ally within the weapon’s reach. The ally must spend a reaction to quaff from the stein at the end of your turn. Lastly, when you hit a target with the battle-mug, you may spill its contents over the target. The target suffers any ill effects of the liquid on a failed saving throw (DC = 8 + your proficiency bonus + your class’s primary ability modifier). Monk Weapon. Dweorg monks treat chained battle-steins as simple weapons that qualify as monk weapons for the purpose of the Martial Arts class feature, in spite of it being two-handed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Chakram","description":"Weapon, chakram, common Bladed circular disc is an unusual thrown weapon. It glides through the air, slicing through anything in its path before returning to the thrower.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Ranged Weapon","Properties":"Finesse, Light, Ranged, Thrown, Special","Item Rarity":"standard"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Chakram","description":"This metal weapon is a large ring with the interior edge dulled to rest comfortably in the hand.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Thrown"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Chakram","description":"Chakram Melee weapon (martial, chakram) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chakram","description":"Chakrams Chakrams are martial melee weapons, consisting of a circular blade with a sharp outer edge. They deal 1d4 slashing damage on a hit, can count as a monk weapon, and have the Light, Finesse, Thrown (range 30/90), and Thrown Versatility ( 1d6 ) properties.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Chakram","description":"","properties":{"Category":"Items","Item Type":"Weapon (chakram)","Properties":"Light, Returning, Thrown (20/60)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Chakram for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Light, Returning, Thrown (20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Chakram of Bloodletting","description":"Chakram of Bloodletting Melee weapon (martial, chakram) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chakram of Defense","description":"Chakram of Defense Melee weapon (martial, chakram) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Defensive, Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chakram of Inverted Probability","description":"Chakram of Inverted Probability Melee weapon (martial, chakram) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chalice of Colors","description":"Chalice of Colors Wondrous item, uncommon (requires attunement) Once this clear glass chalice is filled with water, you can use your action to cast the contents in any direction. The liquid turns into a blinding array of flashing, colored light. Roll 6d10; the total is how many hit points of creatures are affected. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignore creatures that can't see). Starting with the creature that has the lowest current hit points, each creature in the cone is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Once used, this property of the chalice can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Chalice of Detection","description":"Chalice of Detection Wondrous item, uncommon This chalice is made from beautiful crystal and has a circular base, an orb-shaped stem and a goblet-style vessel. If it is filled with water and brought within 5 feet of poison, the water turns a sickly green hue. Poisonous monsters, gasses, weapons, and traps all trigger this effect. The water remains green, even if the chalice is moved more than 5 feet away from the poison. Once used, this property of the chalice can’t be used again until the next dawn. The chalice must also be emptied and refilled with water before it is reused.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Chalice of Forbidden Ecstasies","description":"Wondrous item, uncommon (requires attunement by a spellcaster) The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chalice of Forbidden Ecstasies","description":"Wondrous item, uncommon (requires attunement by a spellcaster with a Charisma of 14 or higher) The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement by a spellcaster with a Charisma of 14 or higher)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Chalice of Identification","description":"Chalice of Identification Wondrous item, uncommon This bronze chalice is gilded with silver and engraved with swirling wave patterns. When a potion is poured into it, the name of the potion appears on the surface of the liquid in misty white letters. The chalice may be used an unlimited number of times but must be washed thoroughly with water between uses or the letters do not appear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Chalk","description":"Chalk (1 piece) Adventuring gear Price: 1 gp Quantity: 20 pieces Often used in magical rituals or ceremonies.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Chalk","description":"Chalk Adventuring gear","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Chalk","description":"Chalk (1 piece) Adventuring gear Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chalk","description":"Chalk (1 piece) Adventuring gear Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chalk of Exodus","description":"Wondrous item, uncommon This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chameleon Concoction","description":"Potion, uncommon When you drink this potion, your skin camouflages to match the color and texture of your surroundings, granting you advantage on Dexterity (Stealth) checks you make to avoid being seen for 1 hour. This liquid’s hue rapidly shifts to match whatever material it is nearest to.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Champion's Lavendar","description":"Magic plant, uncommon Themes: Devotion, swift healing, and truth Environments: Near shrines, where vows were honored, after steadfast vigils Champion’s lavender is a flowering shrub with narrow leaves and blue, violet, or lilac flowers growing up and around spike-like stems. Minor Wort. As an action, you can press a sprig of champion’s lavender to a creature’s wound to swiftly close it and dull the ache or bring reprieve to a tired creature. The target can immediately spend one of its Hit Dice to regain hit points as if it was spending Hit Dice at the end of a short rest, or the target can make a DC 13 Constitution saving throw, recovering from one level of exhaustion on a success. Ceremony Wort (3rd Level). If you spend 10 minutes chanting and walking the perimeter of an area no larger than a 40-foot cube while waving a bundle of lit and smoking champion’s lavender, you can create a ward to keep unseen intruders at bay. If you use a censer to concentrate the smoke, you can create a ward on up to an 80-foot cube. The ward lasts 8 hours. While an invisible creature is in the warded area, it is limned with a purple glow, and each creature that was present when you warded the area is mentally alerted to its presence. Cultivated Wort (5th Level). A garden of champion’s lavender that has been cultivated for at least 4 weeks is a shrine to truth, marking any trespassing oathbreakers and deceivers. While in the garden, a creature that has broken a vow or committed a deception that intentionally caused another great harm is marked with a dimly glowing purple mark, symbol, or rune chosen by the cultivating gardener (typically a rune or symbol denoting guilt). The mark remains until the creature exits the garden. This mark doesn’t appear if the creature has found justice or redemption for the act that would have triggered the garden’s effect, including paying the appropriate fines, serving the community, or atoning at a temple. The garden’s magic doesn’t distinguish between broken vows or deceptions, and it doesn’t mark creatures that have committed only minor or unintentional deceptions, such as failure to carry out promised plans or the unknowing spread of misinformation.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Champion's Plate (Level 1)","description":"This exquisitely crafted, golden plate armor has a stylized horse’s head emblazoned on the breastplate. Every year, a much-beloved Queen held a great jousting tournament. Knights from across the land came to participate, for the prize was wondrous indeed—the Queen would grant the winner any boon if it was in her power to do so. On the tenth anniversary of the Queen’s Tourney, a great celebration was held. The jousts were even more impressive than in years past. More knights than ever before participated, and the events were nothing short of spectacular. One mysterious knight was victorious in every event. He was the most accomplished horseman the people had ever seen; his skill with lance and sword was unmatched; his chivalrous and honorable continence were unparalleled. The crowd cheered as the knight strode forward and knelt before the Queen’s royal box, his head bowed. When the Queen asked what boon he wished as a reward, the humble knight asked simply to become her champion to keep her safe so that the kingdom could continue to prosper under her just rule. And so, the young knight became the Queen’s Champion, swearing an oath to protect her with his life. After decades of exemplary service as the Queen’s Champion, the brave knight lost the battle with the only opponent capable of defeating him—time. The old knight was buried with his armor in the royal crypt. It is said that just before the Champion’s body was sealed within the stone sarcophagus, the old Queen, who had never married, wept openly, for she had grown to love the knight deeply. Her tears fell upon the knight’s armor, and in that moment, so the story goes, the spirit of the old knight knew at last that his Queen truly loved him as he had loved her. Armor (plate), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wearing this armor and mounted, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. Unyielding Champion (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have resistance to one type of nonmagical damage: bludgeoning, piercing, or slashing. You can change the type of damage during a long rest. In addition, you can use an action to cast the bless spell from the armor on yourself. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. In addition, any critical hit against you becomes a normal hit. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Champion's Plate (Level 13)","description":"This exquisitely crafted, golden plate armor has a stylized horse’s head emblazoned on the breastplate. Every year, a much-beloved Queen held a great jousting tournament. Knights from across the land came to participate, for the prize was wondrous indeed—the Queen would grant the winner any boon if it was in her power to do so. On the tenth anniversary of the Queen’s Tourney, a great celebration was held. The jousts were even more impressive than in years past. More knights than ever before participated, and the events were nothing short of spectacular. One mysterious knight was victorious in every event. He was the most accomplished horseman the people had ever seen; his skill with lance and sword was unmatched; his chivalrous and honorable continence were unparalleled. The crowd cheered as the knight strode forward and knelt before the Queen’s royal box, his head bowed. When the Queen asked what boon he wished as a reward, the humble knight asked simply to become her champion to keep her safe so that the kingdom could continue to prosper under her just rule. And so, the young knight became the Queen’s Champion, swearing an oath to protect her with his life. After decades of exemplary service as the Queen’s Champion, the brave knight lost the battle with the only opponent capable of defeating him—time. The old knight was buried with his armor in the royal crypt. It is said that just before the Champion’s body was sealed within the stone sarcophagus, the old Queen, who had never married, wept openly, for she had grown to love the knight deeply. Her tears fell upon the knight’s armor, and in that moment, so the story goes, the spirit of the old knight knew at last that his Queen truly loved him as he had loved her. Armor (plate), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wearing this armor and mounted, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. Unyielding Champion (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have resistance to one type of nonmagical damage: bludgeoning, piercing, or slashing. You can change the type of damage during a long rest. In addition, you can use an action to cast the bless spell from the armor on yourself. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. In addition, any critical hit against you becomes a normal hit. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Champion's Plate (Level 17)","description":"This exquisitely crafted, golden plate armor has a stylized horse’s head emblazoned on the breastplate. Every year, a much-beloved Queen held a great jousting tournament. Knights from across the land came to participate, for the prize was wondrous indeed—the Queen would grant the winner any boon if it was in her power to do so. On the tenth anniversary of the Queen’s Tourney, a great celebration was held. The jousts were even more impressive than in years past. More knights than ever before participated, and the events were nothing short of spectacular. One mysterious knight was victorious in every event. He was the most accomplished horseman the people had ever seen; his skill with lance and sword was unmatched; his chivalrous and honorable continence were unparalleled. The crowd cheered as the knight strode forward and knelt before the Queen’s royal box, his head bowed. When the Queen asked what boon he wished as a reward, the humble knight asked simply to become her champion to keep her safe so that the kingdom could continue to prosper under her just rule. And so, the young knight became the Queen’s Champion, swearing an oath to protect her with his life. After decades of exemplary service as the Queen’s Champion, the brave knight lost the battle with the only opponent capable of defeating him—time. The old knight was buried with his armor in the royal crypt. It is said that just before the Champion’s body was sealed within the stone sarcophagus, the old Queen, who had never married, wept openly, for she had grown to love the knight deeply. Her tears fell upon the knight’s armor, and in that moment, so the story goes, the spirit of the old knight knew at last that his Queen truly loved him as he had loved her. Armor (plate), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wearing this armor and mounted, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. Unyielding Champion (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have resistance to one type of nonmagical damage: bludgeoning, piercing, or slashing. You can change the type of damage during a long rest. In addition, you can use an action to cast the bless spell from the armor on yourself. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. In addition, any critical hit against you becomes a normal hit. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Champion's Plate (Level 5)","description":"This exquisitely crafted, golden plate armor has a stylized horse’s head emblazoned on the breastplate. Every year, a much-beloved Queen held a great jousting tournament. Knights from across the land came to participate, for the prize was wondrous indeed—the Queen would grant the winner any boon if it was in her power to do so. On the tenth anniversary of the Queen’s Tourney, a great celebration was held. The jousts were even more impressive than in years past. More knights than ever before participated, and the events were nothing short of spectacular. One mysterious knight was victorious in every event. He was the most accomplished horseman the people had ever seen; his skill with lance and sword was unmatched; his chivalrous and honorable continence were unparalleled. The crowd cheered as the knight strode forward and knelt before the Queen’s royal box, his head bowed. When the Queen asked what boon he wished as a reward, the humble knight asked simply to become her champion to keep her safe so that the kingdom could continue to prosper under her just rule. And so, the young knight became the Queen’s Champion, swearing an oath to protect her with his life. After decades of exemplary service as the Queen’s Champion, the brave knight lost the battle with the only opponent capable of defeating him—time. The old knight was buried with his armor in the royal crypt. It is said that just before the Champion’s body was sealed within the stone sarcophagus, the old Queen, who had never married, wept openly, for she had grown to love the knight deeply. Her tears fell upon the knight’s armor, and in that moment, so the story goes, the spirit of the old knight knew at last that his Queen truly loved him as he had loved her. Armor (plate), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wearing this armor and mounted, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. Unyielding Champion (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have resistance to one type of nonmagical damage: bludgeoning, piercing, or slashing. You can change the type of damage during a long rest. In addition, you can use an action to cast the bless spell from the armor on yourself. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. In addition, any critical hit against you becomes a normal hit. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Champion's Plate (Level 9)","description":"This exquisitely crafted, golden plate armor has a stylized horse’s head emblazoned on the breastplate. Every year, a much-beloved Queen held a great jousting tournament. Knights from across the land came to participate, for the prize was wondrous indeed—the Queen would grant the winner any boon if it was in her power to do so. On the tenth anniversary of the Queen’s Tourney, a great celebration was held. The jousts were even more impressive than in years past. More knights than ever before participated, and the events were nothing short of spectacular. One mysterious knight was victorious in every event. He was the most accomplished horseman the people had ever seen; his skill with lance and sword was unmatched; his chivalrous and honorable continence were unparalleled. The crowd cheered as the knight strode forward and knelt before the Queen’s royal box, his head bowed. When the Queen asked what boon he wished as a reward, the humble knight asked simply to become her champion to keep her safe so that the kingdom could continue to prosper under her just rule. And so, the young knight became the Queen’s Champion, swearing an oath to protect her with his life. After decades of exemplary service as the Queen’s Champion, the brave knight lost the battle with the only opponent capable of defeating him—time. The old knight was buried with his armor in the royal crypt. It is said that just before the Champion’s body was sealed within the stone sarcophagus, the old Queen, who had never married, wept openly, for she had grown to love the knight deeply. Her tears fell upon the knight’s armor, and in that moment, so the story goes, the spirit of the old knight knew at last that his Queen truly loved him as he had loved her. Armor (plate), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wearing this armor and mounted, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. Unyielding Champion (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You have resistance to one type of nonmagical damage: bludgeoning, piercing, or slashing. You can change the type of damage during a long rest. In addition, you can use an action to cast the bless spell from the armor on yourself. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. In addition, any critical hit against you becomes a normal hit. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Champion's Shield","description":"Armor (Shield), Rare (Requires Attunement) When a creature you can see attacks a target within 30 feet of you while you are carrying this magic shield, you can use your reaction to magically swap places with the target of the attack, if it is willing. The attack is made against you instead.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Chamrosh Salve","description":"Wondrous item, rare This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a chamrosh (see Tome of Beasts 2 ), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chancellor’s Crest","description":"Chancellor’s Crest Wondrous item, rare (requires attunement) While wearing this amulet, you can read all writing, and speak and understand any language. You can use an action to cast one of the following spells: detect thoughts , sending , or telepathic bond . Once the amulet has been used to cast one of these spells, it can’t be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Chandler's tools","description":"With chandler’s tools, you can use beeswax and other materials to make candles. Candle making (or chandlering) requires access to raw materials and storage space to cure but can be a lucrative profession. Chandler’s tools consist of storage containers, wicks, molds, essential oils, and a cauldron. If you are proficient with chandler’s tools, you can add your proficiency bonus to Intelligence (Nature) checks concerning the properties of wax, soaps, oils, and similar materials, to Intelligence (Religion) checks about religious rituals, and to Wisdom (Survival) checks concerning starting, stopping, or controlling nonmagical fires. If you have access to the proper materials, you can make 100 tapered candles each week.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Channeling Wand","description":"Channeling Wand Wand, rare (requires attunement by a creature with a specific dragonmark) A channeling wand is a short metal wand tipped with a Siberys dragonshard. Each wand is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. A channeling wand has 7 charges for the following properties. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Draw Power. While holding the wand, you can cast any spell on your racial Spells of the Mark list, expending a number of charges equal to the level of the spell you cast. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature. Channel Magic. As part of casting any spell on your racial Spells of the Mark list, you can expend charges to enhance the spell, choosing one of the following effects: The range of the spell is doubled. If the spell normally has a range of touch, you can cast it with a range of 30 feet. (Expends 1 charge) The duration of the spell is doubled, to a maximum of 24 hours. (Expends 1 charge) A spell that normally has a casting time of 1 action can be cast as a bonus action. (Expends 2 charges)","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a specific dragonmark"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Chaos Armor","description":"Chaos Armor Armor (any), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Expansion":23171},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Battleaxe","description":"Chaos Battleaxe Melee weapon (martial, battleaxe), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Blowgun","description":"Chaos Blowgun Ranged weapon (martial, blowgun), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Club","description":"Chaos Club Melee weapon (simple, club), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light⁠","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Dagger","description":"Chaos Dagger Melee weapon (simple, dagger), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Ligh⁠t, Thrown","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Dart","description":"Chaos Dart Ranged weapon (simple, dart), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Extractor","description":"Chaos Extractor Rod, legendary (requires attunement) This rod is fashioned from dark green metal and has a retractable claw at one end and a deep purple crystal at the other. Arcane writing can be vaguely discerned along its length. When the rod is placed on a level surface and the command word is spoken, the claw extends and grips the surface, and the crystal begins pulsing with violet light. Absorb Spells. The chaos extractor is a powerful magical device that both attracts and absorbs chaotic energy. Any spell cast within 60 feet of the rod that has the chaos descriptor is immediately sucked into it, and the spell effect does not occur. The rod can absorb 100 levels’ worth of spells before it becomes full. As an action, while you hold the rod, you can unleash some or all of the chaotic energy trapped inside it in a 30-foot cone. Every 10 levels of energy you expend converts into 1d6 damage of a random energy type from the following list. d6 Energy Type 1 acid 2 cold 3 fire 4 lightning 5 poison 6 necrotic A creature can make a DC 15 Dexterity saving throw and takes half damage on a successful save. Once you have used up all the energy inside the rod, it can no longer absorb spells. Remove Corruption. A secondary feature of the chaos extractor is its ability to remove the corrupting effects of chaos present in soil, air, and ordinary animal and plant life within a 60-foot radius. It takes the rod 1 hour to accomplish this, whereupon the area returns to its natural state or as close to its natural state as feasibly possible. Additionally, chaotic celestials, elementals, and fiends that end their turn within 60 feet of an operational chaos extractor must make a successful DC 15 Constitution saving throw or take 1d6 necrotic damage and gain the poisoned condition. A creature recovers from the poisoned condition 1 minute after leaving the area. After you use this feature of the rod, you can’t use it again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaos Flail","description":"Chaos Flail Melee weapon (martial, flail), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Damage : 1d8 Damage Type : bludgeoning Weight : 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Glaive","description":"Chaos Glaive Melee weapon (martial, glaive), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Greataxe","description":"Chaos Greataxe Melee weapon (martial, greataxe), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Greatclub","description":"Chaos Greatclub Melee weapon (simple, greatclub), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Greatsword","description":"Chaos Greatsword Melee weapon (martial, greatsword), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Halberd","description":"Chaos Halberd Melee weapon (martial, halberd), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Hand Crossbow","description":"Chaos Hand Crossbow Ranged weapon (martial, hand crossbow), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Handaxe","description":"Chaos Handaxe Melee weapon (simple, handaxe), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Ligh⁠t, Thrown","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Heavy Crossbow","description":"Chaos Heavy Crossbow Ranged weapon (martial, heavy crossbow), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Javelin","description":"Chaos Javelin Melee weapon (simple, javelin), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Lance","description":"Chaos Lance Melee weapon (martial, lance), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Light Crossbow","description":"Chaos Light Crossbow Ranged weapon (simple, light crossbow), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Light Hammer","description":"Chaos Light Hammer Melee weapon (simple, light hammer), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Li⁠ght, Thrown","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Longbow","description":"Chaos Longbow Ranged weapon (martial, longbow), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Longsword","description":"Chaos Longsword Melee weapon (martial, longsword), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Mace","description":"Chaos Mace Melee weapon (simple, mace), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Damage: 1d6 Damage Type: Bludgeoning Weight: 4 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Maul","description":"Chaos Maul Melee weapon (martial, maul), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Morningstar","description":"Chaos Morningstar Melee weapon (martial, morningstar), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Damage: 1d8 Damage Type: Piercing Weight: 4 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Net","description":"Chaos Net Ranged weapon (martial, net), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Pearl (Legendary)","description":"Chaos Pearl Wondrous Item, Legendary This strange and beautiful pearl carries a portion of the power that birthed the 3 central realms of the world: sky, earth and the pit. Upon defeating a chaos spawn, the strange beings on occasion release this pearl from their swiftly disappearing bodies. You can use an action to crush the pearl in your hand and activate one of the following effects: You recover a 9th level spell slot. If you don’t have a spell slot of the highest level possible, the next closest will be replenished. You recover 100 hit points. You can refresh an ability or feature, aside from spellcasting, that has a recharge time equal to a long rest. Warlocks can refresh their Warlock spell slots or a single instance of their Mystic Arcanum up to level 9. After the effect has taken place, a chaos surge manifests, chosen from the Chaos Surge table native to the chaos spawn that created the pearl. After the surge is manifested the pearl is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Pearl (Rare)","description":"Chaos Pearl Wondrous Item, Rare This strange and beautiful pearl carries a portion of the power that birthed the 3 central realms of the world: sky, earth and the pit. Upon defeating a chaos spawn, the strange beings on occasion release this pearl from their swiftly disappearing bodies. You can use an action to crush the pearl in your hand and activate one of the following effects: You recover a 4th level spell slot. If you don’t have a spell slot of the highest level possible, the next closest will be replenished. You recover 3d12+10 hit points. You can refresh an ability or feature, aside from spellcasting, that has a recharge time equal to a short rest. Warlocks can refresh their Warlock spell slots. After the effect has taken place, a chaos surge manifests, chosen from the Chaos Surge table native to the chaos spawn that created the pearl. After the surge is manifested the pearl is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Pearl (Uncommon)","description":"Chaos Pearl Wondrous Item, Uncommon This strange and beautiful pearl carries a portion of the power that birthed the 3 central realms of the world: sky, earth and the pit. Upon defeating a chaos spawn, the strange beings on occasion release this pearl from their swiftly disappearing bodies. You can use an action to crush the pearl in your hand and activate one of the following effects: You recover a 2nd level spell slot. If you don’t have a spell slot of the highest level possible, the next closest will be replenished. You recover 2d10+5 hit points. You can refresh an ability or feature, aside from spellcasting, that has a recharge time equal to a short rest. Warlocks can refresh their Warlock spell slots. After the effect has taken place, a chaos surge manifests, chosen from the Chaos Surge table native to the chaos spawn that created the pearl. After the surge is manifested the pearl is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Pearl (Very Rare)","description":"Chaos Pearl Wondrous Item, Very Rare This strange and beautiful pearl carries a portion of the power that birthed the 3 central realms of the world: sky, earth and the pit. Upon defeating a chaos spawn, the strange beings on occasion release this pearl from their swiftly disappearing bodies. You can use an action to crush the pearl in your hand and activate one of the following effects: You recover a 7th level spell slot. If you don’t have a spell slot of the highest level possible, the next closest will be replenished. You recover 5d20+20 hit points. You can refresh an ability or feature, aside from spellcasting, that has a recharge time equal to a short rest. Warlocks can refresh their Warlock spell slots or a single instance of their Mystic Arcanum of 6th or 7th level. After the effect has taken place, a chaos surge manifests, chosen from the Chaos Surge table native to the chaos spawn that created the pearl. After the surge is manifested the pearl is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Pike","description":"Chaos Pike Melee weapon (martial, pike), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Quarterstaff","description":"Chaos Quarterstaff Melee weapon (simple, quarterstaff), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Rapier","description":"Chaos Rapier Melee weapon (martial, rapier), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Scimitar","description":"Chaos Scimitar Melee weapon (martial, scimitar), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Shortbow","description":"Chaos Shortbow Ranged weapon (simple, shortbow), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-handed","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Shortsword","description":"Chaos Shortsword Melee weapon (martial, shortsword), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Sickle","description":"Chaos Sickle Melee weapon (simple, sickle), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Lig⁠ht","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Sling","description":"Chaos Sling Ranged weapon (simple, sling), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Spear","description":"Chaos Spear Melee weapon (simple, spear), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Trident","description":"Chaos Trident Melee weapon (martial, trident), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos War Pick","description":"Chaos War Pick Melee weapon (martial, war pick), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Damage: 1d8 Damage Type: Piercing Weight: 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Warhammer","description":"Chaos Warhammer Melee weapon (martial, warhammer), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Weapon","description":"Chaos Weapon Weapon (any), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Expansion":23171},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chaos Whip","description":"Chaos Whip Melee weapon (martial, whip), legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3 Chaos Weapon Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 5 Your attacks with this weapon deal an additional 1d8 radiant damage. 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. 8 You gain a +3 bonus to attack and damage rolls made with this weapon. 9 You gain a –2 penalty to attack and damage rolls made with this weapon. 10 You gain a +1 bonus to attack and damage rolls made with this weapon. 11 You gain a –1 penalty to attack and damage rolls made with this weapon. 12 You gain a +2 bonus to attack and damage rolls made with this weapon. 13 You gain a –3 penalty to attack and damage rolls made with this weapon. 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 18 You are surrounded by a faint, ethereal music for the next minute. 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"legendary"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Chardalyn Amulet","description":"Chardalyn Amulet Adventuring gear The chardalyn amulets worn by the Knights of the Black Sword have been corrupted by the magic of Levistus. A detect evil and good spell or similar magic reveals that the amulets are desecrated objects. Each day at dawn, roll a d6 for each chardalyn amulet in a character’s possession. On a roll of 1, the character must succeed on a DC 10 Charisma saving throw or become lawful evil, unless the character has that alignment already. Take the character’s player aside to describe how the player should roleplay the new alignment. A lawful evil character craves power and tries to exert control over others, by being either cruel or manipulative. The alignment change can be undone by any magic that ends a curse, but after nine days, it can be reversed only by a wish spell or divine intervention.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Battleaxe","description":"Chardalyn Battleaxe Melee weapon (martial, battleaxe) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Blowgun","description":"Chardalyn Blowgun Ranged weapon (martial, blowgun) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1 Damage Type: piercing Properties: Ammunition, Loading Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Club","description":"Chardalyn Club Melee weapon (simple, club) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type: bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Dagger","description":"Chardalyn Dagger Weapon (dagger), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon and it deals an additional 1d4 cold damage on a hit. Curse. This dagger is cursed and possessed by an evil spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the dagger, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the dagger is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the dagger forces the evil spirit to leave it. The dagger then becomes a +1 weapon with no other properties. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Weapon Attacks +1, Weapon Damage +1 Properties: Finesse, Light, Thrown Range: 20/60 Secondary Damage: 1d4 Secondary Damage Type: cold Weight: 1","properties":{"Category":"Items","Expansion":20541,"Item Type":"melee weapon (simple, dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Chardalyn Dagger","description":"Chardalyn Dagger Melee weapon (simple, dagger) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Dart","description":"Chardalyn Dart Ranged weapon (simple, dart) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Flail","description":"Chardalyn Flail Melee weapon (martial, flail) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Damage: 1d8 Damage Type: bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Glaive","description":"Chardalyn Glaive Melee weapon (martial, glaive) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Greataxe","description":"Chardalyn Greataxe Melee weapon (martial, greataxe) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Greatclub","description":"Chardalyn Greatclub Melee weapon (simple, greatclub) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: bludgeoning Properties: Two-handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Greatsword","description":"Chardalyn Greatsword Melee weapon (martial, greatsword) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Halberd","description":"Chardalyn Halberd Melee weapon (martial, halberd) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Hand Crossbow","description":"Chardalyn Hand Crossbow Ranged weapon (martial, hand crossbow) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Loading Range: 30/120 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Handaxe","description":"Chardalyn Handaxe Melee weapon (simple, handaxe) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Heavy Crossbow","description":"Chardalyn Heavy Crossbow Ranged weapon (martial, heavy crossbow) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Ammunition, Heavy, Loading, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Javelin","description":"Chardalyn Javelin Melee weapon (simple, javelin) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Lance","description":"Chardalyn Lance Melee weapon (martial, lance) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Damage: 1d12 Damage Type: piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Light Crossbow","description":"Chardalyn Light Crossbow Ranged weapon (simple, light) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Item Rarity: uncommon Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Light Hammer","description":"Chardalyn Light Hammer Melee weapon (simple, light hammer) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Longbow","description":"Chardalyn Longbow Ranged weapon (martial, longbow) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Longsword","description":"Chardalyn Longsword Melee weapon (martial, longsword) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Mace","description":"Chardalyn Mace Melee weapon (simple, mace) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Damage: 1d6 Damage Type: bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Maul","description":"Chardalyn Maul Melee weapon (martial, maul) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Morningstar","description":"Chardalyn Morningstar Melee weapon (martial, morningstar) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Damage: 1d8 Damage Type: piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Net","description":"Chardalyn Net Ranged weapon (martial, net) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Pike","description":"Chardalyn Pike Melee weapon (marital, pike) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Quarterstaff","description":"Chardalyn Quarterstaff Melee weapon (simple, quarterstaff) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Rapier","description":"Chardalyn Rapier Melee weapon (martial, rapier) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Scimitar","description":"Chardalyn Scimitar Melee weapon (martial, scimitar) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Shortbow","description":"Chardalyn Shortbow Ranged weapon (simple, shortbow) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Shortsword","description":"Chardalyn Shortsword Melee weapon (martial, shortsword) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Sickle","description":"Chardalyn Sickle Melee weapon (simple, sickle) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Sling","description":"Chardalyn Sling Ranged weapon (ranged, sling) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Expansion":27909,"Item Type":"Ranged Weapon","Properties":"Ammunition"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Spear","description":"Chardalyn Spear Melee weapon (simple, spear) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Trident","description":"Chardalyn Trident Melee weapon (martial, trident) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn War Pick","description":"Chardalyn War Pick Melee weapon (martial, war pick) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Damage: 1d8 Damage Type: piercing Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Warhammer","description":"Chardalyn Warhammer Melee weapon (martial, warhammer) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Whip","description":"Chardalyn Whip Melee weapon (martial, whip) A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":27909,"Item Type":"Melee Weapon","Properties":"Finesse, Reach"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Charge Focus","description":"Charge Focus Focus, uncommon (requires affinity by a channeler or forger) This focus comes in the form of a small piece of jewelry (ring, bracelet, earring, etc.). While you’re wearing it, you can use an action to harness its energy and regain 1d4 + 1 talent points or 1 expended tech slot. If the expended tech slot was rank 4 or higher, the new slot is rank 3. Once you use this focus, it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Charged Candle of Antilife Shell","description":"Charged Candle of Antilife Shell Wondrous item, rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 1 hour, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Arcane Eye","description":"Charged Candle of Arcane Eye Wondrous item, uncommon When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 1 hour, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Control Weather","description":"Charged Candle of Control Weather Wondrous item, very rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 8 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Fog Cloud","description":"Charged Candle of Fog Cloud Wondrous item, common When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 1 hour, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Forbiddance","description":"Charged Candle of Forbiddance Wondrous item, rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 24 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Guardian of Faith","description":"Charged Candle of Guardian of Faith Wondrous item, uncommon When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 8 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Guards and Wards","description":"Charged Candle of Guards and Wards Wondrous item, rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 24 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Magnificent Mansion","description":"Charged Candle of Magnificent Mansion Wondrous item, very rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 24 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Nondetection","description":"Charged Candle of Nondetection Wondrous item, very rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle, affecting all creatures within 10 feet of the candle. For 8 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Private Sanctum","description":"Charged Candle of Private Sanctum Wondrous item, rare When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 24 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Candle of Tiny Hut","description":"Charged Candle of Tiny Hut Wondrous item, uncommon When you light this candle, you activate the spell stored in it, with its effect centered on the candle. For 8 hours, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If you extinguish the candle, the spell effect ends. A charged candle can be extinguished and relit multiple times, as long as the candle’s burn time does not exceed the duration of the spell. When the burn time equals the maximum duration of the spell, the candle goes out and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charged Crossbow","description":"Charged Crossbow Weapon (heavy crossbow), uncommon Instead of physical projectiles, a charged crossbow fires bolts of energy contained in the bulbs fastened to its frame. This crossbow does not have the loading property, but you must replace the spent energy bulbs after firing the crossbow twenty times, which requires 10 minutes and a set of tinker’s tools to accomplish. When you make a successful attack with this crossbow, roll on the table below to determine the type of damage type the attack deals. Charged Crossbow Damage d12 Damage Type 1–2 Poison 3–4 Fire 5–6 Cold 7–8 Acid 9–10 Lightning 11 Force 12 Psychic","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Charger Weapon","description":"Charger Weapon Weapon (any two-handed melee), varies (requires affinity) These weapons provide defense against distant foes. It has the following properties. You have a +1 bonus to AC against ranged attacks. You have advantage on burst saves. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 to attack and damage rolls made with this weapon. The AC bonus against ranged attacks increases to +2. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. If a creature within 5 feet of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against that creature. If you have Range Deterrence combat style, the distance to the creature increases to 10 feet. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3 Ranged attacks against you are made with disadvantage. This replaces the AC bonus gained at the Standard and Exceptional grades. When you take the Dash action, your speed increase equals twice your speed, after applying any modifiers.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Charging Hooves","description":"Donor: Any creature with a Charge trait or a Gore or Hooves attack Slot: Legs You have replaced your legs with those of a creature known for running down its foes. Once on each of your turns, when you move at least 15 feet in a straight line, you can move up to 10 additional feet in that direction without spending additional movement.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Chariot","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chariot of Dawn","description":"Wondrous item, legendary (requires attunement) This chariot is a beautifully decorated artifact made from bronze. The chariot can only be activated while during the day in the open air and cannot be used underground or during night. When activated with its command word, a team of four golden horses spring into existence to pull the vehicle. The chariot shines with a painfully radiant light in a 60 ft. radius. Anyone within that radius other than the rider takes 4 (1d6) damage. The chariot has a flying speed of 90 ft. Flying is a free action, but the horses are difficult to control, and every round, the chariot rider must use a bonus action to control the horses. This requires a successful DC 15 Wisdom (Animal Handling) check. Failure means that the control is lost and the horses will move their full movement to climb straight up into the sky.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Charlatan's Die","description":"Charlatan's Die Wondrous item, common (requires attunement ) Whenever you roll this six-sided die, you can control which number it rolls.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Charlatan's Die","description":"Wondrous Item, Common (Requires Attunement) Whenever you roll this six-sided die, you can control which number it rolls.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Charlatan's Die"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Charlatan's Gloves","description":"Charlatan’s Gloves Wondrous item, common While wearing a pair of charlatan’s gloves , you can use an action to produce an illusory image that fits in the palm of your hand. The image lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check contested by your Charisma (Deception) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Charlatan's Veneer","description":"Wondrous item, uncommon (requires attunement) This silken scarf is a more powerful version of the commoner’s veneer (see). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Charm of Communication","description":"Wondrous item, uncommon This ceramic pendant bears the indent of a feline paw print. While transformed into a beast by the Wild Shape feature, the polymorph spell, or similar magic, you can communicate telepathically with any beast or humanoid you can see within 30 feet of you. Story Hook: Charm of Communication A druid named Issoire is trapped in the form of a lynx, and he needs the characters’ help to return to his humanoid form. Luckily, the charm of communication dangling on a leather cord around his neck allows him to communicate telepathically with the party, and he offers to make another charm for them when he is returned to his humanoid shape.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Charm of Hel","description":"Charm of Hel Wondrous item, uncommon When activated (as an action) this charm grants the benefits of a potion of heroism. These effects last for six hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Charm of Mass Suggestion","description":"Charm of Mass Suggestion Ring, Single-use, Weird Magic This silver ring looks like a coiled serpent with a honey-colored vial mounted in its jaws. To cast mass suggestion, the wearer breaks the vial, releasing a swirling, powdery compound.","properties":{"Category":"Items","Expansion":20627,"Item Type":"Ring"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Charm of Plant Command","description":"Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut’s Fate)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Charm of Restoration","description":"Wondrous item, common This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Charm of Restoration","description":"Wondrous item, common This fist-sized ball of tightly-wound green fronds contains the bark of a magical piney plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Charmer's Tambourine","description":"Wondrous Item, Uncommon (Requires Attunement) You have advantage on Charisma (Performance) checks while playing this magic tambourine. In addition, you can cast the minor illusion cantrip at will. Enthralling Performance. This magic tambourine has 3 charges and regains all expended charges daily at dawn. You can expend its charges to cast the spells charm person (1 charge) or enthrall (2 charges) from it. The spell save DC is 13 or your spell save DC, whichever is higher.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Charred Star","description":"Wondrous item, rare These fist-sized blackened rosewood stars are worn by many officers of the Order of the Ebon Star. While held in the hand, you can use a charred star to detect the approximate distance and direction of any shadow roads within 1 mile. As an action, you can use a charred star to transport yourself and up to ten other creatures of medium size or smaller onto a shadow road within 10 feet of you. Once you have returned to the mortal world from the Shadow Realm, you must finish a long rest before using a charred star in this fashion again.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Chaunic Clover","description":"Magic plant, very rare Themes: Prosperity, luck, and risk Environments: At the end of rainbows, near fairy circles, near places where major breakthroughs, discoveries, or successes occurred Chaunic clover is a low-growing, sprawling plant with leaves growing in threes or fours on each stem. Its flowers are small and spiky and are typically white, purple, or yellow. Minor Wort. As an action, you can place a sprig of chaunic clover into a pouch of copper or silver pieces, totaling no more than 99 pieces, and roll a d100. If you roll a number higher than the amount of coins in the pouch, the number of coins doubles. If your roll is a 100, the number of coins doubles and each piece magically changes into gold. If your roll is a 1, all of the coins in the pouch are destroyed and a fey creature on the same plane as you learns of your failed attempt and takes an interest in you. Regardless of the outcome, the sprig of clover is destroyed after it is activated. Ceremony Wort. As an action, you can place a pot, kettle, or cup with a sprig of chaunic clover inside it under the shade of an old tree to summon a magic cauldron for 10 minutes. The first time you summon this cauldron, it is empty, and it becomes magically bound to you. Each time you use this wort thereafter, you summon the same cauldron. When not summoned by you, the cauldron exists on a tiny demiplane, and only a wish spell can access it. The cauldron can hold only coins, but it can hold any number of them. You can dismiss the cauldron early as an action. If you die, the cauldron is no longer magically bound to you, becomes nonmagical, and appears in the shade beneath one of the trees where you previously summoned it, holding whatever coins you stored in it. If you return to life and use this wort again, you become bound to a new empty cauldron. This wort requires 1 cutting of chaunic clover. Cultivated Wort (8th Level). A garden of chaunic clover that has been cultivated for at least 4 weeks causes nearby plant life to become healthy and bountiful. Within 1 mile of the garden, plants grow lush and full and are resistant to disease, crops double their yield, and plant creatures are 60 percent more likely to be neutral or friendly instead of hostile.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Chell's Crossbow","description":"Chell's Crossbow Wondrous item, legendary This magical heavy crossbow comes equipped with a pair of vials containing effervescent liquids, one orange and the other blue. Though a crossbow, this magic item cannot be used as a weapon. Instead, when you fire the crossbow, you can choose a surface you can see within 100 feet and choose to use the orange vial or the blue vial. A 10-foot-diameter aperture appears in the space you selected, as if you had cast the teleportation circle spell and created a permanent portal. Entering a portal created by the orange vial causes you to exit via the portal created by the blue vial and vice versa. If you have not created a portal with both vials, the portal does not teleport you anywhere. A portal created with this magic item remains until you use the same vial to create a different portal, or you use an action while holding the crossbow to destroy both portals.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Chemist's Kit","description":"Chemist's Kit Adventuring gear (artisan's tools) A chemist’s kit allows a character to test the properties of substances they encounter, create medicines, and even craft combustible materials. It often contains rare materials and substances, along with vials, a small stove, and stands to hold these. A chemist's kit is required to create poisons, antitoxins, fireworks, and flares.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Chemistry Supplies","description":"Chemistry Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Chest","description":"Chest Adventuring gear (container) A chest holds 12 cubic feet or 300 pounds of gear. Weight: 25","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":25,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chest","description":"Chest Adventuring gear A chest holds 12 cubic feet or 300 pounds of gear. Weight : 25","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Chest","description":"Adventuring Gear Weight: 25 lb. Cost: 5 GP A Chest holds up to 12 cubic feet of contents.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Chest"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Chest","description":"Chest Adventuring gear (container) A chest holds 12 cubic feet or 300 pounds of gear. Weight: 25","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Chest of Magic Nullification","description":"The chest of magic nullification is a cubic chest, measuring 2 feet on a side, made of a strange reddish metal that is lighter than it looks. The corners of the chest are inlaid with large purple gemstones, its panels embossed with magical runes, and the centers of its sides fashioned into valves that seep and dissipate magical energies, all emanating a purplish glow. The chest can be opened with a simple latch on one of its edges. When closed, the inside of the chest is filled with an antimagic field . The chest of magic nullification is immune to magic and blocks all forms of divination magic regarding the contents of the chest and the chest itself.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Chest, Wooden","description":"Chest, Wooden Adventuring gear Price: 5 gp Used to store things, like treasure.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Chicken Chucker (Common)","description":"Weapon, Common (Requires Attunement) This staff-sling is a simple ranged weapon with a range of 40/160 feet, which deals 1d4 bludgeoning damage on a hit. Any creature that is proficient with the sling or quarterstaff is also proficient with this magic weapon. Common Chicken Ammunition. You can make an attack with this weapon when the projectile pocket is empty. If you do so, a white, clucking chicken manifests in the pocket. On a hit, the chicken deals 1d4 bludgeoning damage and 1 slashing damage. The chicken then dissipates into a small cloud of white feathers. This weapon has 1 charge, which it regains when you finish a long rest. When you manifest a chicken as part of an attack, you can expend 1 charge to give the chicken a permanent physical form. Once the attack has dealt damage, the chicken does not dissipate, and instead lands at the target’s feet. Chickens created this way are full-grown white chickens of any sex (your choice) and use the chicken ammunition stat block (see below). They act like ordinary chickens and are neither an ally nor an enemy to you. Chicken Ammunition Tiny Beast, Unaligned Armor Class 12 Hit Points 6 (3d4 − 1) Speed 30 ft, fly 20 ft. (see Bad Flier) STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Bad Flier. The chicken falls if it ends its turn in midair. The chicken takes no damage if it falls 20 feet or less as a result of this. Keen Sight. The chicken has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The chicken makes two Beak attacks or one Talon attack. Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Items","Item Type":"Weapon (staff-sling)","Properties":"ammunition","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Chicken Chucker (Legendary)","description":"Weapon, Legendary (Requires Attunement) This staff-sling is a simple ranged weapon with a range of 40/160 feet, which deals 1d4 bludgeoning damage on a hit. Any creature that is proficient with the sling or quarterstaff is also proficient with this magic weapon. Common Chicken Ammunition. You can make an attack with this weapon when the projectile pocket is empty. If you do so, a white, clucking chicken manifests in the pocket. On a hit, the chicken deals 1d4 bludgeoning damage and 1 slashing damage. The chicken then dissipates into a small cloud of white feathers. This weapon has 1 charge, which it regains when you finish a long rest. When you manifest a chicken as part of an attack, you can expend 1 charge to give the chicken a permanent physical form. Once the attack has dealt damage, the chicken does not dissipate, and instead lands at the target’s feet. Chickens created this way are full-grown white chickens of any sex (your choice) and use the chicken ammunition stat block (see below). They act like ordinary chickens and are neither an ally nor an enemy to you. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Its total number of charges increases to 3, and it regains all expended charges when you finish a long rest. In addition, chickens you create using Chicken Ammunition are now an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you) but can only move or take the Help action. If you don’t issue a command, it takes the Dodge action and uses its move to avoid danger. After 2 hours, you can no longer issue it commands and the chicken acts of its own accord. Rare The weapon’s total number of charges increases to 5. Distract. As a bonus action, you can command your chickens to distract a single creature that you can see within 60 feet that is also within 5 feet of one or more of the chickens. Chickens within 5 feet of the target cluck, dance about, or peck at the target. The target has disadvantage on the next ability check, saving throw, or attack roll it makes before the start of your next turn. Very Rare You can now command your chickens to attack. Velociraptor Volley. When you would expend 1 charge to create a chicken ammunition, you can instead choose to expend 3 charges to create the chicken’s dinosaur relative—the velociraptor. It otherwise behaves as the chickens you create would and you can command it in the same way you could a chicken, up to and including commanding it to attack. Legendary Pack Tactics. If there is a chicken or velociraptor under your command within 5 feet of a creature, you have advantage on attack rolls against that creature. Chicken Ammunition Tiny Beast, Unaligned Armor Class 12 Hit Points 6 (3d4 − 1) Speed 30 ft, fly 20 ft. (see Bad Flier) STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Bad Flier. The chicken falls if it ends its turn in midair. The chicken takes no damage if it falls 20 feet or less as a result of this. Keen Sight. The chicken has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The chicken makes two Beak attacks or one Talon attack. Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Items","Item Type":"Weapon (staff-sling)","Properties":"ammunition","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Chicken Chucker (Rare)","description":"Weapon, Rare (Requires Attunement) This staff-sling is a simple ranged weapon with a range of 40/160 feet, which deals 1d4 bludgeoning damage on a hit. Any creature that is proficient with the sling or quarterstaff is also proficient with this magic weapon. Common Chicken Ammunition. You can make an attack with this weapon when the projectile pocket is empty. If you do so, a white, clucking chicken manifests in the pocket. On a hit, the chicken deals 1d4 bludgeoning damage and 1 slashing damage. The chicken then dissipates into a small cloud of white feathers. This weapon has 1 charge, which it regains when you finish a long rest. When you manifest a chicken as part of an attack, you can expend 1 charge to give the chicken a permanent physical form. Once the attack has dealt damage, the chicken does not dissipate, and instead lands at the target’s feet. Chickens created this way are full-grown white chickens of any sex (your choice) and use the chicken ammunition stat block (see below). They act like ordinary chickens and are neither an ally nor an enemy to you. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Its total number of charges increases to 3, and it regains all expended charges when you finish a long rest. In addition, chickens you create using Chicken Ammunition are now an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you) but can only move or take the Help action. If you don’t issue a command, it takes the Dodge action and uses its move to avoid danger. After 2 hours, you can no longer issue it commands and the chicken acts of its own accord. Rare The weapon’s total number of charges increases to 5. Distract. As a bonus action, you can command your chickens to distract a single creature that you can see within 60 feet that is also within 5 feet of one or more of the chickens. Chickens within 5 feet of the target cluck, dance about, or peck at the target. The target has disadvantage on the next ability check, saving throw, or attack roll it makes before the start of your next turn. Chicken Ammunition Tiny Beast, Unaligned Armor Class 12 Hit Points 6 (3d4 − 1) Speed 30 ft, fly 20 ft. (see Bad Flier) STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Bad Flier. The chicken falls if it ends its turn in midair. The chicken takes no damage if it falls 20 feet or less as a result of this. Keen Sight. The chicken has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The chicken makes two Beak attacks or one Talon attack. Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Items","Item Type":"Weapon (staff-sling)","Properties":"ammunition","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Chicken Chucker (Uncommon)","description":"Weapon, Uncommon (Requires Attunement) This staff-sling is a simple ranged weapon with a range of 40/160 feet, which deals 1d4 bludgeoning damage on a hit. Any creature that is proficient with the sling or quarterstaff is also proficient with this magic weapon. Common Chicken Ammunition. You can make an attack with this weapon when the projectile pocket is empty. If you do so, a white, clucking chicken manifests in the pocket. On a hit, the chicken deals 1d4 bludgeoning damage and 1 slashing damage. The chicken then dissipates into a small cloud of white feathers. This weapon has 1 charge, which it regains when you finish a long rest. When you manifest a chicken as part of an attack, you can expend 1 charge to give the chicken a permanent physical form. Once the attack has dealt damage, the chicken does not dissipate, and instead lands at the target’s feet. Chickens created this way are full-grown white chickens of any sex (your choice) and use the chicken ammunition stat block (see below). They act like ordinary chickens and are neither an ally nor an enemy to you. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Its total number of charges increases to 3, and it regains all expended charges when you finish a long rest. In addition, chickens you create using Chicken Ammunition are now an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you) but can only move or take the Help action. If you don’t issue a command, it takes the Dodge action and uses its move to avoid danger. After 2 hours, you can no longer issue it commands and the chicken acts of its own accord. Chicken Ammunition Tiny Beast, Unaligned Armor Class 12 Hit Points 6 (3d4 − 1) Speed 30 ft, fly 20 ft. (see Bad Flier) STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Bad Flier. The chicken falls if it ends its turn in midair. The chicken takes no damage if it falls 20 feet or less as a result of this. Keen Sight. The chicken has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The chicken makes two Beak attacks or one Talon attack. Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Items","Item Type":"Weapon (staff-sling)","Properties":"ammunition","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Chicken Chucker (Very Rare)","description":"Weapon, Very Rare (Requires Attunement) This staff-sling is a simple ranged weapon with a range of 40/160 feet, which deals 1d4 bludgeoning damage on a hit. Any creature that is proficient with the sling or quarterstaff is also proficient with this magic weapon. Common Chicken Ammunition. You can make an attack with this weapon when the projectile pocket is empty. If you do so, a white, clucking chicken manifests in the pocket. On a hit, the chicken deals 1d4 bludgeoning damage and 1 slashing damage. The chicken then dissipates into a small cloud of white feathers. This weapon has 1 charge, which it regains when you finish a long rest. When you manifest a chicken as part of an attack, you can expend 1 charge to give the chicken a permanent physical form. Once the attack has dealt damage, the chicken does not dissipate, and instead lands at the target’s feet. Chickens created this way are full-grown white chickens of any sex (your choice) and use the chicken ammunition stat block (see below). They act like ordinary chickens and are neither an ally nor an enemy to you. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Its total number of charges increases to 3, and it regains all expended charges when you finish a long rest. In addition, chickens you create using Chicken Ammunition are now an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you) but can only move or take the Help action. If you don’t issue a command, it takes the Dodge action and uses its move to avoid danger. After 2 hours, you can no longer issue it commands and the chicken acts of its own accord. Rare The weapon’s total number of charges increases to 5. Distract. As a bonus action, you can command your chickens to distract a single creature that you can see within 60 feet that is also within 5 feet of one or more of the chickens. Chickens within 5 feet of the target cluck, dance about, or peck at the target. The target has disadvantage on the next ability check, saving throw, or attack roll it makes before the start of your next turn. Very Rare You can now command your chickens to attack. Velociraptor Volley. When you would expend 1 charge to create a chicken ammunition, you can instead choose to expend 3 charges to create the chicken’s dinosaur relative—the velociraptor. It otherwise behaves as the chickens you create would and you can command it in the same way you could a chicken, up to and including commanding it to attack. Chicken Ammunition Tiny Beast, Unaligned Armor Class 12 Hit Points 6 (3d4 − 1) Speed 30 ft, fly 20 ft. (see Bad Flier) STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Bad Flier. The chicken falls if it ends its turn in midair. The chicken takes no damage if it falls 20 feet or less as a result of this. Keen Sight. The chicken has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The chicken makes two Beak attacks or one Talon attack. Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Items","Item Type":"Weapon (staff-sling)","Properties":"ammunition","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Chieftain's Axe","description":"Weapon (battleaxe), very rare (requires attunement) Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon. Chieftain’s Rally . You can use an action to raise the axe while shouting a rallying cry. All allies who can hear and see you can use a reaction to make a melee attack. Once used, this property can’t be used again until the next dawn. Bearfolk Belonging . If you aren’t a bearfolk, bearfolk who see you carrying the chieftain’s axe are immediately hostile. In addition, you have disadvantage on Charisma checks to influence bearfolk. However, if you turn the axe over to bearfolk, provided you haven’t used the axe against bearfolk to their knowledge, they become friendly and, at the GM’s discretion, might provide aid to you and your allies.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chillblain Armor","description":"Armor (medium or heavy, but not hide), very rare (requires attunement) This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to fire damage. If you are hit by a critical hit that deals fire damage while wearing this armor, the armor shatters into useless fragments.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chime of Exile","description":"Wondrous Item, Very Rare This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the Banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Chime of Opening","description":"Chime of Opening Wondrous item , rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action , pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Wondrous item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chime of Opening","description":"Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Chime of Opening","description":"Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock . The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Chime of Opening"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Chimes of the Peaceful Path","description":"Chimes of the Peaceful Path Wondrous Item, Uncommon (requires attunement) Created as a gift to a young pacifist cleric, these chimes are infused with a desire for peace and the redemption of struggling souls. While attuned to these chimes, you can jangle them to create a light chiming noise that can be heard only by creatures of an alignment of your choice up to 300 feet away. The chiming noise penetrates magic barriers and grants those who hear it advantage on Wisdom (Survival) checks made to find you. The chimes have 3 charges. You can use an action to expend 1 charge and cast calm emotions (DC 10) with a radius of 30 feet centered on yourself. The chimes regain all charges daily at dawn. When casting calm emotions using a spell slot while attuned to these chimes, you can expend 1 charge to add a +2 bonus to your spell save DC for that singular casting of calm emotions . Item Variant: Bell Tower of the Peaceful Path At the gamemaster’s discretion, a huge-sized, legendary version of the item can be found. The Bell Tower of the Peaceful Path can be heard up to 10 miles away. When calm emotions cast through this item, the DC is 20 and the radius is 1 mile, centered on the bell.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Chinaberry Tree","description":"This tree has a spreading crown and grows up to 40 feet tall. It has alternate, compound leaves with toothed leaflets. Its flowers are light purple with a dark center and grow in ball-like masses. It has marble-sized fruits that are light orange when first formed but turn lighter as they become older. All parts of the tree should be considered dangerous if eaten. Its leaves are a natural insecticide and will repel insects from stored fruits and grains. This plant, when used as a poison, is mild, and can be resisted with a DC 8 Constitution saving throw. Those that fail their saving throw, gain the poisoned condition for 2 (1d3) hours. Hags mix these in with their tea, and often forget that they are mildly poisonous. There are often a few mason jars of chinaberry jam mixed in with a hags’ collection of odd things. Hags are immune to this poison.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Chlorophyll Cloak","description":"Wondrous Item, Rare (Requires Attunement) This cloak is woven from silk interlaced with thin plant fiber threads, giving it a moss-like texture. Chlorophyll Infusion This cloak can have up to 3 charges and regains 1 charge for each hour you wear it while in sunlight. As a Bonus Action while wearing the cloak, you can expend 1 charge to gain your choice of one of these benefits for 1 minute or until you use the cloak again. Barkskin. You gain a +2 bonus to AC. Photosynthesis. You gain 2d10 Temporary Hit Points. Solar Shield. You gain resistance to Fire and Radiant damage.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Chromatic Rose","description":"Chromatic Rose Wondrous Item, Rare This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table. While holding the rose by its stem, you gain resistance to damage of the type associated with the rose’s color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose. Chromatic Roses Color Visual Effect Damage Type Black Chromatic Rose Drips acid Acid Blue Chromatic Rose Crackles with lightning Lightning Green Chromatic Rose Issues green gas Poison Red Chromatic Rose Wreathed in fire Fire White Chromatic Rose Covered with frost Cold","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Chronolometer","description":"Chronolometer Requires attunement While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer , you choose one language you don’t know. You subsequently know that language while attuned to the device. Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer , it cannot be used again until the next dawn. Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use this feature of the chronolometer , it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer , its magic might function sporadically or with unpredictable side effects, as determined by the DM.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Chronomancer's Pocket Clock","description":"Wondrous item, very rare This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Chronomancer's Staff","description":"Staff, Legendary (Requires Attunement by a Spellcaster) While holding this magic staff, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you. Time Control. As an action, you can target a creature within 60 feet that you can see with one of the following magical effects, using your spell save DC: The creature must succeed on a Constitution saving throw or be incapacitated and have a speed of 0 until the end of your next turn or until it takes damage. The creature must succeed on an Intelligence saving throw or take 14 (4d6) psychic damage and until the end of your next turn, the target has disadvantage on saving throws, and attack rolls against it are made with advantage.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Staff","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Chronoscope","description":"Wondrous Item, Rare (Requires Attunement) This pocket watch is set with a perpetually spinning dial that indicates various probabilities. Precognition You have Advantage on Initiative rolls and on checks made to find and identify traps. Bend Luck As a Reaction when a creature within 60 feet makes a d20 roll, you can roll a d10 and add or subtract the number rolled from the result. You can do so after the creature rolls the die, but before the outcome is determined. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Chthorhoti Star Charts","description":"Chthorhoti Star Charts Wondrous item, rare Pinpricks dot these disks of thin-pressed orichalcum, creating a skyscape of unfamiliar stars. A few designs of inlaid platinum that look like alien constellations connect some of the stars. If you spend 40 hours over a period of 30 days or fewer studying these star charts, you gain proficiency in navigator’s tools if you did not already have it, and you may use these star charts to locate the cardinal directions, even underground. Additionally, you may use these charts to find the best, most direct route to their stated destination: once a day, as an action, you may make a DC 18 Intelligence check with navigator’s tools. On a success, you know the shortest, most direct physical route to your destination. On a failure, you are incapacitated for the next hour as the infinite dark between the stars stretches out before your eyes. Once the star charts have been used in this way, they cannot be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Cinch of the Wolfmother","description":"Wondrous item, uncommon (requires attunement) This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. Curse. This belt is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the belt fails to end the curse on you. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cipher Focus","description":"Cipher Focus Focus, varies (requires affinity by a cybermancer) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your cybermancer talents. In addition, you can regain 1 talent slot as an action while holding the focus. You can’t use this feature again until you finish a long rest. Exceptional. The bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. The number of talent slots you regain increases to 2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Circlet of Arcane Knowledge","description":"Circlet of Arcane Knowledge Wondrous item, very rare (requires attunement by a creature with the Spellcasting or Pact Magic feature) The circlet is made of a strange, unidentifiable metal inlaid with five gems. When you attune to the circlet, choose five spells from any class’s spell list. Each of the spells can come from a different spell list, and must be 5th level or lower. While you wear the circlet, you know each of the chosen spells and have each of them prepared, they don’t count against the number of spells you know or have prepared, and they count as being from your class’s spell list. Once you become unattuned from the circlet, you can’t become attuned to it again until 1 year has passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature with the Spellcasting or Pact Magic feature"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Circlet of Barbed Vision","description":"Circlet of Barbed Vision Wondrous item, legendary (requires attunement by a creature of non-good alignment) When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the Spider Queen. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as the Inevitable End seeks this relic. Dormant While the Circlet of Barbed Vision is in a dormant state, you have advantage on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take 4d6 psychic damage when you do so. Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can’t use this property again until you finish a short or long rest. Awakened When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits: You have resistance to poison damage, and you are immune to the poisoned condition. Your ability to gain a bonus to an attack roll can be used twice between rests. Exalted When the Circlet of Barbed Vision reaches an exalted state, you gain the following benefits: You are immune to poison damage. You have truesight out to a range of 60 feet. Your ability to gain a bonus to an attack roll can be used three times between rests.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Circlet of Barbed Vision, Awakened","description":"Circlet of Barbed Vision, Awakened Wondrous item, legendary (requires attunement by a creature of non-good alignment) When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the Spider Queen. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as the Inevitable End seeks this relic. Dormant While the Circlet of Barbed Vision is in a dormant state, you have advantage on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take 4d6 psychic damage when you do so. Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can’t use this property again until you finish a short or long rest. Awakened When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits: You have resistance to poison damage, and you are immune to the poisoned condition. Your ability to gain a bonus to an attack roll can be used twice between rests.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Circlet of Barbed Vision, Dormant","description":"Circlet of Barbed Vision, Dormant Wondrous item, legendary (requires attunement by a creature of non-good alignment) When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the Spider Queen. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as the Inevitable End seeks this relic. Dormant While the Circlet of Barbed Vision is in a dormant state, you have advantage on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take 4d6 psychic damage when you do so. Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can’t use this property again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Circlet of Barbed Vision, Exalted","description":"Circlet of Barbed Vision, Exalted Wondrous item, legendary (requires attunement by a creature of non-good alignment) When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the Spider Queen. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as the Inevitable End seeks this relic. Dormant While the Circlet of Barbed Vision is in a dormant state, you have advantage on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take 4d6 psychic damage when you do so. Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can’t use this property again until you finish a short or long rest. Awakened When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits: You have resistance to poison damage, and you are immune to the poisoned condition. Your ability to gain a bonus to an attack roll can be used twice between rests. Exalted When the Circlet of Barbed Vision reaches an exalted state, you gain the following benefits: You are immune to poison damage. You have truesight out to a range of 60 feet. Your ability to gain a bonus to an attack roll can be used three times between rests.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Circlet of Blasting","description":"Circlet of Blasting Wondrous item , uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks , you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Circlet of Blasting","description":"Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Circlet of Blasting","description":"Wondrous Item, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Circlet of Blasting"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Circlet of Blasting","description":"Wondrous Item, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Adventuring Gear, Clothing, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Circlet of Blasting\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Circlet of Blasting\\\",\\\"description\\\":\\\"While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). 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The circlet can't cast this spell again until the next dawn.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Circlet of Body Magic","description":"Circlet of Body Magic Wondrous item, very rare (requires attunement) While you wear this silver circlet, it grants you immunity to being paralyzed, and allows you to cast hold monster (save DC 15) as an action. Once the spell has been cast three times, the circlet can no longer cast it. Thereafter, you can cast hold person (save DC 15) as an action. After you have done this thirteen times, the circlet loses its magic and turns from silver to stone. Curse. The circlet’s affinity with biology manifests as an unusual curse. Creatures of flesh that have the ability to paralyze other creatures without magic, such as silver dragons, have advantage on saving throws against spells cast from the circlet. If such a creature’s save is successful, the circlet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell’s effects last on you for their full duration without requiring any creature to maintain concentration.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Circlet of Courage","description":"Circlet of Courage Wondrous item, rare (requires attunement) A gold circlet with elvish script that reads: be thee not afraid . Renders the wearer immune to frighten and fear effects.","properties":{"Category":"Items","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Circlet of Holly","description":"Wondrous item, uncommon (requires attunement) While wearing this circlet, you gain the following benefits: Language of the Fey. You speak and understand Sylvan. Friend of the Fey. You have advantage on ability checks to interact socially with fey creatures. Poison Sense. You know if any food or drink you are holding contains poison.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Circlet of Holly","description":"Wondrous item, uncommon (requires attunement) While wearing this circlet, you gain the following benefits: Language of the Fey. You can speak and understand Sylvan. Friend of the Fey. You have advantage on ability checks to interact socially with fey creatures. Poison Sense. You know if any food or drink you are holding contains poison.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Circlet of Persuasion","description":"Wondrous item, uncommon While wearing this circlet, you have advantage on Charisma (Persuasion) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Circlet of the Cosmos","description":"Wondrous Item, Very Rare (Requires Attunement) This magic circlet is a band of adamantine inset with crystal from a fallen meteorite. While wearing the circlet, you have Blindsight out to a range of 30 feet and advantage on Arcana and Insight checks. The circlet has 7 charges for the following properties and regains all expended charges daily at dawn: Cosmic Veil. As a reaction when you take non-Psychic damage, you can expend charges to reduce the damage you take by 1d10 per charge you expend. Starfall. As an action, you can expend charges to conjure meteorites to hit one creature you can see within 60 feet per charge you expend. Each creature must make a DC 15 Dexterity saving throw, taking 1d10 Radiant damage and 1d10 Force damage on a failure, or half as much on a success. On a failure, the creature is also dazed. Until the end of its next turn, it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Circuitry Kit","description":"A circuitry kit contains a soldering iron, spare wire, and dozens of spare arcane components, such as abjurators, illusiometers, evocation shifters, and conjuration processors—everything necessary to rewire a piece of magical technology. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to build, modify, and repair handheld gadgets, such as blasters, which contain an arcane battery.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Clacking Teeth","description":"Wondrous item, rare Taken from a fleshspurned (see Tome of Beasts 2 ), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw’s teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clamor Bell","description":"Wondrous item, common (requires attunement) You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell’s command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clanbreaker","description":"People say love is the most powerful force in the world, but after seeing Clanbreaker in action, I think it might actually be revenge. Legend Korrdin Brassbreath, one of the finest dwarven smiths of his era, fell in love with a traveling human merchant. Knowing his narrow-minded, isolationist brethren would never condone their relationship, the pair eloped to human lands. His clan sent assassins after the merchant, believing that with his lover dead, Korrdin would return to them and “fall in line.” He did return, but not before pouring all his grief and rage into this weapon. Korrdin slew the clan elders and named himself king, whereupon he disbanded the clan and ordered the survivors to live amongst humans. Either they would learn to banish their hate, or they would become as lonely as they made him. Location Korrdin has long since passed and, unless the weapon was removed (see “Encounter Ideas” section), Clanbreaker is buried with him. Korrdin’s resting place could be the abandoned Brassbreath clan hall or a mausoleum in a human city. If his spirit guards his tomb, the party can interact with him. Encounter Ideas New Use for an Old Hall. Varrah Ironeye leads a small clan that was recently displaced. She wants to move her people into the abandoned Brassbreath hall, but it is haunted by the twisted spirits of the elders. She recovered Clanbreaker from Korrdin’s resting place and will gift it to the party if they assist her. Hate Begets Hate. Bandits plague a trade road. After routing them, the party learns that they were descendants of the dwarves Korrdin sent into human lands and that their leader, who looted Clanbreaker , is about to assault a major human settlement. A New Chapter. Orrik Brassbreath is Korrdin’s grand-nephew and represents a generation far removed from the clan’s old hatreds. He wants to lead a delegation to the former clan hall to offer a message of remorse to Korrdin’s spirit. He offers Clanbreaker to the party if they protect the group during the perilous journey to the clan hall. Progression Clanbreaker was created to destroy the repressive, hateful leaders of its maker’s society. The weapon isn’t sentient but knows when it faces people of similar disposition. Using Clanbreaker to slay a powerful figure whose hatred destroys the joy of the people around them increases the weapon’s rarity. If Clanbreaker’s wielder uses nonviolent methods to cause such a figure to see the error of their ways and change their course, this also increases the weapon’s rarity. Statistics Weapon (Light Hammer), Rarity Varies (Requires Attunement) While wielding this magic weapon, you have advantage on ability checks to understand and bridge cultural gaps and to convince people to put aside their hatreds. In addition, you gain a bonus to attack and damage rolls made with this magic weapon, which increases when attacking dwarves. These bonuses are based on the weapon’s rarity, as described in the following table. Weapon Bonuses Rarity Against Dwarves Against Non-Dwarves Common +1 +0 Uncommon +2 +0 Rare +3 +1 Very rare +4 +2 Legendary +5 +3","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Clanbreaker (Common)","description":"Clanbreaker Weapon (Light Hammer), Common (Requires Attunement) While wielding this magic weapon, you have advantage on ability checks to understand and bridge cultural gaps and to convince people to put aside their hatreds. You gain a +1 bonus to attack and damage rolls when attacking dwarves. Progression Clanbreaker was created to destroy the repressive, hateful leaders of its maker’s society. The weapon isn’t sentient but knows when it faces people of similar disposition. Using Clanbreaker to slay a powerful figure whose hatred destroys the joy of the people around them increases the weapon’s rarity. If Clanbreaker’s wielder uses nonviolent methods to cause such a figure to see the error of their ways and change their course, this also increases the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Clanbreaker (Legendary)","description":"Clanbreaker Weapon (Light Hammer), Legendar y (Requires Attunement) While wielding this magic weapon, you have advantage on ability checks to understand and bridge cultural gaps and to convince people to put aside their hatreds. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which increases to +5 when attacking dwarves. ","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Clanbreaker (Rare)","description":"Clanbreaker Weapon (Light Hammer), Rare (Requires Attunement) While wielding this magic weapon, you have advantage on ability checks to understand and bridge cultural gaps and to convince people to put aside their hatreds. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when attacking dwarves. Progression Clanbreaker was created to destroy the repressive, hateful leaders of its maker’s society. The weapon isn’t sentient but knows when it faces people of similar disposition. Using Clanbreaker to slay a powerful figure whose hatred destroys the joy of the people around them increases the weapon’s rarity. If Clanbreaker’s wielder uses nonviolent methods to cause such a figure to see the error of their ways and change their course, this also increases the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Clanbreaker (Uncommon)","description":"Clanbreaker Weapon (Light Hammer), Uncommon (Requires Attunement) While wielding this magic weapon, you have advantage on ability checks to understand and bridge cultural gaps and to convince people to put aside their hatreds. You gain a +2 bonus to attack and damage rolls when attacking dwarves. Progression Clanbreaker was created to destroy the repressive, hateful leaders of its maker’s society. The weapon isn’t sentient but knows when it faces people of similar disposition. Using Clanbreaker to slay a powerful figure whose hatred destroys the joy of the people around them increases the weapon’s rarity. If Clanbreaker’s wielder uses nonviolent methods to cause such a figure to see the error of their ways and change their course, this also increases the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Clanbreaker (Very Rare)","description":"Clanbreaker Weapon (Light Hammer), Very Rare (Requires Attunement) While wielding this magic weapon, you have advantage on ability checks to understand and bridge cultural gaps and to convince people to put aside their hatreds. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which increases to +4 when attacking dwarves. Progression Clanbreaker was created to destroy the repressive, hateful leaders of its maker’s society. The weapon isn’t sentient but knows when it faces people of similar disposition. Using Clanbreaker to slay a powerful figure whose hatred destroys the joy of the people around them increases the weapon’s rarity. If Clanbreaker’s wielder uses nonviolent methods to cause such a figure to see the error of their ways and change their course, this also increases the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Clarifying Goggles","description":"Wondrous item, uncommon These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Claw","description":"Claws A claw is a simple, bladed melee weapon worn as a glove that deals 1d6 slashing damage on a hit and has the Attached and Light properties.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Claw Gauntlet","description":"","properties":{"Category":"Items","Item Type":"Weapon (claw gauntlet)","Properties":"Fist, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Claw of Magical Theft","description":"Claw of Magical Theft Wondrous item, very rare (requires attunement by a spellcaster) This small clawed hand is 3 inches long and is made of pure silver. While holding it, you can use an action to speak its command word and cause a ghostly, clawed hand to appear in the space of a spellcaster within 30 feet of you. Make a ranged spell attack against the creature. On a hit, the target loses its highest-level spell slot, up to a maximum of 5th level. At the same time, you regain one expended spell slot with a level equivalent to the spell slot you stole or lower. The ghostly hand disappears as soon as the attack is made. Having been attacked with this item, I can assure you it is a most uncomfortable experience.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Claw of the Wyrm Rune","description":"Claw of the Wyrm Rune Wondrous item, rare (requires attunement) This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. Wyrm Ward. You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Clawed Gauntlets","description":"Wondrous item, rare (requires attunement by an evil barbarian, cleric, or fighter) These tough but pliable steel gantlets are found with two charges. While wearing them, you can expend one charge as a bonus action to make the fingers of the gauntlets sprout viciously curved talons that last for 10 minutes. While this transformation lasts, your unarmed attacks deal 6 (1d4 + 4) slashing damage in addition to your unarmed damage. Additionally, when a target takes damage from these extended talons, the target must succeed on a DC 15 Constitution saving throw become paralyzed for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on a success. As a bonus action, you can return the gauntlets to their normal form. You can't use the gauntlets' power while you are wielding anything in your hands. While using the gauntlets' power, you cannot cast spells with somatic components. The gauntlets regain all charges at the next dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Claws of Corruption","description":"Weapon (claw), uncommon (requires attunement) These rough, menacing gauntlets, constructed from the razor-sharp claws of the pygmy rakshasa, thrum with the power of its hellish essence. The pointed tips of the claws easily dig into rock and metal alike, letting their wearer climb the roughest surfaces with feline agility. The claws have 4 charges and regain all expended charges daily at dawn. Rakshasa’s Corruption . Blows from this weapon can cause a target’s magical energy to turn foul and consume it from within. When you hit a creature with an attack using one of these claws, you can expend 1 charge to attempt to curse it (no action required). The target must succeed on a DC 13 Wisdom saving throw or be cursed for 1 minute . When a cursed creature starts its turn while under the effect of a spell or while concentrating on a spell, it takes 1d6 necrotic damage . Catclimb. While wearing a pair of these claws, you gain a climbing speed equal to your walking speed.","properties":{"Category":"Items","Expansion":23695,"Item Type":"claw","Properties":"Light, special","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Claws of Corruption (very rare variant)","description":"Weapon (claw), very rare (requires attunement) These rough, menacing gauntlets, constructed from the razor-sharp claws of the pygmy rakshasa, thrum with the power of its hellish essence. The pointed tips of the claws easily dig into rock and metal alike, letting their wearer climb the roughest surfaces with feline agility. The claws have 4 charges and regain all expended charges daily at dawn. Rakshasa’s Corruption . Blows from this weapon can cause a target’s magical energy to turn foul and consume it from within. When you hit a creature with an attack using one of these claws, you can expend 1 charge to attempt to curse it (no action required). The target must succeed on a DC 13 Wisdom saving throw or be cursed for 1 minute . When a cursed creature starts its turn while under the effect of a spell or while concentrating on a spell, it takes 1d6 necrotic damage . Catclimb. While wearing a pair of these claws, you gain a climbing speed equal to your walking speed. Very rare variant. Increase the number of charges to 5 , the DC to 16 , and Rakshasa’s Corruption’s damage to 2d6 . You gain a +1 bonus to attack and damage rolls made with this magic weapon. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"claw","Properties":"Light, special","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Claws of the Bear Strangler","description":"Claws of the Bear Strangler Wondrous item, rare (requires attunement) While wearing these large fur mitts, you have advantage on Strength checks to attempt or maintain a grapple against creatures that are Large or smaller. These mitts are equipped with claws that you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can grapple or shove creatures up to two sizes larger than you.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Claws of the Umber Hulk","description":"Claws of the Umber Hulk Wondrous item, rare (requires attunement) These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby. Damage: 1d8 Damage Type: Slashing","properties":{"Category":"Items","Expansion":7390,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Cleaning Concoction","description":"Potion, common This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cleansing Stone","description":"Cleansing Stone Wondrous item, common A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Cleated","description":"Apprentice armor property Components: Masterwork suit of medium or heavy armor When you would be moved by an effect against your will while wearing this armor, reduce that movement by 10 feet.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cleaver","description":"Cleaver Martial Melee Weapon Cost 3 sp Damage 1d8 slashing Weight 4 lb. Properties Heavy, Versatile (d12)","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Cli Lyre","description":"Cil Lyre Wondrous item (musical instrument) , rare ( requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Musical Instrument. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cli Lyre of the Bards","description":"Wondrous Item, Rare (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Cli lyre Stone Shape, Wall of Fire, Wind Wall","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Cli Lyre of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Climber's kit","description":"Climber's Kit Miscellaneous gear A climber’s kit includes spikes, interlocking hooks, boot tips, mag-gloves, and a climbing harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. Weight : 12","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Climber's Kit","description":"Climber's kit Adventuring gear A climber’s kit includes special pitons , boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. Weight: 12","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":12,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Climber's Kit","description":"Adventuring Gear Weight: 12 lb. Cost: 25 GP A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Climber's Kit"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Climber's Kit","description":"Climber's kit Adventuring gear A climber’s kit includes special pitons , boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. Weight: 12","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Climbing","description":"Apprentice armor property Components: Masterwork suit of exotic light armor This armor is outfitted with integrated climbing gear. While wearing this armor, as long as you have one hand free, you have a climbing speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Climbing adze","description":"This tool is made of a sharp, wide blade perpendicular to a short handle with a leather thong to loop over the user’s wrist. Climbing adzes are used primarily to peel bark from felled trees or remove buried stones from the soil, but if you use a pair of climbing adzes together, you have advantage on Strength (Athletics) checks made to climb.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Light"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Climbing Apparatus","description":"Donor: Beast, Humanoid, or Monstrosity with a climbing speed Slot: Legs You have replaced or complemented your limbs with those of a climbing creature. You gain a climbing speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cloak of Adventuring","description":"Cloak of Adventuring Wondrous item, legendary The cloak appears to be made of beaten, tarnished leather that has been patched so many times that it is questionable if any of the cloak’s original material remains. While you wear the cloak, you are considered naturally adapted to any environment you occupy, and you are immune to the effects of extreme temperatures. Journey of a Lifetime (Requires Attunement). You must be attuned to boots of trekking and a staff of wandering to attune to this item. The attunement ends if you end your attunement to either of these items. When you attune to the cloak, it reveals its true nature: the patches and wear disappear from the leather, instead revealing an intricately detailed network of embossings detailing every adventure and quest the cloak has ever been on, which shift to make room for new travels. While you are wearing the cloak and attuned to it, you gain the following benefits: While the cloak’s hood is raised, you are able to breathe in any environment, even one without air. You gain a climbing speed and a swimming speed each equal to your base walking speed, and you can use the cloak to cast water walk as an action. You are immune to the effects and damage of all weather and environmental hazards, and you automatically succeed on any saving throw you make against a wilderness hazard or a trap. The bonus to attack and damage rolls you make with your staff of wandering increases to +3. You can also use the weapon as a spellcasting focus that grants a +2 bonus to spell attack rolls and spell save DC to any spell you cast through it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cloak of Arachnida","description":"Cloak of Arachnida Wondrous item, very rare ( requires attunement ) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of Arachnida","description":"Cloak of Arachnida Wondrous item, very rare (r equires a ttunement ) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage . You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain . You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloak of Arachnida","description":"Cloak of Arachnida Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have Resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.","properties":{"Category":"Items","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Cloak of Arachnida","description":"Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Cloak of Arachnida"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Arachnida","description":"Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Cloak of Arachnida\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Cloak of Arachnida\\\",\\\"description\\\":\\\"This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.\\\\nPoison Resistance. You have Resistance to Poison damage.\\\\nSpider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.\\\\nSpider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.\\\\nWeb. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Cloak of Arachnida Attunement\",\"parent\":\"Cloak of Arachnida\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Cloak of Arachnida Poison Resistance\",\"parent\":\"Cloak of Arachnida Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"},{\"name\":\"Cloak of Arachnida Climb Speed\",\"parent\":\"Cloak of Arachnida Attunement\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Climb\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"},{\"name\":\"Cloak of Arachnida Web Attach\",\"parent\":\"Cloak of Arachnida Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Web\\\"],\\\"alwaysPrepared\\\":true}\"},{\"name\":\"Cloak of Arachnida Web Resource\",\"parent\":\"Cloak of Arachnida Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Web (Cloak of Arachnida)\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":1},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Full\\\"}}}\"}]","filter-Attunement":"Very Rare","Name":"Cloak of Arachnida","data-description":"This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.\nPoison Resistance. You have Resistance to Poison damage.\nSpider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.\nSpider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.\nWeb. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Cloak of Billowing","description":"Cloak of Billowing Wondrous item, common While wearing this cloak, you can use a bonus action to make it billow dramatically.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Cloak of Billowing","description":"Cloak Of Billowing Adventuring gear (wondrous item, common) Properties : While wearing this cloak, you can use a bonus action to make it billow dramatically.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"While wearing this cloak, you can use a bonus action to make it billow dramatically.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cloak of Billowing","description":"Wondrous Item, Common While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of Billowing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Blinking","description":"When you wear this cloak, it makes you blink by temporarily making you vanish from your current plane of existence and appear on the Ethereal Plane. Roll a d20 at the end of each of your turns while you wear the cloak. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane unless you were already on that plane. At the start of your next turn, or when you remove the cloak on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space from where you vanished. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Cloak of Coagulation","description":"Wondrous item, uncommon (requires attunement) While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil’s tail attack or a sword of wounding , the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn’t prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of Displacement","description":"Cloak of Displacement Wondrous item, rare ( requires attunement ) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of Displacement","description":"Cloak of Displacement Wondrous item , rare (r equires a ttunement ) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage , the property ceases to function until the start of your next turn . This property is suppressed while you are incapacitated , restrained , or otherwise unable to move .","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloak of Displacement","description":"Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of Displacement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Elvenkind","description":"Cloak of Elvenkind Wondrous item, uncommon ( requires attunement ) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of Elvenkind","description":"Cloak of Elvenkind Wondrous item, uncommon (r equires a ttunement ) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage . and you have advantage on Dexterity (Stealth) checks made to hide , as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action .","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloak of Elvenkind","description":"Wondrous Item, Uncommon (Requires Attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of Elvenkind"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Healing","description":"Wondrous item, very rare This magical item can appear as any sort of ordinary cloak. As an action, you can place it on any living creature and that creature is cured of all damage, exhaustion levels, diseases, curses, and poisons that currently affect it. The creature also regains hit points up to its current maximum. The cloak cannot heal undead or constructs and cannot regenerate lost limbs or organs. Once used, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Cloak of Invisibility","description":"Cloak of Invisibility Wondrous item, legendary ( requires attunement ) While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of Invisibility","description":"Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Cloak of Invisibility"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Invisibility","description":"Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Cloak of Invisibility\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Cloak of Invisibility\\\",\\\"description\\\":\\\"This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Legendary\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Cloak of Invisibility Attunement\",\"parent\":\"Cloak of Invisibility\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Cloak of Invisibility Resource\",\"parent\":\"Cloak of Invisibility Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Cloak of Invisibility Charges\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":3},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Roll\\\",\\\"rollFormula\\\":\\\"1d3\\\"}}}\"},{\"name\":\"Cloak of Invisibility Action\",\"parent\":\"Cloak of Invisibility Resource\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Cloak of Invisibility\\\",\\\"description\\\":\\\"While wearing the Cloak of Invisibility, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Attunement":"Legendary","Name":"Cloak of Invisibility","data-description":"This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Cloak of Iridescence","description":"This shimmering cloak is made from the scales of a scitalis. While in an area of bright or dim light, you can pull the cloak’s hood over your head to cause the scales to glimmer and shine. Each creature within 10 feet of you must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. Once this property has been used twice, it can’t be used again until the next dawn. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Cloak of Lathander","description":"Wondrous item, rare (requires attunement by a follower of Lathander) This magic cloak is made of black velvet on the outside, but is lined on the inside with rose-colored pink silk. As an action, you can cast the light spell while wearing this cloak. Additionally, you can use an action to activate the cleric's feature, Channel Divinity: Turn Undead, as if you were a cleric of the same level. If you're already a cleric, this use is in addition to the normal uses of your feature. Once used, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Cloak of Mage Armor","description":"Cloak of Mage Armor Wondrous item, uncommon (requires attunement by a spellcaster) While you wear this cloak and aren’t wearing armor, your AC equals 13 + your Dexterity modifier.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cloak of Mage Plate","description":"Cloak of Mage Plate Wondrous item, very rare (requires attunement by a spellcaster) The cloak seals around the wearer and becomes harder than iron, mimicking the appearance of platemail. While wearing this cloak, your AC can’t be less than 13 + your spellcasting ability modifier. If you have more than one spellcasting ability, you use the one with the highest modifier.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cloak of Many Fashions","description":"Cloak of Many Fashions Wondrous item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Cloak of Many Fashions","description":"Cloak of Many Fashions Wondrous Item, Common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Cloak of Many Fashions","description":"Cloak Of Many Fashions Wondrous item, common Properties : While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cloak of Many Fashions","description":"Wondrous Item, Common While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of Many Fashions"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Passage","description":"Wondrous item, rare (requires attunement) This magic cloak appears to be an ordinary garment of gray-green cloth, but it was woven from spider silk, making it light and billowy. You can use an action to cast the pass without trace spell or to cast the dimension door spell on yourself. Once the cloak has been used to cast a spell, it can't cast another spell until after a long rest.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Cloak of Petals","description":"Wondrous item, uncommon (requires attunement) This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of Protection","description":"Cloak of Protection Wondrous item, uncommon ( requires attunement ) You gain a +1 bonus to AC and saving throws while you wear this cloak.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of Protection","description":"Cloak of Protection Wondrous item, uncommon (r equires a ttunement ) You gain a +1 bonus to AC and saving throws while you wear this cloak.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","Modifiers":"AC +1, Saving Throws +1","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloak of Protection","description":"","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Cloak of Protection","description":"Wondrous Item, Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of Protection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of Protection","description":"Wondrous Item, Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Cloak of Protection\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Cloak of Protection\\\",\\\"description\\\":\\\"You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Cloak of Protection Attunement\",\"parent\":\"Cloak of Protection\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Cloak of Protection AC Bonus\",\"parent\":\"Cloak of Protection Attunement\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Cloak of Protection Save Bonus\",\"parent\":\"Cloak of Protection Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Modifier\\\",\\\"bonusValue\\\":1}\"}]","filter-Attunement":"Uncommon","Name":"Cloak of Protection","data-description":"You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.","AC":1,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Cloak of Sails","description":"Wondrous item, uncommon (requires attunement) The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak’s Sailcloth property. Sailcloth. While on the deck or roof of a vehicle powered by wind, you can use an action to spread this cloak out behind you to catch the wind as if it were an actual sail, increasing the movement speed of the vehicle by 30 feet. The cloak continues to function as a sail as long as you maintain concentration. If you leave the vehicle, this effect ends immediately.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of Splendor","description":"Wondrous Item, Uncommon (Requires Attunement) This cloak is made of fine ermine and often embellished with fasteners or trimmed with gold or embroidered orange candles, suns, or similar symbols. While wearing this cloak, you can grip the edges of the cloak and generate a sunbeam spell once per day. If you release the cloak's edges from your grasp, the light fades, and you cannot generate further lines of radiance. In addition, while wearing the cloak, you can use your action to generate a set of 10 magical lights once per day, each as bright as a lantern and shedding full sunlight in a 20-foot radius. As a bonus action on your turn, you can move any or all the lights up to 60 feet to a new spot within range. A light must be within 30 feet of another light created by this cloak, and a light winks out if travels more than 100 feet from you.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Cloak of Squirrels","description":"Wondrous item, rare (requires attunement) This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn. While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition ) from it. You don’t need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of Tentacles","description":"Wondrous item, rare (requires attunement) This cloak settles around your shoulders like a writhing creature, somehow simultaneously warm to the touch and icy cold against your skin. Shimmering Skin. While wearing this cloak, you can use an action to expose its shimmering inner lining. Each creature within 10 feet of you and that can see you must make a DC 15 Wisdom saving throw. On a failed save, a creature is incapacitated until the end of its next turn. Once used, this property of the cloak can’t be used again until the next dawn. Writhing Tentacles. While wearing this cloak, you can use a bonus action to command the cloak to sprout four writhing tentacles for 1 minute. When a creature hits you with a melee attack while within 10 feet of you, one of the tentacles lashes out and makes an attack roll at your attacker with a +7 bonus. On a hit, the tentacle deals 2d10 bludgeoning damage then falls still, becoming inert. When the duration ends or once all four tentacles become inert, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cloak of the Bat","description":"Cloak of the Bat Wondrous item, rare ( requires attunement ) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of the Bat","description":"Cloak of the Bat Wondrous item, rare (r equires a ttunement ) While wearing this cloak, you have advantage on Dexterity (Stealth) checks . In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat . While you are in the form of the bat, you retain your Intelligence , Wisdom , and Charisma scores. The cloak can't be used this way again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloak of the Bat","description":"Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat . While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of the Bat"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of the Bat","description":"Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat . While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Cloak of the Bat\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Cloak of the Bat\\\",\\\"description\\\":\\\"While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.\\\\nWhile wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Cloak of the Bat Attunement\",\"parent\":\"Cloak of the Bat\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Cloak of the Bat Advantage\",\"parent\":\"Cloak of the Bat Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Cloak of the Bat Dim Light Effect\",\"parent\":\"Cloak of the Bat Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Cloak of the Bat in Dim Light\\\",\\\"description\\\":\\\"In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.\\\\nWhile wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.\\\",\\\"category\\\":[]}\"},{\"name\":\"Cloak of the Bat Fly Speed\",\"parent\":\"Cloak of the Bat Dim Light Effect\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Fly\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":40}}\"},{\"name\":\"Cloak of the Bat Polymorph Resource\",\"parent\":\"Cloak of the Bat Dim Light Effect\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Cloak of the Bat Self-Polymorph\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":1},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Full\\\"}}}\"},{\"name\":\"Cloak of the Bat Polymorph Into A Bat\",\"parent\":\"Cloak of the Bat Polymorph Resource\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Polymorph\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Cloak of the Bat","data-description":"While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.\nWhile wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Cloak of the Bearfolk","description":"Wondrous item, uncommon (requires attunement) While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of the Cnidaran","description":"Wondrous item, uncommon (requires attunement) Component: fey (sea hag) skin Made of magical cnidaran shimmerweave, this cloak shifts its hue with the emotions of its attuned wearer. The Deep King’s court jester used to wear one such raiment, making his acrobatic and charismatic displays all the more entertaining. Prismatic Shimmer. As an action while wearing this cloak, you can cause it to shimmer in a pleasing and distracting array of colours for 10 minutes. For the duration, you have advantage on Deception, Performance, and Persuasion checks. Once this property of the cloak has been used, it can’t be used again until the next dawn. Nematocyst Fibres. As an action while wearing this cloak, you can cause its fibres to become aggressive for 1 minute. The cloak shimmers in shades of red and mauve, giving you advantage on Intimidation checks against creatures that can see you. As part of the action to activate the fibres, and as an action on subsequent turns, you can cause the cloak’s filaments to brush against a creature within 10 feet of you. The target must succeed on a DC 13 Constitution saving throw or become poisoned until the start of your next turn. Until this poison ends, the target is incapacitated. After a creature succeeds on this saving throw, it is immune to the effects of the cloak for the next 24 hours. Once this property of the cloak has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Cnidaran (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey (sea hag) skin Made of magical cnidaran shimmerweave, this cloak shifts its hue with the emotions of its attuned wearer. The Deep King’s court jester used to wear one such raiment, making his acrobatic and charismatic displays all the more entertaining. Prismatic Shimmer. As an action while wearing this cloak, you can cause it to shimmer in a pleasing and distracting array of colours for 10 minutes. For the duration, you have advantage on Deception, Performance, and Persuasion checks. Once this property of the cloak has been used, it can’t be used again until the next dawn. Nematocyst Fibres. As an action while wearing this cloak, you can cause its fibres to become aggressive for 1 minute. The cloak shimmers in shades of red and mauve, giving you advantage on Intimidation checks against creatures that can see you. As part of the action to activate the fibres, and as an action on subsequent turns, you can cause the cloak’s filaments to brush against a creature within 10 feet of you. The target must succeed on a DC 13 Constitution saving throw or become poisoned until the start of your next turn. Until this poison ends, the target is incapacitated. After a creature succeeds on this saving throw, it is immune to the effects of the cloak for the next 24 hours. Once this property of the cloak has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. Until the poison from the Nematocyst Fibres property ends, the poisoned creature is stunned instead of incapacitated. While wearing the cloak, you have a swimming speed of 30 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Cnidaran (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey (sea hag) skin Made of magical cnidaran shimmerweave, this cloak shifts its hue with the emotions of its attuned wearer. The Deep King’s court jester used to wear one such raiment, making his acrobatic and charismatic displays all the more entertaining. Prismatic Shimmer. As an action while wearing this cloak, you can cause it to shimmer in a pleasing and distracting array of colours for 10 minutes. For the duration, you have advantage on Deception, Performance, and Persuasion checks. Once this property of the cloak has been used, it can’t be used again until the next dawn. Nematocyst Fibres. As an action while wearing this cloak, you can cause its fibres to become aggressive for 1 minute. The cloak shimmers in shades of red and mauve, giving you advantage on Intimidation checks against creatures that can see you. As part of the action to activate the fibres, and as an action on subsequent turns, you can cause the cloak’s filaments to brush against a creature within 10 feet of you. The target must succeed on a DC 13 Constitution saving throw or become poisoned until the start of your next turn. Until this poison ends, the target is incapacitated. After a creature succeeds on this saving throw, it is immune to the effects of the cloak for the next 24 hours. Once this property of the cloak has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. Until the poison from the Nematocyst Fibres property ends, the poisoned creature is stunned instead of incapacitated. While wearing the cloak, you have a swimming speed of 30 feet. Very rare variant: Increase the DC to 16. Until the poison from the Nematocyst Fibres property ends, the poisoned creature is paralysed instead of incapacitated. While wearing the cloak, you have a swimming speed of 60 feet and can breathe underwater.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Dunamancer","description":"Wondrous item, uncommon (requires attunement) Component: aberration hide Wrought from starlight and comet dust, this almost weightless cloak ignores the wind, rippling in response to unseen solar flares. In response to its wearer’s thoughts, the cloak’s dunamantic magic can levitate its wearer and distort how light interacts with the fabric. Float. While wearing this cloak, you can use a bonus action to cause the tentacles to lift you a foot off of the ground, or to cause you to land again. While floating in this way, you can traverse low-lying obstacles (such as caltrops) and difficult terrain without impediment (at the GM’s discretion). In addition, while floating, your walking speed is reduced by 10 feet and you are always under the effects of the feather fall spell. You can’t float while the Distort property is active. Distort. While wearing this cloak, you can use an action to cause the tentacles to twist and shimmer, distorting your outline as you cast the blur spell. If you are floating as per the Float property when you activate this property, you land back on the ground. Once this property of the cloak has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Dunamancer (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: aberration hide Wrought from starlight and comet dust, this almost weightless cloak ignores the wind, rippling in response to unseen solar flares. In response to its wearer’s thoughts, the cloak’s dunamantic magic can levitate its wearer and distort how light interacts with the fabric. Float. While wearing this cloak, you can use a bonus action to cause the tentacles to lift you a foot off of the ground, or to cause you to land again. While floating in this way, you can traverse low-lying obstacles (such as caltrops) and difficult terrain without impediment (at the GM’s discretion). In addition, while floating, your walking speed is reduced by 10 feet and you are always under the effects of the feather fall spell. You can’t float while the Distort property is active. Distort. While wearing this cloak, you can use an action to cause the tentacles to twist and shimmer, distorting your outline as you cast the blur spell. If you are floating as per the Float property when you activate this property, you land back on the ground. Once this property of the cloak has been used, it can’t be used again until the next dawn. Rare variant: While floating, your walking speed is reduced by 5 feet instead of 10. The cloak has the Astral Step property. Astral Step. While wearing this cloak, you can use an action to cause the cloak to appear to implode as you cast the blink spell. Instead of visiting the Border Ethereal, you enter a demiplane between the Astral and Material planes. Once this property of the cloak has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Dunamancer (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: aberration hide Wrought from starlight and comet dust, this almost weightless cloak ignores the wind, rippling in response to unseen solar flares. In response to its wearer’s thoughts, the cloak’s dunamantic magic can levitate its wearer and distort how light interacts with the fabric. Float. While wearing this cloak, you can use a bonus action to cause the tentacles to lift you a foot off of the ground, or to cause you to land again. While floating in this way, you can traverse low-lying obstacles (such as caltrops) and difficult terrain without impediment (at the GM’s discretion). In addition, while floating, your walking speed is reduced by 10 feet and you are always under the effects of the feather fall spell. You can’t float while the Distort property is active. Distort. While wearing this cloak, you can use an action to cause the tentacles to twist and shimmer, distorting your outline as you cast the blur spell. If you are floating as per the Float property when you activate this property, you land back on the ground. Once this property of the cloak has been used, it can’t be used again until the next dawn. Rare variant: While floating, your walking speed is reduced by 5 feet instead of 10. The cloak has the Astral Step property. Astral Step. While wearing this cloak, you can use an action to cause the cloak to appear to implode as you cast the blink spell. Instead of visiting the Border Ethereal, you enter a demiplane between the Astral and Material planes. Once this property of the cloak has been used, it can’t be used again until the next dawn. Very rare variant: While floating, your walking speed isn’t reduced. The cloak has the Astral Step property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Eel","description":"Wondrous item, uncommon (requires attunement) While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of the Empire","description":"Wondrous item, uncommon (requires attunement by a creature of non-good alignment) This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn’t fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature of non-good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of the Grove Guardian","description":"Wondrous item, legendary (requires attunement by a druid) This magnificent cloak is fashioned of living leaves in a dazzling array of green hues. While wearing this cloak, you are always under the effects of the speak with animals spell, and you gain a +3 bonus to spell attack rolls and to the spell save DC of your druid spells. In addition, if you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier + your Wisdom modifier. As an action, you can magically animate up to two trees you can see within 60 feet of you. An animated tree has the same statistics as a treant, except it has Intelligence and Charisma scores of 1, it can’t speak, and it only has the Slam action option. An animated tree acts as your ally. The tree remains animate for 1 day or until it dies; until you fall unconscious or are more than 120 feet from the tree; or until you take a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Once you use this property, you can’t use it again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a Druid"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Cloak of the Inconspicuous Rake","description":"Wondrous item, uncommon (requires attunement) This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn’t remember details about your appearance or mannerisms and can’t accurately describe you to another. Creatures with truesight aren’t affected by this cloak. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of the Lady","description":"Wondrous Item, very rare (requires attunement) These finely crafted cloaks of elvenkind are made of the softest wool and inlaid with a golden embroidery that marks its wearer as friend to elves. The embroidery is enchanted to only appear when the wearer wills it and may not be called forth by any but the individual the cloak was woven for. In addition, the cloak obscures the aura of all magic items borne by the wearer, such that the Scent Magic ability of an Astirax can only detect them within a range of 100 feet. Further, the wearer receives a +5 bonus to the Wisdom save to resist the effects of a scrying spell unless the caster is Queen Aradil herself. Finally, the cloaks allow Aradil to know the wearer’s location and state of mind.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Cloak of the Manta Ray","description":"Cloak of the Manta Ray Wondrous item, uncommon While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action .","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloak of the Manta Ray","description":"Cloak of the Manta Ray Wondrous item, uncommon While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cloak of the Manta Ray","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cloak of the Manta Ray"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cloak of the Moth Rider","description":"Wondrous item, rare (requires attunement) Component: fey (Adelifae) wings The reclusive giant moths of the Plane of Fey are a perfect representation of the mysterious, gloomy whimsy of their home plane and this cloak, made from their fur, is a rare treasure. To slay one of these noble beasts is a nigh unforgivable offence to the unseelie fey. However, for a giant moth to willingly bestow its fur to a creature is a tremendous honour, and a sign of the friendship of the fey. Flight of the Giant Moth. As an action while wearing this cloak, you can cause it to transform into a giant moth , which appears in an unoccupied space of your choice within 5 feet of you. The moth is friendly to you and your companions, it obeys your verbal commands, and it disappears after 1 hour, if you dismiss it as an action, or when it drops to 0 hit points, at which point it transforms back into the cloak. Once this property of the cloak is used, it can’t be used again until the next dawn. Fearsome Visage. While wearing this cloak, you have advantage on Intimidation checks. Additionally, you can use an action to cause the pattern on the cloak to shift into the shape of a terrifying face and animate it as you desire, such as by replicating your facial expressions or lip movements. When you do, you can cast the fear spell (save DC 15), targeting each creature of your choice that can see you within 15 feet of you, instead of those in a 30-foot cone. Once this spell is cast in this way, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Moth Rider","description":"Wondrous item, rare (requires attunement) Component: fey (Adelifae) wings The reclusive giant moths of the Plane of Fey are a perfect representation of the mysterious, gloomy whimsy of their home plane and this cloak, made from their fur, is a rare treasure. To slay one of these noble beasts is a nigh unforgivable offence to the unseelie fey. However, for a giant moth to willingly bestow its fur to a creature is a tremendous honour, and a sign of the friendship of the fey. Flight of the Giant Moth. As an action while wearing this cloak, you can cause it to transform into a giant moth , which appears in an unoccupied space of your choice within 5 feet of you. The moth is friendly to you and your companions, it obeys your verbal commands, and it disappears after 1 hour, if you dismiss it as an action, or when it drops to 0 hit points, at which point it transforms back into the cloak. Once this property of the cloak is used, it can’t be used again until the next dawn. Fearsome Visage. While wearing this cloak, you have advantage on Intimidation checks. Additionally, you can use an action to cause the pattern on the cloak to shift into the shape of a terrifying face and animate it as you desire, such as by replicating your facial expressions or lip movements. When you do, you can cast the fear spell (save DC 15), targeting each creature of your choice that can see you within 15 feet of you, instead of those in a 30-foot cone. Once this spell is cast in this way, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cloak of the Moth Rider (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Adelifae) wings The reclusive giant moths of the Plane of Fey are a perfect representation of the mysterious, gloomy whimsy of their home plane and this cloak, made from their fur, is a rare treasure. To slay one of these noble beasts is a nigh unforgivable offence to the unseelie fey. However, for a giant moth to willingly bestow its fur to a creature is a tremendous honour, and a sign of the friendship of the fey. Flight of the Giant Moth. As an action while wearing this cloak, you can cause it to transform into a giant moth , which appears in an unoccupied space of your choice within 5 feet of you. The moth is friendly to you and your companions, it obeys your verbal commands, and it disappears after 1 hour, if you dismiss it as an action, or when it drops to 0 hit points, at which point it transforms back into the cloak. Once this property of the cloak is used, it can’t be used again until the next dawn. Fearsome Visage. While wearing this cloak, you have advantage on Intimidation checks. Additionally, you can use an action to cause the pattern on the cloak to shift into the shape of a terrifying face and animate it as you desire, such as by replicating your facial expressions or lip movements. When you do, you can cast the fear spell (save DC 15), targeting each creature of your choice that can see you within 15 feet of you, instead of those in a 30-foot cone. Once this spell is cast in this way, it can’t be cast again until the next dawn. Uncommon variant: The item doesn’t have the Fearsome Visage property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Moth Rider (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Adelifae) wings The reclusive giant moths of the Plane of Fey are a perfect representation of the mysterious, gloomy whimsy of their home plane and this cloak, made from their fur, is a rare treasure. To slay one of these noble beasts is a nigh unforgivable offence to the unseelie fey. However, for a giant moth to willingly bestow its fur to a creature is a tremendous honour, and a sign of the friendship of the fey. Flight of the Giant Moth. As an action while wearing this cloak, you can cause it to transform into a giant moth , which appears in an unoccupied space of your choice within 5 feet of you. The moth is friendly to you and your companions, it obeys your verbal commands, and it disappears after 1 hour, if you dismiss it as an action, or when it drops to 0 hit points, at which point it transforms back into the cloak. Once this property of the cloak is used, it can’t be used again until the next dawn. Fearsome Visage. While wearing this cloak, you have advantage on Intimidation checks. Additionally, you can use an action to cause the pattern on the cloak to shift into the shape of a terrifying face and animate it as you desire, such as by replicating your facial expressions or lip movements. When you do, you can cast the fear spell (save DC 15), targeting each creature of your choice that can see you within 15 feet of you, instead of those in a 30-foot cone. Once this spell is cast in this way, it can’t be cast again until the next dawn. Uncommon variant: The item doesn’t have the Fearsome Visage property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cloak of the Moth Rider (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Adelifae) wings The reclusive giant moths of the Plane of Fey are a perfect representation of the mysterious, gloomy whimsy of their home plane and this cloak, made from their fur, is a rare treasure. To slay one of these noble beasts is a nigh unforgivable offence to the unseelie fey. However, for a giant moth to willingly bestow its fur to a creature is a tremendous honour, and a sign of the friendship of the fey. Flight of the Giant Moth. As an action while wearing this cloak, you can cause it to transform into a giant moth , which appears in an unoccupied space of your choice within 5 feet of you. The moth is friendly to you and your companions, it obeys your verbal commands, and it disappears after 1 hour, if you dismiss it as an action, or when it drops to 0 hit points, at which point it transforms back into the cloak. Once this property of the cloak is used, it can’t be used again until the next dawn. Fearsome Visage. While wearing this cloak, you have advantage on Intimidation checks. Additionally, you can use an action to cause the pattern on the cloak to shift into the shape of a terrifying face and animate it as you desire, such as by replicating your facial expressions or lip movements. When you do, you can cast the fear spell (save DC 15), targeting each creature of your choice that can see you within 15 feet of you, instead of those in a 30-foot cone. Once this spell is cast in this way, it can’t be cast again until the next dawn. Uncommon variant: The item doesn’t have the Fearsome Visage property. Very rare variant: Increase the DC to 16. Casting the fear spell using the cloak doesn’t require concentration.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloak of the Moth Rider (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Adelifae) wings The reclusive giant moths of the Plane of Fey are a perfect representation of the mysterious, gloomy whimsy of their home plane and this cloak, made from their fur, is a rare treasure. To slay one of these noble beasts is a nigh unforgivable offence to the unseelie fey. However, for a giant moth to willingly bestow its fur to a creature is a tremendous honour, and a sign of the friendship of the fey. Flight of the Giant Moth. As an action while wearing this cloak, you can cause it to transform into a giant moth , which appears in an unoccupied space of your choice within 5 feet of you. The moth is friendly to you and your companions, it obeys your verbal commands, and it disappears after 1 hour, if you dismiss it as an action, or when it drops to 0 hit points, at which point it transforms back into the cloak. Once this property of the cloak is used, it can’t be used again until the next dawn. Fearsome Visage. While wearing this cloak, you have advantage on Intimidation checks. Additionally, you can use an action to cause the pattern on the cloak to shift into the shape of a terrifying face and animate it as you desire, such as by replicating your facial expressions or lip movements. When you do, you can cast the fear spell (save DC 15), targeting each creature of your choice that can see you within 15 feet of you, instead of those in a 30-foot cone. Once this spell is cast in this way, it can’t be cast again until the next dawn. Uncommon variant: The item doesn’t have the Fearsome Visage property. Very rare variant: Increase the DC to 16. Casting the fear spell using the cloak doesn’t require concentration.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cloak of the Phoenix","description":"Cloak of the Phoenix Wondrous item, very rare (requires attunement) This floor-length cloak is composed of golden phoenix feathers and is fastened around the neck by a chain of fine platinum. While wearing this cloak, you have a flying speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cloak of the Ram","description":"Wondrous item, uncommon (requires attunement) While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can’t become a ram again until the next dawn. When you have been transformed for a total of 10 minutes, the cloak’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of the Rat","description":"Wondrous item, rare (requires attunement) While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score. Rat Form. While wearing this cloak, you can use an action to cast polymorph on yourself, transforming into a rat. While you are in the form of the rat, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. Once used, this property of the cloak can’t be used again until the next dawn. Shrink. While wearing this cloak, you can use a bonus action to shrink in size as if you gained the “reduce” effect of the enlarge/reduce spell until the end of your next turn. Once used, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloak of the Raven","description":"Wondrous Item, Uncommon While wearing this cloak, you have advantage on Wisdom (Perception) checks. In an area of dim light or sunlight, you can grip the edges of the cloak with both hands and use it to fly at a speed of 30 feet. If you release the cloak's edges from your grasp while flying in this way or if you are no longer in dim light or sunlight, you lose this flying speed. While wearing the cloak in an area of dim light or sunlight, you can use your action to cast daylight as a readied action. You may then fly or carry the daylight spell into any area of darkness. The cloak can't be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Cloak of the Tallfolk","description":"Cloak of the Tallfolk Wondrous item, rare While wearing this item the user may squeeze through spaces one size smaller than it without all the standard penalties. They do not have to spend extra movement and they do not have disadvantage on attack rolls and Dexterity saving throws. Enemy creatures still get advantage when attacking them in the smaller space, however.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Cloak of Thorny Poison","description":"Wondrous item, Hag, Rare This cloak grants power to those with the courage (or poison immunity) to wear it. This cloak is always dark, heavy, and oily. The cloak is covered, inside and out, in many small lumps that sprout thorns when the wearer is in combat. The wearer of the cloak of thorny poison emits a strong vinegar and mustard smell. This smell cannot be removed. The first cloaks of thorny poison were given to yuan-ti allies of the hags, but a few humanoids have also sought out a cloak of thorny poison. Creatures that do not bleed gain no advantage for wearing this cloak. A hag will rarely ever wear one of these. Disadvantages. The wearer of a cloak of thorny poison has a stench that cannot be masked. This smell grants advantage to any creature trying to detect or track the wearer using smell. This cloak sprouts sharp claw-like thorns that pierce the wearer’s skin on their first round in battle, doing 4 (2d4) piercing damage and causing 3 (1d6) poison damage. If the wearer attempts to remove this cloak while in combat then they must succeed on a DC 12 Strength saving throw. The wearer will suffer 4 (2d4) piercing damage regardless of success or failure, as the thorns dig and tear at their flesh. The wearer will lose one hit point at the start of each additional round as the cloak drinks their blood. The wearer must make a DC 12 Constitution saving throw at the beginning of each round or gain the poisoned condition. If the wearer is immune to the blood loss or piercing damage then this cloak grants no advantages. After combat, the thorns retract and the wearer can remove the cloak safely. If the wearer reaches 0 hit points while wearing this cloak they will automatically fail all death saves as the cloak continues to feed on them. Advantages. Any creature within ten feet of the wearer of a cloak of thorny poison, who successfully hits the wearer, takes 3 (1d6) poison damage and 3 (1d6) acid damage as the cloak sprays a foul greenish liquid at the attacker. This poison spray can only occur once per enemy target, once per round. On the wearer’s turn, the cloak can be made to slash at a foe within ten feet as a bonus action. This slash is a Melee Weapon Attack: +7 to hit, reach 10 feet., one target, Hit: 3 (1d6) slashing damage. The target must also make a DC 12 Constitution saving throw or gain the poisoned condition for 1 minute. Creatures immune to the piercing damage will find that this cloak does not function for them, but creatures immune to poison will still be able to use a cloak of thorny poison.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Cloak of Wicked Wings","description":"Wondrous item, uncommon (requires attunement) From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cloaking","description":"Master armor property Components: Masterwork suit of exotic light armor This armor can easily hide the wearer when needed. While wearing this armor, you can cast the invisibility spell without expending a spell slot or material components. Once you use this property to cast the spell, you can’t do so again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Master armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cloaking Unit","description":"Cloaking Unit Utility, epic This device is worn as a belt. While you wear it, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the device is removed, until you attack or use a power, or until you use a bonus action to become visible again.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Clockwork","description":"Master armor property Components: Masterwork suit of exotic heavy armor This suit of armor has dozens of clockwork mechanisms integrated into it, granting you a number of benefits. While wearing this armor, your jump distance is tripled, and you have advantage on Strength (Athletics) checks (other than grapple checks). Additionally, your armor locks down when you take the Dodge action, causing your AC to become 22, if it was lower.","properties":{"Category":"Items","Item Type":"Master armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Clockwork Amulet","description":"Clockwork Amulet Wondrous item, common Properties : This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.\n When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Clockwork Amulet","description":"Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Clockwork Amulet","description":"Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Clockwork Amulet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Clockwork Armor","description":"Clockwork Armor Armor (Heavy), Very Rare (Requires Attunement) The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Clockwork Caltrops","description":"Clockwork caltrops resemble regular caltrops but with the following differences. A bag of 20 caltrops can be activated by being shaken vigorously; this takes an action, and the caltrops remain activated for one minute. If they’re dumped onto the ground (as a bonus action) while activated, the spring-driven caltrops hop around erratically in an area of 100 square feet for 5 rounds (30 seconds). A creature that enters the area must make a successful DC 15 Dexterity saving throw or take 1 piercing damage, stop moving this turn, and have its walking speed reduced by 10 feet until it recovers at least 1 hit point. The saving throw succeeds automatically if the creature moves at half speed and foregoes taking an action until the start of its next turn. After 5 rounds, the caltrops stop hopping and have no further effect. If the caltrops are dumped out without being activated, treat them as standard caltrops. Clockwork caltrops can be gathered up for reuse after they stop hopping around. Price 25 gp, weight 5 lb.","properties":{"Category":"Items","Expansion":9,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Clockwork Chain Mail","description":"Clockwork Chain Mail Armor (Heavy), Very Rare (Requires Attunement) The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Clockwork crossbow","description":"This weapon resembles a traditional light crossbow but with a removable, wooden and clockwork magazine. Though this crossbow is lighter and less powerful than a heavy crossbow, its magazine allows for faster volleys. The attached magazine must have at least one bolt loaded into it to make a ranged attack with this weapon.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Ammunition, magazine (6), two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clockwork Gauntlet","description":"Wondrous item, uncommon (requires attunement) This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Greataxe","description":"Weapon (greataxe), rare (requires attunement) This formidable greataxe is crafted entirely of gleaming, polished brass and steel, with intricate clockwork mechanisms visible under its blade and gold inlays on its haft. When activated, the blade vibrates rapidly, emitting a high-pitched whirring sound as it slices through the air. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The clockwork greataxe has the unique ability to manipulate time. This magic weapon has 3 charges and it regains 1d3 expended charges at dawn. Upon striking a foe, you can use a bonus action and expend 1 charge to slow the target creature for three rounds. An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to finish casting the spell. If it can't, the spell is wasted. A creature affected this way can make a DC 13 Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Weapon (greataxe) ","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Clockwork Hand","description":"Wondrous item, uncommon (requires attunement) A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can’t be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Hare","description":"Wondrous item, legendary Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30-foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Mace of Divinity","description":"Weapon (mace), uncommon (requires attunement) This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon’s trident form, the target takes an extra 1d6 radiant damage. Magic of the Last Heir Deep in the Eastern Heart of the Margreve sits the Grove of Eternal Autmn. There lives a clan of alseid who speak fondly of a group of adventurers, who not only saved the fate of their village, but that of the balance of the Margreve itself. Each adventurer bore a magical gift from the sly contritbutions of Baba Yaga, the intentional interventions of Rava, or the unexepected generosity from the Queen of Night and Magic, and each gift reflected the journey and growth of the heroes who received them. Thanks to these gifts and the heroes’ dedication and bravery, they stopped the attempted destruction of the Grove by a power-driven, wayward clan member, who was under the manipulations of a freed elder vampire from Dead Druid’s Run. After defeating the elder vampire, restoring the integrity of the stones, and believing in second chances, Xira, Shreg, Slaine, Jervayn, MAURICE, Eowilgalith, and Weeble Wobble realized there is more than meets the eye to the Margreve, its inhabitants, and each other, and they became honorary members of the Grove of Eternal Autumn in turn. Their magic items first appeared in the livestream campaign, The Last Heir , but now live on beyond those characters, awaiting new heroes to take up their legacy. These items are the amulet of the oracle , boots of the grandmother , clockwork hare , clockwork mace of divinity , ring of the grove’s guardian , spear of the stilled heart , and valkyrie’s bite .","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Mynah Bird","description":"Wondrous item, rare This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. If you use your action to speak the first command word (“listen” in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (“speak”), it repeats back what it heard in a metallic-sounding—though reasonably accurate—portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others. As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Pendant","description":"Wondrous item, rare (requires attunement) This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur , haste , or slow spell (save DC 15) from it. The spell’s duration changes to 3 rounds, and it doesn’t require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Plate Armor","description":"Clockwork Plate Armor Armor (Heavy), Very Rare (Requires Attunement) The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Clockwork Ring Mail","description":"Clockwork Ring Mail Armor (Heavy), Very Rare (Requires Attunement) The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Clockwork Rogue Ring","description":"Ring, uncommon (requires attunement) Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves’ tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can’t be used again until the next sunset.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Spider Cloak","description":"Wondrous item, rare (requires attunement) This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Clockwork Splint Armor","description":"Clockwork Splint Armor Armor (Heavy), Very Rare (Requires Attunement) The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Clockwork Sword","description":"Weapon (Longsword), Rare (Requires Attunement) This magic item appears to be a sword hilt. While grasping the hilt, you can use a bonus action to cause a blade made from metal and gemstones to fold out from the hilt, or make the blade disappear. Clockwork Strike. Once per turn when you hit with an attack roll using this longsword, you can cause one of the following effects: Flash. The target takes 1d8 radiant damage and must succeed on a DC 15 Constitution saving throw or be blinded until the end of your next turn. Propulsion. The target and other creatures within 5 feet of it (except you) take 1d8 force damage and must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from you. Shock. The target takes 1d8 lightning damage and can’t take reactions until the end of your next turn. Whenever you use this property, roll a d8. On a 1, the blade malfunctions and you suffer the same effect as the target. When the blade malfunctions, it folds in on itself and disappears, and can’t be brought out again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Clockwork Wyvern","description":"Wondrous item, rare (requires attunement) Component: construct lifespark This limited edition clockwork wyvern comes with a fully operational, miniature coal engine. Thanks to an intricate mix of steam-powered gears and pistons, the construct has lifelike movements and mannerisms. Unlike its nonmagical cousins, this particular specimen gains a degree of self-awareness when a creature attunes to it. Combat. In combat, the clockwork wyvern shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The wyvern has 6 charges; see the wyvern’s stat block for details on how it can expend and recharge this resource. Death and Damage. If the clockwork wyvern is reduced to 0 hit points, it loses all charges and becomes inert. A wyvern that has 0 hit points regains 1 hit point when it takes lightning damage from a spell of 1st level or higher, or if 2 gp of charcoal is placed in its chest-furnace. The clockwork wyvern regains 2d6 hit points each time the mending cantrip is cast on it. Except for these two means or its Reconstitute action, a wyvern can’t regain hit points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Clothes of Mending","description":"Clothes of Mending Wondrous item, common This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Clothes of Mending","description":"Wondrous Item, Common This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Clothes of Mending"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Clothes, Common","description":"Clothes, Common Adventuring gear Price: 1 gp Inexpensive clothing for regular wear. No fancy colors.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Clothes, Costume","description":"Clothes, Costume Adventuring gear Price: 5 gp Designed to help you disguise yourself. Not expensive, but may look expensive if needed.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Clothes, Fine","description":"Clothes, Fine Adventuring gear Price: 15 gp Very nice clothes, with bright colors and good stitching.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Clothes, Traveler's","description":"Clothes, Traveler's Adventuring gear Price: 2 gp Designed to hold up well to a lot of wear and travel. Not fancy looking, but hearty.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Cloud and Mist Immortality Tea","description":"Potion, legendary The first time you drink this tea, you are reduced to 0 hit points, regardless of any magical effects or protections, and you are dying. Make death saving throws as normal. If you survive, you awaken with all of your hit points and 60 years younger. For example, an 80-year-old would awaken in the body of a 20-year-old. If you were not at least 60 years old, you awaken in the body of a newborn. You retain all your knowledge in any case. With each subsequent use of cloud and mist immortality tea , the tea is only half as effective as the last time you drank it. On your second use, for example, you awaken only 30 years younger. On the third use, you awaken 15 years younger, and so on. However, you are reduced to 0 hit points on only your first use of this tea. Each subsequent time you drink this tea, you fall unconscious for 30 seconds, then awaken younger and with all of your hit points.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Club","description":"Club Melee weapon (simple, club) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Club","description":"Club Melee weapon (simple) Damage : 1d4 Damage Type : Bludgeoning Properties : Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Club","description":"Club Melee weapon (simple, club) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple","Item Type":"Melee Weapon","data-List":"false","Properties":"Light","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Club","description":"Club Melee Weapon (simple, club) The humble club is perhaps the oldest weapon in Rokugan—at least among humans. Often little more than a length of stout wood or shaped stone, a club can be fashioned with available materials by nearly anyone. While a club can certainly be used to kill, doing so takes some work on the part of the wielder. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Club","description":"Club Melee weapon (simple, club) Damage : 1d4 Damage Type : bludgeoning Properties : Light Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Club","description":"Simple Melee Weapon Damage: 1d4 Bludgeoning Properties: Light Mastery: Slow Weight: 2 lb. Cost: 1 SP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"None","Name":"Club"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Club","description":"Club Melee weapon (simple, club) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Club +1","description":"Club +1 Melee Weapon ( simple, club ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Subtype":"simple, club","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Light","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Club +1","description":"Club +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d4 Damage Type : Bludgeoning Properties : Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Club +1","description":"Club +1 Melee weapon (simple, club) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Club +1","description":"Club +1 Melee weapon (simple, club) You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Club +1","description":"Weapon (Club), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Club +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Club +1","description":"Weapon (Club), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Club +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Club +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Club\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Club +1 Attack\",\"parent\":\"Club +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Club +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Club +1 Damage\",\"parent\":\"Club +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Club +1 Attack (Off-hand)\",\"parent\":\"Club +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Club +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Club +1 Damage (Off-hand)\",\"parent\":\"Club +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Club +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Club +2","description":"Club +2 Melee weapon (simple, club) , rare You have a +2 bonus to attack and damage rolls made with this weapon. 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Damage: 1d4+2 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Subtype":"simple, club","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Light","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Club +2","description":"Weapon (Club), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Club +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Club +2","description":"Weapon (Club), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Club +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Club +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Club\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Club +2 Attack\",\"parent\":\"Club +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Club +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Club +2 Damage\",\"parent\":\"Club +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Club +2 Attack (Off-hand)\",\"parent\":\"Club +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Club +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Club +2 Damage (Off-hand)\",\"parent\":\"Club +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Club +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Club +3","description":"Club +3 Melee weapon (simple, club) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+3 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Club +3","description":"Club +3 Melee Weapon (simple, club) , very rare You have a +3 bonus to attack and damage rolls made with this weapon . Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+3 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Subtype":"simple, club","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Light","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Club +3","description":"Weapon (Club), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Club +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Club +3","description":"Weapon (Club), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Club +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Club +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Club\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Club +3 Attack\",\"parent\":\"Club +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Club +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Club +3 Damage\",\"parent\":\"Club +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Club +3 Attack (Off-hand)\",\"parent\":\"Club +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Club +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Club +3 Damage (Off-hand)\",\"parent\":\"Club +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Club +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Club of Agonizing Paralysis","description":"Weapon (club), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Club of Bloodletting","description":"Club of Bloodletting Melee weapon (simple, club), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Club of Certain Death","description":"Club of Certain Death Weapon (club), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Club of Defense","description":"Club of Defense Melee weapon (simple, club), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Club of Inverted Probability","description":"Club of Inverted Probability Melee weapon (simple, club), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Club of Warning","description":"Weapon (Club), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Club of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Club shield","description":"These shields are wielded by grasping onto a stout two-foot-long pole on the reverse side, allowing you to use your shield as an effective weapon. Wielding a club shield increases your Armor Class by 2. The club shield is considered both a shield and a weapon, and you can’t benefit from more than one shield at a time, as normal.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Light, special"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Club Shield","description":"These shields are wielded by grasping onto a stout two-foot-long pole on the reverse side, allowing you to use your shield as an effective weapon. Wielding a club shield increases your Armor Class by 2. You can’t wield a shield or a second club shield at the same time.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, special","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Clutching Crown","description":"Wondrous item, very rare (requires attunement) Component: celestial (devourer) bone Deeply uncomfortable by design, this crown torments its wearer with the constant drumming of skeletal fingers on metal, which echoes in the ears in an unnatural fashion. Occasionally, the sharp thumbs of its osseous claws cut the wearer’s skin in a sadistic caress that absorbs the droplets of blood they draw. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The veil on the crown gives other creatures disadvantage on Wisdom (Insight) checks made against you, without hindering your vision. Touch of the Grave. While wearing this crown, you can cast the chill touch cantrip (2d8 damage, +6 to hit) at will. When you cast this cantrip, you can expend up to 4 charges to empower it in one of the following ways: Many Hands. For each charge expended, you can target one additional creature with the cantrip. Grasping Hands. For each charge expended, a target that fails its saving throw takes an extra 2d8 necrotic damage and, if you expended at least 2 charges, the target is also restrained until the end of its next turn; if you expended at least 4 charges, the target is also paralysed until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Clutching Crown","description":"Wondrous item, very rare (requires attunement) Component: celestial bone Deeply uncomfortable by design, this crown torments its wearer with the constant drumming of skeletal fingers on metal, which echoes in the ears in an unnatural fashion. Occasionally, the sharp thumbs of its osseous claws cut the wearer’s skin in a sadistic caress that absorbs the droplets of blood they draw. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The veil on the crown gives other creatures disadvantage on Wisdom (Insight) checks made against you, without hindering your vision. Touch of the Grave. While wearing this crown, you can cast the chill touch cantrip (2d8 damage, save DC 16) at will. When you cast this cantrip, you can expend up to 4 charges to empower it in one of the following ways: Many Hands. For each charge expended, you can target one additional creature with the cantrip. Grasping Hands. For each charge expended, a target that fails its saving throw takes an extra 2d8 necrotic damage and, if you expended at least 2 charges, the target is also restrained until the end of its next turn; if you expended at least 4 charges, the target is also paralysed until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Clutching Crown (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial (devourer) bone Deeply uncomfortable by design, this crown torments its wearer with the constant drumming of skeletal fingers on metal, which echoes in the ears in an unnatural fashion. Occasionally, the sharp thumbs of its osseous claws cut the wearer’s skin in a sadistic caress that absorbs the droplets of blood they draw. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The veil on the crown gives other creatures disadvantage on Wisdom (Insight) checks made against you, without hindering your vision. Touch of the Grave. While wearing this crown, you can cast the chill touch cantrip (2d8 damage, +6 to hit) at will. When you cast this cantrip, you can expend up to 4 charges to empower it in one of the following ways: Many Hands. For each charge expended, you can target one additional creature with the cantrip. Grasping Hands. For each charge expended, a target that fails its saving throw takes an extra 2d8 necrotic damage and, if you expended at least 2 charges, the target is also restrained until the end of its next turn; if you expended at least 4 charges, the target is also paralysed until the end of its next turn. Rare variant: Reduce the attack bonus to +5. You can only expend up to 2 charges at a time. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the attack bonus to +7.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Clutching Crown (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial bone Deeply uncomfortable by design, this crown torments its wearer with the constant drumming of skeletal fingers on metal, which echoes in the ears in an unnatural fashion. Occasionally, the sharp thumbs of its osseous claws cut the wearer’s skin in a sadistic caress that absorbs the droplets of blood they draw. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The veil on the crown gives other creatures disadvantage on Wisdom (Insight) checks made against you, without hindering your vision. Touch of the Grave. While wearing this crown, you can cast the chill touch cantrip (2d8 damage, save DC 16) at will. When you cast this cantrip, you can expend up to 4 charges to empower it in one of the following ways: Many Hands. For each charge expended, you can target one additional creature with the cantrip. Grasping Hands. For each charge expended, a target that fails its saving throw takes an extra 2d8 necrotic damage and, if you expended at least 2 charges, the target is also restrained until the end of its next turn; if you expended at least 4 charges, the target is also paralysed until the end of its next turn. Rare variant: Reduce the DC to 15. You can only expend up to 2 charges at a time. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the DC to 17.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Clutching Crown (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial (devourer) bone Deeply uncomfortable by design, this crown torments its wearer with the constant drumming of skeletal fingers on metal, which echoes in the ears in an unnatural fashion. Occasionally, the sharp thumbs of its osseous claws cut the wearer’s skin in a sadistic caress that absorbs the droplets of blood they draw. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The veil on the crown gives other creatures disadvantage on Wisdom (Insight) checks made against you, without hindering your vision. Touch of the Grave. While wearing this crown, you can cast the chill touch cantrip (2d8 damage, +6 to hit) at will. When you cast this cantrip, you can expend up to 4 charges to empower it in one of the following ways: Many Hands. For each charge expended, you can target one additional creature with the cantrip. Grasping Hands. For each charge expended, a target that fails its saving throw takes an extra 2d8 necrotic damage and, if you expended at least 2 charges, the target is also restrained until the end of its next turn; if you expended at least 4 charges, the target is also paralysed until the end of its next turn. Rare variant: Reduce the attack bonus to +5. You can only expend up to 2 charges at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Clutching Crown (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial bone Deeply uncomfortable by design, this crown torments its wearer with the constant drumming of skeletal fingers on metal, which echoes in the ears in an unnatural fashion. Occasionally, the sharp thumbs of its osseous claws cut the wearer’s skin in a sadistic caress that absorbs the droplets of blood they draw. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The veil on the crown gives other creatures disadvantage on Wisdom (Insight) checks made against you, without hindering your vision. Touch of the Grave. While wearing this crown, you can cast the chill touch cantrip (2d8 damage, save DC 16) at will. When you cast this cantrip, you can expend up to 4 charges to empower it in one of the following ways: Many Hands. For each charge expended, you can target one additional creature with the cantrip. Grasping Hands. For each charge expended, a target that fails its saving throw takes an extra 2d8 necrotic damage and, if you expended at least 2 charges, the target is also restrained until the end of its next turn; if you expended at least 4 charges, the target is also paralysed until the end of its next turn. Rare variant: Reduce the DC to 15. You can only expend up to 2 charges at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Coat of Many Eyes (Rare)","description":"Coat of Many Eyes Armor (studded leather); rare (evolves with service to Belashyrra, requires attunement) This armor is a creation of the daelkyr Belashyrra, the Lord of Eyes. Made from a tough, leathery material, a coat of many eyes is warm to the touch. It is covered with eyes—eyes of many different types of creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits: The armor lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision with a range of 120 feet. Gifts of the All-Seer. All coats of many eyes are linked to Belashyrra, and while wearing one you may receive visions—flashes of things the Lord of Eyes wishes to see through you. If you follow through with these tasks, your armor can evolve, gaining additional powers and increasing its effective rarity. A rare coat also grants you a +1 bonus to AC and allows you to see invisible creatures and objects within 120 feet. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and you can remove it.","properties":{"Category":"Items","Expansion":20973,"Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Coat of Many Eyes (Uncommon)","description":"Coat of Many Eyes Armor (studded leather); uncommon (evolves with service to Belashyrra, requires attunement) This armor is a creation of the daelkyr Belashyrra, the Lord of Eyes. Made from a tough, leathery material, a coat of many eyes is warm to the touch. It is covered with eyes—eyes of many different types of creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits: The armor lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision with a range of 120 feet. Gifts of the All-Seer. All coats of many eyes are linked to Belashyrra, and while wearing one you may receive visions—flashes of things the Lord of Eyes wishes to see through you. If you follow through with these tasks, your armor can evolve, gaining additional powers and increasing its effective rarity. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Coat of Many Eyes (Very Rare)","description":"Coat of Many Eyes Armor (studded leather); very rare (evolves with service to Belashyrra, requires attunement) This armor is a creation of the daelkyr Belashyrra, the Lord of Eyes. Made from a tough, leathery material, a coat of many eyes is warm to the touch. It is covered with eyes—eyes of many different types of creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits: The armor lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision with a range of 120 feet. Gifts of the All-Seer. All coats of many eyes are linked to Belashyrra, and while wearing one you may receive visions—flashes of things the Lord of Eyes wishes to see through you. If you follow through with these tasks, your armor can evolve, gaining additional powers and increasing its effective rarity. A rare coat also grants you a +1 bonus to AC and allows you to see invisible creatures and objects within 120 feet. A very rare coat also grants you a +1 bonus to AC and allows you to see invisible creatures and objects within 120 feet. Additionally, you can use an action to cast arcane eye with it. Once you cast the spell in this manner, you can’t do so again until you finish a long rest. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and you can remove it.","properties":{"Category":"Items","Expansion":20973,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Coat of Oddities","description":"Wondrous item, rare (requires attunement) Coats of oddities are created with top-shelf Cyherestead aesthetics; these magical suit tops are mostly black with majestic, silver or golden vertical strips and decorations. One can wear the coat of oddity over armor. When you are attuned to it, you gain two of the following benefits of your choice while wearing the coat: You have a +1 bonus to AC. Your speed increases by 10 feet. You learn a cantrip of your choice from a spell list of your choice, until the attunement is broken. You gain a flying speed of 30 feet. You have advantage on Dexterity saving throws. You have advantage on Charisma saving throws. Your spells deal an extra 1d4 damage of its damage type. If a spell deals damage to multiple targets, you choose which creature takes this extra damage. Your spell save DC increases by 1. If your attunement ends, you lose the benefits granted by this coat. If your attunement ends and you attune to it again, you can change the benefits you had previously chosen.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Coat of the Crest","description":"Coat of the Crest Wondrous item, rare (requires attunement) This exquisite brocade coat is cut in a long, high-collared style popular among nobles of the Clovis Concord—a nation on the west coast of Wildemount whose stylish fashion is often mimicked in Tal’Dorei. Its shimmering lining hints at its magical properties. You gain a +1 bonus to AC while wearing this coat, which can be worn over light armor. Additionally, the coat has 3 charges and regains 1d3 expended charges daily at dawn. When you are the target of an attack while wearing this coat, you can spend 1 charge as a reaction to gain resistance to one type of damage from the triggering attack. This resistance is effective against the triggering attack and lasts until the start of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cobbler's Tools","description":"Cobbler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cobbler's Tools","description":"Cobbler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cobbler's Tools","description":"Artisan's Tools Ability: Dexterity Weight: 5 lb. Cost: 5 GP Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10) Craft: Climber’s Kit","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Cobbler's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cobbler's Tools","description":"Cobbler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cobra Mace (Common)","description":"Weapon (Mace), Common (Requires Attunement) Common As an action, you can sense the presence and location of creatures within 30 feet of you that are diseased, poisoned, or in pain. Once used, this property can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Cobra Mace (Legendary)","description":"Weapon (Mace), Legendary (Requires Attunement) Common As an action, you can sense the presence and location of creatures within 30 feet of you that are diseased, poisoned, or in pain. Once used, this property can’t be used again until you finish a short or long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you have advantage on saving throws against poison, and you have resistance against poison damage. Rare Attacks with this weapon deal an extra 1d6 poison damage on a hit. Toxic Critical. When you attack a creature with this weapon and roll a 20 on the attack roll, the weapon also bites the target, injecting them with poison. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success. Very Rare The bonus to attack and damage rolls increases to +2 and the DC of Toxic Critical increases to 16. Hazardous Hiss. As an action, you cause the weapon to spray poison. Each creature in a 30-foot cone must make a DC 16 Constitution saving throw. A creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw spends its action on its next turn reeling in pain. Once used, this property can’t be used again until you finish a long rest. Legendary The bonus to attack and damage rolls increases to +3, the additional poison damage dealt on a hit increases to 2d6, and the DCs of Toxic Critical and Hazardous Hiss increase to 17. Painful Bite. While holding this weapon, you can cast power word pain (save DC 17). Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Cobra Mace (Rare)","description":"Weapon (Mace) Rare (Requires Attunement) Common As an action, you can sense the presence and location of creatures within 30 feet of you that are diseased, poisoned, or in pain. Once used, this property can’t be used again until you finish a short or long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you have advantage on saving throws against poison, and you have resistance against poison damage. Rare Attacks with this weapon deal an extra 1d6 poison damage on a hit. Toxic Critical. When you attack a creature with this weapon and roll a 20 on the attack roll, the weapon also bites the target, injecting them with poison. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Cobra Mace (Uncommon)","description":"Weapon (Mace), Uncommon (Requires Attunement) Common As an action, you can sense the presence and location of creatures within 30 feet of you that are diseased, poisoned, or in pain. Once used, this property can’t be used again until you finish a short or long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you have advantage on saving throws against poison, and you have resistance against poison damage.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Cobra Mace (Very Rare)","description":"Weapon (Mace), Very Rare (Requires Attunement) Common As an action, you can sense the presence and location of creatures within 30 feet of you that are diseased, poisoned, or in pain. Once used, this property can’t be used again until you finish a short or long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you have advantage on saving throws against poison, and you have resistance against poison damage. Rare Attacks with this weapon deal an extra 1d6 poison damage on a hit. Toxic Critical. When you attack a creature with this weapon and roll a 20 on the attack roll, the weapon also bites the target, injecting them with poison. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success. Very Rare The bonus to attack and damage rolls increases to +2 and the DC of Toxic Critical increases to 16. Hazardous Hiss. As an action, you cause the weapon to spray poison. Each creature in a 30-foot cone must make a DC 16 Constitution saving throw. A creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw spends its action on its next turn reeling in pain. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Coconut of Alacrity","description":"Wondrous item, common (socketable) Component: beast (horse) bone The original concept for this bizarre item is said to come from a faraway land where horses are so rare that buying one is more expensive than producing low-end magical paraphernalia. When both halves of this coconut are clapped together, they produce the sound of a trotting mount and increase one’s velocity to match that of an unladen swallow. Mighty Gallop. This item can be socketed on mounts. When hung from a Small or larger creature that is serving as a mount, that creature can take the Dash action as a bonus action on its turn. Once this property of the item has been used, it can’t be used again until the next dawn. Swallow’s Velocity. Using two hands, you can hold each coconut half and clap them together repeatedly to increase your travel pace over long distances. For as long as you continue to do this, you and up to 6 friendly creatures of your choice that can hear the clapping can travel 3 miles per hour at a slow pace (27 miles per day), 4 miles per hour at a normal pace (32 miles per day), or 6 miles per hour at a fast pace (45 miles per day). The sound of the clip-clopping coconuts can be heard up to 100 feet away; other creatures within this area that can hear are alerted to the sound and can’t be surprised by creatures benefitting from this magic item while it is in use.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Properties":"Component: beast (horse) bone","Item Rarity":"common"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Cocoon of Possibility","description":"Cocoon of Possibility Spell catalyst, rare A cocoon touched by fey magic that contains an insect yet to be reborn. When you cast the reincarnate spell, you can choose to allow the spell to consume this spell catalyst. When you do, the target can choose for its new body to be any humanoid race that it has seen (including its original race), instead of the DM rolling on the spell’s table.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Codex Aeternus ","description":"Wondrous item, fabled (5th-level and higher properties require attunement by a spellcaster) The dual nature of the codex aeternus is reflected in its two-tome binding, with “death” on the left and “life” on the right. The death tome contains necromantic rituals and treatises on the undead, while the life tome reflects on the nature of the divine and details healing methods and medicinal herbs. The owner of the grimoire gradually becomes interested in learning and performing funerary rites and medicinal remedies. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. Moreover, when you finish a long rest while this tome is in your possession, you can choose either the chill touch or spare the dying cantrip. If you are holding the tome, you can cast the cantrip you selected at will. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in chapter 5: 1st level: cure wounds, inflict wounds 2nd level: prayer of resolve*, wound surge* 3rd level: animate dead, revivify 4th level: death toll*, halo of blood and tears* 5th level: contingency boils*, raise dead 6th level: create undead, harm, heal 7th level: defile healing*, finger of death 9th level: afflict line*, true resurrection Tome of duality (requires attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spell save dc. 5th level. As a reaction when you take necrotic damage, you can transmute some of the damage into healing energy. You negate an amount of damage equal to 1d10 + your proficiency bonus and heal yourself or a creature of your choice within 10 feet by the same amount. 9th level. As an action, one undead creature that you can see within 30 feet must make a wisdom saving throw, taking 8d6 radiant damage on a failed save or half as much damage on a successful one. If the target is reduced to 0 hit points by this attack, an exact copy of the creature appears in an adjacent unoccupied square and is under your control. The copy has the statistics of the original creature as it was at the beginning of your turn. As a bonus action on each of your turns, you can mentally command the copy if it is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The copy lasts for a number of rounds equal to your proficiency bonus, and then it vanishes. You can use this feature three times and regain all expended uses when you finish a long rest. 13th level. You can use your action to cast either the finger of death or the resurrection spell. Once you do so, you can’t use this feature again until you finish a long rest. In addition, after you take damage from radiant or necrotic damage, you become immune to that type of damage for 1 minute. If you take damage from the other type while under the effect of this feature, you lose your immunity in favor of becoming immune to the new type, and the duration resets to 1 minute. 17th level. Your intelligence or wisdom score (your choice) increases by 2, to a maximum of 20. An undead creature who targets you with an attack or harmful spell must first succeed on a wisdom saving throw. On a failed save, the creature must choose a new target or lose that attack or spell. Moreover, whenever a spell or effect that restores hit points is used within 30 feet of your position, you regain hit points equal to half as much as the original spell or effect. Quirks of the codex aeternus. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the quirks of the codex aeternus table. Quirks of the Codex Aeternus d8 Result 1 Funerals and ways that creatures die are amazingly interesting to you. 2 Sometimes your reflection shows what you’d look like if you were undead. 3 There is always time to lecture the uninformed about cycles of life, death, and undeath. 4 While no stranger to violence, you abhor killing anything yourself. 5 You are obsessed with cleanliness. 6 You are quick to point out the potential for major injury in every action. 7 You collect grave dirt and keep your “treasures” in labeled jars. 8 You instinctively want to heal any injured creature you see.","properties":{"Category":"Items","Expansion":24844,"Requires Attunement":"Wondrous item, fabled (5th-level and higher properties require attunement by a spellcaster)"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Codex Aeternus \r\n","description":"","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Coffer of Memory","description":"Wondrous item, rare (requires attunement) This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer’s point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Coil of Strength Storing","description":"Wondrous item, uncommon (requires attunement) This metallic coil is usually worn on an arm or leg. While attuned to it, whenever you make a melee weapon attack against a hostile creature that exceeds the target’s AC by 5 or more, the coil gains 1 stored charge. It can hold up to 5 charges at a time. When you make an attack with a melee weapon, you can expend any number of stored charges to gain a bonus on the attack roll equal to the number of charges expended. You can wait until after you roll the d20 before deciding to expend charges, but must decide before the GM says whether the attack hits. Unused charges disappear 1 minute after being stored.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Coiling Grasp Tattoo","description":"Coiling Grasp Tattoo Wondrous item (tattoo), uncommon (requires attunement ) Produced by a special needle, this magic tattoo has long intertwining designs. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Coin of Delving","description":"Coin of Delving Wondrous item, common This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Coin of Delving","description":"Coin of Delving Wondrous item, common This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Coin of Enhanced Luck","description":"Coin of Enhanced Luck Wondrous item, very rare (requires attunement by a halfling or a creature with the lucky feat) This coin was forged by halflings, and has an image of Yondalla engraved on it. While attuned to this coin, you gain the following benefits: If you spend a luck point or use your Lucky trait to affect one of your attack rolls or an ability check, the d20 you choose gains a +2 bonus. If you spend a luck point to affect an attack against you, the d20 roll you choose suffers a -2 penalty. You regain one luck point up to your maximum at the end of a short rest. Once you have used a benefit, you can’t use that benefit again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a halfling or a creature with the Lucky feat"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Coin of Luck","description":"Coin of Luck Wondrous item Price: 2,500 gp This unassuming silvered coin seems stamped with the language from an ancient civilization. It is said to control your fate. Once per day a player who has this item can activate the coin to change a roll to a 50/50 success chance. Roll the d20 as normal but all even rolls are considered a Critical Success and all odd rolls are considered a Critical Failure.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Coin of Seeing","description":"Thieves do not only need to be unseen - it’s just as important that they themselves don’t miss important things in their surroundings. A relatively common tactic used by thieves’ guilds is to employ wizards that create Coins of Seeing. For high-profile targets, they are used to enhance the user’s perception significantly. Magic schools: Transmutation Cost: 200 gp Magic properties: If you put this coin on your forehead, it dissolves into a golden shimmer. You gain Advantage on Wisdom (Perception) checks for one hour. With a quick jump, Arthi grabbed the ledge above her and pulled herself up on the roof. Stealing from a museum wasn’t exactly her type of task - but then again, the museum had purchased the statues knowing they were stolen goods. She was doing a good thing here. But also a dangerous thing. The guards were all over the place since the alarm went off. She would have to be cautious... which probably was a good moment to use one of the coins her employer had given her. Arthi grabbed into her pouch, pulling one of the crude coins out, and placed it on her forehead. It instantly dissolved, with no visible effect. But Arthi felt... different. Her senses were sharpened. And in that exact moment, she noticed the tripwire just an arm’s length in front of her.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Coin of Singing","description":"Wondrous item, uncommon (requires attunement by a bard) This copper coin is stamped with an image of Lady Luck playing a lyre. A bard carrying this coin can use bardic inspiration an extra time before needing to rest.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Cold Arrow","description":"On a successful hit add 1d4 cold damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Cold Bolt","description":"On a successful hit add 1d4 cold damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Cold Bullet","description":"On a successful hit add 1d4 cold damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Cold Iron","description":"Fey are timeless creatures, inured to many of the world’s threats—except weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and it is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder.","properties":{"Category":"Items","Item Type":"Material"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cold Weather Clothing","description":"This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see “Extreme Cold”).","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Cold Weather Clothing","description":"Cold Weather Clothing Adventuring gear This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold. Weight: 5","properties":{"Category":"Items","Expansion":27909,"Item Type":"Adventuring gear"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Collapsible Frame","description":"Collapsible Frame Mod (weapon), uncommon When you holster or sheathe a weapon with this mod, it collapses down to a third of its normal size. The weapon regains its normal size when drawn. You can’t use the weapon while it's in its collapsed state. While holstered or sheathed, a one-handed weapon has the concealed property if it does not already possess it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Collapsible Mountain","description":"Wondrous Item, Legendary (Requires Attunement) This small statuette of a snow-topped, forested mountain seems remarkably detailed, yet it stands only about 4 inches tall. Stories tell that it was a gift from the bearfolk to the shadow fey priests of Hecate when they first came to the Shadow Realm and that it was once merely a collapsible hill . Over time, its power has grown as it travels from one owner to another. The priests of Hecate say no one can retain it for more than a year. When you hold the collapsible mountain , you may take an action to speak its command word to instantaneously create a pine-covered mountain, fully 2,500 feet tall. You may choose to either have the mountain rise under you or to have the mountain rise under another creature you can see at least 120 feet away. In the first case, other creatures nearby may wind up hundreds of feet below you (and combat ends between any two non-adjacent creatures). Groups of creatures move roughly 2d6 × 100 feet apart. If you have the mountain rise under another creature, you and adjacent creatures see the mountain grow rapidly nearby, but you remain at the altitude you started at. A small spring or brook usually appears nearby in this instance. Each day, the mountain's land and streams provide simple food and fresh, cold water sufficient to nourish 15 humanoids or five steeds. Speaking the command word again collapses the mountain. Any creature standing on it is not harmed (the descent is swift but not dangerous). Creatures who enter combat unaware of the nature of the collapsible mountain are treated as if surprised by the sudden change.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Collapsing Ceiling","description":"Mechanical trap If the door is broken down, the ceiling collapses. Anyone within a 15-foot radius is buried and must make a DC 12 Dexterity saving throw or take 28 (8d6) bludgeoning damage. Those who succeed are still buried but take only half damage. Anyone within 10 feet of the buried area take 10 (3d6) bludgeoning damage and must succeed a DC 10 Dexterity saving throw or be buried. Buried creatures cannot breathe. A buried creature can dig its way out with a successful DC 15 Strength check (1 check per minute). 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While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast’s base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Collar of Disguise","description":"Wondrous Item, Rare (Requires Attunement by a Companion) While your companion wears this leather collar, you can use an action to speak a command word and polymorph the companion into one of the following creatures: cat, frog, goat, mastiff, mule, owl, rat, or raven. Any equipment the companion is wearing or carrying is absorbed or borne by the new form (your choice). While in this form, your companion retains all their statistics except for size, and they can’t use ferocity actions. You can speak the command word again as an action and return your companion to their original form.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Companion"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Collar of the Cat","description":"Wondrous item, common (socketable, requires attunement) While socketed on armour, clothing, a focus, or a weapon, you have a preternatural ability to land on your feet. You have advantage on checks made to maintain your footing and you can subtract up to 20 feet from the fall when calculating falling damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Cologne of Dispelling","description":"This intricate glass vial has an atomizer pump connected to its sprayer at its top. The vial contains 10 doses of cologne with a refreshing smell of the blue oceans. When a dose is sprayed on an object or creature within 5 feet, it functions as a dispel magic spell. The cologne of dispelling ends spells of 3rd level or lower on the target if it succeeds on the check against the spell’s DC using a modifier of +3. When all 10 doses have been expended, the vial loses its magic and functions as a simple spray bottle.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Colossal","description":"Legendary armor property Components: Masterwork suit of exotic heavy armor This suit of armor doubles in size when donned. While wearing this armor, you gain the effect of the “Enlarge” option of the enlarge/reduce spell.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Combat Knife","description":"Combat Knife Melee weapon (simple, knife) Category : Items Damage : 1d4 Damage Type : piercing Properties : Finesse, light, thrown Range : 20/60 Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Finesse, light, thrown","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Combat Measuring Tape","description":"Combat Measuring Tape Weapon (whip, dagger, shortsword, or longsword), Rare (requires attunement) Crafted by combat-ready technognome artificers, this item appears to be a measuring tape with an ergonomic hilt. While grasping the hilt, you can use a bonus action to cause a metal strip with measurement markings to extend out of the hilt up to its maximum length of 15 feet, adjust the strip’s extended length, or make the strip disappear. While the strip is extended, you can use it to measure lengths or distances of up to its extended length or use it as a weapon. You decide the Combat Measuring Tape’s weapon type depending on how much you choose to extend its metal strip. Regardless of weapon type, the Combat Measuring Tape always has the finesse and light properties. The tape can be used as a dagger that lacks the thrown property, as a shortsword, as a longsword that lacks the versatile property, or as a whip that adds 10 feet to your reach when you attack with it, instead of 5. You gain a +2 bonus to attack and damage rolls made with the Combat Measuring Tape when used as a weapon. Item Variant: Greater Combat Measuring Tape At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Combat Measuring Tape grants a +3 bonus to attack and damage rolls (instead of +2) and scores a critical hit on a roll of 19 or 20. Player characters may undertake a quest to upgrade a Combat Measuring Tape into a Greater Combat Measuring Tape, possibly by discovering a secret technognomish schematic.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (whip, dagger, shortsword, or longsword)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Comet Smasher","description":"Comet Smasher Weapon (any melee bludgeoning weapon), very rare (requires attunement) The head of this bludgeoning weapon is made from a massive delerium crystal that crackles with arcane energies. When you hit with an attack using this weapon, the target takes an extra 3d6 necrotic damage. When you roll a 20 on an attack roll made with this weapon, it unleashes an arcane anomaly . You can roll twice on the table and choose either result.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (any melee bludgeoning weapon)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Comfortable","description":"Apprentice armor property Components: Masterwork suit of armor You can sleep in this suit of armor with no ill effect.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Comfy Slippers","description":"Wondrous item, common While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Comm Set","description":"Using this handheld device, you can verbally communicate with any creature within 1 mile that also has a comm set. A comm set can be connected to a headset worn on the ear or can be talked into directly. Its signal can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Commander's Badge of Authority","description":"Wondrous item, rare (optional attunement) Component: fey brain This brass badge is infused with a lesser known branch of magic spanning the schools of illusion and enchantment: the branch of salesmanship. Just as a salesman might beguile you by spinning fantastical tales of the benefits of snake oil or distract you with beautiful images of long-maned old men, so too does this badge mislead those who look at it. Commonly used by agents of the Fantastical Bureau of Investigation, it also has defensive properties for when such investigations take a turn. False Authority. This badge is enchanted to appear as a document that gives its holder the necessary authority they require to outrank the observer. You can use a bonus action to show this badge to a creature to gain advantage on Deception checks made to convince it that you’re important. A creature that spends at least 1 minute taking a close look at the badge can see through the illusion with a successful DC 15 Intelligence (Investigation) check. While flashing the badge might convince indifferent creatures, creatures that are suspicious of you might demand more time to closely review your documentation for legitimacy. Optional Attunement. When FBI agents make their daring escapes in theatre shows throughout the realm, the crossbow bolts of bad guys are often depicted missing their mark. The reason? Their magical badge-shields. If you attune to this item, you gain a +1 bonus to AC and can use the Take Cover property while you remain attuned to it. OA: Take Cover. As a bonus action, you can tap the badge and shout the command words “take cover”, causing the badge to become a floating shield that follows you for 1 minute, or until you use a bonus action to return it to its normal form. If you aren’t wearing a shield, you gain a +5 bonus to AC for the duration. This effect ends early if you make an attack or cast a spell that affects an enemy creature. After you use this property, roll a d6. On a 1-2, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Commander's Cuirass","description":"Armor (Any Medium or Heavy), Rare (Requires Attunement) This golden breastplate is adorned with three wyrms, each biting a ruby. While wearing the armor, you have advantage on Intimidation and Persuasion checks. The armor has 3 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to cause one of the following effects: Courage. You exude an aura of courage in a 30-foot radius around you. Each allied creature in the area has advantage on saving throws to avoid or end the Charmed and Frightened conditions on itself. Dread. You exude an aura of dread in a 30-foot radius around you. Each hostile creature that enters the area for the first time on its turn or starts its turn there must succeed on a DC 13 Wisdom saving throw or be Frightened of you until the start of its next turn. Each aura effect lasts for 1 minute or until you become Incapacitated.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Commander's Helm","description":"Wondrous item, common This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Commander's Helmet","description":"Wondrous Item, Uncommon (Requires Attunement) This magic helmet has 3 charges and regains all expended charges daily at dawn. When another creature within 30 feet that can hear you makes an attack roll, ability check, or saving throw, you can use your reaction and expend 1 charge to give that creature advantage on its roll.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Commander's Plate","description":"Armor (plate), uncommon This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn’t carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can’t rally that creature again until it finishes a long rest.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Commander's Visage","description":"Wondrous item, very rare (requires attunement) This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight. Commander’s Call. You can use a bonus action to expend 1 of its charges to bark a command at one ally you can see within 30 feet of you. The target can use its reaction to move up to half its speed and make one attack. Conscription. You can use an action to expend 2 of its charges to conscript one humanoid within 60 feet of you that can see the mask. This conscription works like the dominate person spell, except it lasts 1 minute, requiring no concentration. You can have only one humanoid conscripted at a time. If you conscript another, the effect on the previous target ends. Unsettling Glower. When a creature that can see the mask makes a melee attack against you, you can use your reaction to spend 1 charge to force the target to make a DC 15 Wisdom saving throw. On a failure, the creature must choose a new target or lose the attack.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Commando Civilian Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Camouflage pants, T-Shirt, Denim jacket, Hiking boots Vehicle : Pickup Truck, Car stuff Mundane : Pocket stuff/Purse stuff, Survival kit Weapons : Concealed Carry Pistol","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Commando Military Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Military fatigues, Combat boots Mundane : Soldier’s kit, Night Vision Goggles, Ginger Snaps Weapons : Assault Carbine Rifle, 2 Fragmentation Grenades, Machete Armor : Ballistic Vest, Medium","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Common clothes","description":"Common Clothes Adventuring gear (clothing) Weight : 3","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Common Clothes","description":"Common clothes Adventuring gear (clothing) Weight: 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Subtype":"Clothing","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Common Clothes","description":"Common clothes Adventuring gear (clothing) Weight: 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Common Saddle","description":"Common Saddle Adventuring gear (tack and ground vehicles) Rokugani saddles prior to the return of the Unicorn Clan did not have stirrups, as they were not needed for the style of riding generally practiced in Rokugan at the time. With the arrival of powerful cavalry on their battlefields, these simple saddles have fallen out of favor in wartime, but are still used by many people at other times.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Common Scents","description":"Weapon (Flail), Uncommon (Requires Attunement) This flail is unremarkable in appearance, except for the head, which is pierced with small holes. Faint odors of flowers and herbs emanate from the holes. While attuned to this magic weapon, you can use an action to speak the command word, causing the weapon to emit white smoke. The smoke has either a pleasant scent or a foul odor, which you choose when speaking the command word. Every creature within 5 feet of the weapon (excluding you) must succeed on a DC 12 Wisdom saving throw or be calmed (by the pleasant scent) or enraged (by the foul odor) until the end of its next turn. A creature who can’t smell or doesn’t need to breathe succeeds automatically. A calmed creature is immune to the frightened condition and does not make attacks or take other offensive action unless it is attacked first. An enraged creature becomes hostile and attacks the nearest creature. Once used, this property can’t be used again until you finish a short or long rest. Encounter Ideas Battle. The adventurers stumble onto a battle in progress. In the middle of the free-for-all is a dead goblin, this flail still clutched in one hand. Ruined Temple. The adventurers explore a forgotten temple inhabited by specters. The ghost of the last wielder of a common scents guards its own burial, and the flail within. Tavern. The adventurers are in a local tavern, ready for an evening of music, drink, and food. Taltor, a local thug decides to make trouble by inciting a riot using the foul odor of this flail.","properties":{"Category":"Items","Item Type":"Weapon (Flail)","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Common Witch Finger","description":"Wondrous item, Common (requires attunement) This magical severed finger can come in any imaginable variety of creature and decomposition as long as the finger bones are more or less intact and touching. Openly displaying this gruesome thing grants the bearer the ability to cast one cantrip (decided randomly when any witch finger becomes common) that the original victim would have had access to when they were alive. You now have access to that cantrip, regardless of your class restrictions. Your spell DCs and attack rolls are not changed at all. As an example, Horrid Ochre Teeth is a 5th level druid who has a common witch finger from a dead 20th-level sorcerer, granting him access to the cantrip, shocking grasp. Horrid can use this cantrip whenever he could normally use any of his own cantrips and it does not take up a spell slot. Horrid’s shocking grasp only does 2d8 lightning damage because the cantrip uses his current level and not the level of the sorcerer victim. This simple bit of power is all that remains from what used to be a more powerful magical item when the victim was alive.","properties":{"Category":"Items","Expansion":34600,"Item Type":"Wondrous item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Commoner's Veneer","description":"Wondrous item, common (requires attunement) When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item’s power only works for creatures of the humanoid type or those using magic to take on a humanoid form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Communal Flute","description":"Wondrous item, rare (requires attunement by a bard) This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a Bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Companion Ball","description":"Wondrous Item, Uncommon Images of beasts, monstrosities, and other types of companion creatures are carved on the outside of this 3-inch-radius iron sphere. While you hold the ball and your companion is within 30 feet of you and not in a rampage, you can use an action to speak a command word to transport your companion inside the ball into a cozy, secure extradimensional space. While in the ball, your companion can take a short or long rest, and doesn’t need to eat or drink. A companion ball can hold only one companion at a time. As an action while holding the ball, you speak the command word again to release your companion into an unoccupied space within 30 feet of you that you can see.","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Uncommon"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Companion's Broth","description":"Potion, common Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Compass of Escape","description":"Wondrous item, rare Emerald’s Price : 21,000 gp The needle on this small brass compass doesn’t move while outdoors. While the compass is in an enclosed space such as a building or cave, the needle always points toward the nearest exit to open air, without accounting for barriers, obstacles, or danger along the way.","properties":{"Category":"Items","Item Type":"Wonderous Item"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 8"},{"name":"Component pouch","description":"Component Pouch Adventuring gear A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells , except for those components that have a specific cost (as indicated in a spell's description). Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Component pouch","description":"Component Pouch Adventuring gear A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material Components and other Special items you need to cast your Spells, except for those Components that have a specific cost (as indicated in a spell's description). Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Component pouch","description":"Component Pouch Adventuring gear A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells , except for those components that have a specific cost (as indicated in a spell's description). Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Component Pouch","description":"Adventuring Gear Weight: 2 lb. Cost: 25 GP A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Component Pouch"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Composite Bow","description":"The composite bow’s unique construction gives it an incredibly heavy draw, making it usable only by the strongest archers. Characters with Strength 14 or lower have disadvantage on attacks made with a composite bow.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Heavy, Special, Two-Handed"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Compound Bow","description":"Compound Bow. Fashioned from high-grade aluminum alloy and carbon fiber, this mechanical bow is popular for wilderness hunting and silent, long-range shooting.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, heavy, two-handed"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Compound Injector","description":"Compound Injector Augment (body or limb), uncommon (requires affinity) This rotating mechanism holds up to four compounds. The compounds must be of a type that can be injected or ingested such as an anabolic compound or healing ampoule . As a bonus action, you can inject yourself with a compound stored within the unit.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Concealable","description":"Apprentice weapon property Components: Masterwork weapon with the Light property This weapon gains the Concealable property. Concealable. While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Concealed Armor","description":"Concealed Armor Armor (light) Used by cautious courtiers, shinobi, and anyone else who fears assassination, concealed armor is a kimono or other garment modified to have thin bamboo or metal plates sewn inside to turn an unexpected blade or arrow. While it provides only modest protection, it does not look like armor to the untrained eye. Requires a DC 15 Perception check to detect. AC: 11 + Dex modifier Weight: 6","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Conch of Poseidon","description":"Wonderous item, very rare (requires attunement) This conch shell has been fashioned into a kind of horn instrument. The shell glows with a soft blue luminescence which pulses along with the tune you play. When any of its charges are spent, the conch begins to crackle, with lightning crawling across its surface as you play. The conch has 4 charges and regains (1d4 - 1) charges at dawn. You may use your action to begin playing the horn. While playing the horn you are considered to be concentrating; failing a concentration check interrupts your playing. Any concentration checks made use charisma as your spellcasting modifier. You may expend a charge to cause one of the following effects in a 150 ft. radius sphere, centered on a point up to 100 feet from you: (1 Charge) Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any huge or smaller vehicles in the wave’s path are carried with it to the other side. Any huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until you stop playing. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. (1 charge) Part Water: You cause water in the area to move apart and create a 5 ft. wide by 100 ft. long trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until you stop playing. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. (1 charge) Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until you stop playing. (3 charges) Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must succeed on a DC 14 Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. (3 charges) Call Storm: You call a strong thunderstorm to manifest in the affected area. Storm clouds appear causing the water to become violent, causing any area caught in the radius to be considered difficult terrain. As a bonus action, you can call a lighting bolt down, striking a point within the storm. Any creature within a 5 foot radius of that point must make a DC 14 Dexterity saving throw or take 14 (2d10 + 3) lightning damage on a failed save, and half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Conch of Teleportation","description":"Conch of Teleportation Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Conch of Teleportation","description":"Conch Of Teleportation Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the giant uvar rune. The conch measures 2½ feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Concotion of Might","description":"Centuries ago the Draconian empire had already conquered all the territories of the current Frange, except one small village. The settlement kept resisting mainly thanks to a certain distillate of mistletoe, mint, roots, wildflowers, red wine, salt, pepper, rock oil, beet extract, and dates, or at least that’s what the story says. Now, we add lobster, fresh fish, and strawberries or pomegranate to give a refreshing aftertaste to the drink. Effect : When you take this concoction, you gain advantage on all Strength checks and your base carrying capacity doubles. The concoction's effect ends after 1 hour, or if you fail a Strength check.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Concussion Grenade","description":"This spherical device, dotted with blinking lights, explodes in a wave of concussive force. As an action, you can throw this grenade up to 20 feet, which detonates a moment after impact. Make a ranged attack against a creature or object, treating the grenade as an improvised weapon. On a hit, the target takes 1d8 thunder damage and is deafened until the beginning of your next turn. Additionally, each creature within 10 feet of the target must make a DC 12 Dexterity saving throw or also take this damage and be deafened for the same duration.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Concussion Grenade","description":"This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Concussion Rifle","description":"A series of arcane capacitors run the length of this rifle, terminating in a thick condenser that compresses its blast into a precise burst. A concussion rifle is especially deadly at long ranges, and its damage bypasses most energetically-resistant armor.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster, Sighted, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Condemner","description":"Condemner Ranged weapon (martial, heavy crossbow), legendary (requires attunement) This shadow-touched hand crossbow once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named Ixrattu Khar. Dormant When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage. Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage: You cast fog cloud centered on the target’s space. You cast silence centered on the target’s space. When an effect is used, it can’t be used again until you finish a short or long rest. Awakened When Condemner reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. The extra poison damage dealt by the weapon increases to 1d6. You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack: You cast hold person on the target (save DC 15). This effect can’t be used again until you finish a short or long rest. Exalted When Condemner reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra poison damage dealt by the weapon increases to 1d8. The save DC for the weapon’s hold person spell increases to 17. You gain an additional effect that can be triggered in place of damage when you hit with an attack: You cast the blight spell on the target (save DC 17). This effect can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Condemner, Awakened","description":"Condemner, Awakened Ranged weapon (martial, heavy crossbow), legendary (requires attunement) This shadow-touched hand crossbow once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named Ixrattu Khar . Dormant When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage. Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage: You cast fog cloud centered on the target’s space. You cast silence centered on the target’s space. When an effect is used, it can’t be used again until you finish a short or long rest. Awakened When Condemner reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. The extra poison damage dealt by the weapon increases to 1d6. You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack: You cast hold person on the target (save DC 15). This effect can’t be used again until you finish a short or long rest. Damage : 1d10+2 Damage Type : Piercing Secondary Damage: 1d6 Secondary Damage Type: Poison Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Condemner, Dormant","description":"Condemner, Dormant Ranged weapon (martial, heavy crossbow), legendary (requires attunement) This shadow-touched hand crossbow once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named Ixrattu Khar. Dormant When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage. Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage: You cast fog cloud centered on the target’s space. You cast silence centered on the target’s space. When an effect is used, it can’t be used again until you finish a short or long rest. Damage : 1d10+1 Damage Type : Piercing Secondary Damage: 1d4 Secondary Damage Type: Poison Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Condemner, Exalted","description":"Condemner, Exalted Ranged weapon (martial, heavy crossbow), legendary (requires attunement) This shadow-touched hand crossbow once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named Ixrattu Khar. Dormant When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage. Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage: You cast fog cloud centered on the target’s space. You cast silence centered on the target’s space. When an effect is used, it can’t be used again until you finish a short or long rest. Awakened When Condemner reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. The extra poison damage dealt by the weapon increases to 1d6. You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack: You cast hold person on the target (save DC 15). This effect can’t be used again until you finish a short or long rest. Exalted When Condemner reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra poison damage dealt by the weapon increases to 1d8. The save DC for the weapon’s hold person spell increases to 17. You gain an additional effect that can be triggered in place of damage when you hit with an attack: You cast the blight spell on the target (save DC 17). This effect can’t be used again until you finish a short or long rest. Damage : 1d10+3 Damage Type : Piercing Secondary Damage: 1d8 Secondary Damage Type: Poison Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Condensed Order","description":"Wondrous item, uncommon Condensed Order is a silvery powder that can be extracted from those of a lawful persuasion. Devils bound for the warfronts of Avernus take flasks and snuff boxes of the stuff to fortify themselves against exposure to the raw chaos of demons. Taking the substance requires an action and makes you immune to the flesh warping feature of demonic ichor. It also gives you advantage on saving throws against any effect from a demonic source. These benefits last for 8 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Confinement Module","description":"Confinement Module Utility (limited), rare This small electronic device measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 confinement modules are found together in a magnetic container. You can use an action to throw the device up to 60 feet. It detonates on impact and is destroyed. Each creature within a 10-foot radius of where the device landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and it weighs only 1 pound, regardless of the weight of creatures inside.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Conman's Coat","description":"Armor (Leather), Common This magic leather armor has numerous pockets. The armor's inner chest pocket functions as a Bag of Holding , except that it can hold only 5 pounds, not exceeding 10 cubic inches, and can only fit items no longer than 5 inches on any side. As a bonus action, you can tap a sequence on the pocket to turn it invisible, or make it visible again. The pocket becomes visible if you take the coat off.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Armor","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Consecrated Aegis","description":"Armor (Breastplate), Rare (Requires Attunement) This magic breastplate is fashioned from mithral and fitted with strips of prayer scrolls. Sacred Prayers. As a bonus action, you can speak one of the armor’s nine sacred prayers and produce a magical effect that lasts until the end of your next turn or, if you are also attuned to the consecrated crescent , for 1 minute. The effect also ends if you speak another of the armor’s prayers. Once you’ve spoken a prayer, it fades from the parchment and you can’t speak it again until the prayer’s glowing script reappears after the next dawn. Ascendance. You gain a flying speed of 30 feet. Clarity. You gain Truesight out to a range of 30 feet and you ignore the effects of the Charmed condition. Cleansing. You can end one spell of 3rd level or lower on yourself and you have advantage on saving throws against spells and other magical effects. Courage. You gain 10 temporary hit points and ignore the effects of the Frightened condition. Fortitude. You have advantage on Constitution saving throws and ignore any effects of disease, Exhaustion, or the Poisoned condition. Grace. You have advantage on Dexterity checks and saving throws, and your speed increases by 10 feet. Protection. You gain a +2 bonus to AC. Sanctuary. You gain a +2 bonus to saving throws. Strength. You have advantage on Strength checks and saving throws, and your jump distance doubles.","properties":{"Category":"Items","Item Type":"Armor (Breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Consecrated Crescent","description":"Weapon (Greataxe), Rare (Requires Attunement) This magic greataxe is fashioned from steel and mithral and is wrapped with a strip of parchment containing a sacred prayer. You have a +1 bonus to attack and damage rolls made with the axe. Anoint. As a bonus action, you can speak the sacred prayer wrapped around the axe and anoint yourself for 1 minute. While anointed, you gain the following benefits: When you hit a target with an attack roll using the axe, the target takes an extra 1d8 Radiant damage. You can teleport up to 10 feet to an unoccupied space you can see immediately before or after each attack you make with the axe. Once used, you can’t use this feature again until you finish a long rest, unless you are also attuned to the consecrated aegis , in which case you can use it again once you finish a short or long rest.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Consecrated Weapon Battleaxe","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe) ","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Battleaxe (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe) ","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Battleaxe (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe) ","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Chakram","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Chakram (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Chakram (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Claw","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Claw (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Claw (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Club","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (club) ","Properties":"Light","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Club (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (club) ","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Club (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (club) ","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Dagger","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger) ","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Dagger (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (dagger) ","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Dagger (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger) ","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Flail","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (flail) ","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Flail (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (flail) ","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Flail (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail) ","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Glaive","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (glaive) ","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Glaive (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (glaive) ","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Glaive (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive) ","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greataxe","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greataxe) ","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greataxe (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (greataxe) ","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greataxe (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe) ","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greatclub","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatclub) ","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greatclub (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (greatclub) ","Properties":"Two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greatclub (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub) ","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greatsword","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword) ","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greatsword (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (greatsword) ","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Greatsword (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword) ","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Halberd","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (halberd) ","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Halberd (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (halberd) ","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Halberd (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd) ","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Handaxe","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (handaxe) ","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Handaxe (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (handaxe) ","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Handaxe (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe) ","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Javelin","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (javelin) ","Properties":"Thrown (range 30/120)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Javelin (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (javelin) ","Properties":"Thrown (range 30/120)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Javelin (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin) ","Properties":"Thrown (range 30/120)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Knuckle Duster","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle Duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Knuckle Duster (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle Duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Knuckle Duster (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle Duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Lance","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (lance) ","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Lance (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (lance) ","Properties":"Reach, special","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Lance (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance) ","Properties":"Reach, special","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Light Hammer","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (light hammer) ","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Light Hammer (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (light hammer) ","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Light Hammer (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer) ","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Longsword","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword) ","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Longsword (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (longsword) ","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Longsword (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword) ","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Mace","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (mace) ","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Mace (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (mace) ","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Mace (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (mace) ","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Maul","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (maul) ","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Maul (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (maul) ","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Maul (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul) ","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Morningstar","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (morningstar) ","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Morningstar (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (morningstar) ","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Morningstar (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar) ","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Nunchaku","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Nunchaku (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Nunchaku (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Pike","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (pike) ","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Pike (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (pike) ","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Pike (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike) ","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Quarterstaff","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff) ","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Quarterstaff (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff) ","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Quarterstaff (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff) ","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Rapier","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier) ","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Rapier (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (rapier) ","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Rapier (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier) ","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Scimitar","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar) ","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Scimitar (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (scimitar) ","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Scimitar (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar) ","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Shortsword","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword) ","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Shortsword (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (shortsword) ","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Shortsword (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword) ","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Sickle","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (sickle) ","Properties":"Light","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Sickle (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (sickle) ","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Sickle (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle) ","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spear","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spear (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spear (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spiked Cestus","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spiked Cestus (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spiked Cestus (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spiked Knuckle Duster","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle Duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spiked Knuckle Duster (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle Duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Spiked Knuckle Duster (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle Duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Starknife","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Starknife (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Starknife (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Tetherhook","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Tetherhook (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Tetherhook (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Trident","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (trident) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Trident (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (trident) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Trident (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Twinblade","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Twinblade (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Twinblade (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon War Crescent","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon War Crescent (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon War Crescent (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon War Pick","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (war pick) ","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon War Pick (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (war pick) ","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon War Pick (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick) ","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Warhammer","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (warhammer) ","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Warhammer (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (warhammer) ","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Warhammer (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer) ","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Whip","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (whip) ","Properties":"Finesse, reach","Item Rarity":"rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Whip (uncommon variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit.","properties":{"Category":"Items","Item Type":"Weapon (whip) ","Properties":"Finesse, reach","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Consecrated Weapon Whip (very rare variant)","description":"Weapon (any melee), rare (enhanced attunement by a paladin) Component: magical material - consecrated silver The mere touch of consecrated silver is enough to make the flesh of fiends and undead sizzle and smoke. After great clashes against the forces of evil, persistent mists with a distinctive sulphuric scent linger over the battlefield for days. You can use this mace as a spellcasting focus for your cleric and paladin spells. Intimidating Radiance. This weapon deals an extra 1d6 radiant damage to fiends and undead. When you hit a creature with an attack using this weapon and roll a 6 on the extra damage die, the creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. Enhanced Attunement: Paladin. If you are a paladin, you can enhance your attunement to this weapon by using it to make an attack that deals 50 or more damage to a hostile fiend or undead in a single hit, proving that you can vanquish great evil. While enhanced, this weapon gains the Ultimate Smite property. EA: Ultimate Smite. Anytime you could use your Divine Smite class feature against a fiend or undead, you can choose to use this property instead. Your attack deals an extra 6d8 radiant damage to the target, and it must make a DC 15 Constitution saving throw. On a failure, holy energy continues to reverberate within the target, and it takes 1d8 radiant damage at the start of each of its turns for 1 minute. Once this property has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the initial damage of the Ultimate Smite property to 3d8, and the requirement for Enhanced Attunement to 40 or more damage in a single hit. Very rare variant: Increase the DCs to 16 and the damage of the Intimidating Radiance property to 2d6. A target must make the saving throw for the Intimidating Radiance property if you roll a 6 on either of the dice, and automatically fails it if you roll a 6 on both. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip) ","Properties":"Finesse, reach","Item Rarity":"very rare","Requires Attunement":"enhanced attunement by a paladin"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Constable's Badge of Authority","description":"Wondrous item, rare (optional attunement) Component: fey brain This brass badge is infused with a lesser known branch of magic spanning the schools of illusion and enchantment: the branch of salesmanship. Just as a salesman might beguile you by spinning fantastical tales of the benefits of snake oil or distract you with beautiful images of long-maned old men, so too does this badge mislead those who look at it. Commonly used by agents of the Fantastical Bureau of Investigation, it also has defensive properties for when such investigations take a turn. False Authority. This badge is enchanted to appear as a document that gives its holder the necessary authority they require to outrank the observer. You can use a bonus action to show this badge to a creature to gain advantage on Deception checks made to convince it that you’re important. A creature that spends at least 1 minute taking a close look at the badge can see through the illusion with a successful DC 15 Intelligence (Investigation) check. While flashing the badge might convince indifferent creatures, creatures that are suspicious of you might demand more time to closely review your documentation for legitimacy. Optional Attunement. When FBI agents make their daring escapes in theatre shows throughout the realm, the crossbow bolts of bad guys are often depicted missing their mark. The reason? Their magical badge-shields. If you attune to this item, you gain a +1 bonus to AC and can use the Take Cover property while you remain attuned to it. OA: Take Cover. As a bonus action, you can tap the badge and shout the command words “take cover”, causing the badge to become a floating shield that follows you for 1 minute, or until you use a bonus action to return it to its normal form. If you aren’t wearing a shield, you gain a +5 bonus to AC for the duration. This effect ends early if you make an attack or cast a spell that affects an enemy creature. After you use this property, roll a d6. On a 1-2, it can’t be used again until the next dawn. Uncommon variant, Constable’s Badge of Authority: Decrease the DC to 13. Remove the bonus to AC from attuning to the item.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Constant Dagger","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn’t have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Constantori's Portrait","description":"Constantori's Portrait Wondrous Item, Very Rare (Requires Attunement) This painting by famed artist Dkesii Kwan depicts Constantori, a beautiful courtier, who was paid a staggering sum to be Dkesii's model. Whether Constantori's actual appearance matches the painting remains a subject of debate. The portair is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most esteemed associates. Sentience. Constantori's Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range of 60 feet, but it can't see anything behind itself. The painting can converse in Common, Draconic, and Elvish as if it were a living person, though Constantori's mouth doesn't move. Whenever conversation occurs within the portrait's auditory range, the painting eagerly gathers secrets, the names of secret tellers, significant events, or any political conversations. Personality. Constantori's Portrait is demanding, condescending, and vain. It doesn't like being covered or placed out of sight, and it loudly condemns anyone who tries to remove it from its gold-leaf frame. Wealth of Information. The painting's primary purpose is to observe and recall conversations. Over the past few decades, Constantori's Portrait has quietly observed countless conversations and now possessed an unquantifiable amount of lore—everything from criminal conspiracies to secret passwords. The DM decides what the painting knows and what it doesn't. While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane of existence. The painting can't telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell). Guardian Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting's enemies. The painting performs this function until you command it to stop or until your attunemkent to the painting ends. The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting can see, the painting expends 1 of its charges to cast magic missile (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn. The painting is a Small object with AC 12, 20 hit points and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a mending spell, it regains 2d6 hit points.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Constricting Hammer","description":"Weapon (Any Hammer), Common This magic hammer is decorated with a snake figurine that hisses whenever the hammer is swung. Constricting Strike. When you hit a creature with the hammer, you can cause ephemeral serpents to wrap around the target. The creature must succeed on a DC 13 Strength saving throw or be Restrained for 1 minute (escape DC 13). Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Consuming Rod","description":"Weapon (mace), very rare (requires attunement) This bone rod is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The rod has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. This rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the rod to swallow the target. The target must succeed on a DC 14 Dexterity saving throw or be swallowed into an extra-dimensional space within the rod. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the rod. As an action, you can force the rod to regurgitate the creature, which falls prone in a space within 5 feet of the rod. The rod automatically regurgitates a trapped creature at dawn when it regains charges.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Consuming Rod","description":"Weapon (mace), very rare (requires attunement) This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace’s mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Continental Crown","description":"In a rare act of mutual cooperation, the mages of the Amethyst Academy and the clerics of the Sacred Flame commemorated signing the Edicts of Lumen by presenting each of the royal families of Caspia, Elyria, and Westemär with a powerful enchanted crown. Alongside these three crowns, the clerics and mages constructed six other magical items for each nation which the monarchs could bestow to their closest councilors and confidants as badges of office. Made by the finest craftspeople and imbued with both arcane and divine magic, the regalia were intended to give a measure of magic which the nobility could use at their own discretion to serve as an important check against the vast magical powers wielded by both the Faith and the Academy.","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Contingent Applicator","description":"This cylindrical tube is made of glass and golden alloys with a carabiner that can attach to your belt or clothes. The applicator can house a single scroll or potion. As an action, you can remove the top cap of the applicator, load any potion of common or uncommon rarity or any scroll of 1st level into the device, and set a condition that will activate the item. You describe that condition when you insert the item into the applicator. For example, if the item is a potion of animal friendship , you might stipulate that the potion comes into effect when a beast attacks you. The item is used up immediately after the circumstance is met for the first time. The potion or scroll only affects you, even if it can normally target others. The applicator can hold only a single potion or scroll at a time, which disappears after use","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Contract","description":"Scroll, rare This long magical parchment is mostly used to make business deals, diplomatic agreements, and to form alliances. Terms. The signatories of the parchment should agree on the terms, and lay them out clearly in Common and Old Common. The parchment can be as long as it needs to be. Signatures. All signatories must be willing to sign and must fully understand the terms laid out. Once these conditions are met, the parties must sign under each clause. Agreement. One of the signatories uses their action to roll up and seal the parchment in order to put the contract into effect. When the contract is in effect, the scroll creates one copy of itself for each signatory, and the original parchment disappears, bonding the creatures who signed the parchment to the terms of the agreement. When one of these creatures breaches the contract in any way or if it dies, the other creatures become aware of this case.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Controlling Focus","description":"Controlling Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you can use an action and expend 1 of its 10 charges to activate beguile , command , or decipher languages with it using your power save DC. The focus regains 1d8 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. If you are holding the focus and fail a saving throw against a psychogenic power that targets only you, you can choose to succeed instead. You can’t use this property of the focus again until you finish a long rest. If you succeed on a save against a psychogenic power that targets only you, with or without the focus’s intervention, you can use your reaction to expend 1 charge from the focus and turn the power back on the creature who used it as if you had activated the power. Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to psychic damage. As an action, you can expend some of its charges to activate one of the following powers with it, using your power save DC: bishop’s deviation (4 charges), domination (5 charges), or treacherous allies (3 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you can’t be charmed or frightened. When you use the focus to activate the beguile or command powers, the power is activated at rank 4.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cook's utensils","description":"Cook's Utensils Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cook's Utensils","description":"Cook's Utensils Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":8,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cook's Utensils","description":"Artisan's Tools Ability: Wisdom Weight: 8 lb. Cost: 1 GP Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Cook's Utensils"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cook's Utensils","description":"Cook's Utensils Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Cooking Kit","description":"Cooking Kit Adventuring gear (artisan's tools) A cooking kit might contain chefs’ knives (not suitable as weapons) with a sharpening rod, bamboo skewers, a grinder and pestle, cooking chopsticks, bowls, strainers, a bamboo mat, and a ladle. Some kits may come with seasonings and preservatives, like miso or soy paste, vinegar, and dried kelp. Especially valuable kits may include a vial of pressed oil. The kit is usually carried in a container that doubles as cookware, such as a round wok or a square cast-iron pot with a drop lid.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Cooking Pan or Pot (weapon)","description":"Cooking Pan or Pot (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Defensive. When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield. AC: 1 Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Defensive"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Cooking Supplies","description":"Cooking Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Copper Cuirass Breastplate","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Breastplate (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Breastplate (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Chain Mail","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (chain mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Chain Mail (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (chain mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Chain Mail (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (chain mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Chain Shirt","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Chain Shirt (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Chain Shirt (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Half Plate","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Half Plate (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Half Plate (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Plate","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Plate (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Plate (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Ring Mail","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (ring mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Ring Mail (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (ring mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Ring Mail (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (ring mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Scale Mail","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Scale Mail (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Scale Mail (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Splint","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success.","properties":{"Category":"Items","Item Type":"Armor (splint)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Splint (rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall.","properties":{"Category":"Items","Item Type":"Armor (splint)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Cuirass Splint (very rare variant)","description":"Armour (medium or heavy, but not hide), uncommon (requires attunement) Component: pouch of dragon (copper) scales To complement this robust but aerodynamic suit of armour, the ingenious smith Brimbor devised a pair of intricate mechanical wings, powerful enough to raise their wearer aloft and imbue them with dizzying speed and agility. They produce a soft, soothing hum when gliding through the air. The armour has 10 charges and regains 1d6 + 4 expended charges daily at dawn. Aerial Dash. The armour’s large wings propel its wearer through the air, but can only remain active for short periods of time. As a bonus action while wearing it, you can expend 1 charge to gain a flying speed of 30 feet until the end of your turn. Trick of the Flight. The wings can be deployed at a moment’s notice. When you make a Dexterity saving throw while wearing this armour, you can use your reaction to expend 2 charges in order to fly up to 20 feet without provoking opportunity attacks. If this movement takes you out of the area of the effect that triggered the saving throw, you gain advantage on the saving throw and, if you would take half damage on a successful save, you instead take no damage on a success. Rare variant: Increase the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property. Safe Landing. When you would take damage from falling, you can use your reaction to expend 1 charge to try and use the wings to avoid the impact at the last second. Make a DC 13 Dexterity (Acrobatics) check. On a success, you take no damage from the fall. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, and the flying speed of the Aerial Dash property to 60 feet. The Trick of the Flight property only requires 1 charge to use. In addition, the armour gains the Safe Landing property, but it doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Armor (splint)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Copper Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Copper Dragon Scale Mail is made of the scales of a copper dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Copper Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Acid damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest copper dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Copper Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Coral Crusher Light Hammer","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Light Hammer (rare variant)","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Light Hammer (very rare variant)","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Maul","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Maul (rare variant)","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Maul (very rare variant)","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Warhammer","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Warhammer (rare variant)","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Crusher Warhammer (very rare variant)","description":"Weapon (any hammer), uncommon Component: beast chitin Through biomantic infusions, the coral that comprises this weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, while others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out. These heavy weapons, with their fragile, spiky exteriors, send splinters of coral flying, hurting all creatures within close proximity. Safety glasses are recommended. Shred. Once on each of your turns when you hit a target with a melee attack using this weapon, you can cause coral shrapnel to burst out. The target and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take piercing damage equal to one of the weapon’s damage dice. You have advantage on this saving throw. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Cutlass","description":"Weapon (Scimitar), Rare (Requires Attunement) This magic scimitar is crafted from colorful corals. You don't suffer any penalties on melee weapon attacks while using the scimitar while underwater. Coral Guard. As a reaction when a creature you can see hits you with a weapon attack, you can cause the weapon's coral guard to expand. You gain a +2 bonus to your AC against the triggering attack, potentially causing it to miss. Wave Slash. As an action, you can create a wave of water extending from the sword in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, the creature takes 3d8 Bludgeoning damage, is pushed back 10 feet, and falls Prone. On a success, the creature takes half as much damage and suffers no additional effects. The water extinguishes unprotected flames in its area and then it vanishes. Once used, this property can't be used again until the next dawn. Ossifying Strike. Once per turn, when you hit a creature with the scimitar, you can force the target to make a DC 15 Constitution saving throw. On a failure, the creature begins ossifying. Until the end of its next turn, the creature's speed is halved and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Coral of Enchanted Colors","description":"Wondrous item, legendary (requires attunement) This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam’s color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour. Green. On a failed save, the target is transformed into a Tiny fish, such as a herring or salmon, for 1 hour. This effect works like the polymorph spell, except you don’t need to maintain concentration on the effect. The target can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Yellow. On a failed save, the target takes 10d6 radiant damage and suffers two levels of exhaustion as its body is rapidly drained of moisture. On a successful save, the target takes half the damage and doesn’t suffer exhaustion. Blue. On a failed save, the target takes 10d6 cold damage and is paralyzed for 1 minute. On a successful save, the target takes half the damage and isn’t paralyzed. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pink. On a failed save, the target takes 10d6 acid damage and is wracked with pain for 1 minute. On a successful save, the target takes half the damage and isn’t wracked with pain. While wracked with pain, the creature has disadvantage on ability checks, attack rolls, and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Coral Wand","description":"Wand, uncommon (requires attunement by a spellcaster) Component: beast poison gland Such wands often take months to fashion, requiring the formation of an entire coral ecosystem. From molluscs to cnidarians and seaweeds, the inhabitants of such an item share one common theme—they all carry a deadly toxicity. While holding this wand, you can cast the poison spray cantrip. Toxic Discharge. When you cast poison spray using the wand, you can incite one of the organisms inside it to give the spell an extra boost. Roll a d4 and consult the table below to determine what additional effect the target suffers on a failed save: d4 Effect 1-2 Lingering Toxicity. The creature is poisoned until the end of its next turn. 3 Ocular Irritant. The creature is blinded until the end of its next turn. 4 Total Discharge. The cantrip deals an extra 2d12 poison damage. The wand wilts and the Toxic Discharge property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coral Wand (rare variant)","description":"Wand, uncommon (requires attunement by a spellcaster) Component: beast poison gland Such wands often take months to fashion, requiring the formation of an entire coral ecosystem. From molluscs to cnidarians and seaweeds, the inhabitants of such an item share one common theme—they all carry a deadly toxicity. While holding this wand, you can cast the poison spray cantrip. Toxic Discharge. When you cast poison spray using the wand, you can incite one of the organisms inside it to give the spell an extra boost. Roll a d4 and consult the table below to determine what additional effect the target suffers on a failed save: d4 Effect 1-2 Lingering Toxicity. The creature is poisoned until the end of its next turn. 3 Ocular Irritant. The creature is blinded until the end of its next turn. 4 Total Discharge. The cantrip deals an extra 2d12 poison damage. The wand wilts and the Toxic Discharge property can’t be used again until the next dawn. Rare variant: Increase the die size of the Toxic Discharge property to a d6. The poison spray cantrip is cast as a 5th-level caster. When you use the Toxic Discharge property, roll on the following table instead: d6 Effect 1-3 Lingering Toxicity. The creature is poisoned until the end of its next turn. 4 Ocular Irritant. The creature is blinded until the end of its next turn. 5 Neurotoxin. The creature is incapacitated until the end of its next turn. 6 Total Discharge. The cantrip deals an extra 3d12 poison damage. The wand wilts and the Toxic Discharge property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coralborn Harp","description":"Wondrous item, rare (requires attunement) Component: fey hair Coralborn have two genres of music: diurnal and nocturnal. Diurnal celebrates the reef’s colour, community, and biodiversity; it is often uplifting and joyful. Nocturnal illustrates the hunt, when sharks prowl, and the millions of tiny medusozoa that make up the coral feed. Though this harp can play any type of music, the time of day can accentuate its magical capabilities. Diurnal Dream. As an action during the day, you can play one of the following tunes, targeting one creature that can hear you within 30 feet of you, which must succeed on a DC 15 Wisdom saving throw or suffer the tune’s effects as described below. The effect ends at the start of your next turn, unless you immediately use your action that turn to continue playing the tune, which extends the duration until the end of your next turn. You can play a tune uninterrupted for a maximum of 1 minute. Once this property of the item has been used, it can’t be used again until the next dawn. Charming Melody. The creature is charmed. The effect ends early if you or any of your allies harm the creature. When the effect ends, the creature knows it was charmed by you. Gentle Lullaby. The creature falls asleep and becomes unconscious. The effect ends early if the creature takes damage or if someone uses an action to shake the creature awake. Mesmerising Canon. The creature is incapacitated, using all its movement to follow you. If it is unable to follow you, or if doing so would harm it, it remains motionless until the effect ends. The effect ends early if the creature takes damage or is ever more than 30 feet from you. Nocturnal Nightmare. As an action during the night, you strike a dissonant chord that scrapes at the hearing organs and cochlear nerves of all creatures in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d6 psychic damage and is frightened of you until the end of your next turn. On a successful save, it takes half as much damage and isn’t frightened. After this property has been used, roll a d4. On a 1-2, all the small feeding medusozoa retreat back into the coral and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coralborn Harp (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fey hair Coralborn have two genres of music: diurnal and nocturnal. Diurnal celebrates the reef’s colour, community, and biodiversity; it is often uplifting and joyful. Nocturnal illustrates the hunt, when sharks prowl, and the millions of tiny medusozoa that make up the coral feed. Though this harp can play any type of music, the time of day can accentuate its magical capabilities. Diurnal Dream. As an action during the day, you can play one of the following tunes, targeting one creature that can hear you within 30 feet of you, which must succeed on a DC 15 Wisdom saving throw or suffer the tune’s effects as described below. The effect ends at the start of your next turn, unless you immediately use your action that turn to continue playing the tune, which extends the duration until the end of your next turn. You can play a tune uninterrupted for a maximum of 1 minute. Once this property of the item has been used, it can’t be used again until the next dawn. Charming Melody. The creature is charmed. The effect ends early if you or any of your allies harm the creature. When the effect ends, the creature knows it was charmed by you. Gentle Lullaby. The creature falls asleep and becomes unconscious. The effect ends early if the creature takes damage or if someone uses an action to shake the creature awake. Mesmerising Canon. The creature is incapacitated, using all its movement to follow you. If it is unable to follow you, or if doing so would harm it, it remains motionless until the effect ends. The effect ends early if the creature takes damage or is ever more than 30 feet from you. Nocturnal Nightmare. As an action during the night, you strike a dissonant chord that scrapes at the hearing organs and cochlear nerves of all creatures in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d6 psychic damage and is frightened of you until the end of your next turn. On a successful save, it takes half as much damage and isn’t frightened. After this property has been used, roll a d4. On a 1-2, all the small feeding medusozoa retreat back into the coral and this property can’t be used again until the next dawn. Very rare variant: Increase the DCs to 16. The Diurnal Dream property can be used more than once a day, but once it’s been used to play a tune, it can’t be used to play that tune again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coralborn Ring","description":"Ring, uncommon Component: beast chitin This coralborn-crafted trinket is often gifted to visiting dignitaries to protect them during journeys through the abrasive subterranean coral tunnels. Coralskin. While wearing this ring, you can use an action to speak its command word, casting the coralskin * spell on yourself (+3 spellcasting ability modifier). Once this property of the ring has been used, it can’t be used again until the next dawn. *See Appendix A","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coralborn Ring (rare variant)","description":"Ring, uncommon Component: beast chitin This coralborn-crafted trinket is often gifted to visiting dignitaries to protect them during journeys through the abrasive subterranean coral tunnels. Coralskin. While wearing this ring, you can use an action to speak its command word, casting the coralskin * spell on yourself (+3 spellcasting ability modifier). Once this property of the ring has been used, it can’t be used again until the next dawn. *See Appendix A Rare variant: Increase the spellcasting ability modifier to +5. The Coralskin property can be used three times and regains all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cordial of Understanding","description":"Potion, common When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion’s magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Cordyceps Sinensis","description":"Cordyceps Sinensis Trick weapon (special), rare To gain the benefits of the cordyceps sinensis , you must ingest it, or graft it underneath your skin. For 24 hours, the fungus will incubate within you; during that time, if you swallow liquid flames or light the grafted area ablaze, you will kill the parasite. After 24 hours have passed, the only way to remove the parasite is with a remove curse spell cast at 6th level or higher. If you receive Nawre’s Blessing, nothing short of a wish spell will remove the fungus. While infected with the cordyceps sinensis , when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once this property has been used, it can't be used again until the next dawn. If you have Nawre’s Blessing tattooed or carved onto your body, the parasite becomes a trick weapon for you. You can use your choice of Intelligence, Wisdom, or Charisma, instead of Strength or Dexterity, for the attack and damage rolls made with this magic weapon Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this magic weapon. In its untransformed state, it is a squashy tendril that emerges from your chest. In its transformed state, the parasite turns both your arms into grotesque elastic appendages of flesh. Untransformed. The tendril is a simple melee weapon for you that deals 1d8 bludgeoning damage on a hit and has the reach property. You can use a bonus action to make a melee weapon attack with the weapon. In addition, your walking speed increases by 10 feet. Transformed. The tendrils infiltrate your arms, turning them into massive clobbering weapons. In this form, you cannot wield any weapon or shield in your hands. These tendrils count as simple melee weapons for you, deal 1d10 bludgeoning damage on a hit, and have the reach property. When you make an attack on your turn, you can choose to do so with both arms at once, treating them as a two-handed weapon that deals 2d8 damage on a hit. Curse: Evolved Parasite. If you die while infected with the cordyceps sinensis , the parasite gains more control over your body; if you die three times, you become an NPC under the GM’s control, and your goals become aligned with that of Nawre. A GM can devise a way for the host to regain control over their body.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Core Stone (Prime)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 1)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 2)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 3)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 4)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 5)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 6)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 7)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 8)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Core Stone (Rank 9)","description":"Core Stone Utility (limited), varies This tiny shard of sorium holds the pattern of an esper power within it. If the power is on your class’s power list, you can release the energy in the shard and activate its power without expending any power based points or slots. Otherwise, the energy within the stone is inaccessible. Activating the power by using the energy in the stone requires the power’s normal activation time. Once the power is activated, the stone disintegrates. If the activation is interrupted, the stone is not lost. If the power is on your class’s power list but at a higher rank than you can normally use, you must make an ability check using your esper ability to determine whether you activate it successfully. The DC equals 10 + the power’s rank. On a failed check, the power simply fails with no other effect and the stone disintegrates. The rank of the power stored within the stone determines the power’s saving throw DC and attack bonus, as well as the stone’s rarity, as shown in the Core Stone table. Core-forged Items. Core stones can be placed into core-forged items, granting them additional features and properties. Rules for using core-forged items are described later in this chapter. Core stones can vary in size, shape, or color, irrespective of their power rank. Core Stone Power Rank Rarity Save DC Attack Bonus Prime Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very rare 17 +9 7 Very rare 18 +10 8 Very rare 18 +10 9 Epic 19 +11","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Corecut Dagger","description":"Corecut Dagger Melee weapon (simple, dagger), very rare (requires attunement) This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage. Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the remove curse spell or similar magic; disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die. Damage: 1d4+1 Damage Type: Piercing Secondary Damage: 3d6 Secondary Damage Type: Necrotic Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cornucopia","description":"Cornucopia Wondrous Item, Very Rare The first instance of this incredible item was created when Heracles wrestled the river god Achelous with so much ferocity that he ripped off one of the deity’s horns. This horn, in kind, was blessed with the divine power of nourishment and incredible vitality. As an action you can cast the following spells from the cornucopia: At Will: create food and water, purify food and drink 1/day: aid (as a 5th-level spell), heroes’ feast","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Corpse Candle","description":"Wondrous item, Weird, Rare Corpse candles appear to be large simple tallow candles that are impossible to light. Their wicks only burn with a blue flame once they have captured a soul. A hag will make a corpse candle after rendering the fat of humanoids and performing other profane rights. Once it is completed a hag will usually carry the candle with her in anticipation of capturing a soul with it. If she either kills or is nearby a sentient creature when it dies, she has three minutes to place the candle next to the recently deceased. She then concentrates and the soul is captured by the candle. If she is not interrupted, then the candle wick will be lit by a bright blue flame. The candle will continue to slowly burn over the course of three hours and if the light is stoppered or blown out then the soul escapes. Hags will use these lit candles to make special offerings at an altar or shrine to cegilune or to trade with night hags, demons, or devils. This weird has only one effect on gameplay other than to completely destroy the soul and prevent raise dead or resurrection from being able to bring the target back to life. While carrying a lit corpse candle, a hag has advantage on all of her saving throws. A hag will still avoid combat if possible, because a lit corpse candle can easily be stoppered, freeing the soul and rendering the candle inert and useless. What benefit a hag receives from the goddess Cegilune after successfully making an offering is up to the DM.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Corpse Clover Honey","description":"Potion, Hag, Rare This honey is made by bees encouraged to pollinate a corpse clover. It is usually stored in a glass jar and will glow with a dim white light, out to 15 feet. This honey has no special effects if consumed. If the honey is spread on the skin of a living creature then mindless undead creatures will believe the living creature is undead and ignore it. Intelligent undead can tell the difference unless the humanoid is also behaving like an undead (successful use of Charisma (Deception) ability). Each corpse clover honey jar also grants resistance to necrotic damage and coats up to two Medium creatures or one Large creature. These effects last 2d4 hours. If an undead creature is coated in corpse clover honey then they gain 21 (2d10 + 10) temporary hit points for 2d4 hours.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Corpse Slayer","description":"Corpse Slayer Weapon (any), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.","properties":{"Category":"Items","Expansion":5016,"Item Type":"weapon (any)","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Corpse Slayer","description":"Corpse Slayer Weapon (any), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Roll20 Note: This is a template for creating custom weapons and does not have full drag-and-drop capability.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Battleaxe","description":"Corpse Slayer Battleaxe Weapon (battleaxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 (1d10+1) Damage Type : Slashing Secondary Damage: 1d8 Properties: Versatile Weigh t: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Blowgun","description":"Corpse Slayer Blowgun Weapon (blowgun), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 2 Damage Type: Piercing Secondary Damage: 1d8 Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Club","description":"Corpse Slayer Club Weapon (club), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d4+1 Damage Type: Bludgeoning Secondary Damage: 1d8 Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Dagger","description":"Corpse Slayer Dagger Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d4+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Dart","description":"Corpse Slayer Dart Weapon (dart), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d4+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Flail","description":"Corpse Slayer Flail Weapon (flail), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d8+1 Damage Type : bludgeoning Secondary Damage: 1d8 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Glaive","description":"Corpse Slayer Glaive Weapon (glaive), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d10+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Greataxe","description":"Corpse Slayer Greataxe Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d12+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Greatclub","description":"Corpse Slayer Greatclub Weapon (greatclub), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d8+1 Damage Type : Bludgeoning Secondary Damage: 1d8 Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Greatsword","description":"Corpse Slayer Greatsword Weapon (greatsword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 2d6+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Halberd","description":"Corpse Slayer Halberd Weapon (halberd), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d10+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Hand Crossbow","description":"Corpse Slayer Hand Crossbow Weapon (hand crossbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 Damage Type : Piercing Secondary Damage: 1d8 Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Handaxe","description":"Corpse Slayer Handaxe Weapon (handaxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Heavy Crossbow","description":"Corpse Slayer Heavy Crossbow Weapon (heavy crossbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d10+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Javelin","description":"Corpse Slayer Javelin Weapon (javelin), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d6+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Lance","description":"Corpse Slayer Lance Weapon (lance), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d12+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Light Crossbow","description":"Corpse Slayer Light Crossbow Weapon (light crossbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Light Hammer","description":"Corpse Slayer Light Hammer Weapon (light hammer), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d4+1 Damage Type: Bludgeoning Secondary Damage: 1d8 Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Longbow","description":"Corpse Slayer Longbow Weapon (longbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Longsword","description":"Corpse Slayer Longsword Weapon (longsword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Secondary Damage: 1d8 Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Mace","description":"Corpse Slayer Mace Weapon (mace), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d6+1 Damage Type: Bludgeoning Secondary Damage: 1d8 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Maul","description":"Corpse Slayer Maul Weapon (maul), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 2d6+1 Damage Type: Bludgeoning Secondary Damage: 1d8 Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Morningstar","description":"Corpse Slayer Morningstar Weapon (morningstar), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 Damage Type: Piercing Secondary Damage: 1d8 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Net","description":"Corpse Slayer Net Weapon (net), rare (requires attunement) You gain a +1 bonus to attack rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Pike","description":"Corpse Slayer Pike Weapon (pike), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d10+1 Damage Type: Piercing Secondary Damage: 1d8 Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Quarterstaff","description":"Corpse Slayer Quarterstaff Weapon (quarterstaff), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 (1d8+1) Damage Type : Bludgeoning Secondary Damage: 1d8 Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Rapier","description":"Corpse Slayer Rapier Weapon (rapier), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d8+1 Damage Type : Piercing Secondary Damage: 1d8 Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Scimitar","description":"Corpse Slayer Scimitar Weapon (scimitar), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Shortbow","description":"Corpse Slayer Shortbow Weapon (shortbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 Damage Type : Piercing Secondary Damage: 1d8 Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Shortsword","description":"Corpse Slayer Shortsword Weapon (shortsword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 Damage Type : Piercing Secondary Damage: 1d8 Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Sickle","description":"Corpse Slayer Sickle Weapon (sickle), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d4+1 Damage Type : Slashing Secondary Damage: 1d8 Properties : Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Sling","description":"Corpse Slayer Sling Weapon (sling), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d4+1 Damage Type : Bludgeoning Secondary Damage: 1d8 Properties : Range Range : 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Spear","description":"Corpse Slayer Spear Weapon (spear), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage : 1d6+1 (1d8+1) Damage Type : Piercing Secondary Damage: 1d8 Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Trident","description":"Corpse Slayer Trident Weapon (trident), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Secondary Damage: 1d8 Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer War Pick","description":"Corpse Slayer War Pick Weapon (war pick), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 Damage Type: Piercing Secondary Damage: 1d8 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Warhammer","description":"Corpse Slayer Warhammer Weapon (warhammer), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d8+1 (1d10+1) Damage Type: Bludgeoning Secondary Damage: 1d8 Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse Slayer Whip","description":"Corpse Slayer Whip Weapon (whip), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. Damage: 1d4+1 Damage Type: Slashing Secondary Damage: 1d8 Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Corpse's Peace","description":"Ring, uncommon This delicate marble ring was created by the Ironcrag dwarves who battle the ghouls and vampires of the duchies in the Grisal Marches. When you slip the band onto the finger of a corpse, it protects the body from decay, and the corpse can’t become undead as long as the ring remains on its finger. Days the corpse spends wearing the ring don’t count as days spent dead, effectively extending the time limit on spells such as raise dead .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Corpsehunter's Medallion","description":"Wondrous item, rare (requires attunement) This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing this amulet, you have resistance to necrotic damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Corpses Peace","description":"This delicate marble ring was created by the Ironcrag dwarves who battle the ghouls and vampires of the duchies in the Grisal Marches. When you slip the band onto the finger of a corpse, it protects the body from decay, and the corpse cannot become undead as long as the ring remains on its finger. Days the corpse spends wearing the ring don’t count as days spent dead, effectively extending the time limit on spells such as raise dead.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Corpus Eternitas","description":"Wondrous item, artifact Each page of this book measures three feet by two feet, and the entire volume is over three feet thick. Its sapphire blue, wooden covers are sealed with six locks, each key carried by a different librarian. The Corpus Eternitas holds the deepest secrets of the fundamental nature of magic. If you spend no fewer than 8 hours each day reading it, over the course of one year, you gain a permanent +2 bonus to your spell save DC and spell attack rolls. In addition, by practicing the techniques described within the book, you tear the fabric of reality, opening portals to other planes. The GM determines where these portals lead, and what comes through them. For the first six months of reading, one such portal opens each month, within 100 miles of the book. For the next five months, one portal opens each week. In the last month of reading, a new portal opens each day. These portals remain open until closed by a ritual contained in On Gates (also in the Chained Library’s collection).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Corsair's Compass","description":"Wondrous Item, Rare (Requires Attunement) The needle of this compass always points to the most valuable object that is further than 100 feet from it and closer than 10 miles. Oceanic Magic. The compass has 7 charges and regains all expended charges daily at dawn. As an action, you can cast one of the following spells from the compass, expending 1 charge per level of the spell and requiring no material components (spell save DC 15): Call Lightning , Fog Cloud , Gust of Wind , or Sleet Storm . Camouflage. As an action, you can cause any vessel (such as a ship or wagon) no larger than 100 feet on any side that you are traveling on or in to become Invisible for 1 hour or until you end the effect as a bonus action. You and any other objects or creatures traveling on or in the vessel become Invisible with it. The effect ends for all affected creatures and objects if any creature or object affected by it makes an attack, casts a spell, or causes harm to another creature or object. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Coruscant Cutlass Greatsword","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Greatsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1. Rare variant: Reduce the DCs to 15, the damage of each ray to 8d6, the charges to 5, and the recharge to 1d4 + 1.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Greatsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Longsword","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Longsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1. Rare variant: Reduce the DCs to 15, the damage of each ray to 8d6, the charges to 5, and the recharge to 1d4 + 1.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Longsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Rapier","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Rapier (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1. Rare variant: Reduce the DCs to 15, the damage of each ray to 8d6, the charges to 5, and the recharge to 1d4 + 1.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Rapier (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Scimitar","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Scimitar (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1. Rare variant: Reduce the DCs to 15, the damage of each ray to 8d6, the charges to 5, and the recharge to 1d4 + 1.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Scimitar (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Shortsword","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Shortsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1. Rare variant: Reduce the DCs to 15, the damage of each ray to 8d6, the charges to 5, and the recharge to 1d4 + 1.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coruscant Cutlass Shortsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of celestial (couatl) scales Each individual scale of the Great Rainbow Serpent is said to contain all the colours that exist—as well as all that don’t. Those scales come raining down on the world whenever the serpent sheds, leaving arcing trails of prismatic luminescence in their wake. Only mortals with good in their hearts are ever able to find these treasures, from which weapons of great power can be forged. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Prismatic Ray. Once on each of your turns when you take the Attack action while holding this sword, you can expend 1 charge to replace one of your attacks with a ray of randomly coloured light that you shoot from the sword at a target you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw. Roll a d8 and consult the table below to determine which ray is shot at the target. d8 Colour 1 Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2 Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3 Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4 Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5 Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6 Indigo. The target is restrained for 1 minute on a failed save. It can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on a success. 7 Violet. The target is blinded for 1 minute on a failed save. It can make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect on a success. 8 Special. The sword produces two rays instead of one. Roll twice on this table, rerolling any 8s. You can choose a different target for the second ray. Uncommon variant: Reduce the DCs to 13, the damage of each ray to 6d6, the charges to 4, and the recharge to 1d3 + 1.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cosmic Cipher","description":"Cosmic Cipher Utility, epic This pair of sorium rings has a silvery surface with a tinge of shifting colors. They are worn as one on each hand or side-by-side on two fingers. While wearing these rings, you can use an action to expend 1 of their 3 charges to activate the cosmic weave power. The rings disintegrate when you use the last charge.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cosmic Starknife","description":"Weapon (starknife), uncommon (requires attunement) Component: magical material - cosmic iron Creatures who stare deeply at this starknife find their minds plagued with thoughts of their cosmic insignificance—the unsettling awareness that they’re nothing more than irrelevant specks of dust compared to the vastness of the multiverse, and that their actions and choices are meaningless and ultimately inconsequential. Luckily, slicing your foes in half with a mini-galaxy is a phenomenal way to vent those feelings. The starknife has 3 charges and regains 1d3 expended charges daily at dawn. Galactic Disc Throw. As an action while holding the starknife, you can expend 1 charge to channel the cosmic energy in the weapon and throw it in a 15-foot-long line. When you do, the starknife spins rapidly and takes the shape of a disc galaxy as it travels. Make a ranged weapon attack with the starknife against each creature in the line. After it reaches the end of the line, the starknife stops and spins in place until the end of the turn, at which point it returns to you in a straight line. When it does, make another ranged weapon attack with the starknife against each creature in that line. Attacks made with this property deal slashing damage instead of piercing damage. If the spinning starknife hits a Medium or larger object at any point, it stops spinning and flies back to your hand.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cosmic Starknife (rare variant)","description":"Weapon (starknife), uncommon (requires attunement) Component: magical material - cosmic iron Creatures who stare deeply at this starknife find their minds plagued with thoughts of their cosmic insignificance—the unsettling awareness that they’re nothing more than irrelevant specks of dust compared to the vastness of the multiverse, and that their actions and choices are meaningless and ultimately inconsequential. Luckily, slicing your foes in half with a mini-galaxy is a phenomenal way to vent those feelings. The starknife has 3 charges and regains 1d3 expended charges daily at dawn. Galactic Disc Throw. As an action while holding the starknife, you can expend 1 charge to channel the cosmic energy in the weapon and throw it in a 15-foot-long line. When you do, the starknife spins rapidly and takes the shape of a disc galaxy as it travels. Make a ranged weapon attack with the starknife against each creature in the line. After it reaches the end of the line, the starknife stops and spins in place until the end of the turn, at which point it returns to you in a straight line. When it does, make another ranged weapon attack with the starknife against each creature in that line. Attacks made with this property deal slashing damage instead of piercing damage. If the spinning starknife hits a Medium or larger object at any point, it stops spinning and flies back to your hand. Rare variant: Increase the charges to 4, the recharge to 1d4, and the length of the line to 20 feet. Attacks made as part of the Galactic Disc Throw property deal an extra 1d4 force damage on a hit. Immediately after you make a ranged weapon attack with the starknife, you can have it fly back to your hand.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cosmic Starknife (very rare variant)","description":"Weapon (starknife), uncommon (requires attunement) Component: magical material - cosmic iron Creatures who stare deeply at this starknife find their minds plagued with thoughts of their cosmic insignificance—the unsettling awareness that they’re nothing more than irrelevant specks of dust compared to the vastness of the multiverse, and that their actions and choices are meaningless and ultimately inconsequential. Luckily, slicing your foes in half with a mini-galaxy is a phenomenal way to vent those feelings. The starknife has 3 charges and regains 1d3 expended charges daily at dawn. Galactic Disc Throw. As an action while holding the starknife, you can expend 1 charge to channel the cosmic energy in the weapon and throw it in a 15-foot-long line. When you do, the starknife spins rapidly and takes the shape of a disc galaxy as it travels. Make a ranged weapon attack with the starknife against each creature in the line. After it reaches the end of the line, the starknife stops and spins in place until the end of the turn, at which point it returns to you in a straight line. When it does, make another ranged weapon attack with the starknife against each creature in that line. Attacks made with this property deal slashing damage instead of piercing damage. If the spinning starknife hits a Medium or larger object at any point, it stops spinning and flies back to your hand. Rare variant: Increase the charges to 4, the recharge to 1d4, and the length of the line to 20 feet. Attacks made as part of the Galactic Disc Throw property deal an extra 1d4 force damage on a hit. Immediately after you make a ranged weapon attack with the starknife, you can have it fly back to your hand. Very rare variant: Increase the charges to 4, the recharge to 1d4, and the length of the line to 25 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Attacks made as part of the Galactic Disc Throw property deal an extra 1d4 force damage on a hit. Immediately after you make a ranged weapon attack with the starknife, you can have it fly back to your hand.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cosmologist's Tools","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Tool","Item Rarity":"Standard"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Costume","description":"Adventuring Gear Weight: 4 lb. Cost: 5 GP While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Costume"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Costume clothes","description":"Costume Clothes Adventuring gear (clothing) Weight : 4","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Costume Clothes","description":"Costume clothes Adventuring gear (clothing) Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Clothing","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Costume Clothes","description":"Costume clothes Adventuring gear (clothing) Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Couatl Gem","description":"Couatl Gem Wondrous item, very rare (requires attunement by a creature of good alignment) This gem houses the spirit of an ancient serpent loyal to Tyr. You can use a bonus action to whisper a prayer to the gem, calling on the services of a couatl. A beam of blue light flashes in a direction of your choice and a couatl appears in an unoccupied space on the ground in that direction within 30 feet of you. It is friendly to you and your companions and acts on your initiative, starting with the round on which it was summoned. You can communicate with the couatl telepathically. The couatl won’t attack any unaligned monsters. If it sees a creature under a magical compulsion to fight you (e.g., via a charm spell) it doesn’t attack that creature, but attempts to end its compulsion (using greater restoration if needed) and ensure it is acting of its own volition. The couatl remains for a number of rounds equal to your Charisma or Wisdom modifier (whichever is highest), disappearing immediately after its final turn. If it casts a spell that requires concentration (such as a bless ), that spell ends once the couatl disappears. The couatl’s celestial spirit is immortal. If its physical form is killed while it is summoned, its spirit retreats to the gem to recover and it cannot be summoned again until 3d6 days have passed. Once you summon the couatl, you cannot summon it again until you complete a long rest. While it is not summoned, you can telepathically communicate with the couatl through the gem. The couatl is happy to share old tales of the god Tyr, reciting stories such as how the god of justice lost his hand to Kezef, the Chaos Hound. If you show a genuine interest in the couatl’s stories, your religious knowledge will be expanded. By spending an hour during a long rest listening to these tales you gain advantage on Intelligence (Religion) checks for 24 hours (you can also use the couatl as a teacher if you wish to train that skill—as per the downtime activity in Xanathar’s Guide to Everything ).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature of good alignment"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Countermelody Crystals","description":"Wondrous item, uncommon This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Counterweighted","description":"Journeyman weapon property Components: Masterwork exotic weapon with the Two-Handed property You can wield this weapon in one hand, as long as you don’t have a weapon in your other hand.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Countess's Consort","description":"The blade made her fragile. Forced her to hunt. To kill over and over. After four hundred years of undeath, it was all the countess could do to feel again. Legend Countess Miratessa Rizziconi ruled a strip of rural, mountainous land for four hundred years, first overtly as a human, then covertly as a vampire. Bored of undeath, she commissioned this blade, made of blackened steel and the blood of her dearly departed eleventh husband, to give her a challenge. The blade saps its wielder’s life, forcing them to kill for sustenance. Location The countess’s seat of power is a grand, underground estate built beneath her family’s castle. Unless she is hunting, she and her blade can be found there, along with her twelfth husband and their legion of servants. Encounter Ideas Family Feud. A relative of the countess’s eleventh husband discovered that their loved one was turned into a weapon and is incensed. They hire the party to slay the countess and retrieve the rapier. More than She Could Chew. The countess ( vampire ) ambushes the party at night, mistaking them for easier prey. Petty Theft. Delphino, a rival vampire, hires or coerces the party into stealing Countess’s Consort . He wishes to embarrass and weaken Miratessa, so she must be left (un)alive, but the party can keep the rapier. Progression Whenever you kill a creature with a CR equal to your character level or higher, you can choose to have Countess’s Consort progress, immediately gaining its new effects and reducing your Constitution score by the indicated amount. Statistics Weapon (Rapier), Rarity Varies (Requires Attunement) Uncommon . When you attune to this magic weapon, your Constitution score permanently decreases by 2. When you finish a long rest while attuned to it, you gain temporary hit points equal to the number of hit points you lost from all of this weapon’s decreases to your Constitution score. Whenever this weapon kills a creature with a CR equal to at least half your level (rounded up), you gain temporary hit points equal to your level. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Your Constitution score permanently decreases by an additional 2 (4 total). Shapechange. As an action, you can transform into a bat. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. The rapier, and anything you are wearing, transforms with you, but nothing else you are carrying does. You revert to your true form if you die. You can use this property a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2. Your Constitution score permanently decreases by an additional 2 (6 total). Charm. As an action, you target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you drop to 0 hit points, are on a different plane of existence than the target, or take a bonus action to end the effect. You can use this property a number of equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3. Your Constitution score permanently decreases by an additional 2 (8 total). Whenever an attack with this weapon deals damage to a creature under the effect of your Charm action, the target takes an equal amount of necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Countess's Consort (Legendary)","description":"Countess's Consort Weapon (Rapier), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. Your Constitution score permanently decreases by an additional 2 (8 total). When you attune to this magic weapon, your Constitution score permanently decreases by 2. When you finish a long rest while attuned to it, you gain temporary hit points equal to the number of hit points you lost from all of this weapon’s decreases to your Constitution score. Whenever this weapon kills a creature with a CR equal to at least half your level (rounded up), you gain temporary hit points equal to your level. Shapechange. As an action, you can transform into a bat. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. The rapier, and anything you are wearing, transforms with you, but nothing else you are carrying does. You revert to your true form if you die. You can use this property a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Charm. As an action, you target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you drop to 0 hit points, are on a different plane of existence than the target, or take a bonus action to end the effect. Whenever an attack with this weapon deals damage to a creature under the effect of your Charm action, the target takes an equal amount of necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt. You can use this property a number of equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Progression Whenever you kill a creature with a CR equal to your character level or higher, you can choose to have Countess’s Consort progress, immediately gaining its new effects and reducing your Constitution score by the indicated amount.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Countess's Consort (Rare)","description":"Countess's Consort Weapon (Rapier), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Your Constitution score permanently decreases by an additional 2 (4 total). When you attune to this magic weapon, your Constitution score permanently decreases by 2. When you finish a long rest while attuned to it, you gain temporary hit points equal to the number of hit points you lost from all of this weapon’s decreases to your Constitution score. Whenever this weapon kills a creature with a CR equal to at least half your level (rounded up), you gain temporary hit points equal to your level. Shapechange. As an action, you can transform into a bat. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. The rapier, and anything you are wearing, transforms with you, but nothing else you are carrying does. You revert to your true form if you die. You can use this property a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Progression Whenever you kill a creature with a CR equal to your character level or higher, you can choose to have Countess’s Consort progress, immediately gaining its new effects and reducing your Constitution score by the indicated amount.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Countess's Consort (Uncommon)","description":"Countess's Consort Weapon (Rapier), Uncommon (Requires Attunement) When you attune to this magic weapon, your Constitution score permanently decreases by 2. When you finish a long rest while attuned to it, you gain temporary hit points equal to the number of hit points you lost from all of this weapon’s decreases to your Constitution score. Whenever this weapon kills a creature with a CR equal to at least half your level (rounded up), you gain temporary hit points equal to your level. Progression Whenever you kill a creature with a CR equal to your character level or higher, you can choose to have Countess’s Consort progress, immediately gaining its new effects and reducing your Constitution score by the indicated amount.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Countess's Consort (Very Rare)","description":"Countess's Consort Weapon (Rapier), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Your Constitution score permanently decreases by an additional 2 (6 total). When you attune to this magic weapon, your Constitution score permanently decreases by 2. When you finish a long rest while attuned to it, you gain temporary hit points equal to the number of hit points you lost from all of this weapon’s decreases to your Constitution score. Whenever this weapon kills a creature with a CR equal to at least half your level (rounded up), you gain temporary hit points equal to your level. Shapechange. As an action, you can transform into a bat. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. The rapier, and anything you are wearing, transforms with you, but nothing else you are carrying does. You revert to your true form if you die. You can use this property a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Charm. As an action, you target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you drop to 0 hit points, are on a different plane of existence than the target, or take a bonus action to end the effect. You can use this property a number of equal to half your proficiency bonus and regain all expended uses when you finish a long rest. Progression Whenever you kill a creature with a CR equal to your character level or higher, you can choose to have Countess’s Consort progress, immediately gaining its new effects and reducing your Constitution score by the indicated amount.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Courtesan's Allure","description":"Potion, uncommon This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Coward's Bane Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2. Very rare variant: Increase the damage to 2d8, the DC to 16, and the charges to 4.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Longsword","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2. Very rare variant: Increase the damage to 2d8, the DC to 16, and the charges to 4.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Rapier","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2. Very rare variant: Increase the damage to 2d8, the DC to 16, and the charges to 4.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2. Very rare variant: Increase the damage to 2d8, the DC to 16, and the charges to 4.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Coward's Bane Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: beast (bear) pelt The bear warriors of the northern reaches are infamous for their brutality and relentlessness; no foe has ever surrendered and lived to tell the tale. They consider it an unforgivable insult to be fled from, and deliver harsh punishment to any that might consider mocking them in this manner. This weapon has 3 charges and regains all expended charges daily at dawn. Brutal Wounds. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to inflict a grievous wound upon it. Whenever the wounded creature takes an action, bonus action, or reaction that doesn’t deal damage, or the first time on its turn that it uses any movement, it takes 2d6 necrotic damage. The wounded creature or another creature within reach of it can take an action to make a DC 15 Wisdom (Medicine) check, ending the effect on a success. If the wounded creature regains 5 or more hit points from a single source, the wound is also healed. A creature can suffer from only one such wound at a time. Scent of Pain. While holding this weapon, you have an uncanny ability to detect creatures by their suffering. You have advantage on all ability checks made to track a creature that has been wounded by the Brutal Wounds property of this weapon in the last hour, even if the wound has been healed. Uncommon variant: Reduce the damage to 2d4, the DC to 13, and the charges to 2. Very rare variant: Increase the damage to 2d8, the DC to 16, and the charges to 4.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cowhage","description":"This is a vine-like plant that has oval leaves, hairy spikes, and dull purplish flowers. The seeds are brown, hairy pods. The oils of this vine are a poison which causes an irritating rash, unless its applied to the eyes. If the oil gets into an eye, then a victim must make a DC 9 Constitution saving throw or be permanently blinded in one or both eyes. Hags cultivate these plants as others would cultivate house plants and have even been known to grow these on hag trees for decoration.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Coyote Charm","description":"Coyote Charm Wondrous item, rare Whenever they walk on desecrated ground, the wearer of the charm emanates bright light to 10 feet and deals an additional 7 (2d6) radiant damage when they damage undead. The effects end one hour after leaving the desecrated ground. The charm may be used to cast the detect evil and good spell; a long rest must be completed before this feature can be used again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Crab Gloves","description":"Wondrous item, uncommon (requires attunement) These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can’t attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus’ claws. In addition, you can’t wield weapons or a shield, and you can’t cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crampons","description":"A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Crampons","description":"Crampons Adventuring gear A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice. Weight: 1/4","properties":{"Category":"Items","Expansion":27909,"Item Type":"Adventuring gear"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Crane Style Armlet","description":"Crane Style Armlet Wondrous item, rare This rose-gold armlet depicts a crane with its wings outstretched. While wearing this wondrous item, you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. In addition, you move with effortless grace. You can use a bonus action on each of your turns to take the Dash or Disengage action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Cranium Rat Cowl","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cranium Rat Cowl","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cranium Rat Cowl (legendary variant)","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the die of the Psionics property to a d4. Remove the detect thoughts spell from the list. Very rare variant: Increase the DC to 16. Add confusion and dominate person to the spells that can be cast with the Psionics property. The item has the Telepathic Shroud property. Telepathic Shroud. While wearing the cowl, you are immune to any effect that would sense your emotions, read your thoughts, determine whether you are lying, or know your alignment. Legendary variant: Increase the DC to 17 and the die of the Psionics property to a d10. Add confusion , dominate person , and dominate monster to the spells that can be cast with the Psionics property. While wearing the cowl, you have advantage on saving throws against divination spells. The item has the Telepathic Shroud property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cranium Rat Cowl (legendary variant)","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the die of the Psionics property to a d4. Remove the detect thoughts spell from the list. Very rare variant: Increase the DC to 16. Add confusion and dominate person to the spells that can be cast with the Psionics property. The item has the Telepathic Shroud property. Telepathic Shroud. While wearing the cowl, you are immune to any effect that would sense your emotions, read your thoughts, determine whether you are lying, or know your alignment. Legendary variant: Increase the DC to 17 and the die of the Psionics property to a d10. Add confusion , dominate person , and dominate monster to the spells that can be cast with the Psionics property. While wearing the cowl, you have advantage on saving throws against divination spells. The item has the Telepathic Shroud property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cranium Rat Cowl (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the die of the Psionics property to a d4. Remove the detect thoughts spell from the list.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cranium Rat Cowl (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the die of the Psionics property to a d4. Remove the detect thoughts spell from the list.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Cranium Rat Cowl (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the die of the Psionics property to a d4. Remove the detect thoughts spell from the list. Very rare variant: Increase the DC to 16. Add confusion and dominate person to the spells that can be cast with the Psionics property. The item has the Telepathic Shroud property. Telepathic Shroud. While wearing the cowl, you are immune to any effect that would sense your emotions, read your thoughts, determine whether you are lying, or know your alignment.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cranium Rat Cowl (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: beast (Small or Tiny) brain From the pelt and brain of a cranium rat is crafted this morbidly cute headgear. During ‘The Occupation’, such cowls were worn as a means of avoiding detection by the hive-minded, telepathic bjorg, a race bent on subjugating all free thought. The Night Hospitaller would ferry escapees across bjorg lines before delivering them to an underground steam-powered locomotive. Illumination. As a bonus action while you wear the cowl, you can cause it to shed bright light in a radius of up to 20 feet and dim light for an additional number of feet equal to the chosen radius, or extinguish the light. Psionics. While you wear this cowl, you can cast the following spells (save DC 15): command , comprehend languages , and detect thoughts . After you cast a spell in this way, roll a d8. If you roll equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the die of the Psionics property to a d4. Remove the detect thoughts spell from the list. Very rare variant: Increase the DC to 16. Add confusion and dominate person to the spells that can be cast with the Psionics property. The item has the Telepathic Shroud property. Telepathic Shroud. While wearing the cowl, you are immune to any effect that would sense your emotions, read your thoughts, determine whether you are lying, or know your alignment.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Craven's Heart","description":"Wondrous item, uncommon This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Moxug the Fear-Eater This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master’s attention. He eventualy took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn’t eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven’s heart she crafted came from the body of her former master.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crawling Cane","description":"Weapon (Blowgun), Uncommon (Requires Attunement) This eccentric, iron walking cane is fashioned in the disturbing likeness of a centipede. However, the inside of the cane is hollowed out to be used as a blowgun. Out of the corner of your eye, the legs and mandibles of the centipede appear to move, only to be completely still when focused upon. Those who hold the cane can feel it gently squirm in their hand. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 poison damage on a hit. Crawl. As an action, you can throw the weapon down at your feet to transform it into a giant centipede as per the find familiar spell (however, the creature’s type is Aberration). This effect lasts for 1 minute, or until the creature is reduced to 0 hit points, or you use your action to end the effect, at which point it reverts to its cane form. Once used, you can’t use this property again until you finish a short or long rest. Encounter Ideas Squeamish Storekeeper. While perusing a merchant’s wares, the characters notice the grotesque cane. The storekeeper is quite motivated to sell it—almost too willing. While the party may be suspicious of her motives, she is simply afraid of insects. Granny’s Walking Stick. After the party dispatches a hag (or similar fey enemy), they find the cane in the creature’s treasure hoard. Disappointing Dinner. The cane is found in a large bird’s nest. Mama bird brought it back to feed the baby birds, but all they got was this lousy cane.","properties":{"Category":"Items","Item Type":"Weapon (Blowgun)","Properties":"Ammunition, loading","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Crawling Cloak","description":"Wondrous item, rarity varies (requires attunement) This unusual cloak is made of many overlapping, broad strips of thick cloth. Crawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving. Sturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crawling Gauntlet","description":"Crawling Gauntlet Wondrous item, uncommon (requires attunement) Crafted by the daelkyr, the crawling gauntlet appears to be the forearm of a monstrous humanoid. When you attune to it, it surrounds your hand and forearm, fusing to your flesh. When you make an unarmed strike, you can slash with the talons on the gauntlet. On a hit, you deal slashing damage equal to 1d6 + your Strength modifier, in place of the normal damage of your unarmed strike. Additionally, you can project an ectoplasmic duplicate of the gauntlet, allowing you to manipulate objects at a distance. While wearing this gauntlet, you can use an action to cast mage hand . Symbiotic Nature. The gauntlet can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the gauntlet ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Crawly Turrit","description":"Wondrous item, rare (requires attunement) Weighing approximately 10 pounds, this 1-foot-cubed turret is bristling with armaments. From its crudely chiselled ‘bitey-bit’, to the side-mounted ‘kannon-boom’, and the fore-mounted ‘spikeys’, this magically-automated turret has but one key flaw: stairs. Deploy. As an action, you can deploy the rolly turrit , which magically animates for the next 10 minutes . During this time, it is under your mental control while within 100 feet of you. In combat, the turret shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the turret can take any action of its choice, not just Dodge. Once the turret has been activated, it can’t be activated again until the following dawn. Death & Healing. While the turret has at least 1 hit point, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and can’t be activated again until a creature with proficiency in smith’s tools or tinker’s tools spends 1 hour to make a DC 15 Dexterity ( smith’s or tinker’s tools ) check . On a success, the turret regains 1 hit point and can be activated as normal. Very rare variant: Shedding much of the mobility issues of its rolly cousin, the crawly turrit harnesses the hit-and-run tactics of its draconic inspiration. Recycled dragon breath sacs give this five-legged, brass automaton the ability to emulate a dragon’s breath, the pinnacle of kobold bio-engineering. Increase the Dexterity check to DC 16 and change the type of turret to crawly turrit.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Crescent Halberd","description":"Crescent Halberd Melee weapon (martial, halberd) Called bisentō in Rokugan and guandao in Yún Fēng Guó, a crescent halberd is essentially a saber with an extremely long hilt. It has a long, spearlike wooden shaft topped by a broad and heavy curved blade. Though it seems awkward and top-heavy, the crescent halberd is exceptionally dangerous in the right hands. The length of the shaft gives the wielder incredible leverage, allowing them to deliver great chopping blows that can cleave through even heavy armor. Typically seen among the more militant orders of monks in Rokugan, these halberds are also sometimes used by heavy infantry units, like those trained by the Daidoji family. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: Slashing Properties: Heavy, Reach, Versatile (1d10) Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Crescent Moon Spear","description":"Crescent Moon Spear Weapon (spear), rare Damage: 1d6+1 slashing Weight: 3 lbs. Properties: Thrown (range 20/60), Versatile (1d8+1) This magic spear has a crescent moon shaped head that glows with moonlight and delivers slashing damage instead of piercing. You gain a +1 bonus to attack and damage rolls made with this magic spear. Silver Moonlight. The spearhead sheds dim light in a 30-foot radius and deals an additional 1d6 radiant damage to Lycanthropes and creatures that are vulnerable to silvered weapons. Moon Bolt. While you are holding the spear, you can use an action to cast Guiding Bolt at 1st level. This feature can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), Versatile (1d8+1)","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Crimson Carpet","description":"Wondrous item, uncommon This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet’s command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn’t need to be anchored and can hover. The carpet has immunity to all damage and isn’t affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can’t be unrolled again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crimson Carpet","description":"Wondrous item, uncommon This rolled bundle of red felt is 3 feet long and 1 foot wide, and it weighs 10 pounds. You can use an action to speak the carpet’s command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn’t need to be anchored and can hover. The carpet has immunity to all damage and isn’t affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can’t be unrolled again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Crimson Pearl","description":"Wondrous item, rare (requires attunement by a spellcaster) Also occasionally referred to as a Vampiric Pearl of Power, this pearl is over an inch in diameter and dyed crimson with untold bloodshed. It is said that a pearl of power that is exposed to the blood of 1000 violent killings will transform into a crimson pearl . While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until you deliver a successful Death Blow.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"rare (requires attunement by a\r spellcaster)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Crimson Starfall Arrow","description":"Weapon (arrow), uncommon A crimson starfall arrow is a magic weapon powered by the sacrifice of your own life energy, which explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can’t use this feature of the arrow if you don’t have blood. Hit Dice spent on this arrow’s feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Crimson Starfall Arrow","description":"Weapon (arrow), uncommon This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can’t use this feature of the arrow if you don’t have blood. Hit Dice spent on this arrow’s feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crimson Tyrant Battleaxe","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Battleaxe (legendary variant)","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, the extra damage on a hit to 1d6, and the damage of the Punish the Defiant property to 3d6. Legendary variant: Increase the DCs to 18 and the extra damage on a hit to 1d10. The Kneel Before Me property doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Battleaxe (rare variant)","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, the extra damage on a hit to 1d6, and the damage of the Punish the Defiant property to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Greataxe","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Greataxe (legendary variant)","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, the extra damage on a hit to 1d6, and the damage of the Punish the Defiant property to 3d6. Legendary variant: Increase the DCs to 18 and the extra damage on a hit to 1d10. The Kneel Before Me property doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Greataxe (rare variant)","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, the extra damage on a hit to 1d6, and the damage of the Punish the Defiant property to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Handaxe","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Handaxe (legendary variant)","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, the extra damage on a hit to 1d6, and the damage of the Punish the Defiant property to 3d6. Legendary variant: Increase the DCs to 18 and the extra damage on a hit to 1d10. The Kneel Before Me property doesn't require a charge to use.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crimson Tyrant Handaxe (rare variant)","description":"Weapon (any axe), very rare (requires attunement) Component: pouch of dragon (red) claws This fiery axe is the masterpiece of the renowned elven smith, Rhuinon, and their final entry into the ongoing contest to curry the favour of the mysterious Forgemaster. Meticulously crafted to evoke the arrogant ferocity of the red dragon, Rhuinon is sure this formidable weapon will grant them a resounding victory over their competitors. This magic axe deals an extra 1d8 fire damage to any target it hits. While holding the axe, you have advantage on Intimidation checks against humanoids that perceive themselves as having a lower social standing than you (GM’s discretion). The axe has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Kneel Before Me. As a bonus action while holding this axe, you can target a creature you can see within 30 feet of you and expend 1 charge to channel the tyrannical might of a red dragon. When you do, your axe flares with intense flames and an illusory burning crown momentarily manifests over your head. The creature must succeed on a DC 16 Wisdom saving throw or fall prone, prostrating itself before you. Punish the Defiant. Much like a red dragon can’t abide when others defy its mandates, neither do you. When a creature you can see within 30 feet of you succeeds on a saving throw against one of your spells or effects and you are holding this axe, you can use your reaction to expend 2 charges to force it to make a DC 16 Constitution saving throw as hot air surrounds the target. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Reduce the charges to 6, the recharge to 1d4 + 2, the DCs to 15, the extra damage on a hit to 1d6, and the damage of the Punish the Defiant property to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crocodile Armor","description":"Armor (leather or hide), rare While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crocodile Armor","description":"Armor (leather), rare While you wear this magic armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed. You also have advantage on Charisma (Intimidation) checks when interacting with subek or werecrocodiles, but you have disadvantage on all other Charisma checks made during an interaction with such creatures.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Crone’s Cane","description":"Rod, Weird, Legendary Croning wands and crone canes can come in a wide variety of shapes and sizes. This particular weird is vastly more powerful than a wand used in rituals. This crone’s cane is incredibly rare because it can only be made by a grandmother hag in the presence of an avatar of Cegilune. A crone’s cane made in such a manner becomes a very powerful hag weird that can be as simple or ornamental as the hag that created it. A crone’s cane functions as a club +2, if wielded in combat. If the crone’s cane strikes a living target then it must make a DC 16 Constitution saving throw or rapidly age 14 (4d6) years. Those that fail this saving throw have their maximum hit points reduced by 5 (1d10). The lost age can be recovered by a remove curse or greater restoration . The hit point reduction will be cured after a long rest or a heal spell. This aging effect can only be triggered against a target once per turn. A crone’s cane can be used to age a target only 9 times before it must be placed in a shrine to Cegilune for three years to recharges. The crone’s cane also bestows benefits to the hag that is holding it in at least one hand, as long as the hag or the cane is not being concealed or under any illusions. This cane grants the hag advantage on Intelligence and Wisdom saving throws, +4 bonus to her Wisdom (not to exceed a score of 24), and causes the hag to regenerate 3 hit points per round as long as the hag is in moonlight. A hag that has lost or had a cane stolen, even if by another hag, has a year and a day to recover it or she dies a brutal and violent death as an avatar of Cegilune (and a coven of night hags if the grandmother is very powerful) drag her back to Hades where she will be cooked and eaten.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Crook of Rao","description":"Crook of Rao Wondrous item, artifact (requires attunement ) Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao —potentially for the final time. Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide : 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3 charges). The crook regains 1d6 expended charges daily at dawn. Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years. Failing Matrix. Whenever the Crook of Rao 's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control. Extraplanar Reversal d100 Effect 1-25 A portal to a random plane opens. The portal closes after 5 minutes. 26-45 2d4 imps and 2d4 quasits appear. 46-60 1d8 succubi / incubi appear 61-70 1d10 barbed devils and 1d10 vrocks appear. 71-80 1 arcanaloth , 1 night hag , and 1 rakshasa appear. 81-85 1 ice devil and 1 marilith appear. 86-90 1 balor and 1 pit fiend appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes. 91-00 Iggwilv's Curse (see the Iggwilv's Curse property). Iggwilv's Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao , as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao . If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss. Destroying or Repairing the Crook. The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Crook of the Flock","description":"Rod, very rare (requires attunement) This plain crook is made of smooth, worn lotus wood and is warm to the touch. Resolute. While holding the rod, you have advantage on saving throws against being charmed. Spells. While holding the rod, you can use an action to cast one of the following spells from it: animal messenger , beast sense , or speak with animals . Leader. You can use an action to present the rod and command obedience from one creature that you can see within 60 feet of you. The target must succeed on a DC 17 Charisma saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. If harmed by you, the target ceases to be charmed, and you must roll a d20. On a 1, the staff disappears in a burst of golden light and reappears in a random location on the Material Plane. Once used, this property of the rod can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crook of the Flock","description":"Rod, very rare (requires attunement) This plain crook is made of smooth, worn lotus wood and is warm to the touch. Resolute. While holding the rod, you have advantage on saving throws against being charmed. Spells. While holding the rod, you can use an action to cast one of the following spells from it: animal messenger, beast sense, or speak with animals. Leader. You can use an action to present the rod and command obedience from one creature that you can see within 60 feet of you. The target must succeed on a DC 17 Charisma saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. If harmed by you, the target ceases to be charmed, and you must roll a d20. On a 1, the staff disappears in a burst of golden light and reappears in a random location on the Material Plane. Once used, this feature of the rod can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Crossbow","description":"Crossbow Ranged weapon (martial, crossbow) Though deadly and easy to use (or rather, because of it), crossbows are rarely seen outside the lands protected by the Crab Clan. When the threat of an army from the Shadowlands is bearing down on the Carpenter Wall, crossbows are often issued to commoners levied to fight in the defense. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 30/120 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Crossbow","description":"Crossbow. A collapsible, trigger-powered bow assembly which fires metal-tipped bolts.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, heavy, reload, two-handed"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Crossbow bolt case","description":"Crossbow Bolt Case Adventuring gear This wooden case can hold up to twenty crossbow bolts. Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Crossbow Bolt Case","description":"Crossbow Bolt Case Adventuring gear This wooden case can hold up to twenty crossbow bolts . Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crossbow Bolt Case","description":"Adventuring Gear Weight: 1 lb. Cost: 1 GP A Crossbow Bolt Case holds up to 20 Bolts .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Crossbow Bolt Case"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crossbow Bolt Case","description":"Crossbow Bolt Case Adventuring gear This wooden case can hold up to twenty crossbow bolts . Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Crossbow bolts","description":"Crossbow Bolts Ammunition Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight : 0.075","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Crossbow Bolts","description":"Crossbow Bolts Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.075,"Subtype":"Ammunition","Item Type":"Ammunition","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crossbow Bolts","description":"Crossbow Bolts Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Expansion":5,"Item Type":"Ammunition"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Crossbow bolts +1","description":"Crossbow Bolts +1 Ammunition, uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crossbow bolts +2","description":"Crossbow Bolts +2 Ammunition, rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crossbow bolts +3","description":"Crossbow Bolts +3 Ammunition, very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crossbow of Healing","description":"Crossbow of Healing Ranged weapon Price: 25,000 gp This light crossbow has a clean and sterile design. You can pull the handle of the crossbow back to cause it to load a magical and semi-transparent blue bolt. This crossbow functions as a normal ranged weapon, except that it can fire a magical bolt that heals instead of doing damage. Once per day you may fire a healing bolt instead of a regular one. Make an attack as normal, this attack has Advantage against a friendly target. On hit, the crossbow provides 2d6+2 healing to the target. Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Damage: 1d6","properties":{"Category":"Items","Expansion":19735,"Item Type":"Ranged Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Crossbow Silencer","description":"Crossbow Silencer Wondrous Item, Common This small magical band can be clamped to or removed from the stirrup of any crossbow as an action. While the silencer is attached to a weapon, Wisdom (Perception) checks to hear the weapon firing are made at disadvantage. In addition, if you are hidden when you make an attack roll using the silencer’s attached weapon, you can activate the silencer (no action required) to remain hidden, and your attack doesn't give away your location. Once this property is used, it can’t be used again for 10 minutes.","properties":{"Category":"Items"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Crosstacean Hand Crossbow","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Hand Crossbow (rare variant)","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. If you roll a 3 on the d6, you can use The Seize property again.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Hand Crossbow (very rare variant)","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. If you roll a 3 on the d6, you can use The Seize property again. Very rare variant: Increase the damage to 1d8 and the DC to 16. If you roll a 3 or a 2 on the d6, you can use The Seize property again.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Heavy Crossbow","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Heavy Crossbow (rare variant)","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. If you roll a 3 on the d6, you can use The Seize property again.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Heavy Crossbow (very rare variant)","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. If you roll a 3 on the d6, you can use The Seize property again. Very rare variant: Increase the damage to 1d8 and the DC to 16. If you roll a 3 or a 2 on the d6, you can use The Seize property again.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Light Crossbow","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Light Crossbow (rare variant)","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. If you roll a 3 on the d6, you can use The Seize property again.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crosstacean Light Crossbow (very rare variant)","description":"Weapon (any crossbow), uncommon (requires attunement) Component: beast (giant crab) pincer The longevity of lobsters is well known. Using biomancy, this phenomenon can be reversed, resulting in a weapon that can magically age and necrose a target. This weapon deals an extra 1d4 necrotic damage to any target it hits. The Seize. While holding this weapon, you can use a bonus action to enhance one piece of loaded ammunition with debilitating, arthritic energy that causes the target’s joints to seize solid. If the next attack you make with the weapon hits, the target must succeed on a DC 13 Constitution saving throw or become restrained until the end of your next turn. If the target fails by 5 or more, it is paralysed instead of restrained. After this property has been used, roll a d6. On a 3 or lower, the lobster’s colour fades to grey, and this property can’t be used again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. If you roll a 3 on the d6, you can use The Seize property again. Very rare variant: Increase the damage to 1d8 and the DC to 16. If you roll a 3 or a 2 on the d6, you can use The Seize property again.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crowbar","description":"Crowbar Adventuring gear Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Crowbar","description":"Crowbar Adventuring gear Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crowbar","description":"Crowbar Adventuring gear Price: 2 gp Using a crowbar grants Advantage to Strength checks where the crowbar’s leverage can be applied. Weight: 5","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Crowbar","description":"Crowbar Miscellaneous gear Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Crowbar","description":"Adventuring Gear Weight: 5 lb. Cost: 2 GP Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Crowbar"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crowbar","description":"Crowbar Adventuring gear Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Crown of Aglarion","description":"Master Arlen created the crown of Aglarion to symbolize the integrity of the monarchy of Aglarion that was established hundreds of years ago by the first monarch, King Razmyrel Melkar the True. Its powers were designed to serve the first king in his campaign against the zealous Order of the Eternal Light. The wearer of the crown of Aglarion gains a +1 bonus to ability checks, AC, and saving throws, and can cast the following spells once per day: control weather , move earth , passwall . The crown of Aglarion is imprevious to all types of damage. The wearer of the crown of Aglarion can also create a floating disk that has a 50-foot diameter and can hold up to 20,000 pounds. The wearer of the crown of Aglarion and any other creature can stand on its surface. As an action, the wearer of the crown of Aglarion can move the floating disk with a fly speed of 30 ft. The disk disappears after 1 hour and cannot be recreated until the next dawn. In its current state, the crown of Aglarion is cursed and was given vile sentience and personality when the Matrons of Malice bound the horned devil Kalanistophle to it. The devil’s soul advises their hagspawn daughters, the triplet Queen Aphinahs, in their rule. It is a lawful evil sentient magic item with an Intelligence, Wisdom, and Charisma score of 15. It communicates by transmitting emotions to the creature carrying or wearing it. It has hearing and darkvision in a 120 ft. radius. The crown of Aglarion demands its wearer to maintain the rule of the Matrons of Malice over Aglarion, pursuing this goal to the exclusion of all other goals. If the crown’s wearer refuses to comply with its wishes, the item can attempt to take control of its wearer. If the crown of Aglarion attempts to take control of its wearer, the wearer must make a DC 14 Charisma saving throw. On a failed save, the wearer is charmed by the item for 1d12 hours. While charmed, the wearer must try to follow the commands of the crown of Aglarion. If the wearer takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the crown of Aglarion can’t use this power again until the next dawn. Once donned, the crown of Aglarion can only be removed after the use of a remove curse spell or similar magic, or if its wearer dies. The curse on the crown of Aglarion can only be removed by all three of the Matrons of Malice, and only if it is laid on a pyre made from the Hagtree where the true heir of the crown is burnt, while the dead King Dasmag plays a melody.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Crown of Infinite Midnight","description":"Wondrous Item, Very Rare (Requires Attunement) This dazzling helm is set with 1d12 sapphires, 2d12 black opals, and 3d12 obsidians. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 17), using one of the helm's gems of the specified type as a component: darkness (obsidian), vampiric touch (black opal), or wall of ice (sapphire). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one sapphire, you have blindsight to 120 feet. Any living creature that starts its turn in that area takes 1d6 necrotic damage. As long as the helm has at least one black opal, you have resistance to necrotic damage. As long as the helm has at least one piece of obsidian, you can use an action and speak a command word to cause one weapon you are holding to sizzle with black flames. The flames are harmless to you and to the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take necrotic damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits shadowy purple rays from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking necrotic damage equal to the number of gems in the helm. The helm and its gems are then destroyed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Crown of Laurels","description":"Wondrous item, very rare (requires attunement) This crown of enchanted laurel leaves is customarily awarded to the winner of the Great Games. It was crafted by Vallus, the Queen of Mytros and the Goddess of Wisdom. When worn, the crown provides +2 to Wisdom saving throws.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare\n"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Crown of Leadership","description":"Crown of Leadership Wondrous item, very rare (requires attunement) This crown consists of a thin band of gold adorned with ten flawless diamonds. While wearing this crown, your Charisma score changes to 18. The item has no effect on your Charisma if it is already equal to or greater than 18. In addition, you can use your action to speak the crown’s command word. For 1 minute, all friendly creatures within 10 feet of you are immune to being frightened or charmed and gain temporary hit points equal to twice your Charisma ability modifier at the start of each of their turns. Once used, this property of the crown can’t be used again until the next dawn. Some are born to lead, while others require a little bit of magical assistance.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Crown of Lies","description":"Wondrous Item, Artifact (Requires Attunement) After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time, the Dark Powers of the Shadowfell lured Kas to a hidden forge, where he found the Crown of Lies . Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him. The crown is made of burnished and entwined metal rods. To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it. Random Properties. The Crown of Lies has the following random properties (see the Dungeon Master’s Guide for options): 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Perfect Disguise. While attuned to the crown, you can use an action to transform yourself to look and feel like any creature you’ve seen at least once and whose size is no more than one size smaller or larger than yours. The new form mimics the chosen creature’s appearance exactly, including its voice. Your size and speed are replaced by the chosen creature’s. You otherwise retain your own game statistics. While in this new form, the crown melds into your person and is undetectable. Your new form lasts until you die, your attunement to the crown ends, or you use another action to transform into a different creature or your true form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you’re disguised as. You count as the chosen creature for the purposes of spells, traps, and other defenses that wouldn’t target the chosen creature. While in your disguised form, any lies you tell always seem to be true, no matter what magical or mundane methods are used to try to detect your falsehoods. You are the recipient of Sending spells addressed to you and the creature you are disguised as, and Scrying and similar spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a W ish spell. While wearing this crown in your true form, you can choose for the crown to be visible if you wish. Destroying the Crown. If a creature wearing the crown is killed by the creature it is disguised as, the crown disintegrates and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Artifact","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Crown of Majesty","description":"Crown of Majesty Wondrous item, very rare (requires attunement) This mithral circlet is inscribed with an intricate filigree formed of Elvish runes. The front of the circlet holds a flawless diamond that changes hue in sunlight. While wearing this crown, you have resistance to psychic damage, and you can’t be charmed or frightened. The crown has 3 charges. While wearing it, you can use an action and expend 1 charge to cast one of the following spells from it (save DC 18): command or charm person . The crown regains 1d3 expended charges daily at dawn. Cursed Sentience. The bracers are a sentient and cursed magic item, as described below. Sentience. This magic item is sentient. Its alignment and Intelligence, Wisdom, and Charisma scores match the corresponding persona’s stat block. This magic item has hearing and darkvision out to a range of 60 feet. It can speak, read, and understand the languages in its persona’s stat block, and it can communicate telepathically with its wearer. Curse. Once you attune to this item, you can’t end your attunement to it unless you are targeted by the remove curse spell or similar magic. Seven days after you attune to it, you must make a DC 18 Wisdom saving throw. On a failed save, your Wisdom score is reduced by 1 for as long as you remain attuned to the item. You must repeat this saving throw every 24 hours while you remain attuned to the item. If you fail this saving throw three times, the magic item possesses your body, and your soul becomes trapped in your body. Your body transforms into the original body of the soul within the magic item, and your statistics change to match the persona in control of your new body. While possessed, your equipment transforms into the equipment used by the possessing persona’s stat block. You sense everything your body can sense, but the persona controls your movement, speech, and actions. If you end your attunement to the magic item, your body returns to its original form, you regain control of your body, and the magic item’s soul returns to the magic item. If you die, the magic item’s soul returns to the magic item. If your body is possessed for 1d6 + 12 months, your soul is destroyed, your body crumbles to dust, and you die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crown of Shadow","description":"Wondrous Item, Legendary (requires attunement) This twisted headband garnished with the horns of demonic beasts casts the features of its wearer in shadow. It is one of the closest things to an artifact known on the face of Aryth, and its purpose is almost entirely malevolent. Some say it was forged by dwarf prisoners for Izrador in the days following the Sundering in his bid to spread poison among the ears of the dwarves who would eventually become orcs. Some also claim that this is one of several crowns, each made for Izrador so that his followers could create black mirrors in their temples and begin to drain the world of magic. Regardless of its origin, it returned to the hands of the Durgis clan, who vowed to protect it from ever returning to the hands of those who worship Izrador. They believe that its abilities, if controlled by a powerful enough spellcaster, could be used to aid the war effort instead. However, no dwarf spellcaster has ever felt themselves able to harness the Crown of Shadow’s power, and Woden of Clan Durgis has decided that only the Witch Queen of the elves is strong enough to possibly make use of it. While wearing the Crown of Shadow, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You are also immune to the charmed, frightened, and stunned conditions, and if you are suffering those conditions, they end when you put on the Crown of Shadow. In addition, any undead creature that begins its turn or enters a space within a 30-foot radius of you becomes charmed by you for the next 24 hours. An undead creature charmed in this way must obey your commands. An undead creature with a challenge rating of 8 or higher may make a DC 20 Wisdom saving throw to avoid becoming charmed in this way. Finally, the wearer of the Crown of Shadow can use it to create a black mirror or repair a damaged black mirror in a ritual that lasts 30 minutes. In the final minute of the ritual, the wearer becomes paralyzed as their spirit is pulled from their body. At the ritual’s conclusion, their spirit is utterly destroyed, consumed by the newly formed black mirror. Whispers of the Crown Nobody knows if the Crown of Shadow is truly possessed of some malign intelligence, but when someone wears the Crown, they hear it whispering in their mind. At first the whispers are quiet and even polite. They tell the wearer that the Crown is protecting their thoughts from others. When the wearer attempts to tell a lie, the Crown whispers the perfect things to say, and if the wearer is ever in a situation where they would be charmed, stunned, or frightened, they feel the condition overtake them for just a moment before it is washed away by feelings of confidence and strength from the Crown. But over time, the Crown begins to urge the wearer to help it create a black mirror. It may not say that is what the ritual will do, instead saying that the ritual will simply make the wearer more powerful, protect their friends and family, or even help defeat their enemies. It certainly does not say the ritual will consume and kill the wearer.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Crown of the Dragonlords","description":"Wondrous item, rare (requires attunement) If you are a spellcaster (bard, cleric, druid, paladin, ranger, sorcerer, warlock or wizard), this crown grants you the ability to prepare the following spells: bond of the dragonlords and dirge of the dragonlords. If you are not a spellcaster, then as long as you wear the crown, you can cast bond of the dragonlords. Once you cast it, you must finish a long rest before you can cast it again. The material components are still required for both spells.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Crown of the Forest King","description":"Crown of the Forest King Wondrous item, legendary (requires attunement) You can only attune to this crown of brambles and blooms when you are within the forest you obtained it in. When you attune to it, you gain a variety of benefits while you remain within that forest. For the purposes of this magical item, a forest is any predominantly wooded region up to 1,000 square miles. While within the crown’s forest, you gain the following benefits. You regain 3d6 hit points at the start of each turn when your current hit points are equal to or less than half your maximum hit points. You can use an action to transform into another creature as if you had cast the polymorph spell on yourself. When you do, you can transform into any plant or beast with a CR equal to or less than your level. You can use an action to sense the presence, direction, and distance of all creatures that aren’t a beast or plant within your forest. You can use an action to cast the awaken spell. Curse. The crown is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the crown, keeping it on your person at all times. You can break the curse in the usual ways. While attuned to the crown you also suffer the following banes. You take 1d4 psychic damage whenever a beast or plant in the woods is killed by a creature that isn’t a beast or a plant. While not in the forest, you can’t regain hit points by any means short of the wish spell. While not in the forest, you take 2d6 necrotic damage and gain a level of exhaustion each sunrise.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Crown of the Pharaoh","description":"Wondrous item, legendary (requires attunement) The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crown of the Sorcerer-King","description":"Crown of the Sorcerer-King Wondrous item, legendary (requires attunement by a sorcerer) While you wear this crown, you gain the following benefits: You gain a +2 bonus to your AC, to your spell attack rolls, and to your spell save DC. When you start your turn in combat with 0 sorcery points, you regain 1 sorcery point. You can cast detect magic and identify at will, without expending a spell slot, and you have advantage on Intelligence (Arcana) checks you make to learn about, recall, or understand the properties of magic, including spells, magic items, magical effects, and planar travel. When you roll damage for a sorcerer spell, you can expend any number of your sorcery points to increase the spell’s damage by 1d6 per sorcery point you spent.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Crown of the Wrath Bringer","description":"Crown Of The Wrath Bringer Wondrous item, rare (requires attunement) This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror. When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Crown of Westemär","description":"Crown of Westemär Wondrous item, legendary (requires attunement) A character may only attune to the Crown of Westem ä r by performing a special one hour ceremony with six other characters who are each attuned to a different Seal of Drakkenheim. See the “Developments” section in Chapter 9: Castle Drakken for details on this ritual. The crown has 3 charges. While wearing it, you can use an action to expend 1 charge to cast the wish spell from it. The crown regains one expended charge every ten years. The ancient bronze dragon Minazorond, the tower dragons, and the wall gargoyles are under your control and obey your spoken commands while you wear the crown. While wearing the crown and seated on the Throne of Drakkenheim in Castle Drakken, you may use an action to communicate telepathically with one dragon or twelve gargoyles so long as they are within 100 miles of Castle Drakken. When you do, you can issue commands to those creatures, see through one of the creature’s eyes, and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Crown of Whirling Comets","description":"Crown of Whirling Comets Wondrous Item, Very Rare (Requires Attunement) This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head. The crown has 6 charges for the following properties, which you can use while wearing the crown: Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight. Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage. Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16). The crown regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Crusader's Shield","description":"Armor (shield), common (requires attunement by a cleric, druid, or paladin) A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells. Versatile Cantrip. While holding the shield, you can try to cast a cantrip that you don’t know. The cantrip must be on your spell list, and you must make a DC 10 Intelligence (Religion) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common","Requires Attunement":"requires attunement by a cleric, druid, or paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crushing","description":"Legendary weapon property Components: Masterwork exotic weapon that deals bludgeoning damage When you hit a creature that has natural armor or is wearing armor, the target takes a cumulative −1 penalty to the AC its armor offers. Armor reduced to an AC of 10 in this way is destroyed. A creature can repair its armor or heal the damage dealt to its natural armor over the course of a long rest.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cryo Bomb","description":"By replacing your bomb’s explosive contents with a piece of ice-nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, its damage dice are d8s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed reduced by 10 feet until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cryo Grenade","description":"Unleashes a burst of freezing cold. In addition to damage, each target that fails their saving throw can’t take any bonus actions or reactions until the end of your next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cryptic Prophecy","description":"Cryptic Prophecy Spell catalyst, uncommon A stone slab or ancient parchment upon which is written a guiding, if enigmatic, prophecy. When you cast the guiding bolt spell, you can choose to allow the spell to consume this spell catalyst. When you do, if the spell attack hits, each attack roll made against the target before the end of your next turn has advantage, instead of only the next attack.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Crystal","description":"Crystal Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Crystal","description":"Crystal Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Arcane Focus","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crystal","description":"Adventuring Gear (Arcane Focus) Weight: 1 lb. Cost: 10 GP An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer , Warlock , or Wizard can use such an item as a Spellcasting Focus .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Crystal"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crystal","description":"Crystal Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Crystal Arcane Focus","description":"Crystal Arcane Focus Adventuring gear (arcane focus)","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Crystal Ball","description":"Crystal Ball Wondrous item, very rare or legendary (requires attunement ) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. The following crystal ball variants are legendary items and have additional properties. Crystal Ball of Mind Reading. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration , but it ends if scrying ends. Crystal Ball of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn. Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"very rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crystal Ball","description":"Crystal Ball Wondrous item, very rare ( requires attunement ) The typical crystal ball , a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. Other crystal balls include: Crystal Ball of Mind Reading Crystal Ball of Telepathy Crystal Ball of True Seeing","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crystal Ball","description":"Wondrous Item, Very Rare (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Crystal Ball"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Crystal Ball","description":"Wondrous Item, Very Rare (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Crystal Ball\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Crystal Ball\\\",\\\"description\\\":\\\"While touching this crystal orb, you can cast Scrying (save DC 17) with it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Crystal Ball Attunement\",\"parent\":\"Crystal Ball\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Crystal Ball Scry Spell\",\"parent\":\"Crystal Ball Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Scrying\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Very Rare","Name":"Crystal Ball","data-description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Crystal Ball of Mind Reading","description":"Crystal Ball of Mind Reading Wondrous item, legendary ( requires attunement ) The typical crystal ball , a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball , targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crystal Ball of Mind Reading","description":"Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Crystal Ball of Mind Reading"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Crystal Ball of Mind Reading","description":"Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Crystal Ball of Mind Reading\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Crystal Ball of Mind Reading\\\",\\\"description\\\":\\\"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"},{\"name\":\"Crystal Ball of Mind Reading Attunement\",\"parent\":\"Crystal Ball of Mind Reading\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Crystal Ball of Mind Reading Spell Attach\",\"parent\":\"Crystal Ball of Mind Reading Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Scrying\\\",\\\"Detect Thoughts\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Legendary","Name":"Crystal Ball of Mind Reading","data-description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Crystal Ball of Telepathy","description":"Crystal Ball of Telepathy Wondrous item, legendary ( requires attunement ) The typical crystal ball , a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crystal Ball of Telepathy","description":"Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can’t cast Suggestion in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Crystal Ball of Telepathy"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Crystal Ball of Telepathy","description":"Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can’t cast Suggestion in this way again until the next dawn.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Crystal Ball of Telepathy\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Crystal Ball of Telepathy\\\",\\\"description\\\":\\\"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"},{\"name\":\"Crystal Ball of Telepathy Attunement\",\"parent\":\"Crystal Ball of Telepathy\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Crystal Ball of Telepathy Suggestion Resource\",\"parent\":\"Crystal Ball of Telepathy Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Crystal Ball of Telepathy Suggestion\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":1},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Full\\\"}}}\"},{\"name\":\"Crystal Ball of Telepathy Spell Attach\",\"parent\":\"Crystal Ball of Telepathy Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Scrying\\\",\\\"Suggestion\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Legendary","Name":"Crystal Ball of Telepathy","data-description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Crystal Ball of True Seeing","description":"Crystal Ball of True Seeing Wondrous item, legendary ( requires attunement ) The typical crystal ball , a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball , you have truesight with a radius of 120 feet centered on the spell’s sensor.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Crystal Ball of True Seeing","description":"Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Crystal Ball of True Seeing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Crystal Ball of True Seeing","description":"Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Crystal Ball of True Seeing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Crystal Ball of True Seeing\\\",\\\"description\\\":\\\"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"},{\"name\":\"Crystal Ball of True Seeing Attunement\",\"parent\":\"Crystal Ball of True Seeing\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Crystal Ball of True Seeing Scry Spell\",\"parent\":\"Crystal Ball of True Seeing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Scrying\\\"],\\\"alwaysPrepared\\\":true}\"},{\"name\":\"Crystal Ball of True Seeing Effect\",\"parent\":\"Crystal Ball of True Seeing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Crystal Ball of True Seeing\\\",\\\"description\\\":\\\"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.\\\",\\\"category\\\":[]}\"},{\"name\":\"Crystal Ball of True Seeing Truesight\",\"parent\":\"Crystal Ball of True Seeing Effect\",\"payload\":\"{\\\"type\\\":\\\"Sense\\\",\\\"name\\\":\\\"Truesight\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":120}}\"}]","filter-Attunement":"Legendary","Name":"Crystal Ball of True Seeing","data-description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Crystal Blade","description":"Crystal Blade Weapon (any sword), rare (requires attunement) This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage. The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light. Secondary Damage: 1d8","properties":{"Category":"Items","Expansion":12314,"Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Crystal of Alacrity","description":"Crystal of Alacrity Wondrous item, uncommon This circular topaz bears a carved relief of a knight in full armor. When attached to medium or heavy armor, that armor no longer has a Strength requirement.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Crystal of Aquatic Action","description":"Crystal of Aquatic Action Wondrous item, uncommon (requires attunement) While holding this small, sea-green crystal, you can breathe underwater and gain a swimming speed equal to your walking speed. In addition, being underwater imposes no penalties on your attacks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Crystal Seer","description":"Wondrous item, uncommon (requires attunement) Component: dragon (crystal) eye Contemplative and curious, this striking spyglass sparkles with dazzling, prismatic beauty. In the lofty high elf halls of Kri’astula, the renowned jewelsmith, Nerys, harnessed the light of the sun, stars, and crystal dragons to craft this far-seeing device. Perceiving objects distant in both time and space, a crystal seer is coveted by knowledge-seekers the world over. The spyglass has 4 charges and regains all expended charges daily at dawn. Channel the Sun. While holding this spyglass during the daytime, you can use an action to expend 1 charge to channel the cleansing power of sunlight. A beam of positive energy erupts from the tip of the spyglass towards a creature you can see within 30 feet of you. If that creature is under an effect that allows it to make a saving throw at the start or end of its turn to end it, it can immediately make an additional saving throw, with advantage, and without suffering from the effects of a failed saving throw. Study the Stars. This property can only be used at night. You can spend 10 minutes examining the constellations through the spyglass, searching for signs or omens to interpret. At the end of that time, you can expend 1 charge to cast the augury spell. Looking through the spyglass to use this property always reveals the clear sky outside, regardless of where you are or the current weather.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crystal Seer (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: dragon (crystal) eye Contemplative and curious, this striking spyglass sparkles with dazzling, prismatic beauty. In the lofty high elf halls of Kri’astula, the renowned jewelsmith, Nerys, harnessed the light of the sun, stars, and crystal dragons to craft this far-seeing device. Perceiving objects distant in both time and space, a crystal seer is coveted by knowledge-seekers the world over. The spyglass has 4 charges and regains all expended charges daily at dawn. Channel the Sun. While holding this spyglass during the daytime, you can use an action to expend 1 charge to channel the cleansing power of sunlight. A beam of positive energy erupts from the tip of the spyglass towards a creature you can see within 30 feet of you. If that creature is under an effect that allows it to make a saving throw at the start or end of its turn to end it, it can immediately make an additional saving throw, with advantage, and without suffering from the effects of a failed saving throw. Study the Stars. This property can only be used at night. You can spend 10 minutes examining the constellations through the spyglass, searching for signs or omens to interpret. At the end of that time, you can expend 1 charge to cast the augury spell. Looking through the spyglass to use this property always reveals the clear sky outside, regardless of where you are or the current weather. Rare variant: Increase the charges to 5. You can use the Channel the Sun property as a bonus action or an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crystal Seer (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: dragon (crystal) eye Contemplative and curious, this striking spyglass sparkles with dazzling, prismatic beauty. In the lofty high elf halls of Kri’astula, the renowned jewelsmith, Nerys, harnessed the light of the sun, stars, and crystal dragons to craft this far-seeing device. Perceiving objects distant in both time and space, a crystal seer is coveted by knowledge-seekers the world over. The spyglass has 4 charges and regains all expended charges daily at dawn. Channel the Sun. While holding this spyglass during the daytime, you can use an action to expend 1 charge to channel the cleansing power of sunlight. A beam of positive energy erupts from the tip of the spyglass towards a creature you can see within 30 feet of you. If that creature is under an effect that allows it to make a saving throw at the start or end of its turn to end it, it can immediately make an additional saving throw, with advantage, and without suffering from the effects of a failed saving throw. Study the Stars. This property can only be used at night. You can spend 10 minutes examining the constellations through the spyglass, searching for signs or omens to interpret. At the end of that time, you can expend 1 charge to cast the augury spell. Looking through the spyglass to use this property always reveals the clear sky outside, regardless of where you are or the current weather. Rare variant: Increase the charges to 5. You can use the Channel the Sun property as a bonus action or an action. Very rare variant: Increase the charges to 8. You can use the Channel the Sun property as a bonus action or an action. You can use the Study the Stars property to cast the divination spell, which requires 2 charges and has a casting time of 1 hour, during which time you must use it to study the stars.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Crystal Staff","description":"Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses * (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure * (3 charges), prismatic ray * (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Crystalline Chronicle","description":"Crystalline Chronicle Wondrous item, very rare (requires attunement by a wizard ) An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts , intellect fortress ,* Rary's telepathic bond , sending , telekinesis , Tasha's mind whip ,* and Tenser's floating disk (spells with an asterisk appear in this book). It functions as a spellbook for you, with its spells and other writing psychically encoded within it. While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand , mind sliver (appears in this book), and message cantrips if you don't already know them. The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Crystals of Entanglement","description":"Wondrous Item, Very Rare (Requires Attunement) These purple crystal shards come in pairs, each meticulously carved to appear identical. Entangled Fates When the crystals are worn by two separate creatures on the same plane of existence, both creatures gain the following effects. Experience. When either creature makes an ability check it isn't proficient with, it can add half its Proficiency Bonus (rounded down) to the result if the other creature is proficient with the check. Mind. When either creature fails an Intelligence, Wisdom, or Charisma save against an effect that doesn't affect the other creature, the other creature can choose to make the same save. On a success, the first creature's save is treated as a success. On a failure, both creatures are affected as if they failed the save against the effect. Life. When either creature is reduced to 0 Hit Points, the other creature must make a DC 15 Charisma save if it is conscious. On a failure, it can do only one of the following on its next turn: move, take an Action, or take a Bonus Action. On a success, the dying creature instead stabilizes at the start of its next turn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Cube of Abilities","description":"Cube of Abilities Wondrous item, very rare This small wooden die has a red heraldic symbol painted on each of its six faces. The symbols and their meanings are: d6 Symbol Meaning 1 Bear Strength 2 Cat Dexterity 3 Horse Constitution 4 Fox Intelligence 5 Serpent Wisdom 6 Unicorn Charisma When you roll the die, the indicated ability score increases by 2, as does your maximum for that score. The dice immediately disappears after use.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cube of Force","description":"Cube of Force Wondrous item, rare ( requires attunement ) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can't pass through the barrier. 4 4 Spell effects can't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cube of Force","description":"Cube of Force Wondrous item, rare (requires attunement ) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration . If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can 't pass through the barrier. 4 4 Spell effects can 't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or item Charges Lost Disintegrate 1d12 Horn of Blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cube of Force","description":"Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cube of Force"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cube of Luck","description":"Cube of Luck Wondrous item, uncommon This small bone cube appears to be a regular die. You can use an action to speak its command word, and it then rolls only sixes for 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Cube of Summoning","description":"Wondrous Item, Rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster. Once the cube summons a creature, the cube can’t do so again until the next dawn. Cube of Summoning 1d6 Spell 1 Summon Aberration 2 Summon Beast 3 Summon Construct 4 Summon Dragon 5 Summon Elemental 6 Summon Fey","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Cube of Summoning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cubic Gate","description":"Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence , one of which is the Material Plane . The other sides are linked to planes determined by the GM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cubic Gate","description":"Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a diץerent plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cubic Gate","description":"Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate , opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift , transporting the targets to the plane of existence keyed to that side.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Cubic Gate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Cuddly Strixhaven Mascot","description":"Cuddly Strixhaven Mascot Wondrous item, common Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it. This toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can’t use the toy in this way again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Cudgel","description":"Cudgel Melee weapon (simple, cudgel) Often hewn from a thick tree branch, a cudgel is simply a scaled-up club. Like a club, it lacks many of the advantages or features of more sophisticated weapons. And like the club, this simplicity and availability is its greatest virtue: you can get one nearly anywhere, and nobody likes to argue after being hit with a tree branch. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Cullen","description":"Cullen Weapon (sax), legendary (requires attunement) Inscribed on the blade on one side is the word, Cullen, and on the other, Vani’s Fang. This magical weapon has a +1 bonus to hit and a +1 bonus to damage. When used against a creature one size or more larger than the wielder, the bonuses change: becoming +3 to hit and +3 to damage.","properties":{"Category":"Items","Item Type":"Weapon (sax)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Cultist Robes of the Acolyte","description":"Wondrous item, uncommon (requires attunement by a spellcaster) Component: aberration hide Thick, purple cloth; occult, gold embroidery; and deep pockets for hiding sacrificial daggers; the cultist’s robes are everything a disenfranchised, young acolyte could hope for. As one rises through the cult’s ranks, one’s embroidery gets more intricate and the enchantments more powerful. Ethereal Haunt. As an action, choose a creature within 60 feet of you that can hear you. It must make a DC 13 Wisdom saving throw as occult whispers wrack its psyche. The DC for this saving throw increases by 1 for each creature friendly to you also wearing cultist robes within 15 feet of you (maximum 5). On a failure, a creature takes 3d6 psychic damage, becomes frightened of you for 1 minute, and must immediately use its reaction to move a distance equal to its speed away from you, avoiding obviously dangerous ground. On a success, a creature takes half as much damage, isn’t frightened, and doesn’t move away. A creature frightened of you in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Dark Devotion. If you spend 1 hour in prayer to the being in whose name these robes were made (which can be done as part of a short or long rest), you gain advantage on saving throws against being charmed or frightened until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cultist Robes of the Chosen","description":"Wondrous item, uncommon (requires attunement by a spellcaster) Component: aberration hide Thick, purple cloth; occult, gold embroidery; and deep pockets for hiding sacrificial daggers; the cultist’s robes are everything a disenfranchised, young acolyte could hope for. As one rises through the cult’s ranks, one’s embroidery gets more intricate and the enchantments more powerful. Ethereal Haunt. As an action, choose a creature within 60 feet of you that can hear you. It must make a DC 13 Wisdom saving throw as occult whispers wrack its psyche. The DC for this saving throw increases by 1 for each creature friendly to you also wearing cultist robes within 15 feet of you (maximum 5). On a failure, a creature takes 3d6 psychic damage, becomes frightened of you for 1 minute, and must immediately use its reaction to move a distance equal to its speed away from you, avoiding obviously dangerous ground. On a success, a creature takes half as much damage, isn’t frightened, and doesn’t move away. A creature frightened of you in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Dark Devotion. If you spend 1 hour in prayer to the being in whose name these robes were made (which can be done as part of a short or long rest), you gain advantage on saving throws against being charmed or frightened until you finish a short or long rest. Rare variant, Cultist Robes of the Chosen: Increase the DC to 15 and the damage of Ethereal Haunt to 4d8. While under the effect of Dark Devotion, you can cast command (save DC 15). Once the robes have been used to cast a spell, they can’t be used to cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cultist Robes of the Prophet","description":"Wondrous item, uncommon (requires attunement by a spellcaster) Component: aberration hide Thick, purple cloth; occult, gold embroidery; and deep pockets for hiding sacrificial daggers; the cultist’s robes are everything a disenfranchised, young acolyte could hope for. As one rises through the cult’s ranks, one’s embroidery gets more intricate and the enchantments more powerful. Ethereal Haunt. As an action, choose a creature within 60 feet of you that can hear you. It must make a DC 13 Wisdom saving throw as occult whispers wrack its psyche. The DC for this saving throw increases by 1 for each creature friendly to you also wearing cultist robes within 15 feet of you (maximum 5). On a failure, a creature takes 3d6 psychic damage, becomes frightened of you for 1 minute, and must immediately use its reaction to move a distance equal to its speed away from you, avoiding obviously dangerous ground. On a success, a creature takes half as much damage, isn’t frightened, and doesn’t move away. A creature frightened of you in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once this property of the item has been used, it can’t be used again until the next dawn. Dark Devotion. If you spend 1 hour in prayer to the being in whose name these robes were made (which can be done as part of a short or long rest), you gain advantage on saving throws against being charmed or frightened until you finish a short or long rest. Rare variant, Cultist Robes of the Chosen: Increase the DC to 15 and the damage of Ethereal Haunt to 4d8. While under the effect of Dark Devotion, you can cast command (save DC 15). Once the robes have been used to cast a spell, they can’t be used to cast that spell again until the next dawn. Very rare variant, Cultist Robes of the Prophet: Increase the DC to 16 and the damage of Ethereal Haunt to 5d10. While under the effect of Dark Devotion, you can cast the following spells (save DC 16): command and dominate person . Once the robes have been used to cast a spell, they can’t be used to cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cure-All","description":"Potion, uncommon A bottle of cure-all contains 1d4 + 1 doses of potent medicine. As an action, you can drink a dose, curing you of any disease, ending your poisoning, and causing you to be immune to the poisoned condition for 1 hour. A complex swirl of red liquid in the potion’s center resembles a snake on a pole. Shaking the bottle fails to mix the potion’s contents.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Curse of Moon-Blood (Drawn)","description":"Curse of Moon-Blood Eldritch Carving, rare, requires attunement During the initial days of the scourge, not all the afflicted turned to beasts. Most of them went mad, some unlucky few were devoured, but the hunger of those blood-thirsty enough to consume the flesh of both man and beast irreversibly twisted their soul and body. These cannibals did what they had to in order to survive, but became cursed, turning into the first of the crimson beasts, also known as the Moon-Blooded. The fate of a Moon-Blooded was to die an atrocious death, worthy of the weight of their sins. Such atrocities wouldn’t go unnoticed, and one day all those who contracted this curse were found dead, their mangled corpses half buried within the ground. Who committed such an act? No one knows. In the ensuing days, those privy to the powers of eldritch carvings were quick to notice the pattern amidst the corpses, Martyr Tulio first among them. This eldritch rune engraved upon one's flesh allows the control of the curse it was created from. The host can shape their blood into weapons and use it to deflect deadly blows. Though powerful, if too much blood is spilled, the ancient curse awakens anew, devouring life and unleashing the terrifying crimson beast of old. As a bonus action, you unleash the powers held within the carving, transforming into a crimson beast. You take necrotic damage equal to one roll of your hit die, which cannot be reduced in any way, and suffer this damage again for each minute you remain transformed. This transformation ends early if you fall unconscious or end it as a bonus action. The blood you lose shapes itself into one of the following powers: Barbed Tail. A bloody tail erupts from your lower spine. As part of transforming and on subsequent turns as a bonus action, you can make a melee weapon attack with it. The tail is considered a simple melee weapon you are proficient with, has the finesse and reach properties, and deals 1d8 magical piercing damage on a hit. Razor Claws. Your hands grow sharp claws that you can climb and kill with. You gain a climbing speed equal to your walking speed, and your unarmed strikes deal an extra 1d6 magical slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Curse of Moon-Blood (Scarified)","description":"Curse of Moon-Blood Eldritch Carving, legendary, requires attunement During the initial days of the scourge, not all the afflicted turned to beasts. Most of them went mad, some unlucky few were devoured, but the hunger of those blood-thirsty enough to consume the flesh of both man and beast irreversibly twisted their soul and body. These cannibals did what they had to in order to survive, but became cursed, turning into the first of the crimson beasts, also known as the Moon-Blooded. The fate of a Moon-Blooded was to die an atrocious death, worthy of the weight of their sins. Such atrocities wouldn’t go unnoticed, and one day all those who contracted this curse were found dead, their mangled corpses half buried within the ground. Who committed such an act? No one knows. In the ensuing days, those privy to the powers of eldritch carvings were quick to notice the pattern amidst the corpses, Martyr Tulio first among them. This eldritch rune engraved upon one's flesh allows the control of the curse it was created from. The host can shape their blood into weapons and use it to deflect deadly blows. Though powerful, if too much blood is spilled, the ancient curse awakens anew, devouring life and unleashing the terrifying crimson beast of old. When you choose to transform into a crimson beast, the powers you gain access to are enhanced, replacing the Drawn powers. Choose one of the following: Blood Wings. You sprout wings from your back, giving you a flying speed equal to your walking speed. Barbed Tail. A bloody tail erupts from your lower spine. As part of transforming and on subsequent turns as a bonus action, you can make a melee weapon attack with it. The tail is considered a simple melee weapon you are proficient with, it has the finesse and reach properties, and deals 3d8 magical piercing damage on a hit. Razor Claws. Your hands grow sharp claws that you can climb and kill with. You gain a climbing speed equal to your movement speed, and your unarmed strikes deal an extra 2d6 magical slashing damage. The carving’s power protects your body when the situation is most dire. While attuned to this item, your AC increases by 2 while you are below half your hit point maximum. In addition, when you are reduced to 0 hit points, you lose control of yourself as your blood takes a life of its own and you go berserk. You regain 1 hit point and gain a number of temporary hit points equal to your hit point maximum. While berserk, you gain all the abilities of your crimson beast transformation and on each of your turns, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once you go berserk, you stay in that state for 1 minute or until you fall unconscious. When it ends, you immediately drop to 0 hit points, are dying, and have 2 failed death saving throws. After you’ve gone berserk, you lose all the abilities from the eldritch carving for 1 week.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Curse of Moon-Blood (Tattooed)","description":"Curse of Moon-Blood Eldritch Carving, very rare, requires attunement During the initial days of the scourge, not all the afflicted turned to beasts. Most of them went mad, some unlucky few were devoured, but the hunger of those blood-thirsty enough to consume the flesh of both man and beast irreversibly twisted their soul and body. These cannibals did what they had to in order to survive, but became cursed, turning into the first of the crimson beasts, also known as the Moon-Blooded. The fate of a Moon-Blooded was to die an atrocious death, worthy of the weight of their sins. Such atrocities wouldn’t go unnoticed, and one day all those who contracted this curse were found dead, their mangled corpses half buried within the ground. Who committed such an act? No one knows. In the ensuing days, those privy to the powers of eldritch carvings were quick to notice the pattern amidst the corpses, Martyr Tulio first among them. This eldritch rune engraved upon one's flesh allows the control of the curse it was created from. The host can shape their blood into weapons and use it to deflect deadly blows. Though powerful, if too much blood is spilled, the ancient curse awakens anew, devouring life and unleashing the terrifying crimson beast of old. The carving’s power protects your body when the situation is most dire. While attuned to this item, your AC increases by 2 while you are below half your hit point maximum. As a bonus action, you unleash the powers held within the carving, transforming into a crimson beast. You take necrotic damage equal to one roll of your hit die, which cannot be reduced in any way, and suffer this damage again for each minute you remain transformed. This transformation ends early if you fall unconscious or end it as a bonus action. The blood you lose shapes itself into one of the following powers: Barbed Tail. A bloody tail erupts from your lower spine. As part of transforming and on subsequent turns as a bonus action, you can make a melee weapon attack with it. The tail is considered a simple melee weapon you are proficient with, has the finesse and reach properties, and deals 1d8 magical piercing damage on a hit. Razor Claws. Your hands grow sharp claws that you can climb and kill with. You gain a climbing speed equal to your walking speed, and your unarmed strikes deal an extra 1d6 magical slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Curse of Three Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll. Very rare variant: Increase the DC to 16. When a creature is cursed by the Three Strikes property, it also takes 3d8 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll. Very rare variant: Increase the DC to 16. When a creature is cursed by the Three Strikes property, it also takes 3d8 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll. Very rare variant: Increase the DC to 16. When a creature is cursed by the Three Strikes property, it also takes 3d8 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll. Very rare variant: Increase the DC to 16. When a creature is cursed by the Three Strikes property, it also takes 3d8 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Curse of Three Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: fey bone It’s often said that bad luck comes in threes. Legend states that, to create such a jagged, wicked blade, one must walk under three sets of stairs, cross paths with three black cats, and shatter three mirrors during the crafting process. And, of course, there’s the customary death of the craftsperson three days later. Forge at your own risk! This weapon has 3 charges, each represented by a red and black spectral skull that floats around the blade, and regains 1d3 expended charges daily at dawn. Three Strikes. When you hit a creature with an attack roll using this sword, you can expend 1 charge to attempt to curse the target with misfortune. It must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next three attack rolls it makes within 1 minute, after which the curse ends. Rare variant: Increase the DC to 15. While a creature is cursed by the Three Strikes property, it also takes 3d4 necrotic damage the next three times it makes an attack roll. Very rare variant: Increase the DC to 16. When a creature is cursed by the Three Strikes property, it also takes 3d8 necrotic damage the next three times it makes an attack roll.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cursed Luckstone","description":"Cursed Luckstone Wondrous item, uncommon (requires attunement) This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Curtain of Spying","description":"Curtain of Spying Wondrous item, uncommon This appears to be a regular brocade curtain from one side and is 9 feet tall and 6 feet wide. When viewed from the other side, it is entirely transparent, making it an excellent one-way observation tool. If the curtain is placed on the ground with its transparent side up, a successful DC 15 Wisdom (Perception) check is required to find it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Curved Saber","description":"Curved Saber Melee weapon (martial, sword) Perhaps the most common among foreign-designed swords found in Rokugan are the curved sabers and scimitars carried by the bushi of the Unicorn Clan. Often carried in place of the katana by members of this clan, these blades have a long, broad, curving edge. They are particularly deadly for slashing thanks to the extra surface area provided by their curvature. The curved saber profile can also be used to represent similarly designed Rokugani swords that predated the katana, such as the tachi. Special. When you attack from horseback with this weapon, if you are not wielding any other weapons, its damage profile is 1d10 slashing. Damage: 1d8 Damage Type: Slashing Properties: Special Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Cute Spider Egg","description":"Adoptable Spider Eggs Dark elves customarily gift each other spider eggs that hatch on Spidermas, a significant holiday celebrated across the Sunken World. Spidermas honors the Great Spider, the mysterious and benevolent dark elf deity also affectionately known as the Old Spider or Granny Spider. On Spidermas Day, dark elves watch in awe as eggs of magically significant and benign spiders crack open and baby spiders crawl out. With love and care, a baby spider can grow to be a faithful companion to anyone who takes the time to raise it. Many different spider eggs exist, and expert arachnologists can tell what type of baby spider will hatch from each. On Spidermas Day, or at the gamemaster’s discretion, a spider egg hatches and an adoptable baby spider crawls into the world. Regardless of type, all baby spiders are defenseless and require daily care and food depending on their size to grow. Different baby spiders grow at different speeds. An adoptable baby spider is two size categories smaller than its adult form and completely defenseless, relying on you for nourishment and protection. When a spider reaches maturity, it may choose to stay with you if you treated it well, becoming a companion. At the gamemaster’s discretion, characters proficient in Animal Handling may train their adult spiders to fight alongside them in battle, serve as mounts, and perform other tasks. Gamemaster Tip: Spider Stat Blocks You can find stat blocks for the spider , the giant wolf spider , the giant spider , and the phase spider in either the SRD or the core 5e rulebooks! Cute Spider Egg Wondrous Item, Common This fist-sized egg is pleasantly warm to the touch. As it gets closer to Spidermas, you can hear tiny clacking noises coming out of it. After it hatches, the cute baby spider likes to cling to your clothes and only climb off to feed on crumbs of food and tiny bugs if those are not available on your person. With care and nurture, the cute baby spider grows into a spider (CR 0) after 30 days. This spider is friendly to you and your companions. It will do its best to keep your equipment free from bugs. Unless trained to fight, it avoids combat and prefers to snuggle inside your backpack or in the folds of your clothes, but it will defend itself from hostile creatures. Smooth Spider Egg Wondrous Item, Uncommon This head-sized egg is silky-smooth to the touch. As it gets closer to Spidermas, you can hear screeching noises coming out of it. After it hatches, the smooth baby spider likes to skitter around and climb on walls. It requires as much food and water as a medium-sized creature each day. With care and nurture, the smooth baby spider grows into a giant wolf spider (CR 1/4) after 60 days. This giant wolf spider is friendly to you and your companions. It likes to follow you anywhere you go and rub up against your legs to get your attention. Unless trained to fight, it tries to avoid combat by climbing up walls or hiding in crevices, but it will defend itself from hostile creatures. Heavy Spider Egg Wondrous Item, Rare This gnome-sized egg is heavier than it looks. As it gets closer to Spidermas, you can hear a steady hum coming out of it. After it hatches, the heavy baby spider likes to weave webs in dark corners. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the heavy baby spider grows into a giant spider (CR 1) after 180 days. This giant spider is friendly to you and your companions. It likes to hang out on its webs and gaze at people coming and going, and it loves to watch over you and your companions while you sleep. Unless trained to fight, it prefers to climb out of reach and use its Web ranged weapon attack to restrain enemies during combat, but it will defend itself from hostile creatures. Iridescent Spider Egg Wondrous Item, Very Rare This barrel-sized egg is almost weightless and glows faintly when touched. As it gets closer to Spidermas, you can hear otherworldly plinks and plonks coming out of it. After it hatches, the iridescent baby spider likes to relax in the mist between dimensions, also known as the ethereal plane, and shift back to reality whenever it feels lonely or gets hungry. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the iridescent baby spider grows into a phase spider (CR 3) after a year. This phase spider is friendly to you and your companions. It will keep an eye out for enemies trying to sneak up on you and your companions through the ethereal plane. Unless trained to fight, it prefers to hide in the ethereal plane during combat, but it will defend itself from hostile creatures. Massive Fluffy Spider Egg Wondrous Item, Legendary This human-sized egg is covered in a fluffy, wool-like substance. As it gets closer to Spidermas, you can hear rumbling sounds coming out of it, and the egg sometimes trembles when touched. After it hatches, the massive fluffy baby spider likes to follow you around and will attempt to play harmless pranks with its webs on you and your companions. It requires sixteen times as much food and water as a medium-sized creature each day. With care and nurture, the massive fluffy baby spider grows into an enormous wooly spider (CR 8) after two years. This enormous wooly spider is friendly to you and your companions. It will happily carry friendly creatures, as well as equipment up to its carrying capacity, holding everything in its thick wool. Unless trained to fight, it tries to pick up you and your companions on its huge back and run away from any perceived danger as soon as combat begins. It typically does not attack unless trained to, but it will defend itself from hostile creatures. Humongous Spider Egg (The Arachniarch’s Egg) Wondrous Item, Artifact This horse-sized egg looks like an ancient boulder and is completely impervious to damage. As it gets closer to Spidermas, nothing seems to happen, but if this is indeed the egg of the legendary Arachniarch, it might one day hatch into a tremendously powerful and massive spider! After it hatches, the humongous baby spider likes to gently nudge smaller creatures with its head and pick up and carry random items and even small buildings around, trying to be helpful. It requires sixty-four times as much food and water as a medium-sized creature each day. With care and nurture, the humongous baby spider grows into the Arachniarch (CR 21) after four years. The Arachniarch is friendly to you and your companions. Thanks to its massive size, it can carry entire buildings on its back as long as they fit in a 50-foot cube, and it will happily do so for you and your companions. Unless trained to fight, it tries to shield you and your companions from harm during combat, placing its enormous body between you and your enemies to grant you full cover. It typically does not attack unless trained to, but it will defend itself from hostile creatures.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Cuthras Silver Vineyard Premium Red Wine","description":"Cuthras Silver Vineyard Premium Red Wine Adventuring gear Cost 50 gp per bottle. Tropical weather and fertile lands have enabled Feolinn to develop a prosperous wine trade across the Menagerie Coast and beyond. There is fierce competition between local families as well as the rival wineries of Kamordah in the empire, and the numerous wines exported from Feolinn can claim a respectable bit of coin, though the prices might vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Cutlass","description":"","properties":{"Category":"Items","Item Type":"Weapon (cutlass)","Properties":"Finesse","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cutlass for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cyber Optics","description":"Cyber Optics Augment (head), varies (requires affinity) The standard version of this augment replaces or modifies your eyes with cybernetic components. It is a rare augment. With this augment, you have darkvision out to a range of 120 feet. The augment has no effect if you already have darkvision at this range or greater. Spectral Optics Spectral Analyzer","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cybergun (Autopistol)","description":"Cybergun Augment (limb), varies (requires affinity) A firearm is mounted directly into one of your arms. Its type and rarity is determined by using the table below. It does not need to be drawn nor held to be used in combat. When you attack with this weapon during your turn, you can’t use that hand for other purposes. The weapon uses the same features and properties as a normal weapon of its type. Proficiency with the weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it. Weapon Type Rarity Light Pistol Uncommon Short Rifle Uncommon Autopistol Rare Heavy Pistol Very Rare","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Burst fire (2), high-velocity","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cybergun (Heavy Pistol)","description":"Cybergun Augment (limb), varies (requires affinity) A firearm is mounted directly into one of your arms. Its type and rarity is determined by using the table below. It does not need to be drawn nor held to be used in combat. When you attack with this weapon during your turn, you can’t use that hand for other purposes. The weapon uses the same features and properties as a normal weapon of its type. Proficiency with the weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it. Weapon Type Rarity Light Pistol Uncommon Short Rifle Uncommon Autopistol Rare Heavy Pistol Very Rare","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Burst fire (2), high-velocity, recoil (1)","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cybergun (Light Pistol)","description":"Cybergun Augment (limb), varies (requires affinity) A firearm is mounted directly into one of your arms. Its type and rarity is determined by using the table below. It does not need to be drawn nor held to be used in combat. When you attack with this weapon during your turn, you can’t use that hand for other purposes. The weapon uses the same features and properties as a normal weapon of its type. Proficiency with the weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it. Weapon Type Rarity Light Pistol Uncommon Short Rifle Uncommon Autopistol Rare Heavy Pistol Very Rare","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Adaptable, ammunition (15 shots), light","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cybergun (Short Rifle)","description":"Cybergun Augment (limb), varies (requires affinity) A firearm is mounted directly into one of your arms. Its type and rarity is determined by using the table below. It does not need to be drawn nor held to be used in combat. When you attack with this weapon during your turn, you can’t use that hand for other purposes. The weapon uses the same features and properties as a normal weapon of its type. Proficiency with the weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it. Weapon Type Rarity Light Pistol Uncommon Short Rifle Uncommon Autopistol Rare Heavy Pistol Very Rare","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (8 shots), reload","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Cybersmith's Tools","description":"Cybersmith's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cymbals of Crashing","description":"Cymbals of Crashing Wondrous item, rare (requires attunement) These silver hand cymbals are 8 inches wide and have brown leather straps attached to them. When struck together they emit a tremendous crash, and each flying creature within 60 feet must make a DC 15 Constitution saving throw. On a failed save, the creature has its flying speed reduced to 0 feet until the start of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Daern's Instant Fortress","description":"Daern's Instant Fortress Wondrous item, rare You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening . Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Daern's Instant Fortress","description":"Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Daern's Instant Fortress"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dagger","description":"Dagger Melee weapon (simple, dagger) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Dagger","description":"Dagger Melee weapon (simple, dagger) Damage : 1d4 Damage Type : Piercing Properties : Finesse, Light, Range, Thrown Range : 20/60 Weight : 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dagger","description":"Dagger Melee weapon (simple, dagger) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Subtype":"Simple, Dagger","Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Light, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dagger","description":"Dagger Melee Weapon (simple, dagger) Knives come in a dizzying array of types and styles, from the familiar kitchen knife to the deadly combat knives samurai take into battle to intricate, envenomed daggers wielded by assassins. Those particularly designed for combat are often equipped with small hand guards to make them more useful in the field. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Dagger","description":"Simple Melee Weapon Damage: 1d4 Piercing Properties: Finesse , Light , Thrown ( Range 20/60) Mastery: Nick Weight: 1 lb. Cost: 2 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"None","Name":"Dagger"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dagger","description":"Dagger Melee weapon (simple, dagger) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dagger +1","description":"Dagger +1 Melee weapon (simple, dagger), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dagger +1","description":"Dagger +1 Melee Weapon ( simple, dagger ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Subtype":"simple, dagger","Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +1, Weapon Damage +1","data-List":"false","Properties":"Finesse, Light, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dagger +1","description":"Dagger +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d4 Damage Type : Piercing Properties : Finesse, Light, Range, Thrown Range : 20/60 Weight : 1","properties":{"Category":"Items","Expansion":4415,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dagger +1","description":"Dagger +1 Melee weapon (simple, dagger), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Dagger +1","description":"Weapon (Dagger), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Dagger +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dagger +1","description":"Weapon (Dagger), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light, Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dagger +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dagger +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"402 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dagger\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dagger +1 Attack\",\"parent\":\"Dagger +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Dagger +1 Damage\",\"parent\":\"Dagger +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +1 Attack (Finesse)\",\"parent\":\"Dagger +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +1 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Dagger +1 Damage (Finesse)\",\"parent\":\"Dagger +1 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +1 Attack (Off-hand)\",\"parent\":\"Dagger +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Dagger +1 Damage (Off-hand)\",\"parent\":\"Dagger +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +1 Attack (Thrown)\",\"parent\":\"Dagger +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +1 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Dagger +1 Damage (Thrown)\",\"parent\":\"Dagger +1 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Nick","Name":"Dagger +1","Weight":1,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dagger +2","description":"Dagger +2 Melee Weapon (simple, dagger) , rare You have a +2 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Subtype":"simple, dagger","Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +2, Weapon Damage +2","data-List":"false","Properties":"Finesse, Light, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dagger +2","description":"Dagger +2 Melee weapon (simple, dagger), rare You have a +2 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dagger +2","description":"Weapon (Dagger), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Dagger +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dagger +2","description":"Weapon (Dagger), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light, Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dagger +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dagger +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dagger\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dagger +2 Attack\",\"parent\":\"Dagger +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Dagger +2 Damage\",\"parent\":\"Dagger +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +2 Attack (Finesse)\",\"parent\":\"Dagger +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +2 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Dagger +2 Damage (Finesse)\",\"parent\":\"Dagger +2 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +2 Attack (Off-hand)\",\"parent\":\"Dagger +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Dagger +2 Damage (Off-hand)\",\"parent\":\"Dagger +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +2 Attack (Thrown)\",\"parent\":\"Dagger +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +2 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Dagger +2 Damage (Thrown)\",\"parent\":\"Dagger +2 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Dagger +2","Weight":1,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dagger +3","description":"Dagger +3 Melee Weapon (simple, dagger) , very rare You have a +3 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack . If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Subtype":"simple, dagger","Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +3, Weapon Damage +3","data-List":"false","Properties":"Finesse, Light, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dagger +3","description":"Dagger +3 Melee weapon (simple, dagger), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dagger +3","description":"Weapon (Dagger), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Dagger +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dagger +3","description":"Weapon (Dagger), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light, Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dagger +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dagger +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40002 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dagger\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dagger +3 Attack\",\"parent\":\"Dagger +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dagger +3 Damage\",\"parent\":\"Dagger +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +3 Attack (Finesse)\",\"parent\":\"Dagger +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +3 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dagger +3 Damage (Finesse)\",\"parent\":\"Dagger +3 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +3 Attack (Off-hand)\",\"parent\":\"Dagger +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dagger +3 Damage (Off-hand)\",\"parent\":\"Dagger +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dagger +3 Attack (Thrown)\",\"parent\":\"Dagger +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dagger +3 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dagger +3 Damage (Thrown)\",\"parent\":\"Dagger +3 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Dagger +3","Weight":1,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dagger of Agonizing Paralysis","description":"Weapon (dagger), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Dagger of Armor Piercing","description":"Weapon (dagger), rare (requires attunement) When you make a weapon attack with this magic dagger, you ignore the armor and shield armor class bonuses. The target's AC is now 10 + the target's Dexterity modifier. Miscellaneous magic items (magical rings or bracers or cloaks, but not armor or shields) or spells, such as mage armor , shield , or barkskin are not ignored by this dagger.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Dagger of Bloodletting","description":"Dagger of Bloodletting Melee weapon (simple, dagger) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dagger of Certain Death","description":"Dagger of Certain Death Weapon (dagger), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Dagger of Corrupting Shadows","description":"Weapon (dagger), rare (requires attunement) This brass-hilted ritual dagger is fitted with a wavy blade of razor-sharp steel. Stories tell of nigh unimaginable pain inflicted by its wielders, as its victims find their very soul rent by the wounds it inflicts. Injuries inflicted by this dagger have their recovery times increased by half their normal time, and the DC to treat them increases by 2. Corrupting Shadows. Once per day as a bonus action, you may cause the blade to become a hazy shadow, gaining a +2 bonus to attack rolls with the dagger for 1 minute. While this effect lasts, the blade deals an additional 1d8 points of necrotic damage, and whenever a creature is hit by an attack made with the weapon, it must make a DC 14 Constitution saving throw or be unable to regain hit points until the end of your next turn. Additionally, each time you reduce a creature to 0 hit points while this effect is active, the dagger gains a +10 bonus to its next damage roll. If the creature was killed by a Death Blow, it turns to dust, leaving behind any items it wore or carried.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Dagger of Defense","description":"Dagger of Defense Melee weapon (simple, dagger), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Defensive, Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dagger of Defiance","description":"Weapon (dagger), rare (requires attunement) While attuned to this magic dagger you cannot be frightened and you have advantage on saving throws against being charmed or petrified.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Dagger of Denial","description":"Dagger of Denial Melee weapon (simple, dagger), rare (requires attunement) This silver stiletto blade bears intricate grooves that spiral from its tip to its ivory hilt and handle. You gain a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can place the point of the blade into any keyhole and seal it shut. A keyhole sealed in this way can’t be unlocked until this dagger is placed into that keyhole once more (though a sealed door or container can still be broken, bypassing the lock). Sealing a keyhole unseals any keyholes previously sealed with this weapon. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Dagger of Doomwarding","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger has 7 charges. Once a round, whenever you miss an attack roll, an ability check, or a saving throw, you can use one charge to roll again. You must use the new roll. When you use the last charge, the dagger becomes a magical +1 dagger with no other properties.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Dagger of Inverted Probability","description":"Dagger of Inverted Probability Melee weapon (simple, dagger), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dagger of Long Shadow","description":"Dagger of Long Shadow Melee weapon (simple, dagger), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When wielding this weapon, you can spend a bonus action to activate the weapon’s special feature, extending the range of existing shadows surrounding you. You and any creature within 5 feet of you gains advantage to Dexterity (Stealth) checks made in dim light. This effect lasts for 1 minute and doesn't work in complete darkness. Once this effect is used, a long rest must be completed before it can be used again. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Ligh⁠t, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Dagger of Silence","description":"Dagger of Silence Weapon (dagger), very rare (requires attunement) Damage: 1d4+2 piercing Weight: 1 lb. Properties: Finesse, Light, Thrown (range 20/60) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Silent Killer. While you are holding the dagger, you can use an action to cast Silence with the following changes: The 20-foot-radius sphere of silence is centered on the dagger. While attuned to the dagger, you can hear while inside the silence sphere but you can not produce sound, including the verbal component of a spell. This property can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown (range 20/60","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Dagger of Sounding","description":"Weapon (dagger), rare (requires attunement by a rogue) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you are attuned to it, you can use a bonus action to gently tap its tip against a surface. If there is a hollow space behind the surface, the daggert gives a resounding ring, quite different from the dull tone emitted if struck against solid stone. After you do this, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check made to detect a secret door or compartments on the same turn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Dagger of Terror","description":"Weapon (dagger), common (requires attunement) This weapon, perhaps cursed, does not seem to want to harm people, and for some unknown reason is able to scream warnings to those attacked by it. When you make an attack against a humanoid creature, the dagger starts screaming in Vernacular: “RUN! THEY WANNA STAB YA, RUN!\"","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Dagger of Terror","description":"Weapon (dagger), uncommon This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature other than you in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The dagger regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Melee Weapon","Properties":"finesse, light, thrown, range","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dagger of the Barbed Devil","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dagger of the Death Lord","description":"Dagger of the Death Lord Weapon (dagger), rare Damage: 1d4+1 piercing Weight: 1 lb. Properties: Finesse, Light, Thrown (range 20/60) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Life Drain. When you hit a creature with a melee attack using this dagger, the target takes an additional 2d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. This feature can be used a number of times per day equal to your proficiency bonus and can not be used on the undead. The Order of the Black Skull, a cult devoted to Sarkonis, awarded these magic daggers to the highest members of the order. The daggers are often used to sacrifice innocent souls to the Death Lord.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown (range 20/60","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Dagger of the Deep","description":"Weapon (dagger), uncommon Component: monstrosity bone A green jewel sits like an eye in the handle of this dagger, giving life to the carved bone cuttlefish that forms its grip. Ichorous Blight. While wielding this dagger, you can use a bonus action to imbue its next strike with an inky-black ichor that gets injected into its victim. The next time you hit a creature with the dagger before the end of your next turn, it must make a DC 13 Constitution saving throw. On a failure, the creature takes an additional 2d6 necrotic damage and is blinded for 1 minute. On a success, it takes half as much damage and isn’t blinded. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dagger of the Deep (legendary variant)","description":"Weapon (dagger), uncommon Component: monstrosity bone A green jewel sits like an eye in the handle of this dagger, giving life to the carved bone cuttlefish that forms its grip. Ichorous Blight. While wielding this dagger, you can use a bonus action to imbue its next strike with an inky-black ichor that gets injected into its victim. The next time you hit a creature with the dagger before the end of your next turn, it must make a DC 13 Constitution saving throw. On a failure, the creature takes an additional 2d6 necrotic damage and is blinded for 1 minute. On a success, it takes half as much damage and isn’t blinded. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property has been used, it can’t be used again until the next dawn. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15 and the damage to 4d6. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16 and the damage to 6d6. Legendary variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 17 and the damage to 8d6.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dagger of the Deep (rare variant)","description":"Weapon (dagger), uncommon Component: monstrosity bone A green jewel sits like an eye in the handle of this dagger, giving life to the carved bone cuttlefish that forms its grip. Ichorous Blight. While wielding this dagger, you can use a bonus action to imbue its next strike with an inky-black ichor that gets injected into its victim. The next time you hit a creature with the dagger before the end of your next turn, it must make a DC 13 Constitution saving throw. On a failure, the creature takes an additional 2d6 necrotic damage and is blinded for 1 minute. On a success, it takes half as much damage and isn’t blinded. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property has been used, it can’t be used again until the next dawn. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15 and the damage to 4d6.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dagger of the Deep (very rare variant)","description":"Weapon (dagger), uncommon Component: monstrosity bone A green jewel sits like an eye in the handle of this dagger, giving life to the carved bone cuttlefish that forms its grip. Ichorous Blight. While wielding this dagger, you can use a bonus action to imbue its next strike with an inky-black ichor that gets injected into its victim. The next time you hit a creature with the dagger before the end of your next turn, it must make a DC 13 Constitution saving throw. On a failure, the creature takes an additional 2d6 necrotic damage and is blinded for 1 minute. On a success, it takes half as much damage and isn’t blinded. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property has been used, it can’t be used again until the next dawn. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 15 and the damage to 4d6. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the DC to 16 and the damage to 6d6.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dagger of the Falling Skies","description":"Dagger of the Falling Skies Weapon (dagger), legendary (requires attunement) Damage: 1d4+3 piercing Weight: 1 lb. Properties: Finesse, Light, Thrown (range 20/60) You gain a +3 bonus to attack and damage rolls made with this magic weapon. Moonlit Mastery. When wielded under the light of a moon, the Dagger of the Falling Skies deals an additional 1d6 radiant damage on all attacks. Starborn Resilience. The Dagger of the Falling Skies grants you resistance to radiant damage, as well as advantage on saving throws against spells and effects that would blind or dazzle you. Minute Meteor. As an action, you can hurl the Dagger of the Falling Skies at a target within range, causing it to explode on impact. The target and all creatures within a 10-foot radius must make a Dexterity saving throw (DC 17) or take 2d6 fire damage. The dagger magically reforms in your hand at the start of your next turn. This effect can be used once per long rest. Eclipse Shield. As a reaction, you can create a magical barrier around yourself that lasts for one round. The barrier provides total cover against attacks and moves with you. This effect can be used once per long rest. This unique magic dagger is forged from a meteorite that crashed during the Night of Falling Skies and features a hilt made of translucent opal, imbued with powerful magic. The dagger has a special ability to call forth the power of the heavens, channeling the energy of the stars and planets into its attacks.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown (range 20/60","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Dagger of Venom","description":"Dagger of Venom Melee weapon (simple, dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon . You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Subtype":"Simple, Dagger","Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +1, Weapon Damage +1","data-List":"false","Properties":"Finesse, Light, Range, Thrown","Damage Type":"Piercing","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dagger of Venom","description":"Dagger of Venom Melee weapon (simple, dagger) , rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dagger of Venom","description":"Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Dagger of Venom"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dagger of Warning","description":"Weapon (Dagger), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Dagger of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Damalean (The Storm's Light - Longbow)","description":"Weapon (longbow/shortbow), very rare (requires attunement by an elf, half-elf, halfling, human, or tiefling) This exquisitely carved bow is shaped of fine-grained gray wood and white horn, and channels the power of wind and endless skies to mark the nomadic traditions of the earliest elf, halfling, and humanoid clans. When you hit with an attack using this magic weapon, you can choose one of the following effects: The target takes an extra 2d6 lightning damage. The target takes an extra 1d6 thunder damage and is pushed 5 feet away from you. The target is surrounded by a nimbus of crackling lightning until the end of your next turn. An affected target sheds dim light in a 10-foot radius and can’t benefit from being invisible, and creatures that can see it have advantage on attack rolls against it. Shape the Storm. While holding Damalean , you can cast the control weather spell. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Damalean magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a longbow or a shortbow.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by an elf, half-elf, human, or tiefling"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Damalean (The Storm's Light - Shortbow)","description":"Weapon (longbow/shortbow), very rare (requires attunement by an elf, half-elf, halfling, human, or tiefling) This exquisitely carved bow is shaped of fine-grained gray wood and white horn, and channels the power of wind and endless skies to mark the nomadic traditions of the earliest elf, halfling, and humanoid clans. When you hit with an attack using this magic weapon, you can choose one of the following effects: The target takes an extra 2d6 lightning damage. The target takes an extra 1d6 thunder damage and is pushed 5 feet away from you. The target is surrounded by a nimbus of crackling lightning until the end of your next turn. An affected target sheds dim light in a 10-foot radius and can’t benefit from being invisible, and creatures that can see it have advantage on attack rolls against it. Shape the Storm. While holding Damalean , you can cast the control weather spell. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Damalean magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a longbow or a shortbow.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by an elf, half-elf, human, or tiefling"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Damascena","description":"Damascena Wondrous item, uncommon This basic technology invented by the Scions sacrifices lead bullets to generate powerful azure flames that scorch the abhorrent. This device is an effort to replicate the magical ability possessed by a select few. As an action, you can cause the damascena to project blue flames in a 15-foot cone in front of you. Each creature in the cone must make a Dexterity saving throw (DC 11 + your proficiency bonus), taking 4d4 fire damage + a number of d4s equal to your proficiency bonus on a failed save, or half as much damage on a successful one. Each use of the damascena consumes 5 lead bullets. “Immolation is a sign of purity, and in death they shall be cleansed.”","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Damnation","description":"Weapon (Any Sword), Rare (Requires Attunement) This magic sword was forged in the depths of the Abyss. The weapon deals an extra 1d8 Necrotic damage on a hit against Celestial and Fey creatures. The sword has 3 charges for the following properties and regains all expended charges daily at dawn: Amplify. As a reaction when a creature within 30 feet of you takes damage, you can expend 1 charge to have it take an extra 2d8 Necrotic damage. Bane. When you hit a creature with the sword, you can expend 1 charge to force it to make a DC 15 Charisma saving throw. On a failure, the creature is cursed until the end of its next turn. While cursed in this way, it can't regain hit points and whenever it makes an attack roll or saving throw, it must roll a d4 and subtract it from the result.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Dancer's Boots","description":"Wondrous Item, Common While wearing these boots, you have advantage on Charisma (Performance) checks while dancing. Additionally, when you walk, you can choose to leave tracks that look like three humanoids of your size were walking, instead of just one.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Dancing Caltrops","description":"Wondrous item, common (requires attunement) After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side. Tripping Hazard. You can use a reaction when a creature enters the area containing the caltrops to make the caltrops skitter into the creature’s path. If the creature isn’t moving at half speed, it has disadvantage on the saving throw. If the creature is moving at half speed, it must make the saving throw, but it doesn’t have disadvantage. Once used, this feature of the caltrops can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dancing Floret","description":"Wondrous item, rare (requires attunement) This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn. Scintillating Petals. You can use an action and expend 1 charge to cause the floret to release scintillating petals. Choose up to three creatures within 20 feet of you. If a target can see the petals, it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and has a speed of 0 as it watches the petals. The effect ends for a target if the target takes damage or another creature uses an action to shake it out of its stupor. Serrated Twirl. You can use an action and expend 1 charge to command the floret to fling an arcing swirl of serrated leaves. Each creature within 10 feet of you must make a DC 15 Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dancing Greatsword","description":"Weapon (Greatsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Dancing Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dancing Greatsword","description":"Weapon (Greatsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dancing Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dancing Greatsword\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dancing Greatsword Attunement\",\"parent\":\"Dancing Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Dancing Greatsword Attack\",\"parent\":\"Dancing Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Greatsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Greatsword Damage\",\"parent\":\"Dancing Greatsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Greatsword Bonus Action\",\"parent\":\"Dancing Greatsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate / Use Dancing Greatsword\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Dancing Greatsword","Weight":6,"data-description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dancing Ink","description":"Wondrous item, common This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page’s text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dancing Longsword","description":"Weapon (Longsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Dancing Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dancing Longsword","description":"Weapon (Longsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dancing Longsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dancing Longsword\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. 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It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dancing Longsword Attunement\",\"parent\":\"Dancing Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Dancing Longsword Attack\",\"parent\":\"Dancing Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Longsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Longsword Damage\",\"parent\":\"Dancing Longsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Dancing Longsword Attack (Two-handed)\",\"parent\":\"Dancing Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Longsword (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Longsword Damage (Two-handed)\",\"parent\":\"Dancing Longsword Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Dancing Longsword Bonus Action\",\"parent\":\"Dancing Longsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate / Use Dancing Longsword\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Dancing Longsword","Weight":3,"data-description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dancing Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Dancing Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dancing Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dancing Rapier\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dancing Rapier\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dancing Rapier Attunement\",\"parent\":\"Dancing Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Dancing Rapier Attack\",\"parent\":\"Dancing Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Rapier\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Rapier Damage\",\"parent\":\"Dancing Rapier Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Dancing Rapier Attack (Finesse)\",\"parent\":\"Dancing Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Rapier (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Dancing Rapier Damage (Finesse)\",\"parent\":\"Dancing Rapier Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Dancing Rapier Bonus Action\",\"parent\":\"Dancing Rapier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate / Use Dancing Rapier\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Dancing Rapier","Weight":2,"data-description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dancing Scimitar","description":"Weapon (Scimitar), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Dancing Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dancing Scimitar","description":"Weapon (Scimitar), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dancing Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dancing Scimitar\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dancing Scimitar Attunement\",\"parent\":\"Dancing Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Dancing Scimitar Attack\",\"parent\":\"Dancing Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Scimitar\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Scimitar Damage\",\"parent\":\"Dancing Scimitar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Scimitar Attack (Finesse)\",\"parent\":\"Dancing Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Scimitar (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Dancing Scimitar Damage (Finesse)\",\"parent\":\"Dancing Scimitar Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Scimitar Attack (Off-hand)\",\"parent\":\"Dancing Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Scimitar (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Scimitar Damage (Off-hand)\",\"parent\":\"Dancing Scimitar Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Scimitar Bonus Action\",\"parent\":\"Dancing Scimitar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate / Use Dancing Scimitar\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Dancing Scimitar","Weight":3,"data-description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dancing Shortsword","description":"Weapon (Shortsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Dancing Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dancing Shortsword","description":"Weapon (Shortsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dancing Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dancing Shortsword\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dancing Shortsword Attunement\",\"parent\":\"Dancing Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Dancing Shortsword Attack\",\"parent\":\"Dancing Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Shortsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Shortsword Damage\",\"parent\":\"Dancing Shortsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Shortsword Attack (Finesse)\",\"parent\":\"Dancing Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Shortsword (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Dancing Shortsword Damage (Finesse)\",\"parent\":\"Dancing Shortsword Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Shortsword Attack (Off-hand)\",\"parent\":\"Dancing Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dancing Shortsword (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Dancing Shortsword Damage (Off-hand)\",\"parent\":\"Dancing Shortsword Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Dancing Shortsword Bonus Action\",\"parent\":\"Dancing Shortsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate / Use Dancing Shortsword\\\",\\\"description\\\":\\\"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\\\\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\\\\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Dancing Shortsword","Weight":2,"data-description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dancing Sword","description":"Dancing Sword Weapon (any sword), very rare ( requires attunement ) You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover , flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls . While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"any sword","Item Type":"Weapon","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dancing Sword","description":"Dancing Sword Weapon (any sword), very rare ( requires attunement ) You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dancing Sword (Template)","description":"Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"martial","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dancing Sword (Template)","description":"Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dangerous Volatile Battleaxe","description":"Dangerous Volatile Battleaxe Melee weapon (martial, battleaxe), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Blowgun","description":"Dangerous Volatile Blowgun Ranged weapon (martial, blowgun), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Bo Staff","description":"Weapon (bo staff), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Bola","description":"Dangerous Volatile Bola Ranged weapon (martial, bola), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Boomerang","description":"Dangerous Volatile Boomerang Melee weapon (martial, boomerang), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Boomstick","description":"Dangerous Volatile Boomstick Ranged weapon (martial, boomstick), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Brass Knuckles","description":"Dangerous Volatile Brass Knuckles Melee weapon (simple, brass knuckles), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Chakram","description":"Dangerous Volatile Chakram Melee weapon (martial, chakram), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Club","description":"Dangerous Volatile Club Melee weapon (simple, club), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Dagger","description":"Dangerous Volatile Dagger Melee weapon (simple, dagger), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Dart","description":"Weapon (dart), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Flail","description":"Dangerous Volatile Flail Melee weapon (martial, flail), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage : 1d8 Damage Type : bludgeoning Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Glaive","description":"Dangerous Volatile Glaive Melee weapon (martial, glaive), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Greataxe","description":"Dangerous Volatile Greataxe Melee weapon (martial, greataxe), rare (dangerous) (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Greatclub","description":"Dangerous Volatile Greatclub Melee weapon (simple, greatclub), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Greatsword","description":"Dangerous Volatile Greatsword Melee weapon (martial, greatsword), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Halberd","description":"Dangerous Volatile Halberd Melee weapon (martial, halberd), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2 explosive 18–20 1–3 deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Hand Cannon","description":"Dangerous Volatile Hand Cannon Ranged weapon (martial, hand cannon), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black powder, Loading Range: 30/90 Weight: 8 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Hand Crossbow","description":"Dangerous Volatile Hand Crossbow Ranged weapon (martial, hand crossbow), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Handaxe","description":"Dangerous Volatile Handaxe Melee weapon (simple, handaxe), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Heavy Crossbow","description":"Dangerous Volatile Heavy Crossbow Ranged weapon (martial, heavy crossbow), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Hook Sword","description":"Dangerous Volatile Hook Sword Melee weapon (martial, hook sword), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Javelin","description":"Dangerous Volatile Javelin Melee weapon (simple, javelin), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Katar","description":"Dangerous Volatile Katar Melee weapon (simple, katar), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Piercing Properties: Light, Unarmed Weight: 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Knuckle Knives","description":"Dangerous Volatile Knuckle Knives Melee weapon (simple, knuckle knives), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Light, Unarmed Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Lance","description":"Dangerous Volatile Lance Melee weapon (martial, lance), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Light Crossbow","description":"Dangerous Volatile Light Crossbow Ranged weapon (simple, light crossbow), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Light Hammer","description":"Dangerous Volatile Light Hammer Melee weapon (simple, light hammer), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Longbow","description":"Dangerous Volatile Longbow Ranged weapon (martial, longbow), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Longsword","description":"Dangerous Volatile Longsword Melee weapon (martial, longsword), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Mace","description":"Dangerous Volatile Mace Melee weapon (simple, mace), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d6 Damage Type: Bludgeoning Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Maul","description":"Dangerous Volatile Maul Melee weapon (martial, maul), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Morningstar","description":"Dangerous Volatile Morningstar Melee weapon (martial, morningstar), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d8 Damage Type: Piercing Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Net","description":"Dangerous Volatile Net Ranged weapon (martial, net), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Pike","description":"Dangerous Volatile Pike Melee weapon (martial, pike), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Quarterstaff","description":"Dangerous Volatile Quarterstaff Melee weapon (simple, quarterstaff), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Rapier","description":"Dangerous Volatile Rapier Melee weapon (martial, rapier), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Rifle","description":"Dangerous Volatile Rifle Ranged weapon (martial, rifle), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Sai","description":"Dangerous Volatile Sai Melee weapon (martial, sai), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Scimitar","description":"Dangerous Volatile Scimitar Melee weapon (martial, scimitar), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Shortbow","description":"Dangerous Volatile Shortbow Ranged weapon (simple, shortbow), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Shortsword","description":"Dangerous Volatile Shortsword Melee weapon (martial, shortsword), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Sickle","description":"Dangerous Volatile Sickle Melee weapon (simple, sickle), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Six Shooter","description":"Dangerous Volatile Six Shooter Ranged weapon (martial, six shooter), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Sling","description":"Dangerous Volatile Sling Ranged weapon (simple, sling), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Ammunition, Range Range : 30/120 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Spear","description":"Dangerous Volatile Spear Melee weapon (simple, spear), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Spiked Shield","description":"Dangerous Volatile Spiked Shield Melee weapon (martial, spiked shield), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type: Piercing Properties: Defensive Weight: 7 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Torch","description":"Dangerous Volatile Torch Melee weapon (simple, torch), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Damage: 1d4 Damage Type: Fire Properties: Special Weight: 1 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Trident","description":"Dangerous Volatile Trident Melee weapon (martial, trident) , rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile War Fan","description":"Dangerous Volatile War Fan Melee weapon (martial, war fan), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range : 15/30 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile War Pick","description":"Dangerous Volatile War Pick Melee weapon (martial, war pick), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d8 Damage Type: Piercing Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Warhammer","description":"Dangerous Volatile Warhammer Melee weapon (martial, warhammer), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Weighted Chain","description":"Dangerous Volatile Weighted Chain Melee weapon (martial, weighted chain), rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach Range: 20/60 Weight: 8 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dangerous Volatile Whip","description":"Dangerous Volatile Whip Melee weapon (martial, whip) , rare (dangerous) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3 Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Danoth's Visor","description":"Danoth's Visor Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. Exalted. When Danoth’s Visor reaches an exalted state, it gains the following properties: You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn’t in its true form. As an action, you can cast the antimagic field spell from the visor. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Danoth's Visor","description":"Danoth's Visor Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. Exalted. When Danoth’s Visor reaches an exalted state, it gains the following properties: You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn’t in its true form. As an action, you can cast the antimagic field spell from the visor. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Danoth's Visor, Awakened","description":"Danoth's Visor, Awakened Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Danoth's Visor, Awakened","description":"Danoth's Visor Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Danoth's Visor, Dormant","description":"Danoth's Visor, Dormant Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Danoth's Visor, Dormant","description":"Danoth's Visor Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Danoth's Visor, Exalted","description":"Danoth's Visor, Exalted Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. Exalted. When Danoth’s Visor reaches an exalted state, it gains the following properties: You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn’t in its true form. As an action, you can cast the antimagic field spell from the visor. This property can’t be used again until the next dawn. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Danoth's Visor, Exalted","description":"Danoth's Visor Wondrous item, legendary (requires attunement) These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. Dormant. While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. Awakened. When Danoth’s visor reaches an awakened state, it gains the following properties: You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can’t be used again until the next dawn. As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. Exalted. When Danoth’s Visor reaches an exalted state, it gains the following properties: You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn’t in its true form. As an action, you can cast the antimagic field spell from the visor. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Daoud's Wondrous Lanthorn","description":"Daoud's Wondrous Lanthorn Wondrous item, artifact (requires Attunement) This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern are fitted with faceted gemstone lenses. The lantern is a symbol of the teachings of Daoud, who was once a priest of Istus, a god of fate. When Daoud was stripped of his possessions, he developed a radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny. Random Properties. The lantern has the following random properties: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Precious Fuel. The lantern burns only one source of fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can’t be removed from the lantern’s base. The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the lantern’s flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the “Destroying the Lantern” section). Revealing Light. The lantern sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright light. While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius. Lenses. When found, the lantern’s faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the Lenses table. The gem lenses can’t be removed from the lantern. As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or more of its current gem lenses, as noted in the Lenses table. The spell’s target or point of origin must be in the lantern’s area of bright light. If there isn’t enough fuel left to cast the spell, the last of the remaining fuel is expended, and the flame goes out. Lenses Lens Gem Spell Fuel Cost Amethyst Reverse Gravity 3,000 gp Diamond Disintegrate 2,000 gp Emerald Haste 500 gp Jacinth Flame Strike 1,000 gp Ruby Hold Monster 1,000 gp Sapphire Fear 500 gp Topaz Slow 500 gp Any four gems Prismatic Wall 5,000 gp Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern’s flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern’s gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Darcy's Dinner Triangle","description":"Darcy’s Dinner Triangle Wondrous item, rare (requires attunement) This mithril triangle has musical notes etched into its surface. Tapping one side of the triangle will cause it to chime with a pleasant sound and glow like a torch. When all three sides of the triangle are struck, roll 1d4. On a result of 2-4, each creature in a 15-foot cone that can hear the triangle must succeed on a DC 15 Wisdom saving throw or become frightened of you as they hear the voice of a loved one who they know to be dead calling them home. An affected creature is frightened until the end of your next turn and must use their reaction, if available, to move 20 feet away from you. On a result of 1 on the d4, the sound of the triangle echoes around you and you suffer the effect instead. Unless you succeed on a DC 15 Wisdom saving throw, you are frightened of each creature you see in the 15 foot cone until the end of your next turn and must use any movement you have remaining to move 20 feet away from those creatures.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Dark Candle","description":"Wondrous item, uncommon Component: undead rancid fat In shadowy meeting rooms beneath respectable establishments, in crypts and catacombs around the tombs of the dead, and lining hallways filled with the bodies of adventurers, these tentacle-like purple-black candles burn with a dim malice. Eldritch Light. When found, this candle has enough wax to burn for 1 hour. As an action, you can light this candle, causing it to emit dim light in a 15-foot radius. Whenever a creature other than you moves within 15 feet of the candle for the first time on its turn or starts its turn there, the creature must make a DC 13 Dexterity saving throw as shadowy tentacles lash out at it. The creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more has its speed reduced to 0 feet by the tentacles until the start of its next turn. No amount of wind can extinguish the candle. The candle can be extinguished by you as an action, by a creature within 5 feet of you that uses its action to make a successful DC 15 Dexterity (Acrobatics) check, or by the use of a dispel magic spell or similar magic. Each time the candle is lit and extinguished, a minimum of 10 minutes’ worth of wax is consumed. Very rare variant: Increase the save DC to 16, the DC of the ability check to extinguish the candle to 20, and the damage to 2d6. If a creature fails the saving throw by 5 or more, it’s also incapacitated until the start of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dark Candle (very rare variant)","description":"Wondrous item, uncommon Component: undead rancid fat In shadowy meeting rooms beneath respectable establishments, in crypts and catacombs around the tombs of the dead, and lining hallways filled with the bodies of adventurers, these tentacle-like purple-black candles burn with a dim malice. Eldritch Light. When found, this candle has enough wax to burn for 1 hour. As an action, you can light this candle, causing it to emit dim light in a 15-foot radius. Whenever a creature other than you moves within 15 feet of the candle for the first time on its turn or starts its turn there, the creature must make a DC 13 Dexterity saving throw as shadowy tentacles lash out at it. The creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more has its speed reduced to 0 feet by the tentacles until the start of its next turn. No amount of wind can extinguish the candle. The candle can be extinguished by you as an action, by a creature within 5 feet of you that uses its action to make a successful DC 15 Dexterity (Acrobatics) check, or by the use of a dispel magic spell or similar magic. Each time the candle is lit and extinguished, a minimum of 10 minutes’ worth of wax is consumed. Very rare variant: Increase the save DC to 16, the DC of the ability check to extinguish the candle to 20, and the damage to 2d6. If a creature fails the saving throw by 5 or more, it’s also incapacitated until the start of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dark dream","description":"Inhaled Dark dream is a gas created by distilling a rare, subterranean fungus with necrotic energy. Created and favored by the derro, the resulting mixture causes unconsciousness when inhaled by creatures other than derro. As an action, you can unseal or throw the glass bottle up to 20 feet, shattering it on impact. In either case, each breathing creature within 10 feet of the unsealed or shattered bottle is subjected to this poison and must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is unconscious. It can repeat the saving throw at the end of each minute, ending the effect on itself on a success. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dark Lantern","description":"Dark Lantern Wondrous item, uncommon When you light this hooded lantern, it burns with a black flame that casts no light. While you hold it in your hand, you can see as though the lantern were giving off bright light in a 60-foot radius and dim light for an additional 30 feet. The lantern burns for 6 hours on a flask of oil.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Dark Shard Amulet","description":"Dark Shard Amulet Wondrous item, common (requires attunement by a warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Dark Shard Amulet","description":"Wondrous Item, Common (Requires Attunement by a Warlock) This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits. Spellcasting Focus. You can use the amulet as a Spellcasting Focus for your Warlock spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Dark Shard Amulet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dark Stars Blood","description":"The blood inside the container is thick and blackish. Any creature that smears a dose of the blood on itself gains resistance to necrotic damage. Any weapon or a natural weapon treated with a dose of the blood deals an extra 1d6 necrotic damage . Any creature that drinks a dose of the blood can see through darkness, even magical darkness, and gains immunity to the frightened condition. All these effects last for 1 minute.","properties":{"Category":"Items"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Darkskull","description":"Wondrous item, rare (requires attunement) This skull is carved from a single block of ebony and is wholly evil. Wherever the skull is situated, the space around it is considered to be under the effect of a hallow spell, with the skull as the point of origin.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Darkvision","description":"Donor: Any creature with darkvision Slot: Head You have replaced your own eyes with those of a monster with keen nightvision. You gain darkvision, the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dart","description":"Dart Ranged weapon (simple, dart), uncommon Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Dart","description":"Dart Ranged weapon (simple, dart) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":0.25,"Subtype":"Simple","Item Type":"Ranged Weapon","data-List":"false","Properties":"Finesse, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dart","description":"Dart Ranged weapon (simple) Damage : 1d4 Damage Type : Piercing Properties : Finesse, Range, Thrown Range : 20/60 Weight : 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Range, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dart","description":"Simple Ranged Weapon Damage: 1d4 Piercing Properties: Finesse , Thrown ( Range 20/60) Mastery: Vex Weight: 1/4 lb. Cost: 5 CP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"None","Name":"Dart"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dart","description":"Dart Ranged weapon (simple, dart) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Finesse, Range, Thrown"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dart +1","description":"Dart +1 Ranged weapon (simple, dart ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. I f a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":0.25,"Subtype":"dart","Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Finesse, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dart +1","description":"Dart +1 Ranged weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d4 Damage Type : Piercing Properties : Finesse, Range, Thrown Range : 20/60 Weight : 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Range, Thrown"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dart +1","description":"Dart +1 Ranged weapon (simple, dart), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Range, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dart +1","description":"Dart +1 Ranged weapon (simple, dart), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Dart +1","description":"Weapon (Dart), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dart +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dart +1","description":"Weapon (Dart), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dart +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dart +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":0.25,\\\"properties\\\":[\\\"Finesse\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dart\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dart +1 Attack\",\"parent\":\"Dart +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dart +1\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Dart +1 Damage\",\"parent\":\"Dart +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dart +1 Attack (Finesse)\",\"parent\":\"Dart +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dart +1 (Finesse)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Dart +1 Damage (Finesse)\",\"parent\":\"Dart +1 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Dart +1","Weight":0.25,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"20/60","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dart +2","description":"Dart +2 Ranged weapon (simple, dart), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Range, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dart +2","description":"Dart +2 Ranged weapon (simple, dart) , rare You have a +2 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":0.25,"Subtype":"dart","Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Finesse, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dart +2","description":"Weapon (Dart), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dart +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dart +2","description":"Weapon (Dart), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dart +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dart +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dart\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dart +2 Attack\",\"parent\":\"Dart +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dart +2\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Dart +2 Damage\",\"parent\":\"Dart +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dart +2 Attack (Finesse)\",\"parent\":\"Dart +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dart +2 (Finesse)\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Dart +2 Damage (Finesse)\",\"parent\":\"Dart +2 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Dart +2","Weight":1,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"20/60","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dart +3","description":"Dart +3 Ranged weapon (simple, dart) , very rare You have a +3 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":0.25,"Subtype":"dart","Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Finesse, Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dart +3","description":"Dart +3 Ranged weapon (simple, dart), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Range, Thrown","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dart +3","description":"Weapon (Dart), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dart +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dart +3","description":"Weapon (Dart), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dart +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dart +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dart\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dart +3 Attack\",\"parent\":\"Dart +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dart +3\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dart +3 Damage\",\"parent\":\"Dart +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Dart +3 Attack (Finesse)\",\"parent\":\"Dart +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dart +3 (Finesse)\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dart +3 Damage (Finesse)\",\"parent\":\"Dart +3 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Dart +3","Weight":1,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"20/60","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dart of Bloodletting","description":"Dart of Bloodletting Ranged weapon (simple, dart) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dart of Certain Death","description":"Dart of Certain Death Weapon (dart), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Dart of Defense","description":"Dart of Defense Ranged weapon (simple, dart) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Defensive, Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dart of Inverted Probability","description":"Dart of Inverted Probability Ranged weapon (simple, dart) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dart of Warning","description":"Weapon (Dart), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dart of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dastardly Quill and Parchment","description":"Wondrous item, rare Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn’t prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill’s linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren’t conveyed to the creature holding the quill. The parchment is approximately 9 inches wide by 13 inches long. If the quill’s writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill’s writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Datapad","description":"A common gadget that is used to store personal information, search for data on arcane terminals, communicate with others, and transfer credits. You can enter text by hand into a datapad or draw in it using a stylus as if it were a notebook with 2,000 pages. You can also search these notes with one-word queries. If the datapad is within 1 mile of an arcane terminal or ship's computer, you can use it to communicate with other datapads that are also within that range, provided both datapads have exchanged a comm number. This communication is limited to one text-based message (128 characters) every minute. Lastly, datapads are often used to access an account with the Galactic Bank, where your wealth is stored as credits on their server. When you get a datapad, you also lock it with a password that you likely keep secret. Only someone with the password can access the datapad (barring unauthorized access, which can be accomplished with a successful DC 18 Intelligence (Data) check to hack the datapad). If the datapad is connected by cable to an arcane terminal or ship's computer, you can use it to perform advanced operations on systems connected to it. This might be necessary to operate some systems, like the research devices on a science satellite.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Datapad","description":"Datapad Miscellaneous gear This is a portable digital reading device which allows basic written information, data, images, and maps to be read and transferred from a linked master computer terminal which must be within a range of 200 feet. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dawn Shard","description":"Weapon (any sword or dagger), uncommon (requires attunement) The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dawnbolter","description":"Dawnbolter Ranged weapon (martial, heavy crossbow), very rare (requires attunement) Crafted to fight off the horrors of the night, this crossbow is made of dark oak inlaid with the holy symbols used by its previous wielders. It is strung with a silver thread that glows slightly with radiant energy. You gain a +2 bonus to attack and damage made with this magic weapon. This weapon is wielded as a typical heavy crossbow, but requires no ammunition. Instead, when an attack is made with this weapon, it creates a magical bolt that deals radiant damage in place of piercing. These bolts dissipate moments after impacting their target. You can choose to use ammunition with this crossbow instead of firing radiant bolts. When you do, you gain the attack and damage benefits of this magical weapon as normal. If you score a critical hit on a creature that is considered an undead or fiend with this crossbow, the attack deals maximum damage. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Radiant Modifiers: Ranged Attacks +2, Ranged Damage +2 Properties: Ammunition, Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Dawnbreaker's Warhammer","description":"Weapon (Warhammer), Uncommon This magic warhammer is streaked with rivulets of gold that shine like pure sunlight. Dawnbreak. The warhammer has 3 charges and regains all expended charges at dawn. When you hit a creature with an attack roll using the warhammer, you can expend 1 charge to deal an additional 2d8 Radiant damage to the creature and force it to make a DC 15 Charisma saving throw. On a failure, the creature suffers one of the following effects of your choice until the start of your next turn: Doom. The creature is Frightened and can’t regain hit points. Incapacitate. The creature is Incapacitated. Suppress. The creature can’t cast spells and the magical properties of each non-artifact magic item it is carrying are suppressed.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Warhammer)","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Dawnbringer","description":"Dawnbringer Melee weapon (martial, longsword), legendary (requires attunement by a creature of non-evil alignment) Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can’t be used again until the next dawn. Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it. Personality. Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Radiant Item Rarity: Legendary Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Finesse, Versatile Secondary Damage: 1d10 Secondary Damage Type: Radiant Weight: 3","properties":{"Category":"Items","Expansion":4962,"Item Type":"Melee Weapon","Properties":"Finesse, Versatile","Item Rarity":"Legendary","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Dawnbringer's Crown","description":"Wondrous Item, Very Rare (Requires Attunement) This magical crown is fashioned to resemble a radiant dawn. While wearing the crown, you have resistance to Radiant damage and advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself. Guardian Spirit. As an action, you can summon a guardian spirit in an unoccupied space within 5 feet of you. The spirit remains for 1 hour, or until you dismiss it, or are more than 120 feet apart, or it is reduced to 0 hit points. The spirit is friendly to you and your companions and obeys your commands. See this creature’s statistics in the guardian spirit stat block, which uses your proficiency bonus. In combat, the spirit shares your initiative, but takes its turn immediately after yours. The only action it takes on its turn is the dodge action or its Tether action, unless you use a bonus action to command it to take another action. If you are Incapacitated, the spirit can use its Healing Touch to heal you or its Holy Bolt to repel enemies. Once used, this property can’t be used again until the next dawn. Radiant Renewal. During a ritual that takes 1 hour, you can cast the resurrection spell, requiring no material components. After you’ve cast the spell, roll a d20. On a roll of 7 or lower, the crown is destroyed in a flash of light and you suffer 1d6 levels of Exhaustion.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Dead Man’s Bottle","description":"Wondrous item, Weird, Very Rare This is a grimey antique wine bottle bearing no label. It can be ornamental or plain, depending on the hag that makes it. The alcohol in this bottle can only be used for magical purposes once a week, regardless of how much alcohol is filled and then poured out of it. When the bottle is filled with alcohol and then poured upon a grave, any corpse no more than ten feet below the surface is affected by a modified speak with dead spell. If a hag has used this bottle then the spell will work on any corpse that is not older than 101 years. A creature, other than a hag that uses this bottle will be told nothing but lies. This hag weird will also work if the corpse, skull, or head is inside a cauldron. If a hag drinks the alcohol out of a dead man’s bottle then she recovers (13) 2d12 lost hit points, and can choose to be under the effects of freedom of movement until the end of her next turn. If any other creature drinks from the dead man’s bottle then they must make a DC 13 Constitution saving throw or be affected by the spell confusion until the end of their next turn. If you are using the alternate intoxication rules then they also gain two levels of intoxication if they fail their saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Dead Man's Chalice","description":"Wondrous item, rare Component: undead ethereal ichor The face of the Deep One adorns this mottled bronze chalice, which is filled with a purple liquid that can’t be spilled. Its eyes come ablaze as one drinks from its briny depths, matching the bright amber jewels that adorn its stem. Used by pirate captains during parleys, the dead man’s chalice is a guarantee against foul play. Lifelink. When a creature willingly drinks from the chalice, its soul becomes linked to the item, causing one of the eyes to burst aflame. Once a second creature willingly drinks from the chalice, both eyes light up and the tentacles writhe and stretch. The two creatures’ souls are linked together for the next 7 days. During this time, if either creature dies, the other one does too, and both eyes return to a dark, waiting state. While two souls are linked, drinking from the chalice has no effect. Unlinking the souls early can’t be achieved by any means short of a wish spell. Once a creature drinks from the chalice, there is no limit to the interval before another creature must drink from it. Indeed, finding a dead man’s chalice with one eye aflame is an intriguingly mysterious dilemma.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dead Man's Chalice (common variant)","description":"Wondrous item, rare Component: undead ethereal ichor The face of the Deep One adorns this mottled bronze chalice, which is filled with a purple liquid that can’t be spilled. Its eyes come ablaze as one drinks from its briny depths, matching the bright amber jewels that adorn its stem. Used by pirate captains during parleys, the dead man’s chalice is a guarantee against foul play. Lifelink. When a creature willingly drinks from the chalice, its soul becomes linked to the item, causing one of the eyes to burst aflame. Once a second creature willingly drinks from the chalice, both eyes light up and the tentacles writhe and stretch. The two creatures’ souls are linked together for the next 7 days. During this time, if either creature dies, the other one does too, and both eyes return to a dark, waiting state. While two souls are linked, drinking from the chalice has no effect. Unlinking the souls early can’t be achieved by any means short of a wish spell. Once a creature drinks from the chalice, there is no limit to the interval before another creature must drink from it. Indeed, finding a dead man’s chalice with one eye aflame is an intriguingly mysterious dilemma. Common variant: While the two creatures’ souls are linked, a creature doesn’t die if the other dies. Instead, if one of the creatures dies, the other immediately knows that this happened and how, in the form of a word or short sentence (GM’s discretion). The chalice’s eyes then return to a dark, waiting state.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dead Water","description":"One of the strongest grappas in the entire Kingdom, it hits you like a stab in the guts but is just as tasty! Effect : When you drink this concoction, you regain 1d4 + 1 hit points, and you must succeed on DC 10 Constitution saving throw or become poisoned for 1 minute.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Deadfall Arrow","description":"Weapon (arrow), rare You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log’s area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn’t knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Deadlock Restraints","description":"Deadlock Restraints Utiliy, rare You can use an action to place these restraints on an incapacitated creature. The restraints adjust to fit a creature of Small to Large size. In addition to serving as mundane bindings, the restraints prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different dimension. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the restraints can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the restraints.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Deadly","description":"Legendary weapon property Components: Masterwork exotic ranged weapon with the Firearm property When you make an attack with this weapon as part of an action, you can add your ability modifier to its attack and damage rolls, instead of just to its attack rolls.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Deadly Volatile Battleaxe","description":"Deadly Volatile Battleaxe Melee weapon (martial, battleaxe), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Blowgun","description":"Deadly Volatile Blowgun Ranged weapon (martial, blowgun), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Bo Staff","description":"Deadly Volatile Bo Staff Melee weapon (simple, bo staff), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Bola","description":"Deadly Volatile Bola Ranged weapon (martial, bola), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Boomerang","description":"Deadly Volatile Boomerang Melee weapon (martial, boomerang), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Boomstick","description":"Deadly Volatile Boomstick Ranged weapon (martial, boomstick), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Brass Knuckles","description":"Deadly Volatile Brass Knuckles Melee weapon (simple, brass knuckles), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Chakram","description":"Deadly Volatile Chakram Melee weapon (martial, chakram), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Club","description":"Deadly Volatile Club Melee weapon (simple, club), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Dagger","description":"Deadly Volatile Dagger Melee weapon (simple, dagger), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Dart","description":"Deadly Volatile Dart Ranged weapon (simple, dart), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Flail","description":"Deadly Volatile Flail Melee weapon (martial, flail), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage : 1d8 Damage Type : bludgeoning Weight : 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Glaive","description":"Deadly Volatile Glaive Melee weapon (martial, glaive), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Greataxe","description":"Deadly Volatile Greataxe Melee weapon (martial, greataxe), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Greatclub","description":"Deadly Volatile Greatclub Melee weapon (simple, greatclub), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Greatsword","description":"Deadly Volatile Greatsword Melee weapon (martial, greatsword), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Halberd","description":"Deadly Volatile Halberd Melee weapon (martial, halberd), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Hand Cannon","description":"Deadly Volatile Hand Cannon Ranged weapon (martial, hand cannon), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black powder, Loading Range: 30/90 Weight: 8 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Loading","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Hand Crossbow","description":"Deadly Volatile Hand Crossbow Ranged weapon (martial, hand crossbow), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Handaxe","description":"Deadly Volatile Handaxe Melee weapon (simple, handaxe), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Heavy Crossbow","description":"Deadly Volatile Heavy Crossbow Ranged weapon (martial, heavy crossbow), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Hook Sword","description":"Deadly Volatile Hook Sword Melee weapon (martial, hook sword), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Javelin","description":"Deadly Volatile Javelin Melee weapon (simple, javelin), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Katar","description":"Deadly Volatile Katar Melee weapon (simple, katar), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Piercing Properties: Light, Unarmed Weight: 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Knuckle Knives","description":"Deadly Volatile Knuckle Knives Melee weapon (simple, knuckle knives), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Light, Unarmed Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Lance","description":"Deadly Volatile Lance Melee weapon (martial, lance), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Light Crossbow","description":"Deadly Volatile Light Crossbow Ranged weapon (simple, light crossbow), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Light Hammer","description":"Deadly Volatile Light Hammer Melee weapon (simple, light hammer), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Longbow","description":"Deadly Volatile Longbow Ranged weapon (martial, longbow), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Longsword","description":"Deadly Volatile Longsword Melee weapon (martial, , longsword), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Mace","description":"Deadly Volatile Mace Melee weapon (simple, mace), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d6 Damage Type: Bludgeoning Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Maul","description":"Deadly Volatile Maul Melee weapon (martial, maul), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Morningstar","description":"Weapon (morningstar), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Net","description":"Deadly Volatile Net Ranged weapon (martial, net), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Pike","description":"Deadly Volatile Pike Melee weapon (martial, pike), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Quarterstaff","description":"Deadly Volatile Quarterstaff Melee weapon (simple, quarterstaff), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Rapier","description":"Deadly Volatile Rapier Melee weapon (martial, rapier), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Rifle","description":"Deadly Volatile Rifle Ranged weapon (martial, rifle), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Sai","description":"Deadly Volatile Sai Melee weapon (martial, sai), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Scimitar","description":"Deadly Volatile Scimitar Melee weapon (martial, scimitar), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Shortbow","description":"Deadly Volatile Shortbow Ranged weapon (simple, shortbow), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Shortsword","description":"Deadly Volatile Shortsword Melee weapon (martial, shortsword), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2 Show Attribute List Attributes Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Sickle","description":"Deadly Volatile Sickle Melee weapon (simple, sickle), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Six Shooter","description":"Deadly Volatile Six Shooter Ranged weapon (martial, six shooter), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in \" Making an Attack \" section. Damage: 1d8 Damage Type : Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Sling","description":"Deadly Volatile Sling Ranged weapon (simple, sling), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Spear","description":"Deadly Volatile Spear Melee weapon (simple, spear), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Spiked Shield","description":"Deadly Volatile Spiked Shield Melee weapon (martial, spiked shield), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type : Piercing Properties: Defensive Weight: 7 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Torch","description":"Deadly Volatile Torch Melee weapon (simple, torch), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Damage: 1d4 Damage Type : Fire Properties: Special Weight: 1 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Trident","description":"Deadly Volatile Trident Melee weapon (martial, trident), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile War Fan","description":"Deadly Volatile War Fan Melee weapon (matrial, war fan) , legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile War Pick","description":"Deadly Volatile War Pick Melee weapon (martial, war pick) , legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d8 Damage Type: Piercing Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Warhammer","description":"Deadly Volatile Warhammer Melee weapon (martial, warhammer) , legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Weighted Chain","description":"Deadly Volatile Weighted Chain Melee weapon (martial, weighted chain) , legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach Weight: 8 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Reach","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadly Volatile Whip","description":"Deadly Volatile Whip Melee weapon (martial, whip), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3 Volatile Weapon Volatility Critical Range Failure Range deadly 17–20 1–4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deadshot Visor","description":"Deadshot Visor Wondrous item, uncommon This ancient device looks like a pair of thick spectacles composed of a black glassy material and connected by an orichalcum wire to a small steel pack worn on the hip. When you wear this item, a red or green targeting reticle appears on the visor over your left or right eye, and you gain advantage on any ranged attack rolls you make with advanced weaponry such as firearms. The visor doesn’t work with longbows, crossbows, or other more primitive ranged weapons.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Deadwalker's Ring","description":"Deadwalker’s Ring Ring, very rare (requires attunement) While attuned to this ring, whenever you cast a necromancy spell with a casting time of 1 minute, you can cast it as an action instead. You can also create one additional undead creature if you cast a spell that creates or summons undead creatures. In addition, the undead created or summoned by your spells gain a bonus to their attack rolls equal to half your proficiency bonus.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Death Cap","description":"This fungus is the most poisonous of all known natural toadstools. It is estimated that as little as half a mushroom contains enough toxin to kill an adult humanoid. The toxin damages the liver and kidneys, causing hepatic and renal failure that can be fatal. This poison cannot be boiled or cooked out. A creature eating a death cap must make a DC15 Constitution saving throw or gain the poisoned condition and take 7 (2d6) poison damage per mushroom consumed. Those that succeed on their saving throw are still poisoned but resist the poison damage. This poisoned condition can be cured by natural or magical treatment, but not rest.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Death Lily","description":"This plant may be mistaken for an onion-like plant. Its leaves are grasslike. Its flower petals have a green, heartshaped structure on them. All parts of this plant are very poisonous. Death lily does not have the onion smell and is rarely eaten on accident. Hags actually cook with this often and become immune to it by the time they are young hags. Eating a death lily plant or bulb forces a DC 9 Constitution saving throw or the eater gains the poisoned condition for 2d6 hours. If the death lily bulb is eaten raw then the victim has disadvantage on the saving throw.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Death Petal Rose","description":"Wondrous Item, Common (Requires Attunement) This magic rose has 3 charges. When you fail on a death saving throw while carrying this rose, you can expend 1 charge to succeed instead. Once all of its charges have been used, the rose withers and is destroyed.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Death Skull","description":"Wondrous item, Rare to Legendary (attunement) Using a death skull is an evil act. These strange small dragon skulls are fashioned by hags. The death skull's power is based on how young the dragon was when it was ritually slain. A hag chars the skull with fire, pitts it with acid, and spends at least a year and a day crafting a death skull. Death skulls are a good example of a hag gift with a hidden penalty. Any dragon, regardless of their alignment, will immediately recognize this vile object and attack the bearer on sight, often ignoring all other foes in their rage over the defiled wyrmling. A hag displays a death skull in her hair or on her head. A humanoid wearing one of these needs to fashion it to their armor or clothes or wear it like an amulet. A creature can only have one death skull active at a time. Knowledge of how a death skull is made may cause horror or madness depending on the DM. Death Skull of the Wyrmling (Rare). This charred or pitted dragon skull, crafted from the corpse of a wyrmling, is roughly the shape and size of a kobold’s skull. Two large garnets are sometimes attached to the skull's eye sockets. The wearer of this skull can read, speak, and write Draconic fluently and has advantage on all ability checks or saving throws for or against kobolds. Once per day the user may target a 10-foot-radius area no more than 90 feet away with a Dragonling Death Scream. Dragonling Death Scream. You create a burst of magically augmented screaming and terror that is horrendous to listen to. Targets caught inside the area of effect make a DC 15 Wisdom saving throw, or take 19 (3d12) psychic damage and gain the frightened condition for one round. Targets outside of the area of effect who can hear the screaming sound must make a DC 10 Wisdom saving throw or gain the frightened condition for one round. On the next round the area targeted by Dragonling Death Scream is filled with energy damage associated with the type of wyrmling that donated the skull. This damage is 10 (3d6) damage per round for any creature that ends its turn in the spell area. This energy damage effect lasts for 1 + the user’s Charisma modifier rounds. As an example, a death skull of the gold wyrmling would fill the area with 10 (3d6) fire damage the round after Dragonling Death Scream was used. If the user has a Charisma of 16 then this energy damage will fill the area of effect for four rounds. Death Skull of the Sacrifice (Very Rare). This item is very similar to the death skull of the wyrmling. What sets a death skull of sacrifice apart is how the skull was made. If the hag can get her hands on a living wyrmling then she will produce this version by doing her rituals on a living specimen. The user of a death skull of sacrifice can use Sacrificed Death Scream once per day with a range of 120 feet: 15-foot-radius area of effect. Sacrificed Death Scream. You create a burst of magically augmented screaming and terror that is horrendous to listen to. Targets caught inside the area of effect make a DC 15 Wisdom saving throw or take 26 (4d12) psychic damage and gain the paralyzed condition for one round. Targets outside of the area of effect who can hear the screaming sound must make a DC 10 Wisdom saving throw or gain the frightened condition for one round. On the next combat round the area targeted by Sacrificed Death Scream is filled with energy damage associated with the type of wyrmling that donated the skull. The damage is 14 (4d6) per round for any creature that ends its turn in the spell area. This energy damage effect lasts for 1 round + the user’s Charisma modifier. Death Skull of Infanticide (Legendary) (attuned by spellcaster only). This item is the charred or pitted skull of an infant dragon with diamonds attached to the eye sockets. This skull does one of two things. If the user can cast finger of death or can use an object to create the spell effect, then this skull increases the potency of that spell. When the death skull of infanticide is used this way then the finger of death spell functions as normal but a survivor must make another Charisma save at the same spell DC or take an additional 18 (6d6) psychic damage. Any target immune to fear has advantage on this saving throw. The user of a death skull of infanticide can use this effect once per day. The second effect of the death skull of infanticide can be used once per turn as a reaction. A creature hit with any spell, cast by the user, also takes 6 (1d12) energy damage of the same type used by the infant dragon used to create this hellish device.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare to Legendary","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Death's Edge","description":"Weapon (Sickle), Very Rare (Requires Attunement) This sickle has a handle made of bone and a blade made of shadow. While attuned to this magic weapon, your head is shrouded in shadow. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. In addition, while you hold this weapon, you have resistance to necrotic damage. Master of Death . You can use an action to cast finger of death (spell save DC 15) from the weapon. Once used, this property can’t be used again until you finish a long rest. Encounter Ideas Wizard’s Tower. A prolific necromancer has a glass case display for a death’s edge in their tower. It has recently gone missing and must be recovered. Zombies! A vindictive enemy of the party has created a horde of zombies from the risen victims of their death’s edge and returns to seek revenge. Mysterious Figure. A woman shrouded in shadow stumbles into town after dark. Whispered rumors insist she is up to no good and the death’s edge at her hip supports this claim.","properties":{"Category":"Items","Item Type":"Weapon (Sickle)","Properties":"Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Death's Mirror","description":"Ring, uncommon Made from woven lead and silver, this ring fits only on the hand’s smallest finger. As the moon is a dull reflection of the sun’s glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Deathfibrillator","description":"Wondrous item, uncommon Component: construct lifespark A versatile tool, the deathfibrillator is as capable of reinvigorating a dazed creature’s motor skills as it is at sending them into a paralytic stupor. Designed by none other than Anton Spark himself, this medical apparatus sees as much use in brawling pits as it does sedating overstimulated patients on the wards of the Night Hospitaller. This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While holding it in your hand, unarmed strikes you make that hit with that hand deal piercing damage instead of bludgeoning damage. Clear! While holding a deathfibrillator, you can expend 1 or more charges in the following ways: Zap (1 charge). You squeeze this item’s handle when you hit a target with an unarmed strike using it, dealing an extra 1d4 lightning damage. First Aid (3 charges). As an action, you touch a stunned or paralysed creature within your reach, sending a wave of electrostatic energy through it. The creature takes 2d8 lightning damage and is no longer stunned or paralysed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deathfibrillator (rare variant)","description":"Wondrous item, uncommon Component: construct lifespark A versatile tool, the deathfibrillator is as capable of reinvigorating a dazed creature’s motor skills as it is at sending them into a paralytic stupor. Designed by none other than Anton Spark himself, this medical apparatus sees as much use in brawling pits as it does sedating overstimulated patients on the wards of the Night Hospitaller. This item has 10 charges and regains 1d6 + 4 expended charges daily at dawn. While holding it in your hand, unarmed strikes you make that hit with that hand deal piercing damage instead of bludgeoning damage. Clear! While holding a deathfibrillator, you can expend 1 or more charges in the following ways: Zap (1 charge). You squeeze this item’s handle when you hit a target with an unarmed strike using it, dealing an extra 1d4 lightning damage. First Aid (3 charges). As an action, you touch a stunned or paralysed creature within your reach, sending a wave of electrostatic energy through it. The creature takes 2d8 lightning damage and is no longer stunned or paralysed. Rare variant: Increase the damage of Zap to 3d4. Add the Electrocute option to the Clear! property. Electrocute (6 charges). As a bonus action, you can hold the deathfibrillator’s trigger, causing charge to build up. The next creature you hit with an unarmed strike using this item before the end of your turn must make a DC 15 Constitution saving throw. On a failure, it takes 2d8 lightning damage and is paralysed until the end of its next turn. On a success, it takes half as much damage and isn’t paralysed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deathgrasp Glove","description":"Wondrous Item, Rare (Requires Attunement) While you wear this magic glove, a creature grappled by you can’t regain hit points and takes 1d8 necrotic damage at the start of each of its turns. Death’s Grasp. As an action, you can speak the glove’s command word and cause it to animate for 1 minute. The animated glove detaches from your hand, begins to hover, flies up to 30 feet, and attempts to grapple one creature of your choice within 5 feet of it, using your Strength (Athletics) check. A creature grappled this way is considered grappled by you. While the glove hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you and grapple a creature within 5 feet of it. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Deathlord's Guard","description":"Armor (Shield), Uncommon (Requires Attunement) This magic shield is made from gold-embossed wood and is decorated with a grotesque skull on its front. Deathlord's Curse. As a reaction to a creature missing you with a melee attack, you can force the creature to make a DC 13 Charisma saving throw. On a failure, the creature is cursed until the end of its next turn. While cursed in this way, the creature has disadvantage on attack rolls. Deathlord's Guardian. If you start your turn Unconscious and with 0 hit points, a skeletal figure springs forth from the shield in an unoccupied space within 5 feet of you. Your spirit inhabits the skeletal figure, which has the statistics of a skeleton , except it has your Intelligence, Wisdom, and Charisma scores, your proficiencies, and your memories, personality, and alignment. The skeleton takes its turn in combat immediately after yours. The skeleton crumbles to dust and magically returns to the shield after 1 minute, if it is reduced to 0 hit points, or if you are no longer Unconscious. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Shield","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Deathwalker's Ward","description":"Deathwalker's Ward Armor (studded leather), legendary (requires attunement) This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of the Matron of Ravens. Legends say that it has been worn by a number of that deity’s champions over the centuries—most recently, Vax’ildan of Vox Machina. Dormant When the Deathwalker’s Ward is in a dormant state, you gain a +1 bonus to AC and you have advantage on death saving throws while wearing the armor. Awakened When the Deathwalker’s Ward reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. While wearing the armor, you have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a short rest. Exalted When the Deathwalker’s Ward reaches an exalted state, you gain the following benefits: The AC bonus of the armor increases to +3. As a bonus action, you grow large black raven wings that grant you a flying speed of 60 feet and last for 1 hour. Once this property is used, it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Deathwalker's Ward, Awakened","description":"Deathwalker's Ward, Awakened Armor (studded leather), legendary (requires attunement) This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of the Matron of Ravens. Legends say that it has been worn by a number of that deity’s champions over the centuries—most recently, Vax’ildan of Vox Machina. Dormant When the Deathwalker’s Ward is in a dormant state, you gain a +1 bonus to AC and you have advantage on death saving throws while wearing the armor. Awakened When the Deathwalker’s Ward reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. While wearing the armor, you have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a short rest. AC: 14 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Deathwalker's Ward, Dormant","description":"Deathwalker's Ward, Dormant Armor (studded leather), legendary (requires attunement) This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of the Matron of Ravens. Legends say that it has been worn by a number of that deity’s champions over the centuries—most recently, Vax’ildan of Vox Machina. Dormant When the Deathwalker’s Ward is in a dormant state, you gain a +1 bonus to AC and you have advantage on death saving throws while wearing the armor. AC: 13 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Deathwalker's Ward, Exalted","description":"Deathwalker's Ward, Exalted Armor (studded leather), legendary (requires attunement) This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of the Matron of Ravens. Legends say that it has been worn by a number of that deity’s champions over the centuries—most recently, Vax’ildan of Vox Machina. Dormant When the Deathwalker’s Ward is in a dormant state, you gain a +1 bonus to AC and you have advantage on death saving throws while wearing the armor. Awakened When the Deathwalker’s Ward reaches an awakened state, you gain the following benefits: The AC bonus of the armor increases to +2. While wearing the armor, you have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a short rest. Exalted When the Deathwalker’s Ward reaches an exalted state, you gain the following benefits: The AC bonus of the armor increases to +3. As a bonus action, you grow large black raven wings that grant you a flying speed of 60 feet and last for 1 hour. Once this property is used, it can’t be used again until you finish a long rest. AC: 15 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Decanter of Endless Water","description":"Decanter of Endless Water Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Decanter of Endless Water","description":"Decanter Of Endless Water Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn . Choose from the following options: \"Stream\" produces 1 gallon of water. \"Fountain\" produces 5 gallons of water. \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone . Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Decanter of Endless Water","description":"Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Decanter of Endless Water"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Deceiver's Boots","description":"Wondrous item, uncommon (requires attunement) While wearing these boots, you can cast the gaseous form spell and the invisibility spell. Once cast, you can't cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Deck of Chance","description":"Deck of Chance Wondrous item, very rare This box contains ten thin ivory tiles, each beautifully painted with a different figure. When you draw a tile randomly from the deck, the tile disappears permanently, and you undergo the indicated effect. Figure Effect Angel Your weapon attacks deal an extra 1d8 radiant damage on a hit. Death You are transformed into a wraith . Your alignment and personality remain the same. Demon Your alignment becomes chaotic evil. Hermit All money, gems, and jewelry you own vanish. This includes your share of the party’s wealth if it is held in a common treasury. Jester Every sentence you utter must be a rhyming couplet. If you fail to rhyme when speaking, you take 2d8 psychic damage. Lovers Any stranger you speak to for at least 1 minute must succeed on a DC 15 Wisdom saving throw or be charmed by you for 1 hour. Magician You are transformed into an evoker . Your alignment and personality remain the same. Paladin The holy avenger appears in your hand. If you give the sword to anyone else, it disappears. Priest A deity of your alignment appears to you in a vision. You can ask up to three questions that can be answered with a yes or no and receive a correct answer for each question. Savant You have advantage on all Intelligence, Wisdom, and Charisma ability checks. The effect lasts until dawn the next day. Only one tile per day may be drawn—drawing subsequent tiles has no effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Deck of Dimensions","description":"Deck of Dimensions Wondrous Item, Very Rare (Requires Attunement) The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges to use the following properties: Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card’s name and teleport to the card’s location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in your possession. Shuffling Stride. As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment you’re wearing or carrying, to that space. The card then vanishes and returns to the deck. The deck regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Deck of Illusions","description":"Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual ), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Playing Card Illusion Ace of hearts Red dragon King of hearts Knight and four guards Queen of hearts Succubus or incubus Jack of hearts Druid Ten of hearts Cloud giant Nine of hearts Ettin Eight of hearts Bugbear Two of hearts Goblin Ace of diamonds Beholder King of diamonds Archmage and mage apprentice Queen of diamonds Night hag Jack of diamonds Assassin Ten of diamonds Fire giant Nine of diamonds Ogre mage Eight of diamonds Gnoll Two of diamonds Kobold Ace of spades Lich King of spades Priest and two acolytes Queen of spades Medusa Jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King of clubs Bandit captain and three bandits Queen of clubs Erinyes Jack of clubs Berserker Ten of clubs Hill giant Nine of clubs Ogre Eight of clubs Orc Two of clubs Kobold Jokers (2) You (the deck's owner)","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Deck of Illusions","description":"Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size , and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check . The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Playing Card — Illusion: Ace of hearts — Red dragon King of hearts — Knight and four guards Queen of hearts — Succubus or incubus Jack of hearts — Druid Ten of hearts — Cloud giant Nine of hearts — Ettin Eight of hearts — Bugbear Two of hearts — Goblin Ace of diamonds — Beholder King of diamonds — Archmage and mage apprentice Queen of diamonds — Night hag Jack of diamonds — Assassin Ten of diamonds — Fire giant Nine of diamonds — Ogre mage Eight of diamonds — Gnoll Two of diamonds — Kobold Ace of spades — Lich King of spades — Priest and two acolytes Queen of spades — Medusa Jack of spades — Veteran Ten of spades — Frost giant Nine of spades — Troll Eight of spades — Hobgoblin Two of spades — Goblin Ace of clubs — Iron golem King of clubs — Bandit captain and three bandits Queen of clubs — Erinyes Jack of clubs — Berserker Ten of clubs — Hill giant Nine of clubs — Ogre Eight of clubs — Orc Two of clubs — Kobold Jokers (2) — You (the deck's owner)","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Deck of Illusions","description":"Deck of Illusions 1d100 Illusion* 01–03 Adult Red Dragon 04–06 Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42 Gnoll Warrior 43–45 Goblin Warrior 46–48 Guardian Naga 49–51 Hill Giant 52–54 Hobgoblin Warrior 55–57 Incubus 58–60 Iron Golem 61–63 Knight 64–66 Kobold Warrior 67–69 Lich 70–72 Medusa 73–75 Night Hag 76–78 Ogre 79–81 Oni 82–84 Priest 85–87 Succubus 88–90 Troll 91–93 Veteran Warrior 94–96 Wyvern 97–00 The card drawer *Stat blocks for these creatures (except the card drawer) appear in the Monster Manual. Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can’t be used again.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Deck of Illusions"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Deck of Illusions","description":"Deck of Illusions 1d100 Illusion* 01–03 Adult Red Dragon 04–06 Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42 Gnoll Warrior 43–45 Goblin Warrior 46–48 Guardian Naga 49–51 Hill Giant 52–54 Hobgoblin Warrior 55–57 Incubus 58–60 Iron Golem 61–63 Knight 64–66 Kobold Warrior 67–69 Lich 70–72 Medusa 73–75 Night Hag 76–78 Ogre 79–81 Oni 82–84 Priest 85–87 Succubus 88–90 Troll 91–93 Veteran Warrior 94–96 Wyvern 97–00 The card drawer *Stat blocks for these creatures (except the card drawer) appear in the Monster Manual. Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can’t be used again.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Deck of Illusions\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Deck of Illusions\\\",\\\"description\\\":\\\"This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.\\\\nThe magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.\\\\nAny physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.\\\\n01-03 - Adult Red Dragon\\\\n04-06 - Archmage\\\\n07-09 - Assassin\\\\n10-12 - Bandit Captain\\\\n13-15 - Beholder\\\\n16-18 - Berserker\\\\n19-21 - Bugbear Warrior\\\\n22-24 - Cloud Giant\\\\n25-27 - Druid\\\\n28-30 - Erinyes\\\\n31-33 - Ettin\\\\n34-36 - Fire Giant\\\\n37-39 - Frost Giant\\\\n40-42 - Gnoll Warrior\\\\n43-45 - Goblin Warrior\\\\n46-48 - Guardian Naga\\\\n49-51 - Hill Giant\\\\n52-54 - Hobgoblin Warrior\\\\n55-57 - Incubus\\\\n58-60 - Iron Golem\\\\n61-63 - Knight\\\\n64-66 - Kobold Warrior\\\\n67-69 - Lich\\\\n70-72 - Medusa\\\\n73-75 - Night Hag\\\\n76-78 - Ogre\\\\n79-81 - Oni\\\\n82-84 - Priest\\\\n85-87 - Succubus\\\\n88-90 - Troll\\\\n91-93 - Veteran Warrior\\\\n94-96 - Wyvern\\\\n97-00 - The card drawer\\\\n*Stat blocks for these creatures (except the card drawer) appear in the Monster Manual.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Deck of Illusions Action\",\"parent\":\"Deck of Illusions\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Draw Card (Deck of Illusions)\\\",\\\"description\\\":\\\"You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.\\\\nAny physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect).\\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Deck of Illusions","data-description":"This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.\nThe magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.\nAny physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.\n01-03 - Adult Red Dragon\n04-06 - Archmage\n07-09 - Assassin\n10-12 - Bandit Captain\n13-15 - Beholder\n16-18 - Berserker\n19-21 - Bugbear Warrior\n22-24 - Cloud Giant\n25-27 - Druid\n28-30 - Erinyes\n31-33 - Ettin\n34-36 - Fire Giant\n37-39 - Frost Giant\n40-42 - Gnoll Warrior\n43-45 - Goblin Warrior\n46-48 - Guardian Naga\n49-51 - Hill Giant\n52-54 - Hobgoblin Warrior\n55-57 - Incubus\n58-60 - Iron Golem\n61-63 - Knight\n64-66 - Kobold Warrior\n67-69 - Lich\n70-72 - Medusa\n73-75 - Night Hag\n76-78 - Ogre\n79-81 - Oni\n82-84 - Priest\n85-87 - Succubus\n88-90 - Troll\n91-93 - Veteran Warrior\n94-96 - Wyvern\n97-00 - The card drawer\n*Stat blocks for these creatures (except the card drawer) appear in the Monster Manual.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Deck of Many More Things","description":"Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things . (More information on creating new cards for this deck appears in chapter 2.) Like the Deck of Many Things , the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously. Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times. The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and D eck of Many More Things , including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn. Aberration. You gain telepathy within a range of 90 feet. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an unoccupied space within 5 feet of your new form. You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed. Book. You gain the ability to speak, read, and write 1d6 + 2 languages of your choice. Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Campfire. You immediately gain the benefits of finishing a long rest. Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free. Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet. Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator. Corpse. You immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the W ish spell. Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year. This effect can be undone only by the Wish spell, divine intervention, or similar magic. Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Dragon. A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies. Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder. Expert. Your Dexterity score increases by 2, to a maximum of 22. Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards. The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM. Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s offer, it returns to its home plane. Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20. Humanoid. You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared. Lance. All your ability scores increase by 1, to a maximum of 20. Mage. Your Intelligence score increases by 2, to a maximum of 22. Map. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining. Maze. You gain 1d3 levels of exhaustion. Mine. A pile of 2d6 gems (each worth 5,000 gp) and 1d10 chunks of precious ore (each worth 2,500 gp) appears at your feet. Monstrosity. A Large or larger Monstrosity with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn’t enough space for a Large or larger creature to appear, this card has no effect. Ooze. A gelatinous cube immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn’t enough space for the gelatinous cube to appear, this card has no effect. Path. Your walking speed increases by 10 feet. Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition. Plant. You gain the ability to cast Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Priest. Your Wisdom score increases by 2, to a maximum of 22. Prisoner. Glowing chains made of magical force appear and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can’t cast spells, and any magic items you’re wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can’t be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools. Ring. A rare or rarer magic ring appears on your finger. If you have the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring. Shield. A rare or rarer suit of magic armor that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t wearing armor. Ship. You gain proficiency in three skills chosen by the DM. Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item. Stairway. You can choose to either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item. Statue. You immediately have the petrified condition as your body is transformed into marble. The petrification lasts until you are freed with the Greater Restoration spell or similar magic. Tavern. Your Charisma score increases by 2 to a maximum of 22. Temple. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you. Tomb. At any time you choose within 1 year of drawing this card, you can cast the True Resurrection spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Tower. Draw two additional cards beyond your declared number of draws. The magic of these cards doesn’t immediately take effect; instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter. Tree. Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren’t wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the Wish spell, divine intervention, or similar magic. Undead. Somewhere on the Material Plane, a revenant rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list. Deck of Many More Things d100 Card 01 Aberration 02 Balance* 03 Beast 04 Book 05 Bridge 06 Campfire 07 Cavern 08 Celestial 09 Comet* 10 Construct 11 Corpse 12 Crossroads 13 Donjon* 14 Door 15 Dragon 16 Elemental 17 Euryale* 18 Expert 19 Fates* 20 Fey 21 Fiend 22 Flames* 23 Fool* 24 Gem* 25 Giant 26 Humanoid 27 Jester* 28 Key* 29 Knight* 30 Lance 31 Mage 32 Map 33 Maze 34 Mine 35 Monstrosity 36 Moon* 37 Ooze 38 Path 39 Pit 40 Plant 41 Priest 42 Prisoner 43 Puzzle* 44 Ring 45 Rogue* 46 Ruin* 47 Sage* 48 Shield 49 Ship 50 Skull* 51 Staff 52 Stairway 53 Star* 54 Statue 55 Sun* 56 Talons* 57 Tavern 58 Temple 59 Throne* 60 Tomb 61 Tower 62 Tree 63 Undead 64 Void* 65 Warrior 66 Well 67-00 Roll again *Found in the Deck of Many Things as depicted in the Dungeon Master's Guide","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Deck of Many Things","description":"Deck of Many Things Wondrous item, legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. Playing Card — Card: Ace of diamonds — Vizier* King of diamonds — Sun Queen of diamonds — Moon Jack of diamonds — Star Two of diamonds — Comet* Ace of hearts — The Fates* King of hearts — Throne Queen of hearts — Key Jack of hearts — Knight Two of hearts — Gem* Ace of clubs — Talons* King of clubs — The Void Queen of clubs — Flames Jack of clubs — Skull Two of clubs — Idiot* Ace of spades — Donjon* King of spades — Ruin Queen of spades — Euryale Jack of spades — Rogue Two of spades — Balance* Joker (with TM) — Fool* Joker (without TM) — Jester * Found only in a deck with twenty-two cards Balance: Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. Euryale : The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon . Knight: You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. Moon: You are granted the ability to cast the wish spell 1d3 times. Rogue: A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull: You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. Star: Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. Throne: You gain proficiency in the Persuasion skill , and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. The Void: This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated . A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Deck of Many Things","description":"Deck of Many Things Wondrous item, legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. Playing Card Card Playing Card Card Ace of diamonds Vizier* Ace of clubs Talons* King of diamonds Sun King of clubs The Void Queen of diamonds Moon Queen of clubs Flames Jack of diamonds Star Jack of clubs Skull Two of diamonds Comet* Two of clubs Idiot* Ace of hearts The Fates* Ace of spades Donjon* King of hearts Throne King of spades Ruin Queen of hearts Key Queen of spades Euryale Jack of hearts Knight Jack of spades Rogue Two of hearts Gem* Two of spades Balance* Joker (with TM) Fool* Joker (without TM) Jester *Found only in a deck with twenty-two cards. Balance. Your mind suffers a wrenching alteration, ca using your alignment to change. Lawful becomes chaotic, good becomes evil, an d vice versa. If you are true neutral or unaligned, this card has no effect on you. Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. Euryale . The card’s medusa-like visage cur ses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The Fates . Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. Flames . A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool . You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. Gem . Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. Idiot . Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Jester . You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key . A rare or rarer m agic weapon with w hich you are proficient appears in your hands. The DM chooses the weapon. Knight . You gain the service of a 4th-l evel fighter who a ppears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. Moon . You are granted the ability to cast the wish spell 1d3 times. Rogue . A nonplayer character of the DM’s choice becomes hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC’s hostility toward you. Ruin . All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull . You summ on an avatar of death—a ghos tly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life. Star . Increase one of yo ur ability scores b y 2. The score can exceed 20 but can’t exceed 24. Sun . You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. Talons . Ever y magic item you wear or carry disintegrates. Artifacts in your possession aren’t destroyed but do vanish. Throne . You gain proficiency in the Persuasion s kill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. Vizier . At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. The Void . This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can’t restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. A Question of Enmity Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Deck of Many Things (13-Card Deck)","description":"Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) Each card’s effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon. Knight. You gain the service of a Knight , who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8 ), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death . The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. Deck of Many Things 1d100 Card — Balance — Comet — Donjon 01–08 Euryale — Fates 09–16 Flames — Fool — Gem 17–24 Jester 25–32 Key 33–40 Knight 41–48 Moon — Puzzle 49–56 Rogue 57–64 Ruin — Sage 65–72 Skull 73–80 Star 81–88 Sun — Talons 89–96 Throne 97–00 Void A Question of Enmity Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with the devil’s allies and followers a few times before being able to confront the devil. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Deck of Many Things (13-Card Deck)\t"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Deck of Many Things (13-Card Deck)","description":"Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) Each card’s effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon. Knight. You gain the service of a Knight , who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8 ), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death . The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. Deck of Many Things 1d100 Card — Balance — Comet — Donjon 01–08 Euryale — Fates 09–16 Flames — Fool — Gem 17–24 Jester 25–32 Key 33–40 Knight 41–48 Moon — Puzzle 49–56 Rogue 57–64 Ruin — Sage 65–72 Skull 73–80 Star 81–88 Sun — Talons 89–96 Throne 97–00 Void A Question of Enmity Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with the devil’s allies and followers a few times before being able to confront the devil. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Deck of Many Things (13-Card Deck)\\t\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Deck of Many Things (13-Card Deck)\\\",\\\"description\\\":\\\"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.\\\\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\\\\nOnce a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\\\\n\\\\nDeck of Many Things (13-Card Deck)\\\\n1d100 | Card\\\\n01-08 | Euryale\\\\n09-16 | Flames\\\\n17-24 | Jester\\\\n25-32 | Key\\\\n33-40 | Knight\\\\n41-48 | Moon\\\\n49-56 | Rogue\\\\n57-64 | Ruin\\\\n65-72 | Skull\\\\n73-80 | Star\\\\n81-88 | Sun\\\\n89-96 | Throne\\\\n97-00 | Void\\\\n\\\\nEach card's effect is described below.\\\\n\\\\nEuryale. The card's medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\\\\n\\\\nFlames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\\\\n\\\\nJester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\\\\n\\\\nKey. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.\\\\n\\\\nKnight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.\\\\n\\\\nMoon. You gain the ability to cast Wish 1d3 times.\\\\n\\\\nRogue. An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.\\\\n\\\\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.\\\\n\\\\nSkull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\\\\n\\\\nStar. Increase one of your ability scores by 2, to a maximum of 24.\\\\n\\\\nSun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.\\\\nTalons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\\\\nThrone. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\\\\n\\\\nVoid. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"}]","filter-Attunement":"Legendary","Name":"Deck of Many Things (13-Card Deck)\t","data-description":"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\nOnce a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\n\nDeck of Many Things (13-Card Deck)\n1d100 | Card\n01-08 | Euryale\n09-16 | Flames\n17-24 | Jester\n25-32 | Key\n33-40 | Knight\n41-48 | Moon\n49-56 | Rogue\n57-64 | Ruin\n65-72 | Skull\n73-80 | Star\n81-88 | Sun\n89-96 | Throne\n97-00 | Void\n\nEach card's effect is described below.\n\nEuryale. The card's medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\n\nFlames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\n\nJester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\n\nKey. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.\n\nKnight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.\n\nMoon. You gain the ability to cast Wish 1d3 times.\n\nRogue. An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.\n\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.\n\nSkull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\n\nStar. Increase one of your ability scores by 2, to a maximum of 24.\n\nSun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.\nTalons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\nThrone. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\n\nVoid. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Deck of Many Things (22-Card Deck)","description":"Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) Each card’s effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon. Knight. You gain the service of a Knight , who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8 ), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death . The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. Deck of Many Things 1d100 Card 01–05 Balance 06–10 Comet 11–14 Donjon 15–18 Euryale 19–23 Fates 24–27 Flames 28–31 Fool 32–36 Gem 37–41 Jester 42–46 Key 47–51 Knight 52–56 Moon 57–60 Puzzle 61–64 Rogue 65–68 Ruin 69–73 Sage 74–77 Skull 78–82 Star 83–87 Sun 88–91 Talons 92–96 Throne 97–00 Void A Question of Enmity Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with the devil’s allies and followers a few times before being able to confront the devil. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Deck of Many Things (22-Card Deck)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Deck of Many Things (22-Card Deck)","description":"Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) Each card’s effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon. Knight. You gain the service of a Knight , who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8 ), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death . The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. Deck of Many Things 1d100 Card 01–05 Balance 06–10 Comet 11–14 Donjon 15–18 Euryale 19–23 Fates 24–27 Flames 28–31 Fool 32–36 Gem 37–41 Jester 42–46 Key 47–51 Knight 52–56 Moon 57–60 Puzzle 61–64 Rogue 65–68 Ruin 69–73 Sage 74–77 Skull 78–82 Star 83–87 Sun 88–91 Talons 92–96 Throne 97–00 Void A Question of Enmity Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with the devil’s allies and followers a few times before being able to confront the devil. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Deck of Many Things (22-Card Deck)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Deck of Many Things (22-Card Deck)\\\",\\\"description\\\":\\\"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.\\\\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\\\\nOnce a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\\\\n\\\\nDeck of Many Things (22-Card Deck)\\\\n1d100 | Card\\\\n01-05 | Balance\\\\n06-10 | Comet\\\\n11-14 | Donjon\\\\n15-18 | Euryale\\\\n19-23 | Fates\\\\n24-27 | Flames\\\\n28-31 | Fool\\\\n32-36 | Gem\\\\n37-41 | Jester\\\\n42-46 | Key\\\\n47-51 | Knight\\\\n52-56 | Moon\\\\n57-60 | Puzzle\\\\n61-64 | Rogue\\\\n65-68 | Ruin\\\\n69-73 | Sage\\\\n74-77 | Skull\\\\n78-82 | Star\\\\n83-87 | Sun\\\\n88-91 | Talons\\\\n92-96 | Throne\\\\n97-00 | Void\\\\n\\\\nEach card's effect is described below.\\\\n\\\\nBalance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.\\\\n\\\\nComet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.\\\\n\\\\nDonjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.\\\\n\\\\nEuryale. The card's medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\\\\n\\\\nFates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\\\\n\\\\nFlames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\\\\n\\\\nFool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.\\\\n\\\\nGem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.\\\\n\\\\nJester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\\\\n\\\\nKey. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.\\\\n\\\\nKnight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.\\\\n\\\\nMoon. You gain the ability to cast Wish 1d3 times.\\\\n\\\\nPuzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\\\\n\\\\nRogue. An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.\\\\n\\\\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.\\\\n\\\\nSage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.\\\\n\\\\nSkull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\\\\n\\\\nStar. Increase one of your ability scores by 2, to a maximum of 24.\\\\n\\\\nSun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.\\\\n\\\\nTalons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\\\\n\\\\nThrone. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\\\\n\\\\nVoid. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"}]","filter-Attunement":"Legendary","Name":"Deck of Many Things (22-Card Deck)","data-description":"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\nOnce a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\n\nDeck of Many Things (22-Card Deck)\n1d100 | Card\n01-05 | Balance\n06-10 | Comet\n11-14 | Donjon\n15-18 | Euryale\n19-23 | Fates\n24-27 | Flames\n28-31 | Fool\n32-36 | Gem\n37-41 | Jester\n42-46 | Key\n47-51 | Knight\n52-56 | Moon\n57-60 | Puzzle\n61-64 | Rogue\n65-68 | Ruin\n69-73 | Sage\n74-77 | Skull\n78-82 | Star\n83-87 | Sun\n88-91 | Talons\n92-96 | Throne\n97-00 | Void\n\nEach card's effect is described below.\n\nBalance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.\n\nComet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.\n\nDonjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.\n\nEuryale. The card's medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\n\nFates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\n\nFlames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\n\nFool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.\n\nGem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.\n\nJester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\n\nKey. A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.\n\nKnight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.\n\nMoon. You gain the ability to cast Wish 1d3 times.\n\nPuzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\n\nRogue. An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.\n\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.\n\nSage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.\n\nSkull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\n\nStar. Increase one of your ability scores by 2, to a maximum of 24.\n\nSun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.\n\nTalons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\n\nThrone. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\n\nVoid. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Deck of Miscellany","description":"Deck of Miscellany Wondrous Item, Uncommon This wooden box contains a set of thirty-two parchment cards. Deck of Miscellany Card Item 3 ♦ Wooden abacus 4 ♦ Four vials of perfume 5 ♦ 5 days’ worth of rations 6 ♦ Iron pot 7 ♦ Disguise kit 8 ♦ Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface 9 ♦ Manacles 10 ♦ Ten sheets of parchment 3 ♥ Three daggers 4 ♥ Four flasks of oil 5 ♥ Five silk robes 6 ♥ Forgery kit 7 ♥ Quarterstaff 8 ♥ Fishing tackle 9 ♥ Leather pouch containing 18 gp 10 ♥ 10 crossbow bolts 3 ♣ Three books, written in Common, about random historical events 4 ♣ Canvas tent 5 ♣ 50 feet of coiled silk rope 6 ♣ Two crowbars 7 ♣ Healer’s kit 8 ♣ Eight gems worth 5 gp each 9 ♣ Lamp 10 ♣ 10 feet of iron chain 3 ♠ Three spears 4 ♠ Steel mirror 5 ♠ 15-foot wooden pole 6 ♠ Burlap sack 7 ♠ Two sets of fine clothes 8 ♠ Shovel 9 ♠ Light hammer 10 ♠ Ten arrows The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Deck of Oracles","description":"Deck of Oracles Wondrous Item, Rare (Requires Attunement) The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll. Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Deck of Wild Cards","description":"Deck of Wild Cards Wondrous Item, Very Rare This deck of heavy vellum cards hums with the magic of the Elemental Chaos. The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target. Deck of Wild Cards d4 Suit Effect 1 ♣ (Rods) The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 2d8 fire damage. 2 ♦ (Coins) The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes 1d6 lightning damage. 3 ♥ (Cups) The card covers the target in a thick layer of ice. The target takes 1d10 cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn. 4 ♠ (Swords) The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a DC 15 Strength saving throw or have the prone condition.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Deck of Wonder","description":"Deck of Wonder Wondrous Item, Uncommon Created in the image of the Deck of Many Things , this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously. Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times. You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table. Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours. Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours. Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days. Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet. Crown. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect. Dawn. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls. Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest. Destiny. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point. Dusk. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. End. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can’t reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. Isolation. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel. Justice. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage. Knife. An uncommon magic weapon you’re proficient with appears in your hands. The DM chooses the weapon. Lock. You gain the ability to cast K nock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws. Monster. This card’s monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic. Mystery. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again; together, the two draws count as one of your declared draws. Night. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours. Order. You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for 1d12 days. Student. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Vulture. One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn’t recovered within 1 hour, it disappears forever. Deck of Wonder Card Card Title A ♦ Chancellor* K ♦ Day Q ♦ Night J ♦ Dawn 2 ♦ Dusk* A ♥ Destiny* K ♥ Crown Q ♥ Lock J ♥ Champion 2 ♥ Coin* A ♣ Vulture* K ♣ Chaos Q ♣ Order J ♣ Beginning 2 ♣ Mystery* A ♠ Isolation* K ♠ End Q ♠ Monster J ♠ Knife 2 ♠ Justice* Joker (with ™) Student* Joker (without ™) Mischief","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Deckhammer","description":"","properties":{"Category":"Items","Item Type":"Weapon (deckhammer)","Properties":"Heavy, Reach, Superheavy, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Decoy Card","description":"Wondrous item, uncommon This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card’s face becomes blank, and the card becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Deepchill Orb","description":"Wondrous item, common This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM’s discretion, the orb’s cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Deepshot Blunderbuss","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Blunderbuss (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Blunderbuss (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Very rare variant: Increase the DCs to 16 and the damage of the Toxic Shot property to 8d6. The item has the Sludge Shot and Torpor Shot properties. Torpor Shot. As an action while holding this firearm, you can release a cloud of addling spores in a 30-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or come under the effect of the slow spell for 1 minute (no concentration required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Musket","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Musket (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Musket (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Very rare variant: Increase the DCs to 16 and the damage of the Toxic Shot property to 8d6. The item has the Sludge Shot and Torpor Shot properties. Torpor Shot. As an action while holding this firearm, you can release a cloud of addling spores in a 30-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or come under the effect of the slow spell for 1 minute (no concentration required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Pistol","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Pistol (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Pistol (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Very rare variant: Increase the DCs to 16 and the damage of the Toxic Shot property to 8d6. The item has the Sludge Shot and Torpor Shot properties. Torpor Shot. As an action while holding this firearm, you can release a cloud of addling spores in a 30-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or come under the effect of the slow spell for 1 minute (no concentration required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Revolver","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Revolver (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Revolver (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Very rare variant: Increase the DCs to 16 and the damage of the Toxic Shot property to 8d6. The item has the Sludge Shot and Torpor Shot properties. Torpor Shot. As an action while holding this firearm, you can release a cloud of addling spores in a 30-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or come under the effect of the slow spell for 1 minute (no concentration required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Rifle","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Rifle (rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepshot Rifler (very rare variant)","description":"Weapon (any firearm), uncommon Component: phial of dragon blood Accompanied by a musty aroma, this magical, dark iron firearm produces a multitude of dusky mushrooms each day. Releasing a toxic torrent from each crop of toadstools, the spore-filled salvo produces effects reminiscent of the debilitating deep dragons of The Low. Toxic Shot. As an action while holding this firearm, you can release a burst of toxic spores in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 7d6. The item has the Sludge Shot property. Sludge Shot. As an action while holding this firearm, you can release thick, sticky sludge in a 30-foot cone. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the sludge. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within 5 feet of it on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn. Very rare variant: Increase the DCs to 16 and the damage of the Toxic Shot property to 8d6. The item has the Sludge Shot and Torpor Shot properties. Torpor Shot. As an action while holding this firearm, you can release a cloud of addling spores in a 30-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or come under the effect of the slow spell for 1 minute (no concentration required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the firearm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Deepstone Cestus","description":"Wondrous item, very rare (requires attunement by a monk) These leather hand wraps are fitted with round, flat stones engraved with runes. While wearing these wraps, your ki save DC increases by 2.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement by a monk)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Deer Mask","description":"Deer Mask Wondrous item, (requires attunement ) +1 to Insight Disadvantage on Constitution checks Voice of the Druid: Once a day, you can telepathically communicate with an animal, beast, or hybrid creature (within sight) for ten minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Defender","description":"Defender Weapon (any sword), legendary ( requires attunement ) You gain a +3 bonus to attack and damage rolls made with this magic weapon . The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to yo ur Armor Class, i nstead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Defender","description":"Defender Weapon (any sword), legendary (r equires attunement ) You gain a +3 bonus to attack and damage rolls made with this magic weapon . The first time you attack with the sword on each of your turns , you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Sword","Item Type":"Weapon (any sword)","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Defender (Template)","description":"Weapon (Any Melee Weapon), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"martial","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Battleaxe","description":"Weapon (Battleaxe), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Defender Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Club","description":"Weapon (Club), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Defender Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Dagger","description":"Weapon (Dagger), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Defender Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Flail","description":"Weapon (Flail), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Defender Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Glaive","description":"Weapon (Glaive), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Defender Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Greataxe","description":"Weapon (Greataxe), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Defender Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Greatclub","description":"Weapon (Greatclub), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Defender Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Greatsword","description":"Weapon (Greatsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Defender Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Halberd","description":"Weapon (Halberd), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Defender Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Handaxe","description":"Weapon (Handaxe), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Defender Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Javelin","description":"Weapon (Javelin), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Defender Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Lance","description":"Weapon (Lance), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Defender Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Light Hammer","description":"Weapon (Light Hammer), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Defender Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Longsword","description":"Weapon (Longsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Defender Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Mace","description":"Weapon (Mace), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Defender Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Maul","description":"Weapon (Maul), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Defender Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Morningstar","description":"Weapon (Morningstar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Defender Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Pike","description":"Weapon (Pike), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Defender Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Quarterstaff","description":"Weapon (Quarterstaff), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Defender Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Rapier","description":"Weapon (Rapier), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Defender Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Scimitar","description":"Weapon (Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Defender Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Shortsword","description":"Weapon (Shortsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Defender Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Sickle","description":"Weapon (Sickle), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Defender Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Spear","description":"Weapon (Spear), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Defender Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Trident","description":"Weapon (Trident), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Defender Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender War Pick","description":"Weapon (War Pick), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Defender War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Warhammer","description":"Weapon (Warhammer), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Defender Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defender Weapon","description":"Defender Weapon Weapon (any melee), varies (requires affinity) This weapon has traits that focus on defending the wielder. While the weapon is on your person, you have advantage on initiative rolls and you can’t be surprised unless you are incapacitated. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can use the innervate power at rank 3. You can’t use this feature again until you complete a long rest. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You have advantage on burst saves. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. The rank of the innervate power increases to 5.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Defender Whip","description":"Weapon (Whip), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Defender Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Defensive Bo Staff +1","description":"Defensive Bo Staff +1 Melee weapon (simple, bo staff), rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-handed. This weapon requires two hands when you attack with it Damage : 1d6+1 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Bo Staff +2","description":"Defensive Bo Staff +2 Melee weapon (simple, bo staff), very rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-handed. This weapon requires two hands when you attack with it Damage : 1d6+2 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Hook Sword +1","description":"Defensive Hook Sword +1 Melee weapon (martial, hook sword) , rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6+1 Damage Type: Slashing Properties: Defensive Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Hook Sword +2","description":"Defensive Hook Sword +2 Melee weapon (martial, hook sword) , very rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6+2 Damage Type: Slashing Properties: Defensive Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Sai +1","description":"Defensive Sai +1 Melee weapon (martial, sai), rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Sai +2","description":"Defensive Sai +2 Melee weapon (martial, sai), very rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Spiked Shield +1","description":"Defensive Spiked Shield +1 Melee weapon (martial, spiked shield), rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6+1 Damage Type : Piercing Properties: Defensive Weight: 7","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Spiked Shield +2","description":"Defensive Spiked Shield +2 Melee weapon (martial, spiked shield), very rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6+2 Damage Type : Piercing Properties: Defensive Weight: 7","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive War Fan +1","description":"Defensive War Fan +1 Melee weapon (martial, war fan), rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive War Fan +2","description":"Defensive War Fan +2 Melee weapon (martial, war fan), very rare You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Defensive Ward","description":"Defensive Ward Utility, rare (requires affinity) This trinket is worn as a badge or a piece of jewelry. While wearing it, you gain a +1 bonus to AC and saving throws.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Defensive Weapon","description":"Defensive Weapon Weapon (any weapon with the defensive property), rare (+1), very rare (+2) You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal +1 bonus to AC granted by the weapon’s defensive property. Both bonuses are determined by the weapon’s rarity.","properties":{"Category":"Items","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Deferred Energy Emitter","description":"Deferred Energy Emitter Mod (armor: any except shields), uncommon (requires affinity) This device is integrated into your armor from the sleeves up to the palm of your gloves or gauntlets. They contain rows of nano-emitters that generate a field of opposing force that repels direct, high-velocity motion. When a ranged weapon attack hits you while you’re wearing this mod, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Dekella, Bident of Thassa","description":"Dekella, Bident of Thassa Melee weapon (martial, trident), artifact (requires attunement) Thassa wields Dekella , a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities. Bident of the Deep. Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property. Piety 50+. The bident has 1 randomly determined major beneficial property. If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined. See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see \"Weather at Sea\" in chapter 5 of the Dungeon Master's Guide ) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk. Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk. Aquatic Metamorphosis. You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Modifiers: Attack Rolls +3, Damage Rolls +3 Secondary Damage: 2d10","properties":{"Category":"Items","Expansion":5432,"Item Type":"Weapon ","Item Rarity":"artifact ","Requires Attunement":"yes"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Delerium Crystal Focus","description":"Delerium Crystal Focus Wondrous item, rare (requires attunement by a spellcaster) This focus is made from a refined delerium crystal encased in a glass orb. While holding it, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. In addition, you can use the crystal as a spellcasting focus. Once per day when you cast a spell of 5th level or lower, you may draw on the energy stored within the crystal to do so without expending a spell slot. If you do, you trigger a random arcane anomaly .","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium-Forged Blade","description":"Delerium-Forged Blade Rare weapon (any sword) This sword has a small delerium sliver encased in glass and set in the hilt like a gemstone. The blade is made of meteoric iron infused with delerium dust, which causes it to softly glow with octarine light. You gain a +2 bonus to attack and damage rolls made with this weapon. When you make an attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, you can use this weapon as a spellcasting focus. When you roll a 20 on an attack roll made with this weapon against a humanoid, the humanoid must succeed on a DC 15 Constitution saving throw or take an extra 3d6 necrotic damage and gain one level of contamination.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (any sword)","Item Rarity":"rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delver's Armour","description":"Delver's Armour Armour (heavy, plate), very rare (requires attunement) You have a +1 bonus to AC while wearing this armour. While wearing the armour underwater, you can speak it’s command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, you doff the armour, or you are no longer underwater. AC: 18 Modifiers: AC +1 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":20544,"Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Delver's Claws","description":"Delver's Claws Wondrous item, rare (requires attunement) The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole’s claws. Stitched into the glove’s palm is the mountain rune. The glove is considered a simple melee weapon with the finesse and light properties, and it deals 1d4 slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and blindsight to 15 feet. Invoking the Rune. As an action, you can invoke the glove’s rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier. Once the rune has been invoked, it can’t be invoked again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Properties: Finesse, Light","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Demented Cultist's Scimitar","description":"Weapon (scimitar), rare (requires attunement) Component: pouch of aberration teeth This obsidian blade reflects light with an opalescent sheen. The hilt is made of dead driftwood bound with ragged fabric. Ritual Branding. As an action, you can place a brand on yourself, choosing from the list below and taking 1d8 fire damage. The brand lasts until the next dawn, or until removed by a greater restoration spell or similar magic. Once you brand yourself, you can’t do so again until the next dawn. Brand of the Devout. As a bonus action while you hold this weapon, you can expend a number of Hit Dice up to your proficiency bonus (minimum 2). You regain one expended spell slot of a level up to half the number of Hit Dice expended. Brand of the Flagellated. When you hit a creature with an attack with this weapon, you can expend a number of Hit Dice up to your proficiency bonus, dealing an additional 2d6 damage of the attack’s type per Hit Die expended. Brand of the Zealot. As a bonus action, you can expend a number of Hit Dice up to your proficiency bonus. You have advantage on the next number of attack rolls equal to the number of Hit Dice expended that you make before the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demented Cultist's Scimitar (very rare variant)","description":"Weapon (scimitar), rare (requires attunement) Component: pouch of aberration teeth This obsidian blade reflects light with an opalescent sheen. The hilt is made of dead driftwood bound with ragged fabric. Ritual Branding. As an action, you can place a brand on yourself, choosing from the list below and taking 1d8 fire damage. The brand lasts until the next dawn, or until removed by a greater restoration spell or similar magic. Once you brand yourself, you can’t do so again until the next dawn. Brand of the Devout. As a bonus action while you hold this weapon, you can expend a number of Hit Dice up to your proficiency bonus (minimum 2). You regain one expended spell slot of a level up to half the number of Hit Dice expended. Brand of the Flagellated. When you hit a creature with an attack with this weapon, you can expend a number of Hit Dice up to your proficiency bonus, dealing an additional 2d6 damage of the attack’s type per Hit Die expended. Brand of the Zealot. As a bonus action, you can expend a number of Hit Dice up to your proficiency bonus. You have advantage on the next number of attack rolls equal to the number of Hit Dice expended that you make before the start of your next turn. Very rare variant: You gain a +1 bonus to attack and damage rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demolisher Weapon","description":"Demolisher Weapon Weapon (any bludgeoning melee), varies (requires affinity) This weapon is built to devastate the structure of constructs, structures, and vehicles.When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 bludgeoning damage or 7 bludgeoning damage if it’s a construct. In addition, when you hit a structure or object (not being worn or carried) with an attack using this weapon, you deal extra bludgeoning damage as if you had scored a critical hit on a construct. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra bludgeoning damage dealt increases to 7, or 14 if its a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra bludgeoning damage dealt increases to 14, or 27 if its a construct. If a construct has 50 hit points or fewer after taking this damage, it is destroyed. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You deal the extra damage when you roll a 19 or 20. The extra damage dealt is considered to be force damage instead of bludgeoning.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Demolition Bow","description":"","properties":{"Category":"Items","Item Type":"Weapon (demolition bow)","Properties":"Ammunition (80/320), Explosive, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Demolition Tools","description":"Demolition Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Demon Armor","description":"Demon Armor Armor ( heavy, plate), very rare ( requires attunement) While wearing this armor, you gain a +1 bonus to AC, and y ou can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you h ave disadvantage on attack rolls against demons and on saving throws again st their spells and special abilities. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 65 Damage: 1d8+1 Damage Type: slashing","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Demon Armor","description":"Demon Armor Armor (plate, heavy), very rare (requires attunement ) While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal . In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage , with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 19 Stealth : Disadvantage Weight : 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Subtype":"Cursed Item, Armor","Item Type":"Heavy Armor","Modifiers":"Ac +1","data-List":"false","Item Rarity":"Very Rare","Properties":"Stealth Disadvantage","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Demon Armor (Template)","description":"Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No","Name":"Demon Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Breastplate","description":"Armor (Breastplate), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Demon Breastplate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Chain Mail","description":"Armor (Chain Mail), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Demon Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Chain Shirt","description":"Armor (Chain Shirt), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Demon Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Half Plate Armor","description":"Armor (Half Plate Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Demon Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Hide Armor","description":"Armor (Hide Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Demon Hide Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Leather Armor","description":"Armor (Leather Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Demon Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Padded Armor","description":"Armor (Padded Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Demon Padded Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Plate Armor","description":"Armor (Plate Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Demon Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Ring Mail","description":"Armor (Ring Mail), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Demon Ring Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Demon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Splint Armor","description":"Armor (Splint Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Demon Splint Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon Studded Leather Armor","description":"Armor (Studded Leather Armor), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Demon Studded Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Demon-Breaking Arrows","description":"Demon-Breaking Arrows Ammunition These consecrated arrows were designed by the Kaito family of the Phoenix Clan, and can deal terrible harm to supernatural creatures. When a demon-breaking arrow hits an undead or infernal creature, it must make a DC 15 Charisma saving throw. On failure, it suffers 3d6 radiant damage.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Demon's Edge","description":"Weapon (greatsword), very rare (requires attunement, cursed) This evil and cursed blade should be far too large and too heavy for easy use, but once attuned, its wielder finds themself possessed with great strength - and an overwhelming desire to inflict carnage. The serrated blade itself is carved from the bones of an elder demon, and glows with an eerie purple miasma. While attuned to this weapon, your Strength score increases to 21 unless it was already higher, and you may not make attacks using other weapons. Any other weapon you are attuned to that is of lower rarity immediately becomes unattuned and you may not attune to them while you are attuned to this weapon. The weapon has a +2 bonus to attack rolls and damage rolls. Whenever you take the Attack action and make an attack with the weapon you must attempt to Injure your foe, and whenever you reduce a foe to 0 hit points you must kill it. Foes you Injure have their Imperiled threshold reduced by 1, and the DC to resist your Death Blows increases by 5. Attunement to this weapon may not be ended voluntarily. Instead, it ends when you have a remove curse or similar spell or effect cast on you.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare (requires\r attunement cursed)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Demon's Metamorphosis","description":"Armor (Any), Very Rare (Requires Attunement) This magic armor is carved from the hide of an Abyssal fiend and enchanted with corrupting magic. Aura of Malevolence. Whenever another creature within 10 feet of you makes a saving throw while you're wearing this armor, the creature must roll a d4 and subtract the number rolled from the saving throw. Metamorphosis. While you're wearing this armor, you can use an action to transform into a Demon you have seen before with a challenge rating equal to or lower than half your level for 1 minute. The transformation functions as the polymorph spell, except that your demonic form is constantly at risk of running amok. At the start of each of your turns while transformed, you must make a Wisdom saving throw (DC 10 + the demon's challenge rating). On a failed save, you momentarily lose yourself; your personality and alignment are replaced with that of the demon's and you must act in accordance to the demon's nature until the start of your next turn. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Armor","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Demonbane Armour Breastplate","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Breastplate (uncommon variant)","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears. Uncommon variant: Reduce the number of eyes to 1, the number of charges to 2, and the damage to 1d6 per eye.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Breastplate (very rare variant)","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears. Uncommon variant: Reduce the number of eyes to 1, the number of charges to 2, and the damage to 1d6 per eye. Very rare variant: Increase the number of eyes to 3, the number of charges to 5, and the damage to 1d10 per eye.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Half Plate","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Half Plate (uncommon variant)","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears. Uncommon variant: Reduce the number of eyes to 1, the number of charges to 2, and the damage to 1d6 per eye.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Half Plate (very rare variant)","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears. Uncommon variant: Reduce the number of eyes to 1, the number of charges to 2, and the damage to 1d6 per eye. Very rare variant: Increase the number of eyes to 3, the number of charges to 5, and the damage to 1d10 per eye.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Plate","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Plate (uncommon variant)","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears. Uncommon variant: Reduce the number of eyes to 1, the number of charges to 2, and the damage to 1d6 per eye.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbane Armour Plate (very rare variant)","description":"Armour (breastplate, half plate, or plate), rare Component: fiend (demon) bone Hewn from a deformed demon’s skull, this armour allows its bearer to rival the resistances of fiends. Energy is drawn in through its mouth and channelled to the eyes, where it is stored until unleashed in an elemental rebuke. This armour has 4 charges and regains all expended charges daily at dawn. Consume Energy. When you take cold, fire, lightning, or poison damage, you can use your reaction to speak the armour’s first command word and expend 1 charge. The mouth opens, consuming some of the incoming energy. You gain resistance to the triggering damage and one of the armour’s eyes lights up with the stored energy. The armour has two eyes, and an eye can’t store more energy if it already is storing some. Unleash Energy. When you hit a creature with a melee weapon attack, you can utter the armour’s second command word, unleashing the energy stored in all of the armour’s eyes. For each eye that was storing energy, the creature takes 1d8 damage of the stored type, after which the stored energy disappears. Uncommon variant: Reduce the number of eyes to 1, the number of charges to 2, and the damage to 1d6 per eye. Very rare variant: Increase the number of eyes to 3, the number of charges to 5, and the damage to 1d10 per eye.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonbone Polearm","description":"Weapon (polearm), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. In addition, when you’re damaged by a creature in reach, you may use your reaction to make one melee attack against it with this weapon. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned, you have disadvantage on attack rolls with weapons other than this one. Whenever a hostile creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action on each of your turns to attack the creature nearest to you with the weapon. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You’re berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Alternatively, an ally can use an action to make a DC 15 Charisma (Persuasion) check and if successful, you’re no longer berserk. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Demonic Siege Bow Hand Crossbow","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Hand Crossbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage. Rare variant: Increase the charges to 3. The damage die of this bow is increased by two sizes instead of one, (e.g., a longbow deals 1d12 damage and a shortbow deals 1d10).","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Heavy Crossbow","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Heavy Crossbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage. Rare variant: Increase the charges to 3. The damage die of this bow is increased by two sizes instead of one, (e.g., a longbow deals 1d12 damage and a shortbow deals 1d10).","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Light Crossbow","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Light Crossbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage. Rare variant: Increase the charges to 3. The damage die of this bow is increased by two sizes instead of one, (e.g., a longbow deals 1d12 damage and a shortbow deals 1d10).","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Longbow","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Longbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage. Rare variant: Increase the charges to 3. The damage die of this bow is increased by two sizes instead of one, (e.g., a longbow deals 1d12 damage and a shortbow deals 1d10).","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Shortbow","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonic Siege Bow Shortbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement by a creature with a Strength score of 13 or higher) Component: fiend (demon) horn What this weapon lacks in manoeuvrability, it makes up for in power. Wrought from the horns, bones, and sinew of demons, this weapon holds malice in every fibre. With its very own bracing mechanism, a user can free up a hand to fire using both strings at once. The damage die of this weapon is increased by one size (e.g., a longbow deals 1d10 damage, a shortbow deals 1d8). The bow has 2 charges and regains all expended charges daily at dawn. Siege Brace. As a bonus action, you can expend 1 charge and speak the bow’s command word, causing a skeletal, demonic hand to burst from the ground or another surface and hold the bow steady until you use another bonus action to dismiss it. The bow can’t be moved while grasped by the skeletal hand. While in this ‘siege mode’, each time you make a ranged weapon attack using this bow, you can make one additional attack against the same target (no action required). When you do so, both attacks are made with disadvantage. Rare variant: Increase the charges to 3. The damage die of this bow is increased by two sizes instead of one, (e.g., a longbow deals 1d12 damage and a shortbow deals 1d10).","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with a Strength score of 13 or higher"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Demonologist's Bezoar","description":"Demonologist’s Bezoar Wondrous item, rare This item appears as a speckled and malformed goose egg that fits in your hand. Soft down covers the exterior, making it pleasant to hold, though it is surprisingly heavy. When you use an action to cast this bezoar on the ground, it breaks, and a demon, as determined by the table below, is summoned in that space. It remains active for 1 minute or until it’s killed. If any creatures occupy the space where the demon appears, they are pushed to the closest space within 5 feet of it. The demon acts as typical for a creature of its sort and can’t be controlled or commanded. The demon can’t move more than 50 feet from the space in which it was summoned. d20 Demon Summoned 1 Quasit 2–7 Vrock 8–11 Hezrou 12–15 Glabrezu 16–17 Nalfeshnee 18–19 Marilith 20 Balor","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Demonomicon of Iggwilv","description":"Demonomicon of Iggwilv Wondrous item, artifact (requires attunement ) An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide : 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3 charges; appears in this book). Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling. Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell. Containment. The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle . The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon 's empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn. When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days. When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons. Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff . If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon . Once the staff emerges, the demon lord Fraz-Urb'luu instantly knows.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Demonomicon of Iggwilv","description":"Wondrous Item, Artifact (Requires Attunement) This treatise, composed by Iggwilv the archmage, documents the Abyss’s layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check. Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon ’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn. When you finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a successful save, the Fiend can’t try to possess you again for 7 days (but another Fiend trapped in the book can certainly try). When the tome is discovered, it has 1d4 Fiends occupying its pages—typically an assortment of demons. Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the following random properties (see “Artifacts” ): 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The book has 8 charges and regains 1d8 expended charges daily at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Magic Circle 1 Magic Jar 3 Planar Ally 3 Planar Binding 2 Plane Shift (to the Abyss only) 3 Summon Fiend 3 Tasha’s Hideous Laughter 0 Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain lies a long-lost Artifact, Fraz-Urb’luu’s Staff . If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx , the work that served as the foundation of the Demonomicon of Iggwilv . The Tome of Zyx can be destroyed like any ordinary book. Once the staff emerges, the demon lord Fraz-Urb’luu knows instantly.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Demonomicon of Iggwilv"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dervish","description":"","properties":{"Category":"Items","Item Type":"Weapon (dervish)","Properties":"Double, Finesse","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Desert Falx","description":"Desert Falx The desert falx is a two-handed pole-arm with a curved blade, sharpened only on the inside and lethally effective. The shaft of the falx is 3 feet long with an equally long iron blade that curves from the end. The wielder is able to use the falx as a hook to pull away shields or armor before slashing their opponent with great force, rendering even the best shields ineffective against a falx wielder. If this is done as a bonus action against an opponent wearing a shield or armor, the wielder gains +2 to their attack roll with the desert falx. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d8 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Deserter's Boots","description":"Wondrous item, rare (requires attunement) While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws. Curse. These boots are cursed. Attuning to them extends the curse to you until you are targeted by the remove curse spell or similar magic. Removing the boots fails to end the curse on you. If an ally you can see is within 5 feet of a creature hostile to your ally, your speed is halved when you move away from that ally. If more than one ally is within 5 feet of a creature hostile to it, you suffer this penalty only when you move away from all of those allies.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Desire Greatsword","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Greatsword (rare variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn. Rare variant: Reduce the DCs to 15. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Greatsword (uncommon variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Longsword","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Longsword (rare variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn. Rare variant: Reduce the DCs to 15. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Longsword (uncommon variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Rapier","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Rapier (rare variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn. Rare variant: Reduce the DCs to 15. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Rapier (uncommon variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Scimitar","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Scimitar (rare variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn. Rare variant: Reduce the DCs to 15. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Scimitar (uncommon variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Shortsword","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Shortsword (rare variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn. Rare variant: Reduce the DCs to 15. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Desire Shortsword (uncommon variant)","description":"Weapon (any sword), very rare (optional attunement) Component: fiend poison gland Vice incarnate, the tail of this blade’s serpentine adornment oozes a viscous liquid of pure desire. Such weapons have been used in character-assassinations; a single slice can elicit impulsive acts branding desire’s victims as immoral pariahs. This weapon has 7 charges and regains 1d6 + 1 expended charges daily at dawn. Deadly Sins. As a bonus action when you hit a creature with this weapon, you can expend 1 charge to afflict the creature with a sinful desire. Roll a d8 and consult the table below. Each sin’s saving throw has a DC of 16. A creature afflicted by a sin that lasts 1 minute can repeat the saving throw at the end of each of its turns, ending the sinful effect on a success. d8 Sin 1 Envy. The creature must succeed on a Charisma saving throw or be afflicted by the bane spell for 1 minute. 2 Gluttony. The creature must succeed on a Constitution saving throw or become ravenously hungry and spend its action on its next turn looking for food and stuffing its face with whatever it can find. 3 Greed. The creature must succeed on a Wisdom saving throw or spend its movement and action on its next turn trying to grab and abscond with a valuable item it can see. 4 Lust. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. 5 Sloth. The creature must succeed on a Constitution saving throw or, for 1 minute, its speed is halved, it can’t take reactions, and it can take only a bonus action or action on its turn, not both. 6 Pride. The creature must succeed on a Wisdom saving throw or become hard headed for 1 minute, during which time it is unable to benefit from the Help action, withdraw from combat, or be the willing target of any spell or effect from another creature. 7 Wrath. The creature must succeed on a Wisdom saving throw or, for 1 minute, use its reaction at the start of each of its turns to make one attack against a random creature within its reach/range. 8 Roll twice on this table, rerolling any 8s or duplicates. Optional Attunement. If you choose to attune to this item, it gains the Sssugessstion property. OA: Sssugessstion. As an action, you can cause the blade’s snake to turn invisible and slither to a creature you can see within 30 feet of you, where the snake whispers to it, casting the suggestion spell (save DC 16). If the suggestion isn’t a sinful one, the creature automatically succeeds on its saving throw. You can use this property twice, regaining all expended uses daily at dawn. Uncommon variant: Reduce the charges to 4, the recharge to 1d4, and the DCs to 13. Each of the Deadly Sins effects lasts until the end of your next turn. Once the Sssugessstion property has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Detector Specs","description":"Detector Specs Utility, rare (requires affinity) This pair of sunglasses has 3 charges. As an action, you can issue a voice command and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet while wearing the sunglasses. The sunglasses regains 1d3 expended charges when you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Devastation Orb","description":"Devastation Orb Wondrous item, very rare A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air . The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master’s Guide . Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes. Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master’s Guide . At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. Water Orb. When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide . If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood’s path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby.","properties":{"Category":"Items","Expansion":7390,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Device for the Precision Application of Violence at a Distance (Model No. 786, Hand Crossbow)","description":"Device for the Precision Application of Violence at a Distance (Model No. 786) Weapon (Any Crossbow), Uncommon Crudely bolted on top of this otherwise ordinary crossbow is a bronze tube which has been filled with polished glass discs and soaked in divination magic. Looking through the tube allows you to see distant targets with ease and indicates the bolt’s landing spot with a glowing red dot. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and its normal and long ranges are doubled. As a bonus action, you can look through the tube at a creature you can see within this weapon’s long range. Until you or the target moves, attacks against the target using this weapon ignore half cover and three-quarters cover, and attacking them at long range doesn’t impose disadvantage on your attack roll.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition, Loading","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Device for the Precision Application of Violence at a Distance (Model No. 786, Heavy Crossbow)","description":"Device for the Precision Application of Violence at a Distance (Model No. 786) Weapon (Any Crossbow), Uncommon Crudely bolted on top of this otherwise ordinary crossbow is a bronze tube which has been filled with polished glass discs and soaked in divination magic. Looking through the tube allows you to see distant targets with ease and indicates the bolt’s landing spot with a glowing red dot. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and its normal and long ranges are doubled. As a bonus action, you can look through the tube at a creature you can see within this weapon’s long range. Until you or the target moves, attacks against the target using this weapon ignore half cover and three-quarters cover, and attacking them at long range doesn’t impose disadvantage on your attack roll.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Device for the Precision Application of Violence at a Distance (Model No. 786, Light Crossbow)","description":"Device for the Precision Application of Violence at a Distance (Model No. 786) Weapon (Any Crossbow), Uncommon Crudely bolted on top of this otherwise ordinary crossbow is a bronze tube which has been filled with polished glass discs and soaked in divination magic. Looking through the tube allows you to see distant targets with ease and indicates the bolt’s landing spot with a glowing red dot. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and its normal and long ranges are doubled. As a bonus action, you can look through the tube at a creature you can see within this weapon’s long range. Until you or the target moves, attacks against the target using this weapon ignore half cover and three-quarters cover, and attacking them at long range doesn’t impose disadvantage on your attack roll.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Device for the Rapid Dispersion of Projectiles Over a General Area (Model No. 305, heavy crossbow)","description":"Device for the Rapid Dispersion of Projectiles Over a General Area (Model No. 305) Weapon (Light or Heavy Crossbow), Uncommon A silver-trimmed wooden box with a long lever jutting from the side, mounted to the top of a seemingly standard recurve crossbow. Pulling the lever fires a bolt and simultaneously loads a new one. The added weight from the magazine makes it cumbersome to wield. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has the two-handed property regardless of its size, doesn’t have the loading property, and its normal and long ranges are halved. It can fire nine shots before the magazine is empty. Refilling the magazine takes an action. Rapid Fire. As an action, make three attacks using this weapon against a single target within its normal range. Each attack has disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Device for the Rapid Dispersion of Projectiles Over a General Area (Model No. 305, light crossbow)","description":"Device for the Rapid Dispersion of Projectiles Over a General Area (Model No. 305) Weapon (Light or Heavy Crossbow), Uncommon A silver-trimmed wooden box with a long lever jutting from the side, mounted to the top of a seemingly standard recurve crossbow. Pulling the lever fires a bolt and simultaneously loads a new one. The added weight from the magazine makes it cumbersome to wield. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has the two-handed property regardless of its size, doesn’t have the loading property, and its normal and long ranges are halved. It can fire nine shots before the magazine is empty. Refilling the magazine takes an action. Rapid Fire. As an action, make three attacks using this weapon against a single target within its normal range. Each attack has disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Devil Shark Mask","description":"Wondrous item, rare (requires attunement) When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask. Curse . The mask is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mask, wearing it at all times. If you haven’t used the mask’s bite to damage a creature in the past 24 hours, the mask compels you to bite out a chunk of your flesh. You take 2d6 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the curse is removed. If your hit point maximum is reduced to 0 as a result of this curse, you die, transform into a devil shark (see Creature Codex ), and teleport to the nearest open body of water.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Devil's Aegis","description":"Armor (Shield), Very Rare (Requires Attunement) This magic shield is emblazoned with a devil's face. Fiendish Protection. As a bonus action, you can use the shield to gain one of the following benefits until you finish a long rest or use this property again: Armor Bonus. You gain a +1 bonus to AC. Damage Resistance. You have resistance to Cold, Fire, and Poison damage. Devil's Sight. You have Darkvision out to a range of 60 feet and magical darkness doesn't impede your vision. Magic Resistance. You have advantage on saving throws against spells and other magical effects.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Shield","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Devil's Barb","description":"Wand, rare (requires attunement) This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. Devil’s Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn’t impede this darkvision.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Devil's Log","description":"At first glance, this appears to be nothing but a wooden piece you’d burn in a campfire or a fireplace. The only thing that gives away this log as something special are the two strange horn-like etchings at one side of the log. They constantly glow with a slight red light. Touching them sets the log ablaze without consuming it, which is why these items were highly desired in the ice desert of Varua several hundred years ago. That is, before people realized the negative effects that came with a Devil’s Log... It’s said that the items were created by a powerful devil as his part of a deal with a local warlord called Jhuun. The mortal wanted to become king of Varua, but first he wanted to weaken his enemies. Jhuun succeeded in conquering a few villages, but he was stopped by a group of heroes before he ever got close to his goal. His legacy isn’t a kingdom, it’s the Devil’s Logs that have spread throughout the world. Cursed Item Magic schools: Conjuration Cost: 800 gp Magic properties: This cursed item seems highly practical for cold nights before you find out about its negative effects. As a bonus action, you touch the horns etched into the wood, and the log ignites in a warm fire. It also ignites when getting in touch with other fire. It will burn for 8 hours and cannot be quenched by anything short of a Dispel Magic spell. The problem is that the magic doesn’t just ignite the wood. The horns turn into a fiery miniature gate to the domain of the devil who created them. Hellfire streams through the portal, engulfing the wood. The seemingly harmless fire has several effects: Any food cooked with this fire loses its nourishment. You still feel stuffed when eating it, but your body will crave for more. If you keep eating food cooked with this fire, you will starve well-fed. Anyone sleeping in a ten feet radius around the fire has to succeed on a Constitution Saving Throw against DC 10, or suffer from heavy nightmares. Add one level of exhaustion when they wake up. The fire attracts unnatural and evil creatures in a one mile radius. If you are in a forest surrounded by nothing but animals, you are fine. But if there are monsters around, they will be drawn to the fire. Getting rid of a Devil’s Log isn’t as easy as it sounds. If you just leave it behind or throw it away, it keeps appearing close to the person who activated it the last time. You might notice the log again lying in your campfire even though you never put it there, or it might just lie on a pile of other logs ready to be burned. The only way to get rid of the log is by casting a Remove Curse spell or a Greater Restoration spell. The log still isn’t destroyed, but it won’t appear near you anymore. Hunting vampires could lead you into the worst of places. Delandra stared into the vast white desert ahead of her. Snow, ice, and more snow. Varua really wasn’t a place she ever wanted to go to. At least, she was close to her goal now. The vampire hideout was less than a mile away. She would rest here for the night. Tomorrow at dawn, when the vampires were at a disadvantage, she would attack. And this night had already started promising: Delandra had found an old campfire, with a magic log just lying in the middle! It began to burn simply by touching it. A good start for her hunt.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Devil's Luck","description":"Wondrous Item, Uncommon (Requires Attunement) This magic amulet has 3 charges and regains all expended charges daily at dawn. When you fail an ability check or saving throw while wearing it, you can expend 1 charge to reroll it. You must use the new roll. After using this property, you have disadvantage on ability checks and saving throws that use the same ability until the next dawn.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Devilish Doubloon","description":"Wondrous item, very rare This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn’t reappear, and you can be restored to life only by means of a true resurrection or wish spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Devils Pitchfork","description":"Devil’s Pitchfork Weapon (trident), very rare (requires attunement) Damage: 1d6 + 2 piercing and 1d6 fire Weight: 4 lbs. Properties: Thrown (range 30/90), Versatile (1d8+2 piercing and 1d6 fire) You have a +2 bonus to attack and damage rolls made with this magic weapon. Devil Barbs. On a hit with the pitchfork, if the target is a Large or smaller creature, it must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). It takes 3 (1d6) piercing and 3 (1d6) fire damage at the start of each of its turns until it breaks the grapple. Soul Shredder. Once per long rest, you can sweep the pitchfork in an arc and speak its command work. Each creature of your choice in a 30 foot radius that is not a fiend must succeed on a DC 15 Wisdom saving throw, taking 4d6 psychic damage on a failed save, and half as much damage on a successful one. Curse: One Step Closer to Hell. While attuned to the pitchfork, you automatically fail your first death saving throw when you drop below 0 hit points. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with the pitchfork.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (trident)","Properties":"Thrown (range 30/90), Versatile (1d8+2 piercing and 1d6 fire)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Devotee's Censer","description":"Devotee's Censer Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin ) The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. Damage: 1d8 Damage Type: Bludgeoning Secondary Damage: 1d8 Secondary Damage Type: Radiant Weight: 2","properties":{"Category":"Items","Expansion":8257,"Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Devotee's Censer","description":"Devotee's Censer Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin) The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. Damage: 1d8 Damage Type: Bludgeoning Secondary Damage: 1d8 Secondary Damage Type: Radiant Weight: 2","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Dhesolia (The World's Voice - Mace)","description":"Weapon (mace/morningstar), very rare (requires attunement by a bugbear, goblin, or hobgoblin) The great goblinoid nations channeled the power of nature and fate for the weal of all, and Dhesolia was crafted as an emblem of that legacy. This elegant weapon is carved of dark oak and set with studs of bronze, their patina matching the swirling gray-green of the weapon’s heavy head. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Voice of the Wild. As a bonus action, Dhesolia lets you call on nature to scourge your foes. Choose up to six creatures you can see in a 20-foot cube within 100 feet of you, then choose one of the following effects: Each creature is surrounded by conjured swarms of gnats and other small vermin, imposing disadvantage on its attack rolls, saving throws, and ability checks until the end of its next turn. Spectral vines erupt in the creature’s space, forcing it to make a DC 17 Dexterity saving throw. On a success, the creature has its speed reduced by half until the end of its next turn. On a failure, the creature is restrained until the end of its next turn. This property of the weapon can’t be used again until you finish a long rest. Voice of Doom. As an action while you hold Dhesolia , you channel the power of fate to hinder a chosen foe. Choose one creature within 100 feet of you that you can see, and which can hear you. That creature must succeed on a DC 17 Charisma saving throw or be cursed. While cursed in this way, the creature has disadvantage on attack rolls, ability checks, and saving throws, and saving throws against the creature’s spells and other features are made with advantage. As a bonus action, the cursed creature can choose to take 2d8 psychic damage and repeat the saving throw, ending the curse on a success. This curse otherwise lasts indefinitely or until subject to the remove curse spell or similar effects. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Dhesolia magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a mace or a morningstar.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bugbear, goblin, or hobgoblin"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Dhesolia (The World's Voice - Morningstar)","description":"Weapon (mace/morningstar), very rare (requires attunement by a bugbear, goblin, or hobgoblin) The great goblinoid nations channeled the power of nature and fate for the weal of all, and Dhesolia was crafted as an emblem of that legacy. This elegant weapon is carved of dark oak and set with studs of bronze, their patina matching the swirling gray-green of the weapon’s heavy head. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Voice of the Wild. As a bonus action, Dhesolia lets you call on nature to scourge your foes. Choose up to six creatures you can see in a 20-foot cube within 100 feet of you, then choose one of the following effects: Each creature is surrounded by conjured swarms of gnats and other small vermin, imposing disadvantage on its attack rolls, saving throws, and ability checks until the end of its next turn. Spectral vines erupt in the creature’s space, forcing it to make a DC 17 Dexterity saving throw. On a success, the creature has its speed reduced by half until the end of its next turn. On a failure, the creature is restrained until the end of its next turn. This property of the weapon can’t be used again until you finish a long rest. Voice of Doom. As an action while you hold Dhesolia , you channel the power of fate to hinder a chosen foe. Choose one creature within 100 feet of you that you can see, and which can hear you. That creature must succeed on a DC 17 Charisma saving throw or be cursed. While cursed in this way, the creature has disadvantage on attack rolls, ability checks, and saving throws, and saving throws against the creature’s spells and other features are made with advantage. As a bonus action, the cursed creature can choose to take 2d8 psychic damage and repeat the saving throw, ending the curse on a success. This curse otherwise lasts indefinitely or until subject to the remove curse spell or similar effects. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Dhesolia magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a mace or a morningstar.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bugbear, goblin, or hobgoblin"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Diabolical Swinging Mace","description":"Weapon (mace), legendary (requires attunement) 2d8 bludgeoning damage Oversized Weapon: when wielded by a Medium or smaller creature, this weapon gains the Two-Handed and Heavy tags. Infernal Fire: On a successful hit, this mace deals an additional 2d6 fire damage. The attacks made with this weapon count as magical. Embrace the Abyss: While attuned to this mace, you gain resistance to fire and necrotic damage. Infernal Swing: As a bonus action, you can command the mace to unleash a violent whirlwind of infernal flames in a 15-foot cone originating from you. Creatures in the area must make a DEX SAVE with a DC equal to (16 + your proficiency bonus), taking 4d6 fire damage on a failed save or half as much on a successful one. Once you use this feature, you can't use it again until you finish a short long rest.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Mace)","Properties":"Oversized","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Diadem of Acuity","description":"Wondrous Item, Rare (Requires Attunement) This silver diadem is inset with a blue gemstone. Blessing of Acuity. You gain the following benefits while wearing the diadem: Your Intelligence score increases by 2, to a maximum of 20. You gain proficiency in the History skill and your proficiency bonus is doubled for any ability check you make using History. Divine Magic. The diadem has 3 charges and regains all expended charges daily at dawn. You can use the diadem’s charges to cast identify (1 charge) or legend lore (2 charges), requiring no material components.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Diadem of Tyranny","description":"Wondrous item, rare (requires attunement, cursed) This symbol of royalty takes the form of a gold circlet set with a large, softly glowing ruby. Stories of its creation vary from a tyrannical ruler who wanted to ensure their successors did not stray from the path they had laid out, to an evil advisor seeking to damage a king’s reputation in preparation for a coup. Whatever the reason, this diadem makes its bearer a tyrannical ruler, but an effective one. While attuned to this item, you gain the ability to cast thaumaturgy once per turn without using an action. Additionally, you gain a +2 bonus to Deception, Intimidation, and Insight checks, and may cast dominate person from the diadem once per day. While attuned, your alignment becomes lawful evil if it was not already, and you gain the following flaw: Tyrant. I have a need to control everyone and everything. All must bow to me and follow my orders. I am the rightful ruler of my region. You may not unattune from the diadem until a remove curse or similar effect is cast on you.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"rare (requires attunement\r cursed)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Diamlite Armor","description":"Diamond nanoweave is layered over flexible armor plating, providing durability and versatility without restricting movement. It has the fortified property (see “ Armor and Shields ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"Heavy Armor","Properties":"Fortified, Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Diamond Blade","description":"","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Diamond Spell Gem","description":"Diamond Spell Gem Wondrous item, legendary (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 9th level. The stored spell’s saving throw DC is 19 and its attack bonus is +11. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Diary of a Necrophage","description":"Wondrous item, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard) Thirteen copies of this macabre autobiography are known to exist, each bound in the tattered cloth remnants of a single death shroud of disputable origin. This peculiar tome contains the ramblings of the mad darakhul Viridian Lethe, including his abyssal learnings, ghoulish teachings, and a litany of necromantic spells. The book has 20 charges, and it regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the book retains its Curse and Lore of the Undead properties but loses its Spells property. Lore of the Undead. If you spend 10 minutes referencing this book while researching the undead or planes of undeath or shadow, you double your proficiency bonus on Arcana, History, and Religion checks to recall lore about such subjects for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are only proficient when recalling information about the subjects of your research. This research can be done during a short rest. Spells. While holding the book, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: animate dead (5 charges), bestow curse (5th-level version, 5 charges), cloak of shadow* (1 charge), create undead (8 charges), eyebite (6 charges), false life (2nd-level version, 2 charges), night terrors* (4 charges), shadow monsters* (4 charges), and speak with dead (3 charges). Curse. This book is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the book, keeping it within reach at all times. While cursed, your internal organs become similar to a darakhul’s, and you must consume at least 1 pound of raw meat each day or begin starving. If you go 24 hours without such a meal, you gain one level of exhaustion. While you have at least one level of exhaustion from this curse, you can’t regain hit points or remove levels of exhaustion until you consume 10 pounds of raw meat.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement by a cleric, sorcerer, warlock, or wizard)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Dice and Cup","description":"Dice and Cup Adventuring gear (gaming set) Gambling is extremely popular in the Emerald Empire, but it is largely frowned upon by samurai. Organized gambling is controlled largely by various criminal syndicates and is often a source of corruption among local officials.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Dice set","description":"Dice Set Adventuring gear (gaming set) This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dice set","description":"Dice Set Gaming set If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : -","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Gaming Set","Item Type":"Tools","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dice set","description":"Dice Set Gaming set If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : -","properties":{"Category":"Items","Expansion":5,"Item Type":"Tools","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dice Set","description":"Dice Set Miscellaneous gear (gaming set) If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : --","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dice Set","description":"Tool (Gaming Set) Ability: Wisdom Weight: — Cost: 1 SP Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Dice Set"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Digital Game Device","description":"Digital Game Device Miscellaneous gear (gaming set) If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : --","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Digital Technician's Tools","description":"Digital Technician's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Dikama (Fang Blade)","description":"First crafted by the bronzesmiths of the Lion Kingdom of Omphaya, the wicked dikama fang blade is shaped like a serrated, oversized lion’s tooth.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dimensional Disk","description":"Dimensional Disk Utility, rare This flat, metal disk is 3 inches in diameter with a sliding switch set near the edge. You can use an action to place the disk on or against a 6-foot-square, solid surface and activate the switch, whereupon the disk expands into an extradimensional hole 6 feet wide and 10 feet deep. A thin metal ring surrounds the hole’s circumference. The cylindrical space within the hole exists in an alternate dimension, so it can’t be used to create open passages. Any creature inside an open dimensional disk can exit the space by climbing out of it. You can use an action to close a dimensional disk by sliding the switch on the metal frame back to its original position. This closes the hole, returns the disk to its original size, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the disk weighs next to nothing. If the disk is closed, a creature within the disk’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the dimensional disk or the creature carrying it. A breathing creature within a closed dimensional disk can survive for up to 10 minutes, after which time it begins to suffocate. Placing a dimensional disk inside an extradimensional space created by a dimensional pack , munitions compact , or similar item instantly destroys both items and opens a dimensional wormhole that originates where the one item was placed inside the other. Any creature within 10 feet of the wormhole is sucked through it to a random location in the galaxy. The wormhole then closes. The wormhole is one-way only and can’t be reopened.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Dimensional Doorknob","description":"Wondrous item, rare The dimensional doorknob is a must-have addition to the arsenal of any thief that lacks the necessary dexterity to pick locks themselves. In addition, the doorknob’s built-in escape magic allows for a quick getaway when things go south. As a guard wanders a museum of precious relics, the bowels of a jail, or the vault of a treasury, they might find only unlocked doors and a momentary glowing purple light as a thief teleports from the scene of its crime. Skeleton Key. As an action, you can place the doorknob over a keyhole where, for the next minute , it attempts to pick the lock. The dimensional doorknob acts as a set of thieves’ tools and automatically unlocks locks with a DC of 15 or lower. For higher difficulty locks, the doorknob has a +7 modifier to its Dexterity ( thieves’ tools ) check . Dortal . As an action while holding the doorknob , you can cast the dimension door spell. When you do so, a glowing purple portal appears in your space until the start of your next turn. Any creature up to 1 size larger than you can pass through the portal. After you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dimensional Loop","description":"Dimensional Loop Requires attunement While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop , it cannot be used again until the next dawn. Fold Space. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop , it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer , its magic might function sporadically or with unpredictable side effects, as determined by the DM.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Dimensional Net","description":"Weapon (net), rare (requires attunement) Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dimensional Pack","description":"Dimensional Pack Utility, uncommon This pack can be worn as a backpack or satchel. It has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the top and 4 feet deep. The pack can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The pack weighs 15 pounds, regardless of its contents. Retrieving an item from the pack requires an action. If the pack is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered into the Celestial Void. If the pack is turned inside out, its contents spill forth, unharmed, but the pack must be put right before it can be used again. Breathing creatures inside the pack can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a dimensional pack inside an extradimensional space created by a dimensional disk or similar item instantly destroys both items and opens a dimensional wormhole that originates where the one item was placed inside the other. Any creature within 10 feet of the wormhole is sucked through it to a random location in the galaxy. The wormhole then closes. The wormhole is one-way only and can’t be reopened.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Dimensional Shackles","description":"Dimensional Shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large si ze. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the boun d creature can make a DC 30 Strength (Athletics) check. O n a success, the creature breaks free and destroys the shackles.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dimensional Shackles","description":"Dimensional Shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement , including teleportation or travel to a different plane of existence . They don't prevent the creature from passing-through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check . On a success, the creature breaks free and destroys the shackles.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dimensional Shackles","description":"Wondrous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Dimensional Shackles"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dimir Keyrune","description":"Dimir Keyrune Wondrous item, very rare This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Dingotamatone","description":"Wondrous item, uncommon (requires attunement) Component: fey psyche Originally meant to harness the power of wild magic, this unusual instrument suffered an unexplained mishap during creation. It remains unpredictable and undeniably chaotic, but now reserves its magical abilities only for those who prove themselves worthy by triumphing in that most noble of combats: dance! This curious item can be used as a musical instrument by squeezing its head to produce sound and placing your fingers on the stem to control the pitch. If you are proficient with a musical instrument, you are proficient with the dingotamatone, which can be used as a spellcasting focus for bard spells. This item has 4 charges and regains 1d4 expended charges daily at dawn. Dance-Off. As an action, you can choose a creature within 30 feet that can hear you and that you can see, expending 1 charge to challenge it to a dance competition. The dingotamatone begins to play a song in a random key, and you and the selected creature must make contested Charisma (Performance) checks. Roll a d8 and consult the table below to determine the key of the song and the outcomes of the contested check. If the effect requires a saving throw, the DC is 13. d8 Key Effect 1 A The victor casts acid arrow (+5 to hit) on the loser. 2 B The victor casts blindness/deafness on the loser. 3 C The victor casts calm emotions , centred on the loser. 4 D The victor casts darkness , centred on the loser. 5 E The victor casts entangle , centred on the loser. 6 F The victor casts faerie fire , centred on the loser. 7 G The victor casts grease , centred on the loser. 8 Special Select any key of your choice, other than this one.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dingotamatone (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey psyche Originally meant to harness the power of wild magic, this unusual instrument suffered an unexplained mishap during creation. It remains unpredictable and undeniably chaotic, but now reserves its magical abilities only for those who prove themselves worthy by triumphing in that most noble of combats: dance! This curious item can be used as a musical instrument by squeezing its head to produce sound and placing your fingers on the stem to control the pitch. If you are proficient with a musical instrument, you are proficient with the dingotamatone, which can be used as a spellcasting focus for bard spells. This item has 4 charges and regains 1d4 expended charges daily at dawn. Dance-Off. As an action, you can choose a creature within 30 feet that can hear you and that you can see, expending 1 charge to challenge it to a dance competition. The dingotamatone begins to play a song in a random key, and you and the selected creature must make contested Charisma (Performance) checks. Roll a d8 and consult the table below to determine the key of the song and the outcomes of the contested check. If the effect requires a saving throw, the DC is 13. d8 Key Effect 1 A The victor casts acid arrow (+5 to hit) on the loser. 2 B The victor casts blindness/deafness on the loser. 3 C The victor casts calm emotions , centred on the loser. 4 D The victor casts darkness , centred on the loser. 5 E The victor casts entangle , centred on the loser. 6 F The victor casts faerie fire , centred on the loser. 7 G The victor casts grease , centred on the loser. 8 Special Select any key of your choice, other than this one. Rare variant: Increase the DC to 15. Replace the table with the one below. d8 Key Effect 1 A The victor casts acid rain*, centred on the loser. 2 B The victor casts bestow curse on the loser. 3 C The victor casts confusion , centred on the loser. 4 D The victor casts depth charge *, centred on the loser. 5 E The victor casts enrage *, centred on the loser. 6 F The victor casts fireball , centred on the loser. 7 G The victor casts gravity smash*, centred on the loser. 8 Special Select any key of your choice, other than this one. *See Appendix A","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dingotamatone (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey psyche Originally meant to harness the power of wild magic, this unusual instrument suffered an unexplained mishap during creation. It remains unpredictable and undeniably chaotic, but now reserves its magical abilities only for those who prove themselves worthy by triumphing in that most noble of combats: dance! This curious item can be used as a musical instrument by squeezing its head to produce sound and placing your fingers on the stem to control the pitch. If you are proficient with a musical instrument, you are proficient with the dingotamatone, which can be used as a spellcasting focus for bard spells. This item has 4 charges and regains 1d4 expended charges daily at dawn. Dance-Off. As an action, you can choose a creature within 30 feet that can hear you and that you can see, expending 1 charge to challenge it to a dance competition. The dingotamatone begins to play a song in a random key, and you and the selected creature must make contested Charisma (Performance) checks. Roll a d8 and consult the table below to determine the key of the song and the outcomes of the contested check. If the effect requires a saving throw, the DC is 13. d8 Key Effect 1 A The victor casts acid arrow (+5 to hit) on the loser. 2 B The victor casts blindness/deafness on the loser. 3 C The victor casts calm emotions , centred on the loser. 4 D The victor casts darkness , centred on the loser. 5 E The victor casts entangle , centred on the loser. 6 F The victor casts faerie fire , centred on the loser. 7 G The victor casts grease , centred on the loser. 8 Special Select any key of your choice, other than this one. Rare variant: Increase the DC to 15. Replace the table with the one below. d8 Key Effect 1 A The victor casts acid rain*, centred on the loser. 2 B The victor casts bestow curse on the loser. 3 C The victor casts confusion , centred on the loser. 4 D The victor casts depth charge *, centred on the loser. 5 E The victor casts enrage *, centred on the loser. 6 F The victor casts fireball , centred on the loser. 7 G The victor casts gravity smash*, centred on the loser. 8 Special Select any key of your choice, other than this one. *See Appendix A Very rare variant: Increase the DC to 16. Replace the table with the same one from the Rare variant. The item has the Grand Finale property. Grand Finale. Whenever a creature casts a spell with the Dance-Off property, roll a d20. If the result is equal to or lower than the level of the spell, that creature triggers a wild magic surge.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Diode Beam","description":"A scaled-down version of a pulse cannon, the diode beam is best used as a mounted weapon. Though it can be fired in accurate pulses, it's also possible to lock the weapon's fire mode, creating a continuous stream of deadly energy. As an action, this weapon can be fired continuously in a beam, affecting a 100-foot long, 5-foot wide line in a direction you choose. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 14 Dexterity saving throw or take 4d6 radiant damage. At the Beginning of each of your subsequent turns, roll a d20. On a 5 or lower, the weapon overheats and can’t be fired until the end of your next turn. If you roll higher than 5, you can use your action to continue firing the beam and can change the direction the line faces from you.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster, Heavy, Mounted, Special, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Diplomat's Pack","description":"Diplomat's Pack Equipment pack Includes: a chest 2 cases for maps and scrolls a set of fine clothes a bottle of ink an ink pen a lamp 2 flasks of oil 5 sheets of paper a vial of perfume sealing wax soap","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Chest\",\"map or scroll case (2)\",\"fine clothes\",\"ink\",\"ink pen\",\"lamp\",\"oil (2)\",\"paper (5)\",\"perfume\",\"sealing wax\",\"soap\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Diplomat's Pack","description":"Diplomat's Pack Adventuring gear Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.","properties":{"Category":"Items","Expansion":5},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Diplomat's Pack","description":"Adventuring Gear Weight: 39 lb. Cost: 39 GP A Diplomat’s Pack contains the following items: Chest , Fine Clothes , Ink , 5 Ink Pens , Lamp , 2 Map Cases or Scroll Cases , 4 flasks of Oil , 5 sheets of Paper , 5 sheets of Parchment , Perfume , and Tinderbox .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Diplomat's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dire Bacon","description":"Potion, uncommon Cut from a giant boar, this bacon still bears the beast’s ferocity. When you consume this food, you have advantage on Strength (Athletics) checks for 8 hours. In addition, if you take 10 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. This effect can happen only once during the food’s duration.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dire Flail","description":"","properties":{"Category":"Items","Item Type":"Weapon (dire flail)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Direct Impact Limiter","description":"Direct Impact Limiter Mod (armor: any shield except PSD), rare (requires affinity) You gain a +2 bonus to AC against ranged attacks while you wield a shield with this mod. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Director's Badge of Authority","description":"Wondrous item, rare (optional attunement) Component: fey brain This brass badge is infused with a lesser known branch of magic spanning the schools of illusion and enchantment: the branch of salesmanship. Just as a salesman might beguile you by spinning fantastical tales of the benefits of snake oil or distract you with beautiful images of long-maned old men, so too does this badge mislead those who look at it. Commonly used by agents of the Fantastical Bureau of Investigation, it also has defensive properties for when such investigations take a turn. False Authority. This badge is enchanted to appear as a document that gives its holder the necessary authority they require to outrank the observer. You can use a bonus action to show this badge to a creature to gain advantage on Deception checks made to convince it that you’re important. A creature that spends at least 1 minute taking a close look at the badge can see through the illusion with a successful DC 15 Intelligence (Investigation) check. While flashing the badge might convince indifferent creatures, creatures that are suspicious of you might demand more time to closely review your documentation for legitimacy. Optional Attunement. When FBI agents make their daring escapes in theatre shows throughout the realm, the crossbow bolts of bad guys are often depicted missing their mark. The reason? Their magical badge-shields. If you attune to this item, you gain a +1 bonus to AC and can use the Take Cover property while you remain attuned to it. OA: Take Cover. As a bonus action, you can tap the badge and shout the command words “take cover”, causing the badge to become a floating shield that follows you for 1 minute, or until you use a bonus action to return it to its normal form. If you aren’t wearing a shield, you gain a +5 bonus to AC for the duration. This effect ends early if you make an attack or cast a spell that affects an enemy creature. After you use this property, roll a d6. On a 1-2, it can’t be used again until the next dawn. Uncommon variant, Constable’s Badge of Authority: Decrease the DC to 13. Remove the bonus to AC from attuning to the item. Very rare variant, Director’s Badge of Authority: Increase the DC to 16. While attuned to this badge, you can use the Voice of Authority property. OA: Voice of Authority. While holding the badge, you can cast the command spell (save DC 16). If a creature believes you to be important due to the effects of the False Authority property, it has disadvantage on the saving throw; after the spell ends, it sees through the ruse. After you use this property, roll a d6. On a 3 or less, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dirgeblade","description":"Weapon (rapier), legendary (requires attunement by a bard) This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword’s command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dirgesinger's Sorrow","description":"Weapon (rapier), rare (requires attunement) Once the weapon of a skilled dirgesinger who traveled the land sending spirits on to the afterlife, this ornate, purple-hilted rapier has a small reed flute built into the hilt that plays a haunting tune when blown. The weapon treats the Injury thresholds of Undead as 5 lower (to a minimum of 5), can be used to attack creatures on the Ethereal Plane, and can be used as a bardic spell focus. Additionally, you can use each of the following abilities once per day: Have the rapier cast gentle repose Have the rapier cast speak with dead Lay to Rest. As an action, you can blow the flute, creating a burst of energy that sends untethered souls on to the afterlife and lays animated corpses to rest. Each undead that can see or hear you within 30 feet of you must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Additionally, when an undead fails its saving throw against this ability, it is destroyed if its CR is 1 or lower.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Dirk of Daring","description":"Weapon (dagger), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Disguise Kit","description":"Disguise Kit Tools This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to create a visual disguise. Cost: 25 gp Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Tools","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Disguise Kit","description":"Disguise Kit Tools This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to create a visual disguise. Weight : 3","properties":{"Category":"Items","Expansion":4415,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Disguise Kit","description":"This is an extended collection of makeups that goes beyond beauty products, allowing you to create a range of appearances. Often it is accompanied by a wardrobe of common clothing styles and uniforms. Having both makeup and costumes offers advantage on Charisma checks made to hide your identity.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Disguise Kit","description":"Disguise Kit Adventuring Gear Cost 25 gp Weight 3 lb This pouch of cosmetics and props lets you create disguises. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a disguise.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Disguise Kit","description":"Disguise Kit Adventuring gear (tools of subterfuge) Essentially a more practical and full-featured version of the makeup kit, a disguise kit allows a shinobi to alter their appearance radically. False mustaches and beards; hair extensions; prosthetics for ears, noses, and fingers; and concoctions for changing the appearance and texture of the skin by adding lesions or scars are all contained in a disguise kit.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Disguise Kit","description":"Disguise Kit Tools This small case contains a collection of biosynth polymers, hair dyes, and facial attachments that let you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Disguise Kit","description":"Tool Ability: Charisma Weight: 3 lb. Cost: 25 GP Utilize: Apply makeup (DC 10) Craft: Costume","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Disguise Kit"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Disguise Kit","description":"Disguise Kit Tools This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to create a visual disguise. Cost: 25 gp Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Tools","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Disintegration Ray","description":"Disintegration Ray Ranged weapon Cost : 10,000 gp Damage : See description Weight : 3 lb. Properties : Loading, see description This sleek, pistol-like weapon of polished orichalcum was found sealed in a vault deep beneath what was believed to have once been a military general’s estate. It was tested once by those who discovered it to devastating results. That night, the entire archaeology team disappeared along with the weapon. Its current whereabouts are unknown. You can connect a vril battery to this weapon, and each use drains 50 charges from the attached battery. If the battery has fewer than 50 charges, the weapon does not activate, and the battery is irrevocably destroyed, all valuable parts being converted to lead. If the battery is drained to 0 charges, it is similarly destroyed. Successfully activating the weapon causes a white-hot blast of electrified plasma to spring from the barrel to a range of 60 feet. A creature targeted by this must make a Dexterity saving throw against a DC equal to 10 + your dexterity modifier + your proficiency bonus if you are proficient in vril weapons. On a failed save, the target takes 6d12 + 30 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature, including everything nonmagical it is wearing or holding, is reduced to a softly glowing pile of blue ash. Only a true resurrection or wish spell can restore the creature to life. Magic items are unaffected by this ray, but any Large or smaller nonmagical object is automatically disintegrated. Huge or larger objects lose a 10-foot-radius sphere of mass originating from the point struck. This ray does not affect magical forces, such as the wall created by a wall of force spell.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Loading","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Dispelling Stone","description":"Dispelling Stone Wondrous item, very rare This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Dispelling Stone","description":"Dispelling Stone Wondrous item, very rare This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Displacer Band","description":"Displacer Band Utility, rare (requires affinity) This nanoweave strip contains thousands of micro-emitters and is worn around the waist. While you wear this band, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Dissonant Microphone","description":"Dissonant Microphone Wondrous item, uncommon (requires attunement by a bard) This device was crafted by a team of renown Lantanese engineers. The magic within it allows it to amplify the voice of someone who speaks into it. Using a bonus action, you can speak a command word to turn the device’s amplifying feature on or off. While it is on, you can speak normally into the microphone and be heard up to 500 feet away. While holding the microphone, you can use an action to cast one of the following spells from it, using your spell attack bonus and spell save DC: command , dissonant whispers, sleep , or Tasha’s hideous laughter . Once you have cast a spell with the microphone, you can’t cast that spell again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a bard"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Distant Mind Crystal","description":"Distant Mind Crystal Wondrous Item, Uncommon These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Distant. If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Distracting Doubloon","description":"Wondrous item, common This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Divan of Divination","description":"Divan of Divination Wondrous item, rare This is a low sofa without headrests or arms. It is often richly upholstered, and it can be any color or size. If you take a long rest on this divan, you meet an angelic being in your dreams. You can ask a single question concerning a specific goal, event, or activity to occur within 7 days and receive a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The reply doesn't take into account any possible circumstances that might change the outcome, such as the casting of spells or the loss or gain of a companion. Once the divan has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Divination Kit","description":"Divination Kit Adventuring gear (mystic implement) Popular among both priests and superstitious layfolk, divination kits are used to tell the future or otherwise commune with the Spirit Realms. A divination kit may contain special coins, sticks, bones, or other small items with metaphysical import. Diviners use these kits by casting their coins or sticks on the ground and reading the patterns they create for any omens or portents.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Diving","description":"Journeyman armor property Components: Masterwork suit of exotic armor This suit of armor is equipped with webbed fins, a mask, and an air bladder containing 8 hours of breathable air. While wearing it, you gain a swimming speed equal to your walking speed. Additionally, while breathing from the air bladder, you can breathe normally underwater or in a vacuum, and you ignore the effects of inhaled poisons. The suit’s air supply can be refilled over the course of a long rest.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Diving Bell","description":"The diving bell is made of wood that has been covered by gray resin to make it water-resistant. It is 10 feet tall, has a diameter of 15 feet, and weighs 1,300 pounds. It has AC 15, 75 hit points, a damage threshold of 5, and damage immunity to poison, psychic, and damage resistance to piercing and slashing damage. Four medium creatures can fit inside the bell with enough space to stand. A wooden bench runs around the inside of the bell where creatures can sit, and four triple-lined glass windows allow a view from the inside to all sides of the bell. Creatures can enter and exit the bell from its bottom, which is not covered. The steel tube on the top of the bell is its suspension device and also allows the drum operator to pump oxygen into the bell. The tube is 900 feet long, which is also the maximum diving range of the bell. Sacks can be attached to the bottom rim of the bell for descent and can be discarded to rise, both at a rate of 30 feet per round. As a full-round action, a creature must constantly pump air into the bell from the surface using the hand-operated pump on the steel drum that holds the bell’s tube. If fresh air is not supplied to the bell, creatures inside start to suffocate within 10 rounds. ","properties":{"Category":"Items","Item Type":"Adveturing Gear","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Diving Gear","description":"Diving Gear Miscellaneous gear This set of gear includes a wetsuit, oxygen supply, and attachments for underwater maneuvering. While using this gear, you ignore any underwater movement penalties and have advantage on any Strength (Athletics) rolls required for swimming checks made underwater. You gain no benefit from this item if you are wearing any armor other than a PSD. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Divining Eye Amulet","description":"Divining Eye Amulet Wondrous item, uncommon (requires attunement) This silver amulet has the shape of an eye, similar to a symbol often ascribed to those who study the arcane art of divination. While attuned to this amulet, you have advantage on Initiative checks and cannot be surprised. You can also cast the augury spell without the need for material components by staring into the eye of this amulet. Once you do so, this spell cannot be cast in this way again until the following dawn. Cursed. Once attuned to this amulet, you cannot unattune or remove this amulet without the use of a remove curse spell or similar magic. While attuned, you always feel a strange sort of dread regarding the future and have disadvantage on Wisdom saving throws made against effects that cause you to be frightened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Djinn Vessel","description":"Wondrous item, rare A rough predecessor to the ring of djinni summoning and the ring elemental command , this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance. If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell’s duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels . You can use an action to remove the vessel’s stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Djinni's Bracers","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing these magic bracers, you gain a +1 bonus to AC and can speak and understand Auran. Djinni’s Magic. These bracers have 7 charges and regain all expended charges daily at dawn. As an action, you can expend its charges to cast one of the following spells (save DC 17): detect magic (1 charge), invisibility (2 charges), gaseous form (3 charges), major image (3 charges), or wind walk (6 charges). Curse of Servitude. Once you don these cursed bracers, you can’t take them off until you are targeted by the remove curse spell or similar magic. While wearing the bracers, any request made directly to you that begins with the words “I wish...” is treated as if the speaker had cast a suggestion spell on you (which you automatically fail your saving throw against) and you must attempt to fulfill the request to the best of your ability. A creature can only make one such request of you.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Docent","description":"Docent Wondrous item, rare (requires attunement by a warforged ) A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent , you must embed the item somewhere on your body, such as your chest or your eye socket. Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see “Random Properties” below). Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic . The docent decides when to cast the spell. Personality. A docent is designed to advise and assist the warforged it’s attached to. One of the simple functions of a docent is to serve as a translator. The docent ’s properties are under its control, and if you have a bad relationship with your docent , it might refuse to assist you.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement by a warforged)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Docent","description":"Wondrous Item, Rare (Requires Attunement by a Warforged) A Docent is a 2-inch-diameter metal sphere studded with dragonshards. To attune to a Docent , you must embed the item somewhere on your body, such as your chest or your eye socket. Sentience. A Docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see “Random Properties” below). Life Support. Whenever you end your turn with 0 hit points, the Docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the Docent stabilizes you. Random Properties. A Docent has the following properties: Languages. The Docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a Docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. Skills. The Docent has a +7 bonus to ability checks using one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The Docent knows one of the following spells and can cast it at will, requiring no spell components (roll a d6): (1–2) Detect Evil and Good or (3–6) Detect Magic . The Docent decides when to cast the spell. Personality. A Docent is designed to advise and assist the warforged it’s attached to, including acting as a translator. The Docent ’s properties are under its control, and if you have a bad relationship with your Docent , it might refuse to assist you.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"(Requires Attunement by a Warforged)"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Doctor's Bag","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Tool","Item Rarity":"Standard"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Dogsled","description":"Dogsled Adventuring gear An empty sled costs 20 gp, weighs 300 pounds, and has room at the back for one driver. A sled dog (use the wolf stat block in appendix A of the Monster Manual ) costs 50 gp and can pull 360 pounds. Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of exhaustion. Weight: 300","properties":{"Category":"Items","Expansion":27909,"Item Type":"Adventuring gear"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Dome Projector","description":"Throwing this egg-shaped device at the ground as an action activates it, creating a dome of force as if you had cast the spell geodesic shield . The projector burns out and becomes non-magical after 10 minutes as the dome of force collapses.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Donjon's Sundering Sphere","description":"Donjon's Sundering Sphere Wondrous Item, Rare (Requires Attunement) This marble-size crystal sphere glows with extra­planar energy. As part of attuning to this item, you press the crystal sphere to the hilt of a nonmagical melee weapon of your choice, magically attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits: Dimensional Anchor. You have advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will. Isolating Smite. When you hit a creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn. When you end your attunement to the sphere, the sphere harmlessly detaches from the weapon, and the weapon reverts to a nonmagical piece of equipment.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Doomerang","description":"","properties":{"Category":"Items","Item Type":"Weapon (doomerang)","Properties":"Explosive, Finesse, Thrown (60/180)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Doomguard","description":"Weapon (dagger), rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This dagger has 3 charges and regains 1d4 - 1 charges at dawn. You can expend a charge and use your reaction to cast the shield spell while holding this dagger.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Doppel-Blooded","description":"Donor: Any creature with the shapechanger tag Slot: Internal You transform your appearance for up to 1 hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this ability to become quadrupedal, for instance. Once you use this ability, you can’t use it again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Doppelganger Mask","description":"The doppelganger mask is crafted from the facial skin of a doppelganger, which has been surgically removed and treated with magic. The mask’s wearer can use its action to cast the polymorph spell and change into a Small or Medium humanoid it has previously seen or back into its original form. The user of the doppelganger mask can change between these two forms for the next hour. The transformation ends if the mask is removed. Once used, the magical property of the doppelganger mask can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"uncommon ","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Doppelganger Ointment","description":"Wondrous item, rare This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature. If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn’t see you change form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dorata","description":"Weapon, spear, common These spears are designed to be carried together, with one to be used for throwing and one to be used for close-quarters combat.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Ranged, Thrown, Versatile","Item Rarity":"standard"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Dornish Horse Spear","description":"This heavy lance was a favorite of the Dornish cavalry, who learned to ride and fight from horseback after the Sarcosan invasion during the Second Age. Eschewing the long, lighter lances of the Sarcosans, the Dorns favored a heavy lance that took advantage of their natural size and strength. The Dornish horse spear can be used on foot as well as on horseback and can be set to receive a charge as well as deliver one. Dornish horse spears use the weapon profile of a halberd. However, they deal piercing damage instead of slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Doss Lute","description":"Doss Lute Wondrous item (musical instrument) , uncommon (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a D C 15 Wisdom saving throw or take 2d4 psychic d amage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use y our spellcasting ability and spell save DC. You can play the instrumen t while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material com ponent. Musical instrument. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Spells: Fly , invisibility , levitate , protection from evil and good , animal friendship , protection from energy (fire only), protection from poison","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Doss Lute of the Bards","description":"Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Doss lute Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Doss Lute of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Double","description":"Journeyman weapon property Components: Masterwork exotic melee weapon that doesn’t have the Heavy property This weapon gains the Double property and its damage die decreases by one step. Double. This weapon has two damage-dealing ends. When you take the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you don’t add your ability modifier to the damage roll of this additional attack.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Double axe","description":"This brutal weapon consists of a sturdy, wooden haft mounted with a double-sided axe head on each end of it.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Double-headed (1d6), heavy, two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Double Blowgun","description":"The double blowgun is a ranged martial weapon comprised of two hollow tubes connected to one mouthpiece. When a proficient wielder uses an Attack action to blow into it and each tube is loaded with a needle, the wielder can attack two targets within range that are within 5 feet of each other.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, loading","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Double Handgun","description":"","properties":{"Category":"Items","Item Type":"Weapon (double handgun)","Properties":"Ammunition (30/120), Reload (6), Twinshot","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Double Sword","description":"","properties":{"Category":"Items","Item Type":"Weapon (double sword)","Properties":"Double, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Double-Barrel Shotgun","description":"","properties":{"Category":"Items","Item Type":"Weapon (double-barrel shotgun)","Properties":"Ammunition (10/30), Reload (2), Scatter (2d8)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Double-bladed Staff","description":"When wielding this weapon, you can use the Attack action with both ends of the staff as if holding two light melee weapons in each hand. Each bladed end deals 1d6 slashing damage (see Two-Weapon Fighting in chapter 9 of the Core Manual ).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, reach, two-handed, special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Double-edged Straightsword","description":"Double-edged Straightsword Melee weapon (martial, sword) The double-edged straightsword is an ancient and elegant design, and although it is rarely made by modern Rokugani smiths in the current era due to shifting fashions of weaponry, it is popular in other places. Called a jian in Yún Fēng Guó, this style of blade has a straight, double-edged blade that tapers to a point; a small, thick, horizontal hand guard; and a heavy pommel with a tassel. In Rokugan, it is still occasionally seen in the hands of Mirumoto and Kitsuki swordmasters who favor its versatility and the fact that few Rokugani duelists expect to face it. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Special. When you attack with this weapon, you can choose whether it deals piercing or slashing damage. Damage: 1d6 Damage Type: Piercing or Slashing Properties: Finesse, Versatile (1d8), Special Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Doublet of Dramatic Demise","description":"Doublet of Dramatic Demise Wondrous item, common This striking satin jacket allows you to make the most of your dying moments. When you drop to 0 hit points while wearing this doublet, you do not fall unconscious. Instead, you are incapacitated and your speed becomes 0, but you can speak and communicate. You make death saving throws as normal, but if you roll a 1 on the d20, you swoon with a loud gasp and die instantly.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Dowsing Rod","description":"Wondrous item, uncommon This forked stick is used to discover water. It has 3 charges and regains 1d3 expended charges daily at dawn. While holding this rod, you can use your action and expend a charge to cause the rod to point to the largest source of water in a 10-mile radius. The rod doesn’t indicate the distance or quantity of water. If there is little to no water to be found, the rod indicates vaguely downward, for there is always some amount of water underground.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Draakhorn","description":"Draakhorn Wondrous item, unique The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. Those with knowledge of the Draakhorn’s history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North. A creature entering a room where the Draakhorn is sounding is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound. While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone. The horn can’t be turned or aimed at a specific target.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"unique"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Draconic Visage","description":"Draconic Visage Wondrous item, very rare (requires attunement) This mask bears the visage of a fearsome white-scaled dragon. When you finish a long rest, you can change the color of the mask’s scales to another color on the Draconic Visage Color table. When you wear the mask, your body becomes covered in dragon scales, granting you a +1 bonus to AC and resistance to the damage type associated with the mask’s color. You can speak and understand Draconic, and you have advantage on Charisma checks made to influence dragons. Additionally, when you wear the mask and deal damage to a creature, you can deal an extra 3d10 damage of the type associated with the mask’s color. The mask can deal extra damage in this way three times and regains all expended uses daily at dawn. Draconic Visage Color Color Damage Type Black Acid Blue Lightning Green Poison Red Fire White Cold Modifiers: AC +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Draconis Fundamentum","description":"Donor: Dragon, Humanoid, or Monstrosity with a Breath Weapon Slot: Internal You have installed the mighty source of breath weapons into yourself, and as an action on your turn, you can exhale a wave of energy. Each creature in a 15-foot cone must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d6 damage for each point of your proficiency bonus, or half as much damage on a successful one. The breath weapon’s damage type is the same as the donor’s breath weapon. Once you use this ability, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dragon Bullet","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dragon Egg","description":"Dragon Egg Spell catalyst, uncommon Using the arcane potential within a dragon’s egg, spellcasters can learn to take draconic shapes. When you cast the polymorph spell, you can choose to allow the spell to consume this spell catalyst. When you do, the target of the spell turns into a dragon rather than a beast. All other rules of the spell still apply.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dragon Heart (12d6)","description":"Dragon Heart (12d6) Spell catalyst, legendary (+12d6) It comes as no surprise that the raw heart of a dragon is a powerful arcane tool. When you cast the dragon’s breath XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the target of the spell has resistance against the chosen damage type of the spell for its duration. In addition, the damage dealt by the breath weapon granted by the spell increases by an amount determined by the rarity of the spell catalyst.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dragon Heart (2d6)","description":"Dragon Heart (2d6) Spell catalyst, rare (+2d6) It comes as no surprise that the raw heart of a dragon is a powerful arcane tool. When you cast the dragon’s breath XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the target of the spell has resistance against the chosen damage type of the spell for its duration. In addition, the damage dealt by the breath weapon granted by the spell increases by an amount determined by the rarity of the spell catalyst.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dragon Heart (5d6)","description":"Dragon Heart (5d6) Spell catalyst, very rare (+5d6) It comes as no surprise that the raw heart of a dragon is a powerful arcane tool. When you cast the dragon’s breath XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the target of the spell has resistance against the chosen damage type of the spell for its duration. In addition, the damage dealt by the breath weapon granted by the spell increases by an amount determined by the rarity of the spell catalyst.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dragon Rifle","description":"","properties":{"Category":"Items","Item Type":"Weapon (dragon rifle)","Properties":"Ammunition (100/400), Dry, Heavy, Loading, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dragon Scale","description":"Dragon Scale Spell catalyst, uncommon Once liberated from their draconic owners, dragon scales can be used to empower the defenses of others. When you cast the mage armor spell, you can choose to allow the spell to consume this spell catalyst. When you do, for the duration of the spell, the target has resistance against damage from nonmagical sources and against a damage type determined by the type of dragon the scale was harvested from. Dragon Scale Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Acid Red Fire Silver Cold White Cold","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Dragon Scale Mail","description":"Dragon Scale Mail Armor (scale mail), very rare ( requires attunement ) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you hav e advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you c an focus your senses as an action to magically discer n the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. Dragon Resistance Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dragon Scale Mail","description":"Dragon Scale Mail Armor (scale mail, medium), very rare (requires attunement ) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. Dragon Resistance Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","Item Rarity":"Very Rare","Properties":"Stealth Disadvantage","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dragon Scale Mail (Template)","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can’t be used again until the next dawn. Roll20 Note: This item is not supported for drag and drop. Dragon Resistance Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold","properties":{"Category":"Items","Expansion":33359,"Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Seed","description":"Wondrous Item, Very Rare When thrown, this illusion seed turns into a dragon of some kind, though the exact type is known only to its creator. Roll on the table below. d20 Dragon Type Charisma DC 1-2 Lantern dragonette (see Tome of Beasts ) 8 3-4 Wind dragon wyrmling (see Tome of Beasts ) 9 5-6 White dragon wyrmling 10 7 Lindwurm (see Tome of Beasts ) 10 8 Red dragon wyrmling 11 9 Young white dragon 11 10 Young mithral dragon (see Tome of Beasts ) 12 11 Young brass dragon 13 12 Young copper dragon 14 13 Young blue dragon 15 14 Young green dragon 16 15 Young flame dragon (see Tome of Beasts ) 17 16 Young gold dragon 18 17 Adult white dragon 19 18 Adult mithral dragon (see Tome of Beasts ) 20 19 Adult silver dragon 21 20 Adult red dragon 22 The dragon created by the illusion seed considers you to be a friend, and it speaks with you and keeps you company for at least 24 hours. During that time, the dragon defends itself and may defend you. After each additional 24 hours, you must make a Charisma saving throw as shown on the table above. When the check fails, the illusory dragon vanishes.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Dragon Slayer","description":"Dragon Slayer Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon . When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns . Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Sword","Item Type":"Weapon (any sword)","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dragon Slayer","description":"Dragon Slayer Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon . When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dragon Slayer","description":"Dragon Slayer Weapon (any sword) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.","properties":{"Category":"Items","Expansion":4415,"Item Type":"Weapon (any sword)"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dragon Slayer (Template)","description":"Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Battleaxe","description":"Weapon (Battleaxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Dragon Slayer Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Blowgun","description":"Weapon (Blowgun), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Range","Item Rarity":"No","Name":"Dragon Slayer Blowgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Club","description":"Weapon (Club), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Dragon Slayer Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Dagger","description":"Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Dragon Slayer Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Dart","description":"Weapon (Dart), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dragon Slayer Dart"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Flail","description":"Weapon (Flail), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Dragon Slayer Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Glaive","description":"Weapon (Glaive), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Greataxe","description":"Dragon Slayer Greataxe Weapon (greataxe), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Secondary Damage: 3d6 Secondary Damage Type: Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":28292,"Item Type":"Weapon (greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Dragon Slayer Greataxe","description":"Weapon (Greataxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Greatclub","description":"Weapon (Greatclub), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Greatsword","description":"Dragon Slayer Greatsword Weapon (greatsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+1 Damage Type : Slashing Secondary Damage: 3d6 Secondary Damage Type: Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Dragon Slayer Greatsword","description":"Weapon (Greatsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Halberd","description":"Weapon (Halberd), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Hand Crossbow","description":"Weapon (Hand Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light, Loading, Range","Item Rarity":"No","Name":"Dragon Slayer Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Handaxe","description":"Weapon (Handaxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dragon Slayer Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Heavy Crossbow","description":"Weapon (Heavy Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed, Range","Item Rarity":"No","Name":"Dragon Slayer Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Javelin","description":"Weapon (Javelin), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Dragon Slayer Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Lance","description":"Weapon (Lance), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Light Crossbow","description":"Weapon (Light Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed, Range","Item Rarity":"No","Name":"Dragon Slayer Light Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Light Hammer","description":"Weapon (Light Hammer), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Dragon Slayer Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Longbow","description":"Weapon (Longbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed, Range","Item Rarity":"No","Name":"Dragon Slayer Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Longsword","description":"Dragon Slayer Longsword Weapon (longsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Secondary Damage: 3d6 Secondary Damage Type: Slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Dragon Slayer Longsword","description":"Weapon (Longsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Dragon Slayer Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Mace","description":"Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Dragon Slayer Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Maul","description":"Weapon (Maul), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Morningstar","description":"Weapon (Morningstar), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Dragon Slayer Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Musket","description":"Weapon (Musket), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed, Range","Item Rarity":"No","Name":"Dragon Slayer Musket"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Pike","description":"Weapon (Pike), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Dragon Slayer Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Pistol","description":"Weapon (Pistol), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Range","Item Rarity":"No","Name":"Dragon Slayer Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Quarterstaff","description":"Weapon (Quarterstaff), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Dragon Slayer Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Rapier","description":"Dragon Slayer Rapier Weapon (rapier), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8+1 Damage Type: Piercing Secondary Damage: 3d6 Secondary Damage Type: Piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Dragon Slayer Rapier","description":"Weapon (Rapier), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Dragon Slayer Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Scimitar","description":"Dragon Slayer Scimitar Weapon (scimitar), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the \" Making an Attack \" section. Damage: 1d6+1 Damage Type: Slashing Secondary Damage: 3d6 Secondary Damage Type: Slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Dragon Slayer Scimitar","description":"Weapon (Scimitar), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Dragon Slayer Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Shortbow","description":"Weapon (Shortbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed, Range","Item Rarity":"No","Name":"Dragon Slayer Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Shortsword","description":"Dragon Slayer Shortsword Weapon (shortsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the \" Making an Attack \" section. Damage: 1d6+1 Damage Type: Piercing Secondary Damage: 3d6 Secondary Damage Type: Piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Dragon Slayer Shortsword","description":"Weapon (Shortsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Dragon Slayer Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Sickle","description":"Weapon (Sickle), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Dragon Slayer Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Sling","description":"Weapon (Sling), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Range","Item Rarity":"No","Name":"Dragon Slayer Sling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Spear","description":"Weapon (Spear), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Dragon Slayer Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Trident","description":"Weapon (Trident), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Dragon Slayer Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer War Pick","description":"Weapon (War Pick), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Dragon Slayer War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Warhammer","description":"Weapon (Warhammer), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Dragon Slayer Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Slayer Whip","description":"Weapon (Whip), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Dragon Slayer Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dragon Turtle's Claw Club","description":"Weapon (club or greatclub), very rare Component: pouch of dragon teeth Carved from the tooth of a giant sea snake, this huge club sports a thriving ecosystem of halophilic moss, barnacles, and seaweed. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sea Serpent’s Might. As an action, you can slam the tooth into the ground or thrust it into a body of water, creating a shockwave in a 30-foot cone. Each creature in the area must make a DC 16 Strength saving throw. On a failure, a creature takes 5d10 thunder damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Once this property of the club has been used, it can’t be used again until the next dawn. Rare variant, Dragon Turtle’s Claw: Change the component to pouch of dragon (dragon turtle) claws. Reduce the attack and damage bonus to +1. Replace the Sea Serpent’s Might property with the Turtle’s Steam property. Turtle’s Steam. As an action, you can slash at the air or water in front of you with the claw, creating a 20-foot cone of hot steam. Each creature in the area must make a DC 15 Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. Being fully immersed in water doesn’t grant resistance against this fire damage. This property of the club can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dragon Turtle's Claw Greatclub","description":"Weapon (club or greatclub), very rare Component: pouch of dragon teeth Carved from the tooth of a giant sea snake, this huge club sports a thriving ecosystem of halophilic moss, barnacles, and seaweed. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sea Serpent’s Might. As an action, you can slam the tooth into the ground or thrust it into a body of water, creating a shockwave in a 30-foot cone. Each creature in the area must make a DC 16 Strength saving throw. On a failure, a creature takes 5d10 thunder damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Once this property of the club has been used, it can’t be used again until the next dawn. Rare variant, Dragon Turtle’s Claw: Change the component to pouch of dragon (dragon turtle) claws. Reduce the attack and damage bonus to +1. Replace the Sea Serpent’s Might property with the Turtle’s Steam property. Turtle’s Steam. As an action, you can slash at the air or water in front of you with the claw, creating a 20-foot cone of hot steam. Each creature in the area must make a DC 15 Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. Being fully immersed in water doesn’t grant resistance against this fire damage. This property of the club can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Greatclub)","Properties":"Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dragon Wing Bow","description":"Dragon Wing Bow Weapon (any bow), rare (requires attunement) The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. Secondary Damage: 1d6","properties":{"Category":"Items","Expansion":12314,"Item Type":"Ranged Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragon's Fang","description":"The Dragon’s Fang invokes the might of a dragon, empowering you to face similarly legendary foes. Legend A blacksmith’s apprentice, forsaking his trade, became squire to a dragonborn paladin. Though the knight fell in combat against a dragon, the squire escaped with his mentor’s blade and reforged it. Newly appointed by the ancient gold dragon master of their order, the young paladin continued his service in honor of his mentor’s memory. Location Dragon’s Fang is all too often found in the hoard of a dragon who proved too mighty for its former wielder. Other times, it can be found in a chapel reliquary, awaiting a worthy successor. Encounter Ideas Noble Gift. A metallic dragon disguised as a noble gifts the sword to an adventurer, charging them with defeating an encroaching evil dragon. Avenge Me! The spirit of a fallen warrior reveals the sword’s location in the heart of an enemy’s lair, imploring the party to recover the blade and vanquish their foe so the warrior’s spirit may finally rest. Worthy Hero. After proving themselves in a previous quest, a knight holding vigil offers the blade as a reward—if the heroes can defeat her in combat while she wields it. Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on. Statistics Weapon (Any Sword), Rarity Varies (Requires Attunement) Roll20 Note: Although the links below lead to the scimitar version of the Dragon's Fang, there are automated greatsword, longsword, rapier, and shortsword versions of each as well. Common . This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +2 against Dragons. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is also determined by the dragon’s color. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. This property recharges after you finish a short or long rest. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Rare . The bonus to attack and damage rolls increases to +2, and to +3 against Dragons. The damage of Breath Weapon increases to 4d6 and its DC increases to 15. In addition, this property now has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. Very Rare . The damage of Breath Weapon increases to 5d6 and its DC increases to 17. While the sword is on your person, you have a fly speed equal to your walking speed and advantage on saving throws against being frightened. Legendary . The bonus to attack and damage rolls increases to +3, and to +4 against Dragons. The damage of Breath Weapon increases to 6d6, its DC increases to 19, and it now recharges on a roll of 5 or 6 on a d6. You are immune to the frightened condition. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. This property recharges after you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse, Light","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Greatsword (Common)","description":"Dragon's Fang Weapon (Greatsword), Common (Requires Attunement) This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Greatsword (Legendary)","description":"Dragon's Fang Weapon (Greatsword), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +4 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and you are immune to the frightened condition.. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. This property recharges after you finish a long rest. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 19 saving throw, the type of which is also determined by the dragon’s color. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 5 or 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save)","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Greatsword (Rare)","description":"Dragon's Fang Weapon (Greatsword), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 15 saving throw, the type of which is also determined by the dragon’s color. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Greatsword (Uncommon)","description":"Dragon's Fang Weapon (Greatsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +2 against Dragons. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is also determined by the dragon’s color. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. This property recharges after you finish a short or long rest. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Greatsword (Very Rare)","description":"Dragon's Fang Weapon (Greatsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and advantage on saving throws against being frightened. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 17 saving throw, the type of which is also determined by the dragon’s color. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Longsword (Common)","description":"Dragon's Fang Weapon (Longsword), Common (Requires Attunement) This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Longsword (Legendary)","description":"Dragon's Fang Weapon (Longsword), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +4 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and you are immune to the frightened condition.. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. This property recharges after you finish a long rest. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 19 saving throw, the type of which is also determined by the dragon’s color. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 5 or 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save)","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Longsword (Rare)","description":"Dragon's Fang Weapon (Longsword), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 15 saving throw, the type of which is also determined by the dragon’s color. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Longsword (Uncommon)","description":"Dragon's Fang Weapon (Longsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +2 against Dragons. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is also determined by the dragon’s color. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. This property recharges after you finish a short or long rest. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Longsword (Very Rare)","description":"Dragon's Fang Weapon (Longsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and advantage on saving throws against being frightened. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 17 saving throw, the type of which is also determined by the dragon’s color. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Rapier (Common)","description":"Dragon's Fang Weapon (Rapier), Common (Requires Attunement) This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Rapier (Legendary)","description":"Dragon's Fang Weapon (Rapier), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +4 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and you are immune to the frightened condition.. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. This property recharges after you finish a long rest. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 19 saving throw, the type of which is also determined by the dragon’s color. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 5 or 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save)","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Rapier (Rare)","description":"Dragon's Fang Weapon (Rapier), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 15 saving throw, the type of which is also determined by the dragon’s color. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Rapier (Uncommon)","description":"Dragon's Fang Weapon (Rapier), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +2 against Dragons. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is also determined by the dragon’s color. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. This property recharges after you finish a short or long rest. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Rapier (Very Rare)","description":"Dragon's Fang Weapon (Rapier), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and advantage on saving throws against being frightened. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 17 saving throw, the type of which is also determined by the dragon’s color. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Scimitar (Common)","description":"Dragon's Fang Weapon (Scimitar), Common (Requires Attunement) This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Scimitar (Legendary)","description":"Dragon's Fang Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +4 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and you are immune to the frightened condition.. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. This property recharges after you finish a long rest. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 19 saving throw, the type of which is also determined by the dragon’s color. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 5 or 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save)","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Scimitar (Rare)","description":"Dragon's Fang Weapon (Scimitar), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 15 saving throw, the type of which is also determined by the dragon’s color. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Scimitar (Uncommon)","description":"Dragon's Fang Weapon (Scimitar), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +2 against Dragons. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is also determined by the dragon’s color. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. This property recharges after you finish a short or long rest. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Scimitar (Very Rare)","description":"Dragon's Fang Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and advantage on saving throws against being frightened. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 17 saving throw, the type of which is also determined by the dragon’s color. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Shortsword (Common)","description":"Dragon's Fang Weapon (Shortsword), Common (Requires Attunement) This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Shortsword (Legendary)","description":"Dragon's Fang Weapon (Shortsword), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +4 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and you are immune to the frightened condition.. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. This property recharges after you finish a long rest. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 19 saving throw, the type of which is also determined by the dragon’s color. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 5 or 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save)","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Shortsword (Rare)","description":"Dragon's Fang Weapon (Shortsword), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 15 saving throw, the type of which is also determined by the dragon’s color. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Shortsword (Uncommon)","description":"Dragon's Fang Weapon (Shortsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +2 against Dragons. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is also determined by the dragon’s color. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. This property recharges after you finish a short or long rest. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Fang Shortsword (Very Rare)","description":"Dragon's Fang Weapon (Shortsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bonus is increased to +3 against Dragons. You gain resistance to the damage type of the breath weapon of each dragon that has progressed the sword’s rarity. While the sword is on your person, you have a fly speed equal to your walking speed and advantage on saving throws against being frightened. This magic weapon acts as a dowsing rod for valuables, granting advantage on Intelligence (Investigation) or Wisdom (Perception) checks to find treasure. Breath Weapon. You can use your action to exhale destructive energy. The size, shape, and damage type of the exhalations you can produce are determined by the colors of the dragons whose breath weapons have progressed the sword’s rarity, as seen in the Breath Weapon table below. When you use your breath weapon, each creature in the area of the exhalation must make a DC 17 saving throw, the type of which is also determined by the dragon’s color. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. This property has the possibility of recharging on each round of combat. At the start of each of your turns, roll a d6. On a 6, you regain the use of the Breath Weapon property. Breath Weapon Dragon Damage Type Size/Shape/DC Black Acid 5 by 30 ft. line (Dex save) Blue Lightning 5 by 30 ft. line (Dex save) Brass Fire 5 by 30 ft. line (Dex save) Bronze Lightning 5 by 30 ft. line (Dex save) Copper Acid 5 by 30 ft. line (Dex save) Gold Fire 15 ft. cone (Dex save) Green Poison 15 ft. cone (Con save) Red Fire 15 ft. cone (Dex save) Silver Cold 15 ft. cone (Con save) White Cold 15 ft. cone (Con save) Progression The Dragon’s Fang progresses when tempered in the breath of a dragon—provided the wielder survives the damage. A wyrmling’s breath increases the rarity from common to uncommon, a young dragon’s breath from uncommon to rare, and so on.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Dragon's Hide","description":"Donor: Dragon of Large size or larger Slot: External You’ve transplanted the scaly, diamond-like hide of a Dragon onto your body. While you aren’t wearing armor, this natural armor provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. You also gain resistance to one of the following damage types to which the donor dragon was immune: acid, cold, fire, lightning, or poison damage. You can only install this graft if you are proficient with heavy armor.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dragon's Scepter","description":"Rod, Very Rare (Requires Attunement) While holding this magic rod, you can use an action to attempt to imprison a dragon within 30 feet of you in the scepter as if you had used the “minimus containment” effect of the imprisonment spell (save DC 17). Only one dragon can be imprisoned in the scepter at a time, and if a dragon succeeds on the saving throw it is immune to this effect for the next 24 hours. The scepter has 3 charges for the following properties, which you can use while a dragon is imprisoned in the scepter. The scepter regains all expended charges daily at dawn. Draconic Magic. As an action, you can expend 1 charge to cast the spells fear (spell save DC 17) or fly from the scepter. Dragon Breath. As an action, you can expend 3 charges to make a breath weapon attack. Each creature in a 30-foot cone must make a DC 17 Dexterity saving throw, taking 10d6 damage on a failure, or half as much on a success. The type of damage dealt depends on which dragon is imprisoned in the scepter; acid (black/copper), cold (silver/white), fire (brass/gold/red), lightning (blue/bronze), or poison (green). Draconic Release. If you expend the scepter’s last charge, roll a d20. On a 1, the dragon is released from the scepter and manifests in the nearest unoccupied space. It acts according to its nature. You can also choose to release the dragon from the scepter as an action.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Rod","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Dragon's Teeth","description":"Dragon's Teeth Wondrous Item, Very Rare Teeth that have been taken from an old and powerful dragon, such as an adult or ancient one. These items are imbued with a mysterious power that resonates with the earth plowed by creations of Hephaestus. As an action you can plant a dragon tooth onto the plowed soil. When you do so 1d4 Dragon Tooth Warriors spawn from the ground. These warriors have a 50% chance of being loyal to you or completely indifferent, but never outright hostile unless threatened. If they are not loyal to you, the DM assumes control of the warriors. The Dragon Tooth Warriors only die after they’ve been destroyed in combat and they cannot recover hit points they have lost by any means.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Dragon’s Whiskers","description":"This bluish alchemical powder is highly explosive. When a dose of the powder makes contact with fire, it explodes in a thunderous blast of bluish-bright flame. Each creature in a 60-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw . Creatures and objects in the area take 27 (5d10) fire damage plus 27 (5d10) radiant damage plus 27 (5d10) thunder damage on a failed save, or half as much damage on a successful one. The blast spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.","properties":{"Category":"Items","Item Type":"Adveturing Gear","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Dragonbone Broth","description":"Potion, rare Drinking this rich, translucent, umber liquid fills your body with strength and vigor. When you consume this broth, you can reduce your exhaustion level by up to 2, and if you are not (or no longer) exhausted, you have advantage on Strength checks and Constitution saving throws for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dragonchess Set","description":"Dragonchess Set Adventuring gear (gaming set) This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : 0.5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dragonchess Set","description":"Dragonchess Set Gaming set If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight: 0.5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dragonchess Set","description":"Tool (Gaming Set) Ability: Wisdom Weight: — Cost: 1 GP Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Dragonchess Set"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dragonfire Pepper","description":"Potion, uncommon The intense spice of this stuffed pepper makes your mouth feel as if it is on fire. When you consume this food, you have resistance to fire damage for 1 hour. In addition, once before the duration ends, you can use a bonus action to exhale fire in a 15-foot cone. Each creature in the cone must make a DC 13 Dexterity saving throw, taking 4d4 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dragonguard","description":"Dragonguard Armor (breastplate) This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Dragonhide Belt +1","description":"Dragonhide Belt +1 Wondrous item, uncommon (+1) (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.","properties":{"Category":"Items","Expansion":12314,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a monk"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonhide Belt +2","description":"Dragonhide Belt +2 Wondrous item, rare (+2) (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.","properties":{"Category":"Items","Expansion":12314,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a monk"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonhide Belt +3","description":"Dragonhide Belt +3 Wondrous item, very rare (+3) (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.","properties":{"Category":"Items","Expansion":12314,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonlance","description":"Dragonlance Weapon (lance or pike), legendary (requires attunement) A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack. Modifiers: Melee Attacks +3, Melee Damage +3 Secondary Damage: 3d6","properties":{"Category":"Items","Expansion":12314,"Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonlance (Lance)","description":"Dragonlance (Lance) Melee weapon (martial, lance), legendary (Requires Attunement) A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts. On Krynn, its creation is associated with the god Paladine and legendary heroes who fought against the evil of the Dragon Queen. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Damage: 1d12 Damage Type: piercing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Expansion":17925,"Item Type":"Melee Weapon","Properties":"Reach","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Dragonlance (Pike)","description":"Dragonlance (Pike) Melee weapon (martial, pike), legendary (requires attunement) A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts. On Krynn, its creation is associated with the god Paladine and legendary heroes who fought against the evil of the Dragon Queen. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Expansion":17925,"Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Dragonmark Channel","description":"Dragonmark Channel Wondrous item, common (requires attunement by a creature with a specific dragonmark) This brooch is embedded with a small Siberys dragonshard, usually depicting the crest of its dragonmarked house. Each dragonmark channel is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. While wearing a dragonmark channel , you can use it to cast any 1st-level spell on your racial Spells of the Mark list. Once you use the channel, it can’t be used again until you complete a long rest. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement by a creature with a specific dragonmark"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Dragonmark Reservoir","description":"Dragonmark Reservoir Wondrous item, uncommon (requires attunement by a creature with a specific dragonmark) Dragonmark reservoirs are always embedded with a Siberys dragonshard, but come in many forms, most commonly an amulet or bracelet bearing the design of the house crest. Each reservoir is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark. A dragonmark reservoir has 7 charges. While wearing it, you can use it to cast any spell on your racial Spells of the Mark list at 1st or 2nd level, expending a number of charges equal to the level of the spell you cast. The reservoir regains 1d6+1 expended charges daily at dawn. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with a specific dragonmark"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Dragonmaw Shield","description":"Armour (shield), rare (requires attunement) With a hinged lower portion, this shield has the appearance of a dragon’s roaring mouth, complete with fiery interior. The dragonmaw shield’s opening is, in fact, a portal to a pocket dimension. This pocket dimension is a 10-foot cube containing a forge that, due to the insulating properties of pocket dimensions, never cools. It’s perfect for getting rid of trash, destroying incriminating evidence, or smelting down looted weapons. Gnash. When a creature misses you with a melee weapon attack, you can use your reaction to force the creature to make a DC 15 Dexterity saving throw as the shield chomps at their weapon with its fiery maw. On a failed save, the creature takes 1d10 fire damage as the shield breathes a plume of scalding air at them. In addition, if the creature’s weapon is nonmagical, then any flammable components, such as those made of wood, are destroyed.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shield","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dragonshape ring, black","description":"Dragonshape ring, black Ring, very rare (requires attunement) The wearer gains resistance to acid damage but this ring also has three charges. The wearer can use a bonus action to expend a charge and transform into an adult black dragon. One expended charge is restored each dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Dragonskull Helmet","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this magic helmet, you have resistance to a type of damage determined by the type of dragon’s skull the helmet is made from, as per the table below. Draconic Transformation. While wearing the helmet, you can use an action to transform into a young dragon of the type the helmet is made from. The transformation functions as the polymorph spell and lasts for 1 minute or until your concentration ends (as if concentrating on a spell). Once used, this property can’t be used again until the next dawn. Dragon Resistance Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Dragonstaff of Ahghairon","description":"Dragonstaff of Ahghairon Staff, legendary (requires attunement) While holding the dragonstaff of Ahghairon , you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon’s dragonward . This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Dragonstooth Blade","description":"Weapon (greatsword or longsword), very rare (requires attunement) This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon’s properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. d6 Damage Type Dragon Type 1 Acid Black or Copper 2 Fire Brass, Gold or Red 3 Poison Green 4 Lightning Blue or Bronze 5 Cold Silver or White 6 Necrotic Undead","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dragontooth Dagger","description":"Dragontooth Dagger Melee weapon (simple, dagger), rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Modifiers: Weapon Attacks +1, Weapon Damage +1 Secondary Damage: 1d6","properties":{"Category":"Items","Expansion":4500,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Dragontooth Dagger","description":"Dragontooth Dagger Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Secondary Damage: 1d6 Secondary Damage Type: Acid Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Dragontooth Dagger","description":"Dragontooth Dagger Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.","properties":{"Category":"Items","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Draining Chamber","description":"Magical trap Waves of necrotic energy reduce the Strength of all living creatures within 60 feet by 3d6 for 15 minutes, unless the target succeeds at a DC 16 Constitution saving throw. 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This horn has 5 charges, symbolised by the waxed cloth wrapped five times around the horn. For each charge expended, one loop of the cloth magically burns away. Over the course of 10 minutes, you can wrap a new cloth around the horn while singing a ballad of a legendary dragon. As long as no properties of the horn are used, the horn regains 1d4 + 1 expended charges 8 hours later. Whenever a property calls for a cone, the size of the cone equals 10 times the number of charges expended in feet. Embolden. As an action, you can expend any number of charges as you blow into the horn, creating a loud noise audible from as far away as 300 feet. All creatures in a cone originating from you become immune to the frightened condition and are under the effects of the bless spell for the next minute. Charm Drake. As an action, you can expend any number of charges and blow into the horn, creating a sound that is beguiling to dragons and audible to all creatures within 300 feet. Each dragon in a cone originating from you must succeed on a DC 16 Wisdom saving throw or be charmed by you for 1 hour. A creature that succeeds on the saving throw is immune to the horn’s Charm Drake property for the next 24 hours. Roar. As an action, you can expend any number of charges as you blow into the horn, creating a loud noise audible from as far away as 300 feet. Each creature in a cone originating from you must succeed on a DC 16 Wisdom saving throw or become frightened of you and be affected by the bane spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. A creature that succeeds on the saving throw is immune to the horn’s Roar property for the next 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Drakenhorn (uncommon variant)","description":"Wondrous item, very rare (requires attunement) Component: dragon horn Sculpted in the shape of a dragon’s head, this elaborate brass-and-gold horn sparks small flames whenever it is blown. This horn has 5 charges, symbolised by the waxed cloth wrapped five times around the horn. For each charge expended, one loop of the cloth magically burns away. Over the course of 10 minutes, you can wrap a new cloth around the horn while singing a ballad of a legendary dragon. As long as no properties of the horn are used, the horn regains 1d4 + 1 expended charges 8 hours later. Whenever a property calls for a cone, the size of the cone equals 10 times the number of charges expended in feet. Embolden. As an action, you can expend any number of charges as you blow into the horn, creating a loud noise audible from as far away as 300 feet. All creatures in a cone originating from you become immune to the frightened condition and are under the effects of the bless spell for the next minute. Charm Drake. As an action, you can expend any number of charges and blow into the horn, creating a sound that is beguiling to dragons and audible to all creatures within 300 feet. Each dragon in a cone originating from you must succeed on a DC 16 Wisdom saving throw or be charmed by you for 1 hour. A creature that succeeds on the saving throw is immune to the horn’s Charm Drake property for the next 24 hours. Roar. As an action, you can expend any number of charges as you blow into the horn, creating a loud noise audible from as far away as 300 feet. Each creature in a cone originating from you must succeed on a DC 16 Wisdom saving throw or become frightened of you and be affected by the bane spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. A creature that succeeds on the saving throw is immune to the horn’s Roar property for the next 24 hours. Uncommon variant: Reduce all DCs to 13. Remove the bless and bane effects from the Embolden and Roar properties.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Draught of Ambrosia","description":"Potion, legendary The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Draught of the Black Owl","description":"Potion, common When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn’t expend a use of Wild Shape.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Drawn Cart","description":"Drawn Cart Vehicle Carts drawn by horses, camels, and other animals are often seen as part of caravans traveling to and from the city of Khanbulak to trade, or as part of the baggage trains of armies. Some merchants and other commoners also own horse- or ox-drawn carts.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Dread Helm","description":"Dread Helm Wondrous item, common Properties : This fearsome steel helm makes your eyes glow red while you wear it.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"This fearsome steel helm makes your eyes glow red while you wear it.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dread Helm","description":"Dread Helm Wondrous Item, Common This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Dread Helm","description":"Dread Helm Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Dread Helm","description":"Wondrous Item, Common While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Dread Helm"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dread Scarab","description":"Wondrous item, very rare (requires attunement) The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits: You have advantage on saving throws against spells. The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended. Curse. This scarab is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scarab, keeping it within reach at all times. While cursed by this brooch, you are sensitive to sunlight and celestial creatures within 1 mile of you are aware of the scarab and seek to destroy it. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dread Scarab","description":"Wondrous item, very rare (requires attunement) The abdomen of this beetle-shaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits: You have advantage on saving throws against spells. The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended. Curse. This scarab is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scarab, keeping it within reach at all times. While cursed by this brooch, you are sensitive to sunlight and celestial creatures within 1 mile of you are aware of the scarab and seek to destroy it. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Dreadthorn's Legacy","description":"Weapon (quarterstaff), rare (requires attunement by a druid) The creation of a powerful druid who turned their back on the natural world, this dead and sunbleached oaken staff is forever overgrown by dry, thorny vines. While attuned, this item functions as a +1 quarterstaff that deals 1d8 piercing damage or 1d8 bludgeoning damage. When you hit a plant with this weapon, the weapon deals an additional 2d10 damage of the weapon’s type as it saps the water from their body. Once per long rest, you may cast desiccating sphere * without expending a spell slot. Additionally, once per short rest as an action, you may spend a spell slot to cause a lash of dead, thorny vines to sprout from the ground and grapple a creature within 30 feet of you. The creature must succeed on a Dexterity saving throw (DC equal to your spell save DC) or be grappled by the vines. A creature grappled by the vines is restrained and takes 1d8 piercing damage per level of the spell slot expended at the start of each of its turns. It can try to break the grapple by making a DC 15 Athletics check. The vines are highly flammable, and burn to ash almost immediately, dealing twice the fire damage they took to the grappled creature.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare (requires attunement\r by a druid)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Dream Executioner","description":"Dream Executioner Trick weapon (scythe, maul), rare (requires attunement) Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the executioner is a scythe and a lantern. In its transformed state, the weapon is a single massive maul. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Untransformed. When you hit a creature with the scythe, as part of the same attack, you can choose another creature within 5 feet of the original target and within your reach to attack. If the original attack roll would hit the second creature, it takes damage equal to half your initial hit. If you do so, your speed is halved until the end of your turn. In addition, the executioner has the Harvest Property. Harvest. Whenever a creature of CR 1 or higher (or 1st level or higher) dies within 15 feet of you, the lantern harvests the creature’s soul. The soul becomes trapped in the lantern and the creature cannot be resurrected until the soul is freed. As an action, you can free a soul trapped in the lantern. The lantern can hold a maximum of one soul. Transformed. The maul gains the Soul Explosion property. Soul Explosion. When you hit a creature with this weapon, you can sacrifice one of the souls held in the lantern to create a massive explosion of ghostflame, permanently destroying the soul. Each creature of your choice within 15 feet of you must make a DC 14 Dexterity saving throw, taking 2d8 radiant damage and 2d8 necrotic damage on a failed save, or half as much damage on a successful one. Undead automatically fail the saving throw. *Roll20 Note: Add the Dream Executioner (Scythe) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed, Harvest, Soul Explosion","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dream Executioner (Scythe)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Dream Executioner to populate attacks in its untransformed form. Untransformed. When you hit a creature with the scythe, as part of the same attack, you can choose another creature within 5 feet of the original target and within your reach to attack. If the original attack roll would hit the second creature, it takes damage equal to half your initial hit. If you do so, your speed is halved until the end of your turn. In addition, the executioner has the Harvest Property. Harvest. Whenever a creature of CR 1 or higher (or 1st level or higher) dies within 15 feet of you, the lantern harvests the creature’s soul. The soul becomes trapped in the lantern and the creature cannot be resurrected until the soul is freed. As an action, you can free a soul trapped in the lantern. The lantern can hold a maximum of one soul.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Heavy, Two-Handed, Reach","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dreamwalker's Amulet","description":"Wondrous Item, Rare (Requires Attunement) While wearing this magic amulet, you don’t need to sleep, but instead meditate deeply, remaining semiconscious. While in this trance, you can manifest your consciousness as a spirit on the Ethereal Plane as with the spell etherealness . The spirit resembles you and has your game statistics, except that it has AC 10, 1 hit point, has a fly speed of 10 ft. (hover), and can’t take any other actions than moving. You can see and hear what the spirit sees and hears. The spirit can move no further than 1 mile away from where your physical body is and can’t leave the Ethereal Plane. The spirit vanishes when reduced to 0 hit points, if it’s forced to leave the Ethereal Plane, or when your trance ends. Dreamwalker’s Magic. The amulet has 5 charges and regains all charges daily at dawn. While wearing it, you can expend its charges to cast dream (1 charge) or sleep (1 charge per spell level).","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Dreamy the Lucid","description":"Wondrous item, uncommon These adorable stuffed toys can be found in bedrooms following the intrusion of a dreamholder into a settlement’s collective dreamscape. Each toy’s magic gives the villagers autonomy over their dreams, and acts as a preventative measure should another aberration try to take over the villagers’ dreams again. While this toy is on your person, magic can’t put you to sleep. If you fall asleep while holding this stuffy, its stimulating enchantment magic activates your psyche, causing you to become a lucid dreamer. While lucid dreaming in this way, you are aware if a creature uses the dream spell to influence you. In addition, if you are asleep when initiative is rolled, you instantly awaken and aren’t surprised.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dress of Outrageous Opulence","description":"Dress of Outrageous Opulence Wondrous Item, Very Rare (requires attunement) Sewn from the finest materials and imbued with powerful enchantments for a haughty princess who absolutely wanted to impress, this dress has since found its way in the possession of various extravagant heroes across the centuries who don’t shy away from high fashion. Made to Last. This dress never gets dirty and magically mends itself to counteract daily wear and tear. Light as a Feather. The Dress of Outrageous Opulence is light as a feather and magically airy. When you fall while wearing this dress, you descend 60 feet per round and take no damage from falling. Additionally, you can use a bonus action to make it billow dramatically. Alluring Attractiveness. Your Charisma score is 21 while you wear this dress. If your Charisma is already 21 or higher, the dress increases your Charisma score by 1 instead, up to a maximum of 30.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Dried Leech","description":"Dried Leech Weapon (Any Ammunition), Uncommon This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Dried Leech Arrow","description":"Dried Leech Arrow Weapon (Ammunition), Uncommon This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Dried Leech Blowgun Needle","description":"Dried Leech Blowgun Needle Weapon (Ammunition), Uncommon This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Dried Leech Crossbow Bolt","description":"Dried Leech Crossbow Bolt Weapon (Ammunition), Uncommon This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Dried Leech Sling Bullet","description":"Dried Leech Sling Bullet Weapon (Ammunition), Uncommon This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Driftglobe","description":"Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak ano ther command word as an action to make the illumi nated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Weight: 1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Driftglobe","description":"Wondrous Item, Uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn. You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Driftglobe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Driftwood Battleaxe","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Blowgun","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Club","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Dagger","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Dart","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Flail","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Glaive","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Greataxe","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Greatclub","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Greatsword","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Halberd","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Hand Crossbow","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Handaxe","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Heavy Crossbow","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Javelin","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Lance","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Light Crossbow","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Light Hammer","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Longbow","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Longsword","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Mace","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Maul","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Morningstar","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Pike","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Quarterstaff","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Rapier","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Scimitar","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Shield","description":"Driftwood Shield Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Armor (shield)","Item Rarity":"uncommon"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Shortbow","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Shortsword","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Sickle","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Sling","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Spear","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Trident","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood War Pick","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Warhammer","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Driftwood Whip","description":"Driftwood Weapon Weapon (any), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll to attack with this weapon, you score a critical hit when you roll either a 19 or 20 on a d20, but you fail to hit on either a 1 or 2.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Drow Ink","description":"Wondrous item, common This special ink is the only substance that will adhere to kllellek paper, but it can be used on almost any surface. The ink is made from a combination of vvor blood and the liquid from a giant spider's silk sack. Drow magic is used to combine the two substances to create four ounces of a viscous dark gray liquid that can mark almost any surface permanently.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Kllellek Paper","description":"Wondrous item, common Kllellek paper is a drow invention made from an alchemical mixture of giant slug and neothelid skins. These are drenched in acid and then pressed together and bonded with a thin outer layer of rendered dwarven fat to hold the entire mixture together, creating four long sheets of paper. These components make the paper invulnerable to physical harm (such as tearing, cutting, or burning by natural fire). Spells that deal damage (like burning hands or fireball) damage kllellek paper normally, but the layer of dwarven fat gives the paper advantage to saving throws against these spells. Kllellek paper can be personalized by a drow if they add 4 drops of their own blood to the mixture (allowing them to use it as identification). This doesn’t ever seem to work for any other race.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow poison (Injury)","description":"Drow Poison Adventuring gear , poison (injury) This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this pois on must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Drown","description":"Drown Weapon (trident), legendary (requires attunement) A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. You have resistance to cold damage. You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. Elemental Weapons Each of the four prophets who leads a cult of Elemental Evil is armed with a mighty elemental weapon. These potent objects are infused with the essences of the Princes of Elemental Evil. In addition to the weapon’s obvious usefulness in battle, they serve as keys that allow the prophets to channel the power of the elemental nodes and rip open the boundary between the planes. The weapons also bring out the worst in their wielders, twisting their minds toward evil ends. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Secondary Damage: 1d8 Secondary Damage Type: Cold Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":7390,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Drum","description":"Drum Musical instrument Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Drum","description":"Drum Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Subtype":"Musical Instrument","Item Type":"Tools","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Drum","description":"Tool (Musical Instrument) Ability: Charisma Weight: 3 lb. Cost: 6 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Drum"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Drum","description":"Drum Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Tools","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Drum of Blasted Beats","description":"Wondrous item, rare (requires attunement) This drum has 6 charges. While attuned to it, you can use an action to strike it and expend one charge to cast the thunderwave spell, or two charges to cast the shatter spell (save DC 15). The drum regains 1d6 expended charges daily at dusk. If you expend the drum’s last charge, roll a d20. On a 1, the drum ruptures and loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Drum of Silence","description":"Drum of Silence Wondrous item, uncommon While you hold this small hand drum, you can use an action to strike it and cast the silence spell with the area of effect centered on yourself. Once used, this property of the drum can’t be used again until the next dawn. Leomund told me he used this device to neutralize both troublesome spellcasters and tedious dinner guests. Leomund could be a rather frivolous fellow.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Drums","description":"Drums Adventuring gear (musical instrument) In addition to being simple, musically pleasing, and easily transported instruments, drums are used by samurai in Rokugan during wartime, helping them signal troops and send messages.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Drums","description":"Drums Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Item","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Drums of Panic","description":"Drums of Panic Wondrous item, uncommon When you use an action to play these small hand drums, each hostile creature within 30 feet of you that hears you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. Once used, this property of the drums can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Drybrooch","description":"Drybrooch Wondrous item, common While holding or wearing a drybrooch, you can use an action to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks. Typically, a drybrooch field is silvery and translucent. More expensive models have illusions woven into the field; one popular drybrooch creates the image of a sunny blue sky overhead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Dual-Charge Rifle","description":"Dual-Charge Rifle Ranged weapon Cost : 6,000 gp Damage : 6,000 gp Weight : 2d6 lightning or 1d6 healing Properties : Ammunition (range 30/90), Loading, Two-handed This vril device fires wooden darts infused with vril liquid. The rifle requires two vril batteries. Each shot costs 1 charge from each battery and a wooden dart, fed by an internal magazine of eight darts. One of the batteries powers the firing mechanism and the other infuses the ammunition. The vril dual-charge rifle can infer your intent when fired, requiring a certain amount of focus, and thus the vril dual-charge rifle can only ever be fired once per round. On a successful ranged attack, the dart explodes in a spray of sparks and the target takes 2d6 lightning damage. You may also instead shoot an ally. On a successful ranged attack, the dart infuses its vril energy into the ally, who regains 1d6 hit points. An ally who understands the nature of the rifle—and is aware of their ally attempting to shoot them with it—may use their reaction to allow the ally’s attack to succeed automatically.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-handed","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Duck's Foot","description":"","properties":{"Category":"Items","Item Type":"Weapon (duck's foot)","Properties":"Ammunition (30/120), Dry, Light, Loading, Misfire, Twinshot","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Duelists Rapier","description":"Duelist's Rapier Weapon (rapier), rare (requires attunement) Damage: 1d8+1 piercing Weight: 2 lbs. Properties: Finesse This elegant rapier grants its wielder unparalleled grace in combat. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Duelist Parry. When another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Duelist Riposte. When another creature misses you with a melee attack, you can use your reaction to make an opportunity attack against that enemy. Each of these properties can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Dugmore's Wrath","description":"Weapon (warhammer), very rare (requires attunement by a dwarf) This warhammer belonged to a famed dwarven ranger by the name of Dugmore, known for exploring ever deeper as an advance scout for his people, investigating the deepest caverns, always willing to go just a little farther to make sure he knew what was out there. He has been missing for many months now, and his people fear the worst. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is an aberration, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Melee Weapon","Properties":"Thrown, versatile","Item Rarity":"very rare","Requires Attunement":"Yes (dwarf)"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dulcimer","description":"Dulcimer Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Subtype":"Musical Instrument","Item Type":"Tools","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dulcimer","description":"Tool (Musical Instrument) Ability: Charisma Weight: 10 lb. Cost: 25 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Dulcimer"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dulcimer","description":"Dulcimer Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Tools","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dungeoneer's Pack","description":"Dungeoneer's Pack Equipment pack Includes: a backpack a crowbar a hammer 10 pitons 10 torches a tinderbox 10 days of rations a waterskin 50 feet of hempen rope","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Backpack\",\"crowbar\",\"hammer\",\"piton (10)\",\"torch (10)\",\"tinderbox\",\"rations (10)\",\"waterskin\",\"hempen rope\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dungeoneer's Pack","description":"Dungeoneer's Pack Adventuring gear Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.","properties":{"Category":"Items","Expansion":5},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Dungeoneer's Pack","description":"Adventuring Gear Weight: 55 lb. Cost: 12 GP A Dungeoneer’s Pack contains the following items: Backpack , Caltrops , Crowbar , 2 flasks of Oil , 10 days of Rations , Rope , Tinderbox , 10 Torches , and Waterskin .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Dungeoneer's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dungeoneer's Shield","description":"Armour (shield), uncommon (requires attunement) Component: aberration brain From the faraway land of Drakkenheim, a wise adage from a pair of seasoned adventurers states that a sharp sword and sturdy shield will get you deep into many a dungeon, but only knowledge and a sharp wit can ensure that you come out alive. This shield has 4 charges and regains all expended charges daily at dawn. Sharp Surprise. As a bonus action while wielding this shield, you can extend or retract the blade within it. While the blade is extended, it can be used as a magical shortsword, but the shield increases your AC by 1 instead of 2. If you are proficient with shortswords or shields, you are considered proficient with this shield and shortsword. Tier List. As a bonus action while wielding the shield, you can expend 1 charge to ask a question about a creature that you can see within 60 feet of you. The question must be about one of the attributes listed in the table below, and the answer you receive is always in the form of a letter indicating what interval the attribute is in. Tier CR HP AC One Ability Score Modifier S >20 >300 >20 >+8 A 15-20 100-300 18-20 +6-8 B 7-14 50-99 15-17 +3-5 C 1-6 10-49 10-14 +0-2 D <1 <10 <10 Negative","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dungeoneer's Shield (rare variant)","description":"Armour (shield), uncommon (requires attunement) Component: aberration brain From the faraway land of Drakkenheim, a wise adage from a pair of seasoned adventurers states that a sharp sword and sturdy shield will get you deep into many a dungeon, but only knowledge and a sharp wit can ensure that you come out alive. This shield has 4 charges and regains all expended charges daily at dawn. Sharp Surprise. As a bonus action while wielding this shield, you can extend or retract the blade within it. While the blade is extended, it can be used as a magical shortsword, but the shield increases your AC by 1 instead of 2. If you are proficient with shortswords or shields, you are considered proficient with this shield and shortsword. Tier List. As a bonus action while wielding the shield, you can expend 1 charge to ask a question about a creature that you can see within 60 feet of you. The question must be about one of the attributes listed in the table below, and the answer you receive is always in the form of a letter indicating what interval the attribute is in. Tier CR HP AC One Ability Score Modifier S >20 >300 >20 >+8 A 15-20 100-300 18-20 +6-8 B 7-14 50-99 15-17 +3-5 C 1-6 10-49 10-14 +0-2 D <1 <10 <10 Negative Rare variant: Increase the charges to 6. The shield increases your AC as normal while the shortsword is extended.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dungeoneer's Shield (very rare variant)","description":"Armour (shield), uncommon (requires attunement) Component: aberration brain From the faraway land of Drakkenheim, a wise adage from a pair of seasoned adventurers states that a sharp sword and sturdy shield will get you deep into many a dungeon, but only knowledge and a sharp wit can ensure that you come out alive. This shield has 4 charges and regains all expended charges daily at dawn. Sharp Surprise. As a bonus action while wielding this shield, you can extend or retract the blade within it. While the blade is extended, it can be used as a magical shortsword, but the shield increases your AC by 1 instead of 2. If you are proficient with shortswords or shields, you are considered proficient with this shield and shortsword. Tier List. As a bonus action while wielding the shield, you can expend 1 charge to ask a question about a creature that you can see within 60 feet of you. The question must be about one of the attributes listed in the table below, and the answer you receive is always in the form of a letter indicating what interval the attribute is in. Tier CR HP AC One Ability Score Modifier S >20 >300 >20 >+8 A 15-20 100-300 18-20 +6-8 B 7-14 50-99 15-17 +3-5 C 1-6 10-49 10-14 +0-2 D <1 <10 <10 Negative Rare variant: Increase the charges to 6. The shield increases your AC as normal while the shortsword is extended. Very rare variant: Increase the charges to 6. While wielding this shield, you have a +1 bonus to AC, and the shield increases your AC as normal while the shortsword is extended. The shield has the Heroic Recovery property. Heroic Recovery. When you roll a 1 on an attack roll made with the shield’s shortsword, you can narrate an incredible and unlikely recovery from your fumble in a grandiose and flowery manner. If you do, you can reroll the attack roll with advantage. Once this property of the shield has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Duplicitous Manuscript","description":"Duplicitous Manuscript Wondrous item, rare (requires attunement by a wizard ) To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance. When found, the book contains the following spells: hallucinatory terrain , major image , mirror image , mislead , Nystul's magic aura , phantasmal force , and silent image . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school. When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Durable Armor","description":"Durable Armor Armor (medium or heavy), varies (requires affinity) This armor is overlaid with a tough, protective coating that is resilient to being damaged. It has the fortified property (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. The armor gains the hardened property if it did not have it already. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have resistance to mundane damage while you wear this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Fortified","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Duskcrusher","description":"Duskcrusher Melee weapon (martial, warhammer), very rare (requires attunement) This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer’s radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear. While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage. While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can’t be used again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":5016,"Item Type":"weapon (warhammer)","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Duskcrusher","description":"Duskcrusher Weapon (warhammer), very rare (requires attunement) This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer’s radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear. While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage. While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can’t be used again until the next dawn. Damage: 1d8+2 (1d10+2) Damage Type: Radiant Secondary Damage: 1d8 Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Dust","description":"Dust Weapon (scimitar), uncommon Dust is a +1 scimitar . As an action, the wielder of Dust can cast fog cloud . Once this action is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":25756,"Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Dust of Corrosion","description":"Dust of Corrosion Wondrous Item, Uncommon As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Dust of Deliciousness","description":"Dust Of Deliciousness Wondrous item, uncommon This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater’s senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Dust of Deliciousness","description":"Dust of Deliciousness Wondrous item, uncommon This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater’s senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Dust of Desiccation","description":"Wondrous item, rare This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can’t speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dust of Disappearance","description":"Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use a n action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible fo r 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dust of Disappearance","description":"Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dust of Disappearance","description":"Dust Of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.","properties":{"Category":"Items","Expansion":4415,"Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Dust of Disappearance","description":"Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Dust of Disappearance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dust of Dryness","description":"Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dust of Dryness","description":"Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dust of Dryness","description":"Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental or a Water Weird ). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Dust of Dryness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dust of Muffling","description":"Wondrous item, common You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Dust of Odorlessness","description":"This small packet contains 1d6 + 4 pinches of yellow, very fine, odorless dust. You can use an action to sprinkle a pinch of it over a single creature, 5 ft. square, or an item. The dust immediately extinguishes all odors from the target for one hour. If sprinkled on a creature, it gains advantage on Dexterity (Stealth) skill checks against creatures that rely on smell to detect other creatures for 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Dust of Sleeping","description":"Dust of Sleeping Wondrous item, rare Usually found in a small leather sack, this powder resembles fine, white sand. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, each creature that needs to breathe within 10 feet of you must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. You are immune to the effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Dust of Sneezing and Choking","description":"Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 fe et of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezi ng uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dust of Sneezing and Choking","description":"Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating . As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dust of Sneezing and Choking","description":"Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance , and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restorat ion spell.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Dust of Sneezing and Choking"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dust of the Dead","description":"Wondrous item, uncommon This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Dust of the Dead","description":"Wondrous item, uncommon This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Duster","description":"Duster Wand, common While holding this wand, you can use an action to instantly clean an area within 10 feet of you that is no larger than 1 cubic foot, removing dirt and grime. There are many variations of the duster ; the two-handed staff of cleansing covers a five-foot cube with a single action, while the bright basin cleans clothing and cloth objects placed within it.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Dwarven arquebus","description":"This very heavy barreled firearm fires solid metal balls and deals devastating damage at short range.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Weapon","Properties":"Ammunition, gunpowder, heavy, loading, two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dwarven axe","description":"Popularized by dwarves, this sturdy axe has a shorter haft than a standard battle axe, a reinforced spike on the head, and a heavy, counter-weighted pommel. Many warriors fighting in close quarters prefer the dwarven axe, and its prominent spike occasionally serves as a makeshift guidon for units in areas with lower ceilings, like tunnels. When you use the dwarven axe to attack, you can choose to use the axe head, which deals slashing damage, or the spike, which deals piercing damage.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Special, versatile (1d10)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dwarven Half Plate Armor","description":"Armor (Half Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Dwarven Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dwarven Half Plate Armor","description":"Armor (Half Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dwarven Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dwarven Half Plate Armor\\\",\\\"description\\\":\\\"While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"40750 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dwarven Half Plate Armor Base Armor Class\",\"parent\":\"Dwarven Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Dwarven Half Plate Armor Magic AC Bonus\",\"parent\":\"Dwarven Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Dwarven Half Plate Armor Stealth Disadvantage\",\"parent\":\"Dwarven Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Dwarven Half Plate Armor Reaction\",\"parent\":\"Dwarven Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Reduce Involuntary Movement\\\",\\\"description\\\":\\\"If an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Dwarven Half Plate Armor","Weight":40,"data-description":"While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.","AC":15,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dwarven Plate","description":"Dwarven Plate Armor (plate, heavy), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 20 Stealth : Disadvantage Weight : 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Subtype":"armor","Item Type":"Heavy Armor","Modifiers":"Ac +2","data-List":"false","Item Rarity":"Very Rare","Properties":"Stealth Disadvantage","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dwarven Plate","description":"Dwarven Plate Armor ( heavy, plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can u se your reaction to reduce the distance you are move d by up to 10 feet. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 20 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dwarven Plate (Template)","description":"Armor (Half Plate or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dwarven Plate (Template)","description":"Armor (Half Plate or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dwarven Plate Armor","description":"Armor (Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Dwarven Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dwarven Plate Armor","description":"Armor (Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dwarven Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dwarven Plate Armor\\\",\\\"description\\\":\\\"While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"41500 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dwarven Plate Armor Base Armor Class\",\"parent\":\"Dwarven Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Dwarven Plate Armor Magic AC Bonus\",\"parent\":\"Dwarven Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Dwarven Plate Armor Reaction\",\"parent\":\"Dwarven Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Reduce Involuntary Movement\\\",\\\"description\\\":\\\"If an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Dwarven Plate Armor","Weight":65,"data-description":"While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dwarven revolving musket","description":"This long-barreled firearm holds a removable, metal, cylindrical magazine, which allows the firearm to be fired multiple times before needing to be reloaded. The attached magazine must have at least one paper cartridge loaded into it to make a ranged attack with this weapon.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Weapon","Properties":"Ammunition, gunpowder, magazine (8), two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Dwarven Thrower","description":"Dwarven Thrower Weapon ( martial, warhammer ), very rare ( requires attunement by a dwarf ) You gain a +3 bonu s to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d8+3 (1d10+3) Secondary Damage: 1d8 Damage Type: Bludgeoning Properties: Versatile, Thrown Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a dwarf"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dwarven Thrower","description":"Dwarven Thrower Melee weapon (martial, warhammer) , very rare (requires attunement by a Dwarf ) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant , 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) or 2d8+3 when thrown Damage Type: Bludgeoning Properties: Thrown, Versatile Weight: 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +3, Weapon Damage +3","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Bludgeoning","Item Rarity":"Very Rare","Secondary Damage":"1d10","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dwarven Thrower","description":"Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"No","Name":"Dwarven Thrower"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dwarven Thrower","description":"Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Special- Other","filter-Damage":"Force, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Dwarven Thrower\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Dwarven Thrower\\\",\\\"description\\\":\\\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\\\",\\\"weight\\\":5,\\\"properties\\\":[\\\"Versatile\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Dwarven Thrower Attack (One-Handed)\",\"parent\":\"Dwarven Thrower\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dwarven Thrower (One-Handed)\\\",\\\"description\\\":\\\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dwarven Thrower Damage (One-Handed)\",\"parent\":\"Dwarven Thrower Attack (One-Handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Dwarven Thrower Attack (Two-Handed)\",\"parent\":\"Dwarven Thrower\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dwarven Thrower (Two-handed)\\\",\\\"description\\\":\\\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dwarven Thrower Damage (Two-Handed)\",\"parent\":\"Dwarven Thrower Attack (Two-Handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Dwarven Thrower Attack (Thrown)\",\"parent\":\"Dwarven Thrower\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dwarven Thrower (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dwarven Thrower Damage (Thrown)\",\"parent\":\"Dwarven Thrower Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Dwarven Thrower Giant Attack (Thrown)\",\"parent\":\"Dwarven Thrower\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Dwarven Thrower Giant (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Dwarven Thrower Giant Damage (Thrown)\",\"parent\":\"Dwarven Thrower Giant Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Dwarven Thrower Attunement\",\"parent\":\"Dwarven Thrower\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Dwarven Thrower Thrown Effect\",\"parent\":\"Dwarven Thrower Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Thrown Dwarven Thrower\\\",\\\"description\\\":\\\"When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d8\\\"}\"},{\"name\":\"Dwarven Thrower Thrown vs Giant Effect\",\"parent\":\"Dwarven Thrower Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Thrown Dwarven Thrower vs Giants\\\",\\\"description\\\":\\\"When you hit with a ranged attack using this weapon, it deals an extra 2d8 Force damage if the target is a Giant.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Dwarven Thrower","Weight":5,"data-description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dwarven Tijino","description":"The tijino poleaxe bears a long axe blade in front, with a long, looping backhook designed to unhorse riders. The tijino poleaxe has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. As a polearm, tijino wielders can also use the disarming parry and trip maneuvers (see “Glaive”).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy,Reach,Two-Handed"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Dwarven Waraxe","description":"","properties":{"Category":"Items","Item Type":"Weapon (dwarven waraxe)","Properties":"Heavy, Superheavy, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Dynamic Clothing","description":"This material is tailored with responsive nanofibers whose true appearance resembles light gray cloth, but can be programmed to change shape and color. You can use a bonus action to alter the outfit’s style, cut, color, pattern, or apparent quality using up to ten templates programmed into your portable media device. The material always retains the structure of a soft, woven fabric and can’t be used to mimic any other type of material.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Dynamite (stick)","description":"Dynamite Explosive As a n action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taki ng 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative. Weight: 1","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Dynamite Stick","description":"An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one. It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet). It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes. Weight: 1 lb. Cost: —","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Dynamite Stick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Dyolet Fruit","description":"Dyolet Fruit Adventuring gear A round, blue fruit roughly the size of a plum, a dyolet is known for its sweet flavor and the mild surge of energy granted to whoever eats it. Dyolets can also be imbued with minor healing abilities, a property kept secret by the gnomes of the Velvin Thicket until recent years. Herbalists and apothecaries can imbue healing within the fruit for a fraction of the time and gold cost of brewing a potion. A dyolet can be imbued with one of the following properties by a character proficient with a healer’s kit: You can saturate the fruit with carefully brewed curative draughts to imbue a dyolet with the properties of a potion of healing . This process takes 12 hours and costs 15 gp. You can saturate the fruit with strengthened restorative properties to imbue a dyolet with the properties of a potion of greater healing . This process takes 4 days and costs 70 gp. You can consume a dyolet as an action to gain its healing effect. A dyolet lasts up to 20 days after being harvested before it begins to rot. A rotting dyolet loses its healing properties.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Dyrrn's Tentacle Whip","description":"Dyrrn's Tentacle Whip Melee weapon (martial, whip), very rare (requires attunement ) This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn. As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. Symbiotic Nature. The whip can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you. Damage: 1d4+2 Damage Type: Slashing Secondary Damage: 1d6 Secondary Damage Type: Psychic Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":4480,"Item Type":"Adventuring Gear","Properties":"Finesse, Reach","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Eagle Cape","description":"Wondrous item, very rare (requires attunement) The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak’s command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can’t use the cape in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Eagle Eye Bow","description":"Weapon (longbow), legendary (requires attunement by an elf) This fine bow of golden oak is inlaid with a foliage pattern, reminiscent of sharp aspen leaves. You gain a +1 to attack and damage rolls made with this weapon. Eagle Eye. If your attack roll hits, but you did not score a critical hit, you may roll the attack again. If the second roll also hits, you may treat the attack as a critical hit.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, range, heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"Yes (elf)"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Eagle Whistle","description":"Eagle Whistle Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. ( The Hidden Shrine of Tamoachan )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Ear Horn of Hearing","description":"Ear Horn of Hearing Wondrous item, common While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ear Horn of Hearing","description":"Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the Deafened condition on you.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ear Horn of Hearing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Earring of Message","description":"Earring of Message Wondrous item, common The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Earring of Shapeshifting","description":"Wondrous Item, Rare While wearing this earring, you can use an action to magically polymorph into a Small or Medium humanoid that has an ancestry and appearance of your choice, or back into your true form. You revert to your true form if you die. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain your statistics except for your size and creature type.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Earrings of Eclipse","description":"Wondrous Item, Uncommon These two cubes of smoky quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Earrings of the Agent","description":"Wondrous item, rare (requires attunement) Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop. Small Hoop. You can use an action to expend this hoop’s charge and choose a 10-foot by 10-foot area you can see. For 10 minutes, you can hear all sounds as though you were standing within that area. You can end this effect at any time. Large Hoop. While you are hidden, you can use an action to expend this hoop’s charge to conceal your presence from nearby creatures. Choose a point you can see within 120 feet of you. Each creature within 10 feet of that point has disadvantage on Wisdom (Perception) checks to see, hear, and smell you for 1 minute. This effect ends early if you are no longer hidden.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Earrings of the Eclipse","description":"Wondrous item, uncommon These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Earrings of the Storm Oyster","description":"Wondrous item, very rare (requires attunement) The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits: You have resistance to lightning and thunder damage. You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear. You can’t be deafened. You can breathe air and water. As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Earth Fragment","description":"Earth Fragment Wondrous item, Rare (requires attunement) While attuned to this fragment, you have resistance to nonmagical bludgeoning, piercing, and slashing damage; and you can move across difficult terrain made of earth or stone without expending extra movement. Additionally, you can speak, read, and write Terran, and you can cast the earth mold cantrip at will. Awakened Earth Fragment. Attuning to the Earth Fragment while also attuned to the Shattered Staff awakens the fragment and it magically merges with the staff, becoming one item that takes up a single attunement slot. After the Earth Fragment has been awakened, the following spells are added to the staff’s spell list: catapult object (1 charge), move earth (6 charges), rock transmutation (5 charges), stone shape (4 charges), and wall of stone (5 charges).","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Earthboard","description":"Earthboard Wondrous item, rare (requires attunement) An earthboard is a slab of granite about three inches thick, nine feet long, and two feet wide, with smooth, tapered ends. However, its mundane appearance belies its unique elemental power, which reduces its weight to 40 pounds while a creature is attuned to it. The Earth Ashari of Terrah can often be seen with these stone boards upon their backs as they trek into the crags of the Cliffkeep Mountains. While standing on an earthboard , you gain the following benefits: Your speed increases to 60 feet as the board skims across solid ground (but not liquid surfaces). If you ramp off a surface of solid earth, you can long jump up to 60 feet. When you end this jump, you can choose to slam into the ground, creating a shockwave. Each creature standing on the ground within 20 feet of you must succeed on a DC 14 Strength saving throw or fall prone. You have a burrowing speed of 20 feet that allows you to tunnel through earth or solid rock, leaving a 5-foot-diameter tunnel in your wake. As an action, you can increase this burrowing speed to 60 feet until the start of your next turn. The earthboard always moves with you until you decide to dismount it (no action required). These benefits last until you end your turn not standing on the e arthboard .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Earthen Bell","description":"Earthen Bell Wondrous item, very rare (requires attunement) This wondrous item appears as a weathered stone handbell. When rung, the bell wakens the slumbering magic of the land. The earthen bell has 12 charges. While holding it, you can use an action to ring the bell and expend 1, 3, or 5 charges to cast a spell. The spell cast is determined by the number of charges expended and the terrain you currently occupy (arctic, coast, desert, forest, grassland, mountain, settlement, swamp, or the Underdark). If you are not in a location that matches any of the terrain types, or you are in a location that could match multiple terrain types, your DM will decide which terrain your location counts as. Constitution is your spellcasting ability for these spells. Arctic. Ice knife XGE (1 charge), sleet storm (3 charges), cone of cold (5 charges). Coast. Purify food and drink (1 charge), water breathing (3 charges), maelstrom XGE (5 charges). Desert. Create or destroy water (1 charge), wall of sand XGE (3 charges), insect plague (5 charges). Forest. Goodberry (1 charge), plant growth (3 charges), tree stride (5 charges). Grasslands. Beast bond XGE (1 charge), speak with plants (3 charges), wrath of nature XGE (5 charges). Mountain. Thunderwave (1 charge), meld into stone (3 charges), wall of stone (5 charges). Settlement. Charm person (1 charge), sending (3 charges), animate objects (5 charges). Swamp. Entangle (1 charge), stinking cloud (3 charges), contagion (5 charges). The Underdark. Dissonant whispers (1 charge), enemies abound XGE (3 charges), cloudkill (5 charges). The earthen bell regains 2d6 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bell cracks into many pieces and its magic is lost.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Earthmother's Vine, Awakened","description":"Staff, Legendary (Requires Attunement by a Cleric, Druid, Paladin, or Ranger) This magic staff is crafted from the branch of a tree sacred to the Earthmother. Dormant. In its dormant state, the staff has the following properties: You gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. You have advantage on Constitution saving throws. As an action, you can cover a willing creature within 5 feet of you in a protective layer of plants. The creature gains temporary hit points equal to 5 × your proficiency bonus that last for 1 hour. When the creature is hit by a melee weapon attack while it has these hit points, the attacker must succeed on a Strength saving throw against your spell save DC or the weapon becomes stuck. While stuck, the weapon can’t be used, and if the weapon’s wielder can’t or won’t let go of the weapon, the wielder is Grappled. A creature can pull the weapon free by taking an action to make a DC 15 Strength (Athletics) check and succeeding. As an action, you cast one of the following spells using your own spellcasting ability and requiring no material components: entangle , plant growth , or speak with plants . Once the staff has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Awakened. When the staff reaches its awakened state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +2. As an action, you can touch a 5-foot-cube of vegetation, such as a bush or cluster of brambles, and animate it as a Plant creature with a CR equal to or lower than your proficiency bonus. The creature is under your control and takes its turn in combat immediately after yours. The creature withers away after 1 minute or when it is reduced to 0 hit points. As an action, you cast one of the following spells using your own spellcasting ability and requiring no material components: regenerate , tree stride , or wall of thorns . Once the staff has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Earthmother’s Vine’s Evolution When exactly the Earthmother’s Vine becomes awakened is up to you, the DM. As a suggestion, the staff may become awakened when its wielder has used it while saving a sacred creature of the forest, such as a unicorn or a treant , or when it has been blessed by an archdruid or other chosen of the Earthmother.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric, druid, paladin, or ranger"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Earthmother's Vine, Dormant","description":"Staff, Legendary (Requires Attunement by a Cleric, Druid, Paladin, or Ranger) This magic staff is crafted from the branch of a tree sacred to the Earthmother. Dormant. In its dormant state, the staff has the following properties: You gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. You have advantage on Constitution saving throws. As an action, you can cover a willing creature within 5 feet of you in a protective layer of plants. The creature gains temporary hit points equal to 5 × your proficiency bonus that last for 1 hour. When the creature is hit by a melee weapon attack while it has these hit points, the attacker must succeed on a Strength saving throw against your spell save DC or the weapon becomes stuck. While stuck, the weapon can’t be used, and if the weapon’s wielder can’t or won’t let go of the weapon, the wielder is Grappled. A creature can pull the weapon free by taking an action to make a DC 15 Strength (Athletics) check and succeeding. As an action, you cast one of the following spells using your own spellcasting ability and requiring no material components: entangle , plant growth , or speak with plants . Once the staff has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Awakened. When the staff reaches its awakened state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +2. As an action, you can touch a 5-foot-cube of vegetation, such as a bush or cluster of brambles, and animate it as a Plant creature with a CR equal to or lower than your proficiency bonus. The creature is under your control and takes its turn in combat immediately after yours. The creature withers away after 1 minute or when it is reduced to 0 hit points. As an action, you cast one of the following spells using your own spellcasting ability and requiring no material components: regenerate , tree stride , or wall of thorns . Once the staff has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Earthmother’s Vine’s Evolution When exactly the Earthmother’s Vine becomes awakened is up to you, the DM. As a suggestion, the staff may become awakened when its wielder has used it while saving a sacred creature of the forest, such as a unicorn or a treant , or when it has been blessed by an archdruid or other chosen of the Earthmother.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric, druid, paladin, or ranger"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Earthshatter","description":"Master weapon property Components: Masterwork exotic weapon with the Massive property This weapon’s damage die increases by two steps. On a hit with this weapon, the target must make a Strength saving throw. On a failed save, the target is knocked prone or pushed 10 feet away from you (your choice).","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Earworm","description":"Earworm Wondrous item, uncommon (requires attunement ) To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. The earworm regains 1d4 expended charges daily at dawn. Symbiotic Nature. The earworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Ebon Shard","description":"These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards give you access to a powerful array of void magic spells. You can cast the following spells (see Midgard Worldbook ) without material components and using Charisma as your spellcasting ability. At will: crushing curse 3/day each: maddening whispers , void strike 1/day each: living shadows Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 7 (2d6) psychic damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ebon Shards","description":"Wondrous item, very rare (requires attunement by a spellcaster of evil alignment) These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows * (5 charges), maddening whispers * (2 charges), or void strike * (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Spellcaster of evil alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ebony Beetle Armor","description":"Armor (Medium or Heavy), Rare This glossy black armor is made from enchanted carrion beetle chitin by the darakhul. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the ebony beetle version of the armor doesn't. While wearing the armor, you are immune to slashing damage. It is half the weight of comparable metal armor.","properties":{"Category":"Items","Item Type":"Medium or Heavy Armor"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ebony Fly Figurine of Wondrous Power","description":"Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ebony Fly (Rare) . This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ebony Fly Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ebony Fly. This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Ebony Fly Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Echo Rifle","description":"Echo Rifle Weapon, very rare A long, tubular firearm that is similar in shape to a trumpet, this weapon fires concentrated bursts of sound at distant enemies and makes a distinctive popping sound when used. Only a few of these marvels have ever been found in working order; most specimens are either badly damaged or missing their power sources. A functioning echo rifle can sell for thousands of gold pieces. The echo rifle has the following statistics. DAMAGE WEIGHT PROPERTIES 2d8 thunder 12 lb. Ammunition, range (60/320), two-handed A fully powered echo rifle has 20 charges, and each shot uses 1 charge. Echo rifles are solar-powered and regain 4 charges for every hour they remain in direct sunlight.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon (firearm)","Properties":"Ammunition, Two-handed","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Echo Stone","description":"Echo Stone Wondrous item, uncommon This dull-blue river stone is soft to the touch, and makes remarkably little sound if dropped. When an echo stone is squeezed as an action, it glows faintly for 1 minute. The stone records all sound made within 15 feet of it while glowing, then repeats that recorded sound at an equal volume once every 5 minutes. This cycle of repetition continues until the stone is squeezed again as an action, which silences it. Squeezing the stone twice in quick succession as an action causes it to play the sounds it has most recently recorded, rather than recording new sounds.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ectoplasm","description":"Ectoplasm Spell catalyst, rare When a ghost or other incorporeal undead is destroyed, there is a chance that it leaves behind a glob of ectoplasm. When you cast the blink spell, you can choose to allow the spell to consume this spell catalyst. When you do, for the spell’s duration, you choose whether or not you vanish into the Ethereal Plane at the end of each of your turns, instead of rolling.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Edephiar's Mirror Staff (Common)","description":"Weapon (Quarterstaff), Common (Requires Attunement by a Spellcaster) Common While holding this magic weapon, you can cast prestidigitation.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Edephiar's Mirror Staff (Legendary)","description":"Weapon (Quarterstaff), Legendary (Requires Attunement by a Spellcaster) Common While holding this magic weapon, you can cast prestidigitation. Uncommon The weapon has 6 charges, and regains 1d4 + 2 expended charges when you finish a long rest. You can expend 2 charges to cast mirror image as a bonus action. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. Reflective Protection. While holding this weapon, you have advantage on saving throws made against gaze attacks. Very Rare The weapon’s total number of charges increases to 9, and it now regains 1d6 + 3 expended charges when you finish a long rest. You can expend 5 charges to cast mislead. When you make a Charisma (Persuasion) check while holding this weapon, you can treat a d20 roll of 9 or lower as a 10. Legendary The weapon’s total number of charges increases to 12, and it now regains 1d8 + 4 expended charges when you finish a long rest. You can expend 7 charges to cast project image or 8 charges to cast glibness.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Edephiar's Mirror Staff (Rare)","description":"Weapon (Quarterstaff), Rare (Requires Attunement by a Spellcaster) Common While holding this magic weapon, you can cast prestidigitation. Uncommon The weapon has 6 charges, and regains 1d4 + 2 expended charges when you finish a long rest. You can expend 2 charges to cast mirror image as a bonus action. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. Reflective Protection. While holding this weapon, you have advantage on saving throws made against gaze attacks.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Edephiar's Mirror Staff (Uncommon)","description":"Weapon (Quarterstaff), Uncommon (Requires Attunement by a Spellcaster) Common While holding this magic weapon, you can cast prestidigitation. Uncommon The weapon has 6 charges, and regains 1d4 + 2 expended charges when you finish a long rest. You can expend 2 charges to cast mirror image as a bonus action.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Edephiar's Mirror Staff (Very Rare)","description":"Weapon (Quarterstaff), Very Rare (Requires Attunement by a Spellcaster) Common While holding this magic weapon, you can cast prestidigitation. Uncommon The weapon has 6 charges, and regains 1d4 + 2 expended charges when you finish a long rest. You can expend 2 charges to cast mirror image as a bonus action. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. Reflective Protection. While holding this weapon, you have advantage on saving throws made against gaze attacks. Very Rare The weapon’s total number of charges increases to 9, and it now regains 1d6 + 3 expended charges when you finish a long rest. You can expend 5 charges to cast mislead. When you make a Charisma (Persuasion) check while holding this weapon, you can treat a d20 roll of 9 or lower as a 10.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Edged Card","description":"","properties":{"Category":"Items","Item Type":"Weapon (edged card)","Properties":"Light, Thrown (20/60)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Efficacious Eyewash","description":"Potion, uncommon This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn’t work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Efficient Quiver","description":"Efficient Quiver Wondrous item, uncommon Each of the quiver's three compartments connects to an extradimensional space that allow the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows , bolts , or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs , or spears . You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Efreeti Bottle","description":"Efreeti Bottle Wondrous item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, an d an efreeti appears in an unoccupied space within 30 f eet of you. The first time the bottle is opened, the DM rolls to determine what happens. d100 Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottles loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Efreeti Bottle","description":"Efreeti Bottle Wondrous item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics. The first time the bottle is opened, the DM rolls to determine what happens. d100 Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Efreeti Bottle","description":"Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the DM rolls on the following table to determine what happens. 1d10 Effect 1 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 2–9 The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 10 The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Efreeti Bottle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Efreeti Chain","description":"Efreeti Chain Armor (heavy, chain mail), legendary ( requires attunement ) While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Efreeti Chain (Template)","description":"Armor (Chain Mail or Chain Shirt), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Efreeti Chain (Template)","description":"Armor (Chain Mail or Chain Shirt), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","filter-Attunement":"Legendary","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Efreeti Chain Mail","description":"Armor (Chain Mail), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Efreeti Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Efreeti Chain Mail","description":"Armor (Chain Mail), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Efreeti Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Efreeti Chain Mail\\\",\\\"description\\\":\\\"While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. 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In addition, you can stand on and move across molten rock as if it were solid ground.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Efreeti Chain Shirt","description":"Armor (Chain Shirt), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Efreeti Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Efreeti Chain Shirt","description":"Armor (Chain Shirt), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Efreeti Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Efreeti Chain Shirt\\\",\\\"description\\\":\\\"While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.\\\",\\\"weight\\\":20,\\\"properties\\\":[],\\\"cost\\\":\\\"200050 GP\\\",\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Efreeti Chain Shirt Base Armor Class\",\"parent\":\"Efreeti Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Efreeti Chain Shirt Magic AC Bonus\",\"parent\":\"Efreeti Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"},{\"name\":\"Efreeti Chain Shirt Attunement\",\"parent\":\"Efreeti Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Efreeti Chain Shirt Fire Immunity\",\"parent\":\"Efreeti Chain Shirt Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"damage\\\":\\\"Fire\\\"}\"},{\"name\":\"Efreeti Chain Shirt Primordial Language\",\"parent\":\"Efreeti Chain Shirt Attunement\",\"payload\":\"{\\\"type\\\":\\\"Language\\\",\\\"name\\\":\\\"Primordial\\\"}\"}]","filter-Attunement":"Legendary","Name":"Efreeti Chain Shirt","Weight":20,"data-description":"While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Egg of Fog","description":"Egg of Fog Wondrous item, uncommon This item resembles an ordinary egg. When shattered, a 40-foot-radius sphere of fog emerges from it. The sphere spreads around corners, and its area is heavily obscured. The fog lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Eigenblade","description":"Weapon (Dagger), Rare (Requires Attunement) This dagger is made of a black, shimmering alloy. It emits a barely audible humming sound and its blade vibrates intensely when used. Lethal Resonance As an Action, you can tune the dagger's vibrational frequency to match a specific creature type for 1 hour. When you attack a creature of that type with the dagger, you gain the following benefits: Penetrating. You have a +2 bonus to attack and damage rolls and the attack ignores any Resistances the creature has. Lethal. You score a Critical Hit on a roll of 19 or 20 on the d20. If the attack is a Critical Hit, the target must succeed on a DC 15 Constitution save or have Disadvantage on all D20 Tests until the end of your next turn. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Eiliastraee's Blessing","description":"Eiliastraee’s Blessing Melee weapon (martial, greataxe), rare (requires attunement) This greataxe has been blessed by the drow goddess Eilistraee. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, using the axe, you can cast the freedom of movement spell as an action once per day. Moonlight. While holding the greataxe, you can use an action to cause the weapon to glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The glow lasts until you stop wielding the weapon or you use an action to dismiss the light. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Modifiers: +1 to attack rolls, +1 to damage rolls Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Eldritch Claw Tattoo","description":"Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement ) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item (tattoo)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Eldritch Rod","description":"Rod, uncommon (requires attunement by a spellcaster) This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod’s magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Eldritch Staff","description":"Eldritch Staff Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":11857,"Item Type":"Weapon (Staff)","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Eldritch Whetstone (legendary)","description":"Eldritch Whetstone (legendary) Spell catalyst, legendary (until dispelled) This whetstone etched with runes and sigils makes it easier to imbue weapons with magical properties. When you cast the chaos weapon UAH , elemental weapon , guiding weapon UAH , holy weapon XGE , invisible wea pon UAH , magic weapon , primordial weapon UAH , or vampiric wea pon UAH spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for a duration depending on the whetstone’s rarity, without requiring you to maintain concentration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eldritch Whetstone (rare)","description":"Eldritch Whetstone (rare) Spell catalyst, rare (8 hours) This whetstone etched with runes and sigils makes it easier to imbue weapons with magical properties. When you cast the chaos weapon UAH , elemental weapon , guiding weapon UAH , holy weapon XGE , invisible wea pon UAH , magic weapon , primordial weapon UAH , or vampiric wea pon UAH spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for a duration depending on the whetstone’s rarity, without requiring you to maintain concentration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eldritch Whetstone (uncommon)","description":"Eldritch Whetstone (uncommon) Spell catalyst, uncommon (1 hour) This whetstone etched with runes and sigils makes it easier to imbue weapons with magical properties. When you cast the chaos weapon UAH , elemental weapon , guiding weapon UAH , holy weapon XGE , invisible wea pon UAH , magic weapon , primordial weapon UAH , or vampiric wea pon UAH spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for a duration depending on the whetstone’s rarity, without requiring you to maintain concentration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eldritch Whetstone (very rare)","description":"Eldritch Whetstone (very rare) Spell catalyst, very rare (24 hours) This whetstone etched with runes and sigils makes it easier to imbue weapons with magical properties. When you cast the chaos weapon UAH , elemental weapon , guiding weapon UAH , holy weapon XGE , invisible wea pon UAH , magic weapon , primordial weapon UAH , or vampiric wea pon UAH spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for a duration depending on the whetstone’s rarity, without requiring you to maintain concentration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Electric Eel Sushi","description":"Potion, rare Your mouth tingles as you chew the fluffy meat. When you consume this food, you have resistance to lightning damage for 1 hour. In addition, once before the duration ends, you can use an action to touch one melee weapon made of metal to imbue it with lightning for 1 minute. When a creature hits with an attack using a weapon imbued with lightning, the target takes an extra 2d4 lightning damage.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Electric Sawblade","description":"Electric Sawblade Trick weapon (longsword), rare The electric sawblade is a viciously effective tool of war that combines the lethality of silver and electricity. The hilt and guard resemble those of a hunter's longsword, often ornately adorned with the markings of the hunter's faction, symbols of the Radiant Church, or grim skulls that embody the dominion over death of the Scions. From this hilt extends the true terror of the weapon: a broad, straight blade constructed from dozens of razor-sharp, silvered teeth arranged in a looped chain. When wielded, these teeth whirr into a blur of destructive motion, capable of rending flesh, bone, and even the thick hide of beasts with horrifying ease. A powerful generator housed within the hilt infuses the gnashing teeth with crackling energy, adding a galvanizing quality to each cut and rip. Trick Weapon. This longsword has 3 charges. You can expend 1 charge as a bonus action to pull the trigger under the blade to transform and infuse it with electricity for 1 minute, until you fall unconscious, or until you use a bonus action to stop the current. This weapon regains 1 charge for each 10 minutes that it spends inside a miniature Galespire Coil (often found inside hunter's workshops). This silvered longsword deals an extra 1d6 slashing damage on a hit, and you gain a +1 bonus to attack and damage rolls against creatures not wearing metal armor, as long as the sword has at least 1 charge. Untransformed. When a melee attack that you can see would hit you, you can use your reaction to parry the attack, adding a bonus to your AC equal to your proficiency bonus against that attack. If this causes the attack to miss you and it was made with a nonmagical weapon, the weapon is destroyed by the teeth of the sawblade. Transformed. The surge of electricity causes the blade to rev faster, requiring both hands to control it. If you use one hand to attack with this sword while it is transformed, you have disadvantage on attack rolls made with it. While transformed, the longsword deals an extra 1d6 slashing and 1d6 lightning damage. In addition, the momentum generated from it propels you. Your walking speed increases by 10 feet. ","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Electric Shock Trap","description":"Mechanical trap When touched, this trap electrifies the barrier. All creatures touching the barrier take 14 (4d6) lightning damage per round, or half with a successful DC 17 Dexterity saving throw. This trap may be detected with a DC 20 Wisdom (Perception) check and disarmed with a DC 20 Dexterity check on which thieves’ tools apply. The trap electrifies the barrier for 1 minute. 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Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Greatsword (rare variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13. Rare variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Greatsword (uncommon variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Longsword","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Longsword (rare variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13. Rare variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Longsword (uncommon variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Rapier","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Rapier (rare variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13. Rare variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Rapier (uncommon variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Scimitar","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Scimitar (rare variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13. Rare variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Scimitar (uncommon variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Shortsword","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Shortsword (rare variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13. Rare variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Electro-Immolator Shortsword (uncommon variant)","description":"Weapon (any sword), very rare Component: construct plating Lacerations, burns, electrocution… Industry has no shortage of perilous hazards. Now, against all regulations, each danger has been crammed into this rusty, unaesthetic weapon, which demonstrates the true power of workplace safety violations. Don’t forget your hard hat! This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Safety Violation. As a bonus action while holding this sword, you can expend 1 charge to cause the machinery mounted along the blade to activate. When you do, choose lightning or fire. Until the start of your next turn, attacks made with this sword deal an extra 2d8 damage of the chosen type. In addition, whenever you roll a 20 on your attack roll with this weapon while it’s activated, the target must make a DC 16 Constitution saving throw. On a failed save, if you chose lightning, the target is stunned until the start of your next turn. If you chose fire, the creature is set aflame and takes 3d8 fire damage at the start of each of its turns for 1 minute. It or a creature within reach of it can use its action to pat out the flames. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, the 2d8 damage to 1d8, and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Elegant","description":"Apprentice weapon property Components: Masterwork exotic melee weapon with the Light property or a masterwork exotic ranged weapon with the Light and Thrown properties This weapon gains the Elegant property and its damage die increases by one step. Elegant. This weapon requires exceptional skill to use. You must have a Dexterity score of 16 or higher to wield an elegant weapon.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Elegant Pillow Book","description":"Elegant Pillow Book Wondrous item, very rare A book detailing the wanderings and philosophical musing of a traveling artist. The names of the locations and people don’t match any in historical record. A creature attuned to this item gains advantage on a Persuasion or Performance check once per long rest in which they read from this pillow book.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Elemental","description":"Master weapon property Components: Masterwork exotic weapon When you apply this property, choose acid, cold, fire, lightning, or thunder damage. This weapon deals an extra 1d6 damage of the chosen type on a hit.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Elemental Blue Sapphire","description":"Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Elemental Blue Sapphire"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elemental Bottle (Acid)","description":"As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. A target hit by this bottle takes 2d6 acid damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elemental Bottle (Cold)","description":"As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. A target hit by this bottle takes 1d4 cold damage and its speed is halved for 1 minute. At the end of each of its turns, the target can make a DC 10 Constitution saving throw, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elemental Bottle (Fire)","description":"As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. A target hit by this bottle takes 1d4 fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elemental Bottle (Lightning)","description":"As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. A target hit by this bottle takes 1d6 lightning damage and must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elemental Bottle (Poison)","description":"As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. A target hit by this bottle takes 1d4 poison damage and is poisoned for 1 minute. At the end of each of its turns, the target can make a DC 10 Constitution saving throw, ending the condition on itself on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elemental Bottle (Thunder)","description":"As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle. A target hit by this bottle takes 1d4 thunder damage and is deafened for 1 minute. At the end of each of its turns, the target can make a DC 10 Constitution saving throw, ending the condition on itself on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elemental Emerald","description":"Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Water Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Elemental Emerald"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elemental Essence Shard","description":"Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer ) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Elemental Essence Shards d4 Property 1 Air. You can immediately fly up to 60 feet without provoking opportunity attacks. 2 Earth. You gain resistance to a damage type of your choice until the start of your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Elemental Gem","description":"Elemental Gem Wondrous item , uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Gem Summoned Elemental Blue sapphire Air elemental Yellow diamond Earth elemental Red corundum Fire elemental Emerald Water elemental","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Elemental Potion of Air","description":"Potion, Very Rare Wind whirls inside this glass bottle. When you drink the contents of this potion, winds surround you for 1 hour, granting you the following benefits: You gain a Fly speed of 60 feet. You have resistance to Lightning and Thunder damage. Ranged weapon attacks made against you are made with disadvantage. As a bonus action, you can end the effect early to create a raging wind in a 60-foot cone extending from your outstretched hand in a direction you choose. Each creature in the area must succeed on a DC 17 Strength saving throw or take 3d10 Bludgeoning damage and be pushed up to 20 feet away from you.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Elemental Potion of Earth","description":"Potion, Very Rare Muddy liquid swirls inside this glass bottle. When you drink the contents of this potion, your skin hardens and gains a rough, stone-like appearance for 1 hour, granting you the following benefits: You have resistance to Bludgeoning, Piercing, and Slashing damage. You have advantage on Strength saving throws. You gain a Climb speed equal to your walking speed and ignore difficult terrain created by earth or stone. As a bonus action, you can end the effect early to create a small earthquake on the ground in a 100- foot radius centered on you. Each creature of your choice in that area must succeed a DC 17 Dexterity saving throw or take 2d10 Bludgeoning damage and be knocked Prone.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Elemental Potion of Fire","description":"Potion, Very Rare Flames rage inside this glass bottle. When you drink the contents of this potion, wispy flames wreathe your body for 1 hour, granting you the following benefits: You shed bright light in a 10-foot radius and dim light for an additional 10 feet. You have immunity to Fire damage and resistance to Cold damage. Whenever a creature within 5 feet of you hits you with a melee attack, it takes 1d8 Fire damage. As a bonus action, you can end the effect early to exhale fire in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 6d6 Fire damage on a failure, or half as much damage on a success.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Elemental Potion of Water","description":"Potion, Very Rare Water specked with icy crystals swirls inside this glass bottle. When you drink the contents of this potion, ice forms on your body for 1 hour, granting you the following benefits: You have immunity to Cold damage and resistance to Fire damage. You ignore difficult terrain created by ice or snow. The ground in a 10-foot radius around you is covered in ice, making it difficult terrain for other creatures. As a bonus action, you can end the effect early to create a 30-foot cone of frost extending from your outstretched hand in a direction of your choice. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 4d8 Cold damage and until the end of its next turn, its speed is halved and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Elemental Red Corundum","description":"Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Elemental Red Corundum"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elemental Wraps","description":"Wondrous item, very rare (requires attunement) These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elemental Yellow Diamond","description":"Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Elemental Yellow Diamond"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elephant","description":"Elephant Mounts While they are almost never seen in Rokugan, noble warriors of the Ivory Kingdoms sometimes ride elephants into battle. An elephant uses the profile found in the SRD.","properties":{"Category":"Items","Item Type":"Mounts"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Elephant saddle","description":"Elephants make for fearsome beasts of war but can be uncomfortable to ride for extended periods. An elephant saddle resembles a wide-seated chair with a low back and armrests.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elephant Saddle","description":"Elephants make for fearsome beasts of war but can be uncomfortable to ride for extended periods. An elephant saddle resembles a wide-seated chair with a low back and armrests.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Elite Sundering Atomizer","description":"Sundering Atomizer Compound, varies This atomizer bottle contains a clear compound that sparkles with tiny, ultrathin silver shards. There is enough of the compound to spray a coat onto one slashing or piercing weapon. Applying the spray takes 1 minute. For 1 hour, the coated item is considered to be forge enhanced and has a bonus to attack and damage rolls determined by the compound’s potency, as shown on the table below. Potency Rarity Bonus Standard Uncommon +1 Superior Rare +2 Elite Very rare +3","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Elixir of Corruption","description":"Potion, rare This elixir looks, smells, and tastes like a potion of heroism ; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren’t normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of Corruption","description":"Potion, rare This elixir looks, smells, and tastes like a potion of heroism, however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren’t normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Elixir of Deep Slumber","description":"Potion, uncommon The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can’t be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of Focus","description":"Potion, common This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir’s effect ends.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of Health","description":"Elixir of Health Potion, rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Elixir of Health","description":"Elixir Of Health Potion, Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Elixir of Health","description":"Potion, Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Elixir of Health"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elixir of Health","description":"Potion, Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Elixir of Health\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Elixir of Health\\\",\\\"description\\\":\\\"When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.\\\\nThe clear, red liquid has tiny bubbles of light in it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Elixir of Health\",\"parent\":\"Elixir of Health\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Elixir of Health\\\",\\\"description\\\":\\\"When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","Name":"Elixir of Health","data-description":"When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.\nThe clear, red liquid has tiny bubbles of light in it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Elixir of Mimicry","description":"Potion, common When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of Oracular Delirium","description":"Potion, common This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell’s results.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of Petrification","description":"Elixir of Petrification Potion, rare This gray, viscid liquid has a chalky taste. If consumed, this cursed potion turns you to stone. You must make a DC 15 Constitution saving throw. If you fail the save by 5 or more, you instantly are petrified. Otherwise, you begin to slowly turn to stone and are restrained. You must repeat the saving throw at the end of your next turn, becoming petrified on a failure, or ending the effect on a success. The petrification lasts until you are freed by the greater restoration spell or other magic.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Elixir of Spike Skin","description":"Potion, rare Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of Swimming","description":"Elixir Of Swimming Potion, uncommon This vial holds an oily blue fluid. The mixture is slippery on the tongue, and has a slight fishy odor. When you drink this elixir, you gain a swimming speed of 30 and swimming costs no extra movement for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Elixir of the Clear Mind","description":"Potion, rare This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion’s remaining power, and its effects end immediately thereafter.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of the Deep","description":"Potion, rare This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn’t allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn’t exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a lorelei (see Tome of Beasts ) or water horse (see Creature Codex ).","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elixir of the Destroyer","description":"Potion, rare A thin red-brown in color, this potion tastes of vomit and iron. After consuming this potion, you must make a DC 13 Constitution saving throw. On a failed save, the potion is wasted and you are sickened until the end of your next turn. On a successful save, you gain 20 temporary hit points, a +1 bonus to attack rolls and damage rolls, you treat Injury thresholds as 5 lower (to a minimum of 5), and you deal an extra die of weapon damage whenever you score a critical hit for one minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Elixir of Wakefulness","description":"Potion, uncommon This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can’t fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elk Horn Rod","description":"This rod is fashioned from elk or reindeer horn and marked with the algiz rune. As an action, its wielder can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including him/herself. The bonus lasts 1 round. If the elk horn rod is held when performing the somatic component of dispel magic or comparable magic, it grants a +1 bonus on the caster’s spellcasting ability check.","properties":{"Category":"Items","Expansion":9,"Item Type":"Wand","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Elk Horn Rod","description":"Rod, rare (requires attunement by a spellcaster) This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Elven adaptive leaves","description":"These adhesive leather leaves are dyed in hues of green, brown, and gray and can cover one suit of armor or set of clothing of a Medium or smaller creature or one shield for 24 hours. Applying the leaves takes 10 minutes. When you wear armor or clothing or wield a shield covered in these leaves, you have advantage on Dexterity (Stealth) checks made to hide in a forest or other terrain with ample vegetation. When the duration ends, the leaves fall off one by one, and they can’t be reused.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elven Carving Tools","description":"Elven Carving Tools Wondrous item, rare Engraved with graceful hawks, this finely made set of tools can be used as woodcarver’s tools, carpenter’s tools or tinker’s tools. When used in this way, these tools always grant advantage to any checks made with them. Additionally, when used to help repair a ship, any damage repaired is doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Elven Chain","description":"Elven Chain Armor (chain shirt, medium), rare You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor . Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","AC":13,"Source":"5th Edition SRD","Weight":20,"Subtype":"Armor","Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Elven Chain","description":"Elven Chain Armor ( medium, chain shirt), rare You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Elven Chain (Template)","description":"Armor (Chain Mail or Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elven Chain (Template)","description":"Armor (Chain Mail or Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Elven Chain Mail","description":"Armor (Chain Mail), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Elven Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elven Chain Mail","description":"Armor (Chain Mail), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Elven Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Elven Chain Mail\\\",\\\"description\\\":\\\"You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.\\\",\\\"weight\\\":55,\\\"properties\\\":[],\\\"cost\\\":\\\"4075 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\",\\\"strengthMinimum\\\":13},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Elven Chain Mail Base Armor Class\",\"parent\":\"Elven Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"},{\"name\":\"Elven Chain Mail Magic AC Bonus\",\"parent\":\"Elven Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Elven Chain Mail Armor Proficiency\",\"parent\":\"Elven Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Proficiency\\\",\\\"category\\\":\\\"Armor\\\",\\\"proficiency\\\":\\\"Elven Chain Mail\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\",\\\"increaseIfAlreadyAt\\\":false}\"}]","filter-Attunement":"Rare","Name":"Elven Chain Mail","Weight":55,"data-description":"You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Elven Chain Shirt","description":"Armor (Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Elven Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Elven Chain Shirt","description":"Armor (Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Elven Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Elven Chain Shirt\\\",\\\"description\\\":\\\"You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.\\\",\\\"weight\\\":20,\\\"properties\\\":[],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Elven Chain Shirt Base Armor Class\",\"parent\":\"Elven Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"},{\"name\":\"Elven Chain Shirt Magic AC Bonus\",\"parent\":\"Elven Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Elven Chain Shirt Armor Proficiency\",\"parent\":\"Elven Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Proficiency\\\",\\\"category\\\":\\\"Armor\\\",\\\"proficiency\\\":\\\"Elven Chain Shirt\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\",\\\"increaseIfAlreadyAt\\\":false}\"}]","filter-Attunement":"Rare","Name":"Elven Chain Shirt","Weight":20,"data-description":"You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Elven dueling blade","description":"This archaic elven weapon resembles a thin greatsword with a slightly curved blade. Used in ceremonial duels and trials by combat, each dueling blade takes several years and master craftsmen to create. The blade is very light and nimble, but the length of the blade requires the wielder to use two hands to control it.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elven Foil","description":"","properties":{"Category":"Items","Item Type":"Weapon (elven foil)","Properties":"Finesse, Parrying","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Elven Longbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (elven longbow)","Properties":"Ammunition (100/400), Heavy, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Elven spellbook","description":"This tome is bound in wood wrapped in treated leaves and holds 120 pages of papyrus suitable for recording spells. Unlike other spellbooks, this spellbook contains several reference pages, marked pages, and pages folded or shaped in unique patterns. To wizards, the seemingly nonsensical organization of the pages simply feels right. The time required to prepare wizard spells from this spellbook is halved.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Elzabeth's Emblem of Empathy","description":"Elzabeth's Emblem of Empathy Wondrous item Price: 5,000 gp Toverus’ acclaimed inventor Elzabeth created these items to help her decipher her partner’s stoic demeanor. They became incredibly popular for a time, however Elzabeth never released the designs, and when she passed away the items became more and more rare. The object itself is a small sheet of delicate vellum paper, upon which is painted a stylized image of an eye with a heart-shaped pupil. Once, and only once, the holder of the item can transfer the emblem to themselves, in the form of a permanent tattoo. Once transferred the vellum will become blank, making the item single use. At any time the bearer of the emblem may read the emotions of any creature that the bearer can see and hear. The bearer has no control over the thoughts or emotions of the target. This has the additional benefit that you can better detect the lies of anyone who’s emotions you’re reading. The bearer of the emblem of empathy has a +5 bonus to any checks made to discern lies, and makes those checks with Advantage, so long as the bearer is reading the target’s emotions.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ember Sword","description":"One of the traditional weapons in the cities of the Ember Wastelands, this beautiful double-bladed sword is imbued with fire magic. During combat, it seems as if the scimitar itself becomes excited, and sparks fly back and forth between the two blades of the Ember Sword. Once you make a successful hit, it makes one point of fire damage additional to its regular damage. Furthermore, one of the sparks between the weapon’s two blades ignites into a flame. Once a spark is ignited, on your next successful hit, the flame explodes into a bright flash, and the target has to succeed on a Dexterity Saving Throw vs. DC 14 or become blinded until the end of its next turn. An ignited spark vanishes after one minute if the sword doesn’t successfully hit a target again. Damage: 2d4 slashing damage + 1 fire damage She looked at the blade in her hand with admiration. She had always wanted an Ember Sword, the weapon of an experienced warrior. Her father, the master blacksmith, smiled at her. \"You have earned it. Besides, I want you to be well equipped when you go out there.\" Suddenly, she let the blade go down. With just one stroke, she split the scorpion that had approached her father in two, and one of the sparks between the two blades of the weapon ignited. \"I can hardly wait to use it in battle,\" she declared with a grin that clearly revealed her tusks.","properties":{"Category":"Items","Expansion":17295,"Item Type":"Weapon (Scimitar) ","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Emberink Stationery","description":"Wondrous item, very rare (requires attunement) Component: phial of fiend blood Filtered from fiendish blood, this pot of fiery orange ink melts most mundane quills that dare to dip into its contents. Only its compatriot, the enchanted pitbat quill which forms part of the stationery, can contain the lava-like liquid. An emberink stationery is often used as a training tool for new devils, promoting teamwork and the virtues of adhering to a contract. Charges & Charging. An emberink stationery can hold a maximum of 4 charges, contains 1d4 charges when found, and regains charges when the ink pot is used to capture a fiend’s blood. As fiends’ bodies disappear from the Material Plane on death, fiendish blood must be extracted while the fiend is still alive. You can use an action to extract blood from a living fiend within your reach. If the fiend is unwilling, the fiend must be restrained or incapacitated and be below half of its maximum hit points. When blood is extracted in this way, the stationery regains a number of charges equal to a roll of one of the fiend’s Hit Dice, and once it regains charges, it can’t do so again until the next dawn. Contractual Obligation. As an action, you can use the stationery to write on the skin of a willing humanoid. The ink burns into the flesh of your target, raking a cauterised scar, while an identical burn appears in a similar place on your own body. Both you and the creature take 1 fire damage. Choose one of the following glyphs and expend the appropriate number of charges; for 1 hour, you are both subjected to the associated magical effects. Ward (1 charge). While you and the creature are within 30 feet of one another, you both have a +1 bonus to AC. While you are more than 30 feet apart, you both suffer a -1 penalty to AC. Warp (2 charges). While you and the creature are within 30 feet of one another, each affected creature can choose whether it is enlarged or reduced, as per the enlarge/reduce spell. An affected creature can use its action to return to normal size, or to enlarge or reduce itself if it’s already normal size. While you are more than 30 feet apart, both creatures return to their normal size. Wrath (1 charge). While you and the creature are within 30 feet of one another, you both gain a +1 bonus to attack and damage rolls. While you are more than 30 feet apart, you both suffer a -1 penalty to attack and damage rolls. Once the stationery has been used to sign a glyph, the ink turns dark and it can’t be used again until the current contract is complete (i.e., the hour has elapsed).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Emberink Stationery (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: phial of fiend blood Filtered from fiendish blood, this pot of fiery orange ink melts most mundane quills that dare to dip into its contents. Only its compatriot, the enchanted pitbat quill which forms part of the stationery, can contain the lava-like liquid. An emberink stationery is often used as a training tool for new devils, promoting teamwork and the virtues of adhering to a contract. Charges & Charging. An emberink stationery can hold a maximum of 4 charges, contains 1d4 charges when found, and regains charges when the ink pot is used to capture a fiend’s blood. As fiends’ bodies disappear from the Material Plane on death, fiendish blood must be extracted while the fiend is still alive. You can use an action to extract blood from a living fiend within your reach. If the fiend is unwilling, the fiend must be restrained or incapacitated and be below half of its maximum hit points. When blood is extracted in this way, the stationery regains a number of charges equal to a roll of one of the fiend’s Hit Dice, and once it regains charges, it can’t do so again until the next dawn. Contractual Obligation. As an action, you can use the stationery to write on the skin of a willing humanoid. The ink burns into the flesh of your target, raking a cauterised scar, while an identical burn appears in a similar place on your own body. Both you and the creature take 1 fire damage. Choose one of the following glyphs and expend the appropriate number of charges; for 1 hour, you are both subjected to the associated magical effects. Ward (1 charge). While you and the creature are within 30 feet of one another, you both have a +1 bonus to AC. While you are more than 30 feet apart, you both suffer a -1 penalty to AC. Warp (2 charges). While you and the creature are within 30 feet of one another, each affected creature can choose whether it is enlarged or reduced, as per the enlarge/reduce spell. An affected creature can use its action to return to normal size, or to enlarge or reduce itself if it’s already normal size. While you are more than 30 feet apart, both creatures return to their normal size. Wrath (1 charge). While you and the creature are within 30 feet of one another, you both gain a +1 bonus to attack and damage rolls. While you are more than 30 feet apart, you both suffer a -1 penalty to attack and damage rolls. Once the stationery has been used to sign a glyph, the ink turns dark and it can’t be used again until the current contract is complete (i.e., the hour has elapsed). Rare variant: The emberink stationery contains 1d4 - 2 charges when found (minimum of 0).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Emberlord's Gauntlet","description":"Wondrous Item, Very Rare (Requires Attunement) This gauntlet is forged from dark steel and set with rubies that hold a fire elemental's essence. While wearing the gauntlet, you have resistance to Fire damage and you gain a +1 bonus to AC if you're not using a shield. Fiery Blows. Unarmed strikes you make using the hand wearing the gauntlet and attacks you make with a weapon held in that hand, deal an extra 1d6 Fire damage on a hit, or an extra 2d6 Fire damage if you have taken Fire damage since the start of your last turn. Fiery Focus. Once per turn, when you make an ability check, attack roll, or saving throw, you can choose to make the roll with advantage. If you do, you take 2d6 Fire damage. You can't use this property if you are immune to Fire damage.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Emblazon Erratica","description":"Armor (Shield), Very Rare (Requires Atunement) When a spell targets only you while you're carrying this shield, you can use your reaction to roll a d8. If the result is higher than the spell's level, the spell has no effect on you and instead targets another random creature within 30 feet of you. If no other creatures are within the area, the spell has no effect.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Armor","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Emblem","description":"Holy Symbol : A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Emblem","description":"Emblem Adventuring gear (holy symbol) Holy Symbol : A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Emblem","description":"Emblem Adventuring gear (holy symbol) A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield , or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus . To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Emblem","description":"Adventuring Gear (Holy Symbol) Weight: — Cost: 5 GP A Holy Symbol is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus . An Emblem can be borne on fabric or a Shield .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Emblem"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Emblem Holy Symbol","description":"Emblem Holy Symbol Adventuring Gear (Holy Symbol)","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Emblem of Elements","description":"Wondrous Item, Rare (Requires Attunement by a Companion) This blown-glass emblem looks like a flower with petals of blue, green, red, and yellow. When your companion deals acid, cold, fire, lightning, poison, or thunder damage with a signature attack or a ferocity action, you can spend 2 ferocity (no action required) to change the damage type to any other type from that list).","properties":{"Category":"Items","Item Type":"Wondrous Items","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Companion"},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Emerald Archive","description":"Wondrous item, rare (optional attunement) Component: pouch of dragon (emerald) scales This heavy tome is expertly bound in fine leather, crafted using viridescent enamel to resemble the scales of the emerald dragon. Its pages of thick vellum wait to be filled with precious knowledge. The gem at the centre of the cover can project beautiful illusionary illustrations of the book’s contents, enhancing the reading experience, and causing Humperdink to label it a ‘fancy pop-up book’. Tales of the Past. The book holds information on up to 3 unique areas. Whenever you make an Intelligence check to recall or learn information about one of the recorded areas, you gain advantage on that check if you take 10 minutes to consult the book. Optional Attunement. While you are attuned to this book, you can use the Write & Record and Glimpse of the Past properties. OA: Write & Record. While holding the book, you can take 1 hour to attune your senses to the land within 1 mile of you, concentrating on this process as if you were concentrating on a spell. At the end of the duration, a portion of the book’s pages are filled with fragments of information regarding the area’s flora, fauna, geography, history, customs, and folklore. This area becomes one of the areas described in the Tales of the Past property; if recording a new area would put the book over its limit, you choose an older location to be erased from the book. OA: Glimpse of the Past. While holding the book, you can cast the hallucinatory terrain spell from it, but only to create an illusion of a portion of one of the areas recorded in the book’s Tales of the Past property. The spell lasts 1 hour and requires your concentration when cast in this way. Choose a timeframe within the last 5 days and make an Intelligence check. The resulting illusion replicates the state of the area at the time of your choice, even showing creatures and events that took place in it, with a level of detail dependent on the result of your check, as indicated by the table below. Once this property of the book has been used, it can’t be used again until the next dawn. Intelligence Check Detail <10 Creatures appear as hazy blobs. Movement is staggered and erratic. All sound is white noise. 10-14 Creatures are defined enough to make out details such as race, build, age, and clothing, but faces are still blurry. Movement is smooth, but imprecise. It’s possible to make a distinction between types of sounds (speaking, music, ambient noise, etc.), but words are indiscernible. 15-19 Faces are visible, and details such as eye and hair colour, and the rough shape of facial features, are discernible. Movement is precise, but smaller details such as facial expressions or subtle gestures are not captured. Words are understandable, but voices are difficult to identify. ≥20 Creatures are perfectly represented, down to the smallest facial detail. Subtle expressions and fine gestures are meticulously displayed. All sound is crisp and clear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Emerald Archive (uncommon variant)","description":"Wondrous item, rare (optional attunement) Component: pouch of dragon (emerald) scales This heavy tome is expertly bound in fine leather, crafted using viridescent enamel to resemble the scales of the emerald dragon. Its pages of thick vellum wait to be filled with precious knowledge. The gem at the centre of the cover can project beautiful illusionary illustrations of the book’s contents, enhancing the reading experience, and causing Humperdink to label it a ‘fancy pop-up book’. Tales of the Past. The book holds information on up to 3 unique areas. Whenever you make an Intelligence check to recall or learn information about one of the recorded areas, you gain advantage on that check if you take 10 minutes to consult the book. Optional Attunement. While you are attuned to this book, you can use the Write & Record and Glimpse of the Past properties. OA: Write & Record. While holding the book, you can take 1 hour to attune your senses to the land within 1 mile of you, concentrating on this process as if you were concentrating on a spell. At the end of the duration, a portion of the book’s pages are filled with fragments of information regarding the area’s flora, fauna, geography, history, customs, and folklore. This area becomes one of the areas described in the Tales of the Past property; if recording a new area would put the book over its limit, you choose an older location to be erased from the book. OA: Glimpse of the Past. While holding the book, you can cast the hallucinatory terrain spell from it, but only to create an illusion of a portion of one of the areas recorded in the book’s Tales of the Past property. The spell lasts 1 hour and requires your concentration when cast in this way. Choose a timeframe within the last 5 days and make an Intelligence check. The resulting illusion replicates the state of the area at the time of your choice, even showing creatures and events that took place in it, with a level of detail dependent on the result of your check, as indicated by the table below. Once this property of the book has been used, it can’t be used again until the next dawn. Intelligence Check Detail <10 Creatures appear as hazy blobs. Movement is staggered and erratic. All sound is white noise. 10-14 Creatures are defined enough to make out details such as race, build, age, and clothing, but faces are still blurry. Movement is smooth, but imprecise. It’s possible to make a distinction between types of sounds (speaking, music, ambient noise, etc.), but words are indiscernible. 15-19 Faces are visible, and details such as eye and hair colour, and the rough shape of facial features, are discernible. Movement is precise, but smaller details such as facial expressions or subtle gestures are not captured. Words are understandable, but voices are difficult to identify. ≥20 Creatures are perfectly represented, down to the smallest facial detail. Subtle expressions and fine gestures are meticulously displayed. All sound is crisp and clear. Uncommon variant: The Tales of the Past property can only record one unique area. When you use the Glimpse of the Past property, you must select a timeframe within the last 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Emerald Archive (very rare variant)","description":"Wondrous item, rare (optional attunement) Component: pouch of dragon (emerald) scales This heavy tome is expertly bound in fine leather, crafted using viridescent enamel to resemble the scales of the emerald dragon. Its pages of thick vellum wait to be filled with precious knowledge. The gem at the centre of the cover can project beautiful illusionary illustrations of the book’s contents, enhancing the reading experience, and causing Humperdink to label it a ‘fancy pop-up book’. Tales of the Past. The book holds information on up to 3 unique areas. Whenever you make an Intelligence check to recall or learn information about one of the recorded areas, you gain advantage on that check if you take 10 minutes to consult the book. Optional Attunement. While you are attuned to this book, you can use the Write & Record and Glimpse of the Past properties. OA: Write & Record. While holding the book, you can take 1 hour to attune your senses to the land within 1 mile of you, concentrating on this process as if you were concentrating on a spell. At the end of the duration, a portion of the book’s pages are filled with fragments of information regarding the area’s flora, fauna, geography, history, customs, and folklore. This area becomes one of the areas described in the Tales of the Past property; if recording a new area would put the book over its limit, you choose an older location to be erased from the book. OA: Glimpse of the Past. While holding the book, you can cast the hallucinatory terrain spell from it, but only to create an illusion of a portion of one of the areas recorded in the book’s Tales of the Past property. The spell lasts 1 hour and requires your concentration when cast in this way. Choose a timeframe within the last 5 days and make an Intelligence check. The resulting illusion replicates the state of the area at the time of your choice, even showing creatures and events that took place in it, with a level of detail dependent on the result of your check, as indicated by the table below. Once this property of the book has been used, it can’t be used again until the next dawn. Intelligence Check Detail <10 Creatures appear as hazy blobs. Movement is staggered and erratic. All sound is white noise. 10-14 Creatures are defined enough to make out details such as race, build, age, and clothing, but faces are still blurry. Movement is smooth, but imprecise. It’s possible to make a distinction between types of sounds (speaking, music, ambient noise, etc.), but words are indiscernible. 15-19 Faces are visible, and details such as eye and hair colour, and the rough shape of facial features, are discernible. Movement is precise, but smaller details such as facial expressions or subtle gestures are not captured. Words are understandable, but voices are difficult to identify. ≥20 Creatures are perfectly represented, down to the smallest facial detail. Subtle expressions and fine gestures are meticulously displayed. All sound is crisp and clear. Uncommon variant: The Tales of the Past property can only record one unique area. When you use the Glimpse of the Past property, you must select a timeframe within the last 24 hours. Very rare variant: The Tales of the Past property can record up to five unique areas. When you use the Glimpse of the Past property, you can select a timeframe within the last 10 days.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Emerald Elemental Gem","description":"Emerald Elemental Gem Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. ","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Emerald Goblet","description":"Wondrous Item, Uncommon This goblet's rim and stem are made of silver. The cup of the goblet is a single enormous chunk of emerald that allows a view of the liquid within. When filled with any liquid, it becomes a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for a day. The protection grants several additional benefits: you have advantage on Wisdom (Survival) checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet or extend your existing dark vision by 30 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Emerald Pen","description":"Emerald Pen Wondrous item, uncommon This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast illusory script at will, requiring no material components.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Emergency Energy Guard","description":"Emergency Energy Guard Utility (limited), rare When you use an action to activate this small device, it emits an energy shield that surrounds you, granting you resistance to all damage for 1 minute. The device then disintegrates.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Emigre Manuscript","description":"Wondrous item, rare This ancient tome is shaped like a skull and smells either of violets or tiger lilies. While holding the tome, you can cast the spell resurrection without using material components. Once the manuscript is used, it can’t be used again until the next dawn. Curse. The émigré manuscript is cursed to bring nothing but misery to those who use it. Whenever you use it to raise the dead, roll a d20 to determine the result according to the following table. d20 Effect 1–2 The spell fails and the caster immediately dies. 3–4 The target is resurrected as a revenant, seeking revenge against the caster. 5–6 The target is resurrected as a ghost, but otherwise retains its memories and personality. 7–8 The spell works, but the 100 Humanoids nearest to the target (excluding the caster) immediately die. 9–10 The spell works, but the caster must roll twice on the Indefinite Madness table, suffering both results. If the same result is rolled twice, the caster immediately dies. 11–12 The spell works, but the target loses all of its memories, class levels, proficiencies (including languages), and personality traits. 13–14 The spell appears to work, but the target dies again after 1d10 minutes. No magic short of a wish can revive it from this death. 15–20 The spell works as normal.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"EMP Grenade","description":"EMP Grenade Melee weapon (grenade) Short for “electro-magnetic pulse”, these grenades release a pulse of electricity that targets electronics and powered equipment. These grenades do no damage and have no effect on living targets. All mechanical constructs and automatons must succeed on a DC 12 Intelligence saving throw or be considered Impaired until the end of their next turn (see appendix A) In addition, any unshielded computer panel or electronic device not worn by another creature will cease to function until the start of your next turn. Grenades A grenade can be thrown with a successful Strength (Athletics) check. If you are proficient with grenades, add your proficiency bonus to the Strength check. If you are proficient in Athletics and grenades, you add double your proficiency modifier to the Strength check. The Grenade Range table provides the DC required to reach the intended range. If the roll is successful, each target in a 15-foot radius must make a DC 14 Dexterity saving throw, taking the full damage on a failed save, or half as much on a successful one. If the Strength check made to throw the grenade is unsuccessful, the targets will only take half damage on a failed save and no damage on a successful one. In addition, all targets gain advantage to saves versus the grenades’ effects, if any. Grenade Range Throwing Range Launcher Range DC 20 ft. 60 ft. 12 40 ft. 120 ft. 14 50 ft. 200 ft. 16 60 ft. 300 ft. 18 Properties : Special Range : Special Save : Intelligence Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Emperor's Garlic","description":"Magic plant, rare Themes: Authority, immunity, and sight beyond sight Environments: Among wildflowers, near ancient trees, in ruins or lairs once inhabited by creatures of great wisdom Emperor’s garlic is a flowering plant that grows in a tall stem from a bulb. Its leaves are flat and blade-like, and its flowers grow in a sphere at the top of the stem, typically in shades of pink and purple. Minor Wort. You can eat a raw clove of emperor’s garlic as an action and gain resistance to poison damage and have advantage on saving throws against being poisoned for 1 hour. However, you have disadvantage on all Charisma (Deception) and Charisma (Persuasion) checks for the duration. If you already have resistance to poison damage, you gain immunity to it instead. Ceremony Wort (3rd Level). Using a bulb of emperor’s garlic as a spell focus, you and at least two other characters can perform an exorcism on a possessed target for 1 minute. Each character must maintain concentration while staying within 30 feet of the possessed target. The exorcism fails if no character is maintaining concentration on the exorcism, or if all characters are more than 30 feet away from the target. If the exorcism fails, you can’t attempt an exorcism again for at least 24 hours. At the end of the duration, if at least one character has maintained concentration, the target is no longer possessed as if it was the target of the break enchantment effect of the dispel evil and good spell. The emperor’s garlic is consumed by the exorcism, regardless of success or failure. This wort requires 4 cuttings of emperor’s garlic. Cultivated Wort (5th Level). A garden of emperor’s garlic that has been cultivated for at least 4 weeks protects the immediate area from undead. An undead creature that starts its turn inside of or within 100 feet of the garden must succeed on a Charisma saving throw or be turned.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Empowered Mind Crystal","description":"Empowered Mind Crystal Wondrous Item, Uncommon These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Empowered. When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Empowering Crystal","description":"Wondrous Item, Uncommon This crystal amulet has 3 charges and regains all expended charges daily at dawn. When you cast a spell of 1st level or higher while wearing it, you can expend 1 charge to roll a d6. If the result is higher than the spell's level, the spell is enhanced in one of the following ways (your choice): The spell takes effect as if it were cast using a spell slot of one level higher. You can give one target of the spell disadvantage on the first saving throw it makes against the spell. You can add 1d10 to one damage roll of the spell. If the result is equal to or lower than the spell's level, you take 1d6 force damage per level of the spell and the spell has no additional effect.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Empowering Orb","description":"Empowering Orb Wondrous item, rare (requires attunement) This crystal orb is about the size of a grapefruit. A latch on one side opens it up and reveals its contents: a miniature hamster with glowing turquoise eyes. As an action, you can release the hamster; it runs up to 30 feet in a random direction and rolls on the Wild Magic Surge table as a Wild Magic sorcerer. Once the hamster is loose, you can use a bonus action to command the hamster to run up to 30 feet in a direction of the your choosing and roll on the Wild Magic Surge table. At the end of each turn that the hamster is loose, roll 1d6. On a 1, the hamster is tired and sits down where it is and refuses to do anything more. The hamster and the orb are invulnerable to damage and magical effects of any kind unless inside an antimagic field. After 1 hour or when the hamster sits down and refuses to act, you must return the hamster to the orb and wait 1d4 days before releasing the hamster from the orb again. Any attempt to let the hamster out sooner fails as the hamster simply refuses to move.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Empyrean's Warframe","description":"Armor (Medium or Heavy), Rare (Requires Attunement) This armor is outfitted with mechanized joints and red gemstones designed to absorb kinetic energy. Kinetic Surge You have resistance to Bludgeoning damage. If you take 5 or more Bludgeoning damage from a single source, this property ceases to function for 1 minute and you instead gain the following benefits: Force. When you hit a creature with a weapon attack, it takes an extra 1d4 Force damage and must succeed on a DC 15 Strength save or be pushed 5 feet away from you. Strength. You have Advantage on Strength ability checks and saves.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Enchanted Garment +1","description":"Enchanted Garment +1 Wondrous item, rare (+1) This magic item appears as any individual piece of ordinary clothing. You have a bonus to AC while you are unarmored and wearing this garment. The bonus is determined by its rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Garment +2","description":"Enchanted Garment + 2 Wondrous item, very rare (+2) This magic item appears as any individual piece of ordinary clothing. You have a bonus to AC while you are unarmored and wearing this garment. The bonus is determined by its rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Garment +3","description":"Enchanted Garment +3 Wondrous item, legendary (+3) This magic item appears as any individual piece of ordinary clothing. You have a bonus to AC while you are unarmored and wearing this garment. The bonus is determined by its rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Ink, 1st Level","description":"Enchanted Ink, 1st Level Potion, common (1st) This set of inks can be used to make a single tattoo, which consumes the inks. When a creature is tattooed with enchanted inks, choose one spell. The spell’s level cannot exceed the level determined by the rarity of the enchanted inks. The tattooed creature can cast this spell, using the tattoo as a spellcasting focus. Constitution is the spellcasting ability for this spell. After casting the spell with the tattoo, the creature cannot cast the spell in this way again until it finishes a long rest.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Ink, 2nd Level","description":"Enchanted Ink, 2nd Level Potion, uncommon (2nd) This set of inks can be used to make a single tattoo, which consumes the inks. When a creature is tattooed with enchanted inks, choose one spell. The spell’s level cannot exceed the level determined by the rarity of the enchanted inks. The tattooed creature can cast this spell, using the tattoo as a spellcasting focus. Constitution is the spellcasting ability for this spell. After casting the spell with the tattoo, the creature cannot cast the spell in this way again until it finishes a long rest.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Ink, 3rd Level","description":"Enchanted Ink, 3rd Level Potion, rare (3rd) This set of inks can be used to make a single tattoo, which consumes the inks. When a creature is tattooed with enchanted inks, choose one spell. The spell’s level cannot exceed the level determined by the rarity of the enchanted inks. The tattooed creature can cast this spell, using the tattoo as a spellcasting focus. Constitution is the spellcasting ability for this spell. After casting the spell with the tattoo, the creature cannot cast the spell in this way again until it finishes a long rest.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Ink, 4th Level","description":"Enchanted Ink, 4th Level Potion, very rare (4th) This set of inks can be used to make a single tattoo, which consumes the inks. When a creature is tattooed with enchanted inks, choose one spell. The spell’s level cannot exceed the level determined by the rarity of the enchanted inks. The tattooed creature can cast this spell, using the tattoo as a spellcasting focus. Constitution is the spellcasting ability for this spell. After casting the spell with the tattoo, the creature cannot cast the spell in this way again until it finishes a long rest.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enchanted Ink, 5th Level","description":"Enchanted Ink, 5th Level Potion, legendary (5th) This set of inks can be used to make a single tattoo, which consumes the inks. When a creature is tattooed with enchanted inks, choose one spell. The spell’s level cannot exceed the level determined by the rarity of the enchanted inks. The tattooed creature can cast this spell, using the tattoo as a spellcasting focus. Constitution is the spellcasting ability for this spell. After casting the spell with the tattoo, the creature cannot cast the spell in this way again until it finishes a long rest.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Encouraging Armor","description":"Armor (light, medium, or heavy), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Encyclopedia Multiplanaria","description":"This datapad is enchanted to hold an incredible wealth of information. However, the data is not indexed, so the datapad only provides data that it believes will be useful at any given moment. The datapad has 3 charges, and regains all charges daily at dawn. You can use your action to access the datapad when you make an Intelligence check to gain a +20 bonus to the roll.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"legendary"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Enduring Spellbook","description":"Enduring Spellbook Wondrous item, common This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Enduring Spellbook","description":"Wondrous Item, Common This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Enduring Spellbook"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Energetic Suture","description":"Donor: Celestial, Dragon, Elemental, Fey, or Fiend with immunity or resistance to acid, cold, fire, lightning, poison, or thunder damage Slot: External You have managed to capture the essence of extraplanar resistance to magic. You gain resistance to one of the following damage types to which the donor was immune or resistant: acid, cold, fire, lightning, poison, or thunder.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Energy Bow (Template)","description":"Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Roll20 Note: This item is not supported for drag and drop. Hank draws his Energy Bow.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"No","Name":"Energy Bow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Energy Bow (Template)","description":"Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Roll20 Note: This item is not supported for drag and drop. Hank draws his Energy Bow.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Force","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Energy Bow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Energy Bow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\\\\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\\\\n\\\\nThis weapon has the following additional properties.\\\\n\\\\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\\\\n\\\\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\\n\\\\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"\\\",\\\"type\\\":\\\"Longbow,Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Energy Bow Attunement\",\"parent\":\"Energy Bow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Energy Bow +1 Attack \\u0026 Damage Effect\",\"parent\":\"Energy Bow\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Energy Bow +1 Bonus\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls\\\\nmade with the Energy Bow.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1},\\\"situation\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls\\\\nmade with the Energy Bow.\\\"}\"},{\"name\":\"Arrow of Restraint Attack\",\"parent\":\"Energy Bow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Arrow of Restraint\\\",\\\"onHitDisplay\\\":\\\"Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\\\\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\\\\n\\\\nThis weapon has the following additional properties.\\\\n\\\\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\\\\n\\\\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\\n\\\\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"Restrained Condition for 1 minute or until succeeding on a DC 20 Strength (Athletics) check to end the effect\\\"}}\"},{\"name\":\"Energy Bow Arrow of Transport Magic Action\",\"parent\":\"Energy Bow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Arrow of Transport\\\",\\\"description\\\":\\\"As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Energy Bow Energy Ladder Magic Action\",\"parent\":\"Energy Bow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Energy Ladder\\\",\\\"description\\\":\\\"As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Energy Bow","data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nThis weapon has the following additional properties.\n\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\n\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\n\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. ","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Energy Burst Ammo","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"Ammunition"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Energy cell","description":"Energy Cell Ammunition Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Weight: 0.5 oz","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Energy Longbow","description":"Weapon (Longbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Energy Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Energy Longbow","description":"Weapon (Longbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Force","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Energy Longbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Energy Longbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\\\\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\\\\n\\\\nThis weapon has the following additional properties.\\\\n\\\\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\\\\n\\\\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\\n\\\\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40,050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Energy Longbow Attack\",\"parent\":\"Energy Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Energy Longbow\\\",\\\"range\\\":\\\"150/600\\\",\\\"onHitDisplay\\\":\\\"An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target.\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Energy Longbow Damage\",\"parent\":\"Energy Longbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":1,\\\"damageType\\\":\\\"Force\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Energy Longbow Attunement\",\"parent\":\"Energy Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Energy Longbow Arrow of Restraint Save\",\"parent\":\"Energy Longbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Arrow of Restraint\\\",\\\"range\\\":\\\"150/600\\\",\\\"onHitDisplay\\\":\\\"If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute.\\\",\\\"description\\\":\\\"Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"Have the Restrained condition for 1 minute.\\\"}}\"},{\"name\":\"Energy Longbow Arrow of Transport Magic Action\",\"parent\":\"Energy Longbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Arrow of Transport\\\",\\\"description\\\":\\\"As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Energy Longbow Energy Ladder Magic Action\",\"parent\":\"Energy Longbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Energy Ladder\\\",\\\"description\\\":\\\"As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Energy Longbow","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nThis weapon has the following additional properties.\n\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\n\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\n\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. ","Range":"150/600","Damage":"1d8","Damage Type":"Force","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Energy Shield Bracer","description":"This metal bracer has a sophisticated energy projector on its back. While wearing it, you can use a bonus action on your turn to cause a shield composed of shimmering, translucent energy to appear on your wrist. While in this form, it functions like a normal shield, except you can't drop it or be disarmed of it. The shield lasts until you use a bonus action to collapse it again.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Shield","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Energy Shortbow","description":"Weapon (Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Energy Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Energy Shortbow","description":"Weapon (Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Force","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Energy Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Energy Shortbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\\\\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\\\\n\\\\nThis weapon has the following additional properties.\\\\n\\\\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\\\\n\\\\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\\n\\\\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40,025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Energy Shortbow Attack\",\"parent\":\"Energy Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Energy Shortbow\\\",\\\"range\\\":\\\"80/320\\\",\\\"onHitDisplay\\\":\\\"An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target.\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"Restrained Condition for 1 minute or until succeeding on a DC 20 Strength (Athletics) check to end the effect\\\"}}\"},{\"name\":\"Energy Shortbow Damage\",\"parent\":\"Energy Shortbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":1,\\\"damageType\\\":\\\"Force\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Energy Shortbow Attunement\",\"parent\":\"Energy Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Energy Shortbow Arrow of Restraint Save\",\"parent\":\"Energy Shortbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Arrow of Restraint\\\",\\\"onHitDisplay\\\":\\\"If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute.\\\",\\\"description\\\":\\\"Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"Have the Restrained condition for 1 minute.\\\"}}\"},{\"name\":\"Energy Shortbow Arrow of Transport Magic Action\",\"parent\":\"Energy Shortbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Arrow of Transport\\\",\\\"description\\\":\\\"As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Energy Shortbow Energy Ladder Magic Action\",\"parent\":\"Energy Shortbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Energy Ladder\\\",\\\"description\\\":\\\"As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. \\\",\\\"actionType\\\":\\\"Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Energy Shortbow","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion,\na magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nThis weapon has the following additional properties.\n\nArrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\n\nArrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\n\nEnergy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. ","Range":"80/320","Damage":"1d6","Damage Type":"Force","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Energy Shot","description":"Available as an ampoule or a 50ml bottle, consuming this liquid gives you allows you to remain awake during a long rest and still gain its benefits. In addition, you can’t be put to sleep by any substances, items, esper powers, or similar effects. This benefit lasts for 8 hours. After using an energy shot, you become immune to its effects for 24 hours.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Energy Staff","description":"Energy Staff Melee weapon (martial) Damage : 1d6 Damage Type : bludgeoning Properties : Reach, energy burst, two handed Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Reach, energy burst, two handed","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Engulfing Carpet","description":"Engulfing Carpet Wondrous item, very rare (requires attunement) This 20-foot-square carpet can be folded up into the dimensions of a handkerchief. You can use an action to unfold an engulfing carpet and place it on or against a solid surface. When you do so you decide whether it is visible or if it adjusts its color to blend in with the surface. While unfolding the carpet, you can designate creatures of your choice to be immune to its engulfing power. When a creature steps on the carpet, it must succeed on a DC 15 Strength saving throw or sink 2 feet into the carpet and become restrained. At the start of each of a restrained creature’s turns, it sinks another 2 feet until fully submerged. As long as the creature isn’t completely submerged into the carpet, it can attempt to escape by using an action to make a DC 15 Strength (Athletics) check. Another creature can use an action to pull the restrained creature out of the carpet, if it is within reach, by using its action to make a DC 15 Strength (Athletics) check. A creature that is completely engulfed in the carpet is blinded and can’t breathe. Destroying the carpet frees any restrained or engulfed creatures.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Enhanced Drider Poison","description":"(Injury, 2,500 gp). A creature subjected to this poison must succeed on a DC 17 Constitution saving throw , taking 45 (10d8) poison damage on a failed save and becoming poisoned for 1 hour.","properties":{"Category":"Items","Item Type":"Adveturing Gear","Properties":"poisoned","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Enhanced Machinist Goggles","description":"Wondrous item, rare Enhanced machinist goggles are bronze goggles, initially made to protect the eyes of machinists and some machine operators from dust and strong winds. Yet with some magical additions and detailed carvings, they can turn into incredibly lavish and useful accessories. While you are wearing the goggles, you gain the following benefits: You have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases the range by 60 feet. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. You have immunity to being blinded.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Enraging Ammunition","description":"Weapon (any ammunition), uncommon When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn’t avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ensnaring Ammunition","description":"Weapon (any ammunition), uncommon When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ensorcelled Blackpowder (One)","description":"Ensorcelled Blackpowder (One) Spell catalyst, uncommon (one) This blackpowder has been imbued with magic to make it especially volatile. When you cast the chaos bolt XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps to a number of different targets depending on the blackpowder’s rarity, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ensorcelled Blackpowder (Three)","description":"Ensorcelled Blackpowder (Three) Spell catalyst, very rare (three) This blackpowder has been imbued with magic to make it especially volatile. When you cast the chaos bolt XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps to a number of different targets depending on the blackpowder’s rarity, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ensorcelled Blackpowder (Two)","description":"Ensorcelled Blackpowder (Two) Spell catalyst, rare (two) This blackpowder has been imbued with magic to make it especially volatile. When you cast the chaos bolt XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps to a number of different targets depending on the blackpowder’s rarity, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ensorcelled Weapon","description":"Ensorcelled Weapon Weapon (any), uncommon When you make an attack with this magic weapon, you can choose to use your spellcasting ability modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. You must use the same modifier for both rolls. Additionally, you can use this weapon as a spellcasting focus.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Enspelled Armor (Template)","description":"Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table. Spell Level Rarity Save DC Attack Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10 Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"Yes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Cantrip)","description":"Weapon (Battleaxe), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 1)","description":"Weapon (Battleaxe), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 2)","description":"Weapon (Battleaxe), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 3)","description":"Weapon (Battleaxe), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 4)","description":"Weapon (Battleaxe), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 5)","description":"Weapon (Battleaxe), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 6)","description":"Weapon (Battleaxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 7)","description":"Weapon (Battleaxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Battleaxe (Level 8)","description":"Weapon (Battleaxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Battleaxe (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Cantrip)","description":"Weapon (Blowgun), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 1)","description":"Weapon (Blowgun), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 2)","description":"Weapon (Blowgun), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 3)","description":"Weapon (Blowgun), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 4)","description":"Weapon (Blowgun), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 5)","description":"Weapon (Blowgun), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 6)","description":"Weapon (Blowgun), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 7)","description":"Weapon (Blowgun), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Blowgun (Level 8)","description":"Weapon (Blowgun), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Blowgun (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Cantrip)","description":"Armor (Breastplate), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 1)","description":"Armor (Breastplate), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 2)","description":"Armor (Breastplate), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 3)","description":"Armor (Breastplate), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 4)","description":"Armor (Breastplate), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 5)","description":"Armor (Breastplate), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 6)","description":"Armor (Breastplate), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 7)","description":"Armor (Breastplate), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Breastplate (Level 8)","description":"Armor (Breastplate), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Breastplate (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Cantrip)","description":"Armor (Chain Mail), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 1)","description":"Armor (Chain Mail), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 2)","description":"Armor (Chain Mail), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 3)","description":"Armor (Chain Mail), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 4)","description":"Armor (Chain Mail), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 5)","description":"Armor (Chain Mail), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 6)","description":"Armor (Chain Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 7)","description":"Armor (Chain Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Mail (Level 8)","description":"Armor (Chain Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Chain Mail (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Cantrip)","description":"Armor (Chain Shirt), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 1)","description":"Armor (Chain Shirt), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 2)","description":"Armor (Chain Shirt), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 3)","description":"Armor (Chain Shirt), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 4)","description":"Armor (Chain Shirt), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 5)","description":"Armor (Chain Shirt), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 6)","description":"Armor (Chain Shirt), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 7)","description":"Armor (Chain Shirt), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Chain Shirt (Level 8)","description":"Armor (Chain Shirt), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Chain Shirt (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Cantrip)","description":"Weapon (Club), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 1)","description":"Weapon (Club), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 2)","description":"Weapon (Club), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 3)","description":"Weapon (Club), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 4)","description":"Weapon (Club), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 5)","description":"Weapon (Club), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 6)","description":"Weapon (Club), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 7)","description":"Weapon (Club), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Club (Level 8)","description":"Weapon (Club), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Club (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Cantrip)","description":"Weapon (Dagger), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 1)","description":"Weapon (Dagger), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 2)","description":"Weapon (Dagger), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 3)","description":"Weapon (Dagger), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 4)","description":"Weapon (Dagger), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 5)","description":"Weapon (Dagger), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 6)","description":"Weapon (Dagger), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 7)","description":"Weapon (Dagger), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dagger (Level 8)","description":"Weapon (Dagger), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Enspelled Dagger (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Cantrip)","description":"Weapon (Dart), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 1)","description":"Weapon (Dart), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 2)","description":"Weapon (Dart), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 3)","description":"Weapon (Dart), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 4)","description":"Weapon (Dart), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 5)","description":"Weapon (Dart), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 6)","description":"Weapon (Dart), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 7)","description":"Weapon (Dart), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Dart (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Dart (Level 8)","description":"Weapon (Dart), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Finesse, Thrown (Range 20/60)","Item Rarity":"Yes","Name":"Enspelled Dart (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Cantrip)","description":"Weapon (Flail), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 1)","description":"Weapon (Flail), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 2)","description":"Weapon (Flail), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 3)","description":"Weapon (Flail), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 4)","description":"Weapon (Flail), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 5)","description":"Weapon (Flail), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 6)","description":"Weapon (Flail), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 7)","description":"Weapon (Flail), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Flail (Level 8)","description":"Weapon (Flail), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Flail (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Cantrip)","description":"Weapon (Glaive), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 1)","description":"Weapon (Glaive), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 2)","description":"Weapon (Glaive), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 3)","description":"Weapon (Glaive), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 4)","description":"Weapon (Glaive), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 5)","description":"Weapon (Glaive), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 6)","description":"Weapon (Glaive), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 7)","description":"Weapon (Glaive), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Glaive (Level 8)","description":"Weapon (Glaive), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Glaive (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Cantrip)","description":"Weapon (Greataxe), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 1)","description":"Weapon (Greataxe), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 2)","description":"Weapon (Greataxe), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 3)","description":"Weapon (Greataxe), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 4)","description":"Weapon (Greataxe), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 5)","description":"Weapon (Greataxe), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 6)","description":"Weapon (Greataxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 7)","description":"Weapon (Greataxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greataxe (Level 8)","description":"Weapon (Greataxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greataxe (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Cantrip)","description":"Weapon (Greatclub), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 1)","description":"Weapon (Greatclub), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 2)","description":"Weapon (Greatclub), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 3)","description":"Weapon (Greatclub), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 4)","description":"Weapon (Greatclub), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 5)","description":"Weapon (Greatclub), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 6)","description":"Weapon (Greatclub), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 7)","description":"Weapon (Greatclub), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatclub (Level 8)","description":"Weapon (Greatclub), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatclub (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Cantrip)","description":"Weapon (Greatsword), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 1)","description":"Weapon (Greatsword), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 2)","description":"Weapon (Greatsword), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 3)","description":"Weapon (Greatsword), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 4)","description":"Weapon (Greatsword), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 5)","description":"Weapon (Greatsword), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 6)","description":"Weapon (Greatsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 7)","description":"Weapon (Greatsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Greatsword (Level 8)","description":"Weapon (Greatsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Greatsword (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Cantrip)","description":"Weapon (Halberd), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 1)","description":"Weapon (Halberd), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 2)","description":"Weapon (Halberd), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 3)","description":"Weapon (Halberd), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 4)","description":"Weapon (Halberd), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 5)","description":"Weapon (Halberd), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 6)","description":"Weapon (Halberd), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 7)","description":"Weapon (Halberd), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Halberd (Level 8)","description":"Weapon (Halberd), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Halberd (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Cantrip)","description":"Armor (Half Plate Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 1)","description":"Armor (Half Plate Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 2)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 3)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 4)","description":"Armor (Half Plate Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 5)","description":"Armor (Half Plate Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 6)","description":"Armor (Half Plate Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 7)","description":"Armor (Half Plate Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Half Plate Armor (Level 8)","description":"Armor (Half Plate Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Half Plate Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Cantrip)","description":"Weapon (Hand Crossbow), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 1)","description":"Weapon (Hand Crossbow), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 2)","description":"Weapon (Hand Crossbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 3)","description":"Weapon (Hand Crossbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 4)","description":"Weapon (Hand Crossbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 5)","description":"Weapon (Hand Crossbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 6)","description":"Weapon (Hand Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 7)","description":"Weapon (Hand Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hand Crossbow (Level 8)","description":"Weapon (Hand Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Hand Crossbow (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Cantrip)","description":"Weapon (Handaxe), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 1)","description":"Weapon (Handaxe), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 2)","description":"Weapon (Handaxe), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 3)","description":"Weapon (Handaxe), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 4)","description":"Weapon (Handaxe), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 5)","description":"Weapon (Handaxe), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 6)","description":"Weapon (Handaxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 7)","description":"Weapon (Handaxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Handaxe (Level 8)","description":"Weapon (Handaxe), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Handaxe (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Cantrip)","description":"Weapon (Heavy Crossbow), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 1)","description":"Weapon (Heavy Crossbow), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 2)","description":"Weapon (Heavy Crossbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 3)","description":"Weapon (Heavy Crossbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 4)","description":"Weapon (Heavy Crossbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 5)","description":"Weapon (Heavy Crossbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 6)","description":"Weapon (Heavy Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 7)","description":"Weapon (Heavy Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Heavy Crossbow (Level 8)","description":"Weapon (Heavy Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Heavy Crossbow (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Cantrip)","description":"Armor (Hide Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 1)","description":"Armor (Hide Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 2)","description":"Armor (Hide Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 3)","description":"Armor (Hide Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 4)","description":"Armor (Hide Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 5)","description":"Armor (Hide Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 6)","description":"Armor (Hide Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 7)","description":"Armor (Hide Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Hide Armor (Level 8)","description":"Armor (Hide Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Enspelled Hide Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Cantrip)","description":"Weapon (Javelin), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 1)","description":"Weapon (Javelin), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 2)","description":"Weapon (Javelin), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 3)","description":"Weapon (Javelin), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 4)","description":"Weapon (Javelin), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 5)","description":"Weapon (Javelin), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 6)","description":"Weapon (Javelin), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 7)","description":"Weapon (Javelin), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Javelin (Level 8)","description":"Weapon (Javelin), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Enspelled Javelin (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Cantrip)","description":"Weapon (Lance), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 1)","description":"Weapon (Lance), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 2)","description":"Weapon (Lance), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 3)","description":"Weapon (Lance), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 4)","description":"Weapon (Lance), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 5)","description":"Weapon (Lance), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 6)","description":"Weapon (Lance), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 7)","description":"Weapon (Lance), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Lance (Level 8)","description":"Weapon (Lance), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Lance (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Cantrip)","description":"Armor (Leather Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 1)","description":"Armor (Leather Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 2)","description":"Armor (Leather Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 3)","description":"Armor (Leather Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 4)","description":"Armor (Leather Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 5)","description":"Armor (Leather Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 6)","description":"Armor (Leather Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 7)","description":"Armor (Leather Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Leather Armor (Level 8)","description":"Armor (Leather Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Leather Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Cantrip)","description":"Weapon (Light Crossbow), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 1)","description":"Weapon (Light Crossbow), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 2)","description":"Weapon (Light Crossbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 3)","description":"Weapon (Light Crossbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 4)","description":"Weapon (Light Crossbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 5)","description":"Weapon (Light Crossbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 6)","description":"Weapon (Light Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 7)","description":"Weapon (Light Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Crossbow (Level 8)","description":"Weapon (Light Crossbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Light Crossbow (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Cantrip)","description":"Weapon (Light Hammer), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 1)","description":"Weapon (Light Hammer), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 2)","description":"Weapon (Light Hammer), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 3)","description":"Weapon (Light Hammer), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 4)","description":"Weapon (Light Hammer), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 5)","description":"Weapon (Light Hammer), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 6)","description":"Weapon (Light Hammer), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 7)","description":"Weapon (Light Hammer), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Light Hammer (Level 8)","description":"Weapon (Light Hammer), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Enspelled Light Hammer (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Cantrip)","description":"Weapon (Longbow), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 1)","description":"Weapon (Longbow), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 2)","description":"Weapon (Longbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 3)","description":"Weapon (Longbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 4)","description":"Weapon (Longbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 5)","description":"Weapon (Longbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 6)","description":"Weapon (Longbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 7)","description":"Weapon (Longbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longbow (Level 8)","description":"Weapon (Longbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Longbow (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Cantrip)","description":"Weapon (Longsword), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 1)","description":"Weapon (Longsword), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 2)","description":"Weapon (Longsword), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 3)","description":"Weapon (Longsword), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 4)","description":"Weapon (Longsword), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 5)","description":"Weapon (Longsword), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 6)","description":"Weapon (Longsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 7)","description":"Weapon (Longsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Longsword (Level 8)","description":"Weapon (Longsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Longsword (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Cantrip)","description":"Weapon (Mace), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 1)","description":"Weapon (Mace), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 2)","description":"Weapon (Mace), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 3)","description":"Weapon (Mace), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 4)","description":"Weapon (Mace), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 5)","description":"Weapon (Mace), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 6)","description":"Weapon (Mace), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 7)","description":"Weapon (Mace), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Mace (Level 8)","description":"Weapon (Mace), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Enspelled Mace (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Cantrip)","description":"Weapon (Maul), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 1)","description":"Weapon (Maul), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 2)","description":"Weapon (Maul), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 3)","description":"Weapon (Maul), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 4)","description":"Weapon (Maul), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 5)","description":"Weapon (Maul), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 6)","description":"Weapon (Maul), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 7)","description":"Weapon (Maul), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Maul (Level 8)","description":"Weapon (Maul), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Maul (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Cantrip)","description":"Weapon (Morningstar), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 1)","description":"Weapon (Morningstar), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 2)","description":"Weapon (Morningstar), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 3)","description":"Weapon (Morningstar), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 4)","description":"Weapon (Morningstar), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 5)","description":"Weapon (Morningstar), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 6)","description":"Weapon (Morningstar), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 7)","description":"Weapon (Morningstar), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Morningstar (Level 8)","description":"Weapon (Morningstar), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Enspelled Morningstar (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Cantrip)","description":"Weapon (Musket), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 1)","description":"Weapon (Musket), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 2)","description":"Weapon (Musket), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 3)","description":"Weapon (Musket), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 4)","description":"Weapon (Musket), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 5)","description":"Weapon (Musket), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 6)","description":"Weapon (Musket), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 7)","description":"Weapon (Musket), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Musket (Level 8)","description":"Weapon (Musket), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Musket (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Cantrip)","description":"Armor (Padded Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 1)","description":"Armor (Padded Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 2)","description":"Armor (Padded Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 3)","description":"Armor (Padded Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 4)","description":"Armor (Padded Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 5)","description":"Armor (Padded Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 6)","description":"Armor (Padded Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 7)","description":"Armor (Padded Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Padded Armor (Level 8)","description":"Armor (Padded Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Padded Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Cantrip)","description":"Weapon (Pike), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 1)","description":"Weapon (Pike), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 2)","description":"Weapon (Pike), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 3)","description":"Weapon (Pike), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 4)","description":"Weapon (Pike), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 5)","description":"Weapon (Pike), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 6)","description":"Weapon (Pike), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 7)","description":"Weapon (Pike), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pike (Level 8)","description":"Weapon (Pike), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Enspelled Pike (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Cantrip)","description":"Weapon (Pistol), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 1)","description":"Weapon (Pistol), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 2)","description":"Weapon (Pistol), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 3)","description":"Weapon (Pistol), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 4)","description":"Weapon (Pistol), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 5)","description":"Weapon (Pistol), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 6)","description":"Weapon (Pistol), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 7)","description":"Weapon (Pistol), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Pistol (Level 8)","description":"Weapon (Pistol), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Enspelled Pistol (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Cantrip)","description":"Armor (Plate Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 1)","description":"Armor (Plate Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 2)","description":"Armor (Plate Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 3)","description":"Armor (Plate Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 4)","description":"Armor (Plate Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 5)","description":"Armor (Plate Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 6)","description":"Armor (Plate Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 7)","description":"Armor (Plate Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Plate Armor (Level 8)","description":"Armor (Plate Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Plate Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Cantrip)","description":"Weapon (Rapier), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 1)","description":"Weapon (Rapier), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 2)","description":"Weapon (Rapier), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 3)","description":"Weapon (Rapier), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 4)","description":"Weapon (Rapier), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 5)","description":"Weapon (Rapier), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 6)","description":"Weapon (Rapier), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 7)","description":"Weapon (Rapier), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Rapier (Level 8)","description":"Weapon (Rapier), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Enspelled Rapier (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Cantrip)","description":"Armor (Ring Mail), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 1)","description":"Armor (Ring Mail), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 2)","description":"Armor (Ring Mail), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 3)","description":"Armor (Ring Mail), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 4)","description":"Armor (Ring Mail), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 5)","description":"Armor (Ring Mail), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 6)","description":"Armor (Ring Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 7)","description":"Armor (Ring Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Ring Mail (Level 8)","description":"Armor (Ring Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Ring Mail (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Cantrip)","description":"Armor (Scale Mail), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 1)","description":"Armor (Scale Mail), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 2)","description":"Armor (Scale Mail), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 3)","description":"Armor (Scale Mail), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 4)","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 5)","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 6)","description":"Armor (Scale Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 7)","description":"Armor (Scale Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scale Mail (Level 8)","description":"Armor (Scale Mail), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Enspelled Scale Mail (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Cantrip)","description":"Weapon (Scimitar), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 1)","description":"Weapon (Scimitar), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 2)","description":"Weapon (Scimitar), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 3)","description":"Weapon (Scimitar), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 4)","description":"Weapon (Scimitar), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 5)","description":"Weapon (Scimitar), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 6)","description":"Weapon (Scimitar), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 7)","description":"Weapon (Scimitar), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Scimitar (Level 8)","description":"Weapon (Scimitar), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Scimitar (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Cantrip)","description":"Weapon (Shortbow), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 1)","description":"Weapon (Shortbow), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 2)","description":"Weapon (Shortbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 3)","description":"Weapon (Shortbow), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 4)","description":"Weapon (Shortbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 5)","description":"Weapon (Shortbow), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 6)","description":"Weapon (Shortbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 7)","description":"Weapon (Shortbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortbow (Level 8)","description":"Weapon (Shortbow), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Enspelled Shortbow (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Cantrip)","description":"Weapon (Shortsword), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 1)","description":"Weapon (Shortsword), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 2)","description":"Weapon (Shortsword), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 3)","description":"Weapon (Shortsword), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 4)","description":"Weapon (Shortsword), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 5)","description":"Weapon (Shortsword), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 6)","description":"Weapon (Shortsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 7)","description":"Weapon (Shortsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Shortsword (Level 8)","description":"Weapon (Shortsword), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Shortsword (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Cantrip)","description":"Weapon (Sickle), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 1)","description":"Weapon (Sickle), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 2)","description":"Weapon (Sickle), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 3)","description":"Weapon (Sickle), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 4)","description":"Weapon (Sickle), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 5)","description":"Weapon (Sickle), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 6)","description":"Weapon (Sickle), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 7)","description":"Weapon (Sickle), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sickle (Level 8)","description":"Weapon (Sickle), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Enspelled Sickle (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Cantrip)","description":"Weapon (Sling), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 1)","description":"Weapon (Sling), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 2)","description":"Weapon (Sling), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 3)","description":"Weapon (Sling), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 4)","description":"Weapon (Sling), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 5)","description":"Weapon (Sling), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 6)","description":"Weapon (Sling), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 7)","description":"Weapon (Sling), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Sling (Level 8)","description":"Weapon (Sling), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Enspelled Sling (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Cantrip)","description":"Weapon (Spear), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 1)","description":"Weapon (Spear), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 2)","description":"Weapon (Spear), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 3)","description":"Weapon (Spear), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 4)","description":"Weapon (Spear), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 5)","description":"Weapon (Spear), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 6)","description":"Weapon (Spear), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 7)","description":"Weapon (Spear), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Spear (Level 8)","description":"Weapon (Spear), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Spear (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Cantrip)","description":"Armor (Splint Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 1)","description":"Armor (Splint Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 2)","description":"Armor (Splint Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 3)","description":"Armor (Splint Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 4)","description":"Armor (Splint Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 5)","description":"Armor (Splint Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 6)","description":"Armor (Splint Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 7)","description":"Armor (Splint Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Splint Armor (Level 8)","description":"Armor (Splint Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"Yes","Name":"Enspelled Splint Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Cantrip)","description":"Staff, Uncommon (Requires Attunement by a Spellcaster) Bound into this staff is a cantrip. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 13 and its attack bonus +5.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 1)","description":"Staff, Uncommon (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 1. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 13 and its attack bonus +5.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 2)","description":"Staff, Rare (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 2. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 13 and its attack bonus +5.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 3)","description":"Staff, Rare (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 3. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 15 and its attack bonus +7.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 4)","description":"Staff, Very Rare (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 4. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 15 and its attack bonus +7.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 5)","description":"Staff, Very Rare (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 5. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 17 and its attack bonus +9.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 6)","description":"Staff, Legendary (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 6. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 17 and its attack bonus +9.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 7)","description":"Staff, Legendary (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 7. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 18 and its attack bonus +10.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Level 8)","description":"Staff, Legendary (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell’s saving throw DC is 18 and its attack bonus +10.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Staff (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Staff (Template)","description":"Staff, Rarity Varies (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table. Roll20 Note: This item is not supported for drag and drop. Spell Level Rarity Save DC Attack Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10","properties":{"Category":"Items","Expansion":33359,"Item Type":"Arcane Spell Focus","Item Rarity":"Yes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Cantrip)","description":"Armor (Studded Leather Armor), Uncommon (Requires Attunement) Bound into this armor is a cantrip. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 1)","description":"Armor (Studded Leather Armor), Uncommon (Requires Attunement) Bound into this armor is a spell of level 1. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 2)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 2. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 3)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) Bound into this armor is a spell of level 3. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 4)","description":"Armor (Studded Leather Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 4. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 5)","description":"Armor (Studded Leather Armor), Very Rare (Requires Attunement) Bound into this armor is a spell of level 5. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 6)","description":"Armor (Studded Leather Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 6. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 7)","description":"Armor (Studded Leather Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 7. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Studded Leather Armor (Level 8)","description":"Armor (Studded Leather Armor), Legendary (Requires Attunement) Bound into this armor is a spell of level 8. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Enspelled Studded Leather Armor (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Cantrip)","description":"Weapon (Trident), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 1)","description":"Weapon (Trident), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 2)","description":"Weapon (Trident), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 3)","description":"Weapon (Trident), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 4)","description":"Weapon (Trident), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 5)","description":"Weapon (Trident), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 6)","description":"Weapon (Trident), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 7)","description":"Weapon (Trident), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Trident (Level 8)","description":"Weapon (Trident), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Enspelled Trident (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Cantrip)","description":"Weapon (War Pick), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 1)","description":"Weapon (War Pick), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 2)","description":"Weapon (War Pick), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 3)","description":"Weapon (War Pick), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 4)","description":"Weapon (War Pick), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 5)","description":"Weapon (War Pick), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 6)","description":"Weapon (War Pick), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 7)","description":"Weapon (War Pick), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled War Pick (Level 8)","description":"Weapon (War Pick), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled War Pick (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Cantrip)","description":"Weapon (Warhammer), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 1)","description":"Weapon (Warhammer), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 2)","description":"Weapon (Warhammer), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 3)","description":"Weapon (Warhammer), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 4)","description":"Weapon (Warhammer), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 5)","description":"Weapon (Warhammer), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 6)","description":"Weapon (Warhammer), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 7)","description":"Weapon (Warhammer), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Warhammer (Level 8)","description":"Weapon (Warhammer), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Enspelled Warhammer (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Weapon (Template)","description":"Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table. Roll20 Note: This item is not supported for drag and drop. Spell Level Rarity Save DC Attack Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"Yes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Cantrip)","description":"Weapon (Whip), Uncommon (Requires Attunement) Bound into this weapon is a cantrip. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 1)","description":"Weapon (Whip), Uncommon (Requires Attunement) Bound into this weapon is a spell of level 1. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 2)","description":"Weapon (Whip), Rare (Requires Attunement) Bound into this weapon is a spell of level 2. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 13 and its attack bonus is +5.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 3)","description":"Weapon (Whip), Rare (Requires Attunement) Bound into this weapon is a spell of level 3. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 4)","description":"Weapon (Whip), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 4. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 15 and its attack bonus is +7.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 5)","description":"Weapon (Whip), Very Rare (Requires Attunement) Bound into this weapon is a spell of level 5. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 6)","description":"Weapon (Whip), Legendary (Requires Attunement) Bound into this weapon is a spell of level 6. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 17 and its attack bonus is +9.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 7)","description":"Weapon (Whip), Legendary (Requires Attunement) Bound into this weapon is a spell of level 7. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Enspelled Whip (Level 8)","description":"Weapon (Whip), Legendary (Requires Attunement) Bound into this weapon is a spell of level 8. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The spell’s saving throw DC is 18 and its attack bonus is +10.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse, Reach","Item Rarity":"Yes","Name":"Enspelled Whip (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Entertainer's Pack","description":"Entertainer's Pack Equipment pack Includes: a backpack a bedroll 2 costumes 5 candles 5 days of rations a waterskin a disguise kit","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Backpack\",\"bedroll\",\"costume (2)\",\"candle (5)\",\"rations (5)\",\"waterskin\",\"disguise kit\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Entertainer's Pack","description":"Entertainer's Pack Adventuring gear Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.","properties":{"Category":"Items","Expansion":5},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Entertainer's Pack","description":"Adventuring Gear Weight: 58½ lb. Cost: 40 GP An Entertainer’s Pack contains the following items: Backpack , Bedroll , Bell , Bullseye Lantern , 3 Costumes , Mirror , 8 flasks of Oil , 9 days of Rations , Tinderbox , and Waterskin .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Entertainer's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Entrenching Mattock","description":"Weapon (war pick), rare You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Entropy Bomb","description":"Entropy Bomb Weapon (bomb), rare This glass sphere is filled with swirling black gas. As an action, you can throw this bomb up to 60 feet away, where it breaks and releases the gas in a 15-foot-diameter cloud that lingers for 1 minute. A creature that starts its turn in the cloud or that enters the cloud for the first time on its turn must make a DC 15 Constitution saving throw. On a failure, the creature takes 1d6 necrotic damage and is under the effect of the slow spell until the end of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Environ Suit","description":"An environ suit is a full-body suit made of a durable material, offering crude protection in combat.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Environmental","description":"Apprentice armor property Components: Masterwork suit of armor While wearing this suit of armor, you can tolerate temperatures as cold as −100 degrees Fahrenheit or as warm as 200 degrees Fahrenheit.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Environmental Pocket","description":"Environmental Pocket Utility, rare (requires affinity) This device has 3 charges. It can be attached to a belt or worn on the arm. As an action, you can expend a charge to activate the device, creating a thin, atmospheric layer around your body that lasts for 1 hour. It allows you to breathe normally in any atmosphere or within a vacuum. You automatically succeed on saving throws made against exposure to extreme heat or cold and take no damage from outer space exposure. The device regains 1d3 expended charges when you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Envisioner's Compass","description":"Wondrous Item, Rare While holding this compass, you can use your action to set a compass course to a location, object, or creature that is on the same plane of existence as you. The compass needle points in the direction of the target for 24 hours or until this property is used again. If the creature or object can’t be targeted by divination magic or be perceived through magical scrying sensors, the attempt to set a course to it automatically fails. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Epee Sanguine","description":"Épée Sanguine Trick weapon (longsword, greatsword), very rare (requires attunement) This sword, formed of coagulated blood, is a dark red, nearly black color. It is warm to the touch and emits a vigorous pulse. According to legend, the blade has a will of its own and grows stronger by consuming the blood of its victims. The sword may even make its master immortal, but at a heavy cost. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 necrotic damage on a hit. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a vile longsword glowing with echoes of blood. In its transformed state, the weapon is a greatsword with an even more nefarious aspect. To transform this weapon, you must feed it blood. Each time you deal damage with this weapon to a creature that possesses blood, the épée gains 1 charge. The épée can hold up to 4 charges. Each charge lasts for 1 minute or until it is consumed. If this weapon has 1 or more charges, you can use your bonus action to transform it. Untransformed. You gain a 1d4 bonus to attack rolls you make with this weapon against creatures that have more than half their hit points. Transformed. You gain a 1d4 bonus to attack rolls you make with this weapon against creatures that are bloodied (half of its hit points or fewer). In this form, the épée sanguine consumes 1 charge at the end of each of your turns, unless you’ve expended 1 or more charges that turn. It reverts back to its untransformed state if it loses all charges. When you hit a creature with an attack using the épée, you can expend 1 or more charges to unleash the blood accumulated in the blade: 1 Charge. You heal a number of hit points equal to the necrotic damage you dealt. 2 Charges. You deal an extra 1d8 necrotic damage and heal a number of hit points equal to the necrotic damage you dealt. 3 Charges. The target becomes bound in blood and must make a DC 14 Dexterity saving throw. On a failed save, it takes 2d6 necrotic damage and is restrained until the start of your next turn. On a successful save, it takes half as much damage and isn’t restrained. 4 Charges. Blood covers the creature’s face and chokes it. The creature must make a DC 14 Dexterity saving throw. On a failed save, it takes 2d10 necrotic damage and is stunned until the start of your next turn. On a successful save, it takes half as much damage and isn’t stunned. *Roll20 Note: Add the Epee Sanguine (Longsword) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Epee Sanguine (Longsword)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Epee Sanguine to populate attacks in its untransformed form. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a vile longsword glowing with echoes of blood. In its transformed state, the weapon is a greatsword with an even more nefarious aspect. To transform this weapon, you must feed it blood. Each time you deal damage with this weapon to a creature that possesses blood, the épée gains 1 charge. The épée can hold up to 4 charges. Each charge lasts for 1 minute or until it is consumed. If this weapon has 1 or more charges, you can use your bonus action to transform it. Untransformed. You gain a 1d4 bonus to attack rolls you make with this weapon against creatures that have more than half their hit points.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Epee Solaire","description":"Épée Solaire Trick weapon (greatsword, shortsword), very rare (requires attunement) The splendor of the Radiant One is akin to the radiance of a thousand suns bursting in the sky all at once. While attuned to this weapon, you gain the following benefits: You are proficient with greatswords and shortswords. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 radiant damage on a hit. When you hit an aberration or undead with it, the extra radiant damage increases to 2d4. The weapon's blade emits bright light in a 10-foot radius and dim light for an additional 10 feet. You can summon or extinguish the light at will (no action required). This weapon has the Deflective Light property. Deflective Light. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to cause a burst of sunlight to flare before the attacker, imposing disadvantage on the attack roll and transforming the weapon. An attacker that can't be blinded is immune to this property. This property can be used three times, regaining all expended uses daily at dawn. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a metallic greatsword glowing with light. In its transformed state, the weapon is two shortswords emitting the same glow. Untransformed. While wielding this greatsword, your reflexes are enhanced. You gain a +1 bonus to Strength, Dexterity, and Constitution saving throws. Transformed. When you engage in two-weapon fighting with these shortswords, you can add your ability modifier to the damage of the second attack. In addition, this weapon gains the Brightburn property. Brightburn. Once on each of your turns when you hit a creature two times with these shortswords, the accumulated solar energy singes them. The target must make a DC 13 Constitution saving throw, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one. *Roll20 Note: Add the Epee Solaire (Greatsword) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Epee Solaire (Greatsword)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Epee Solaire to populate attacks in its untransformed form. While attuned to this weapon, you gain the following benefits: You are proficient with greatswords and shortswords. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 radiant damage on a hit. When you hit an aberration or undead with it, the extra radiant damage increases to 2d4. The weapon's blade emits bright light in a 10-foot radius and dim light for an additional 10 feet. You can summon or extinguish the light at will (no action required). This weapon has the Deflective Light property. Deflective Light. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to cause a burst of sunlight to flare before the attacker, imposing disadvantage on the attack roll and transforming the weapon. An attacker that can't be blinded is immune to this property. This property can be used three times, regaining all expended uses daily at dawn. Untransformed. While wielding this greatsword, your reflexes are enhanced. You gain a +1 bonus to Strength, Dexterity, and Constitution saving throws.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Ephixis, Bow of Nylea","description":"Ephixis, Bow of Nylea Ranged weapon (simple, shortbow), artifact (requires attunement) Nylea wields the shortbow Ephixis , the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant. Bow of the Wild. This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20. Blessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety: Piety 10+. The bow has 1 randomly determined minor beneficial property. Piety 25+. The bow has 1 randomly determined major beneficial property. If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental property. See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. Arrows of the Seasons. The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property: Spring . As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours. Summer . As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away. Autumn . As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there. Winter . As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there. Destroying the Bow. The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Two-Handed Modifiers: Ranged Attack +3, Ranged Damage +3","properties":{"Category":"Items","Expansion":5432,"Item Type":"Weapon ","Item Rarity":"artifact ","Requires Attunement":"yes"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Epipentagram","description":"Wondrous item, rare Component: fiend bone Fiends’ blood has some surprising uses. When properly decocted, it can cause hyper-stimulation of the nervous and muscular systems, temporarily relieving the effects of exhaustion, only to have them come back with renewed gusto later on. Fiendrenaline. As a bonus action, you can jab this apparatus into a willing creature within your reach, dealing 1d4 piercing damage to it. For the next 10 minutes, the creature’s speed is doubled, it gains a +4 bonus to its Strength and Dexterity scores (up to a maximum of 24), and it ignores the effects of the exhaustion condition. When these effects end, the creature gains 1 level of exhaustion and must succeed on a DC 10 Charisma saving throw or be possessed by a fiendish spirit for 1 hour. During that time, the creature is incapacitated, and the fiend controls its body but doesn’t deprive it of awareness. The fiend can’t be targeted by any attack, spell, or other effect, and it retains its alignment. It otherwise uses the creature’s statistics, but doesn’t gain access to its knowledge, class features, or proficiencies. After the possession ends, the fiend returns to its plane of origin. Once this property has been used, it can’t be used again until the next dawn, when the device refills itself with refined fiend blood.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epipentagram (uncommon variant)","description":"Wondrous item, rare Component: fiend bone Fiends’ blood has some surprising uses. When properly decocted, it can cause hyper-stimulation of the nervous and muscular systems, temporarily relieving the effects of exhaustion, only to have them come back with renewed gusto later on. Fiendrenaline. As a bonus action, you can jab this apparatus into a willing creature within your reach, dealing 1d4 piercing damage to it. For the next 10 minutes, the creature’s speed is doubled, it gains a +4 bonus to its Strength and Dexterity scores (up to a maximum of 24), and it ignores the effects of the exhaustion condition. When these effects end, the creature gains 1 level of exhaustion and must succeed on a DC 10 Charisma saving throw or be possessed by a fiendish spirit for 1 hour. During that time, the creature is incapacitated, and the fiend controls its body but doesn’t deprive it of awareness. The fiend can’t be targeted by any attack, spell, or other effect, and it retains its alignment. It otherwise uses the creature’s statistics, but doesn’t gain access to its knowledge, class features, or proficiencies. After the possession ends, the fiend returns to its plane of origin. Once this property has been used, it can’t be used again until the next dawn, when the device refills itself with refined fiend blood. Uncommon variant: Reduce the DC to 8, the duration of the beneficial effects to 1 minute, and the bonus to Strength and Dexterity to +2 (up to a maximum of 22).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. Very rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. While hovering with the Enlightened State property, you can’t be knocked prone against your will.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. Very rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. While hovering with the Enlightened State property, you can’t be knocked prone against your will.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. Very rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. While hovering with the Enlightened State property, you can’t be knocked prone against your will.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. Very rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. While hovering with the Enlightened State property, you can’t be knocked prone against your will.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Epiphany Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: phial of celestial blood In a transcendent burst of light, a monk levitates above the ground, eyes alive with the light of the stars. As is the tradition of the Way of Enlightenment, the ascended monk gives several phials of their blood—now celestial gold—before ascending to a higher plane, so that others may craft the tools that help bring inner harmony. With gemstones representing each chakra set into their blade, these swords, known as epiphanies, can hasten the enlightenment of their wielder. This weapon has 7 charges, represented by the colourful gems along the blade that become dull when expended, and regains all expended charges daily at dawn. Open Chakra. While holding this sword, you can use an action to expend 1 charge and unlock a portion of your inner potential by casting the guidance cantrip, targeting yourself. Enlightened State. When you expend the last of the weapon’s charges, you gain inspiration. In addition, if the weapon has no charges, your feet hover 1 foot above the ground while you hold it and aren’t prone. You can move by walking on air or simply gliding forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. Rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. Very rare variant: When you cast the guidance cantrip using the sword, it requires no concentration and you regain 1d4 hit points. While hovering with the Enlightened State property, you can’t be knocked prone against your will.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Erathor Tea","description":"Fael , or \" Erethor tea\" as it is known among the Dorns, is a valuable elixir used by the elves in place of bulky and heavy trail rations. The tea is created magically from various herbs and roots native to Erethor. The tea consists of dark, flaky grounds that, when mixed with water, provide sustenance equivalent to actual rations. The resulting broth is thick and slightly sweet. Two small cups per day serve to keep the drinker energized and healthy. The tea can be used as a sole source of nourishment for up to a month at a time. After that its efficacy quickly fades, and the drinker must spend at least two weeks eating actual food before resuming use of the tea. The tea takes getting used to, and for the first few days, drinkers suffer mild hunger pains and occasional stomach cramps. Heating the tea and drinking it warm helps ease this discomfort, but consuming any food while on the tea restarts the period of adjustment. One pound of Erethor tea powder is enough to make fifty servings. The tea is uncommon in these grim times, even in Erethor itself; it is therefore rather valuable.","properties":{"Category":"Items"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Ergot","description":"This fungus grows on the ears of rye and related cereal and forage plants. Consumption of grains or seeds contaminated with ergot can cause ergotism (commonly called holy fire) in humanoids and other mammals. Ergot causes this disease even when it is ground up and baked into bread. A hag will have a few of these plants with the ergot fungus on them just because it's ugly. No hag has ever been known to spread the disease holy fire on purpose. But there is nothing stopping a hag from having the idea. Disease - Holy Fire Eating bread and cereal products made from grain infected with the fungus, ergot, can cause holy fire. Those infected with holy fire are not contagious and do not infect others. Upon eating infected bread, the victim must make a DC 8 Constitution saving throw. If this save fails then the victim has contracted holy fire and symptoms will appear in 10 (2d10) days. The Constitution saving throw for holy fire is only made once per week if the victim is eating infected bread more than once. Once contracted, holy fire can only be cured magically or it has to run its course. The victim will gain 1 exhaustion level the first day of symptoms and on the second day they will have disadvantage on all checks and saving throws involving Strength or Dexterity as their limbs begin to feel like they are burning. By the third day the victim usually begins to panic as their limbs turn black and they feel like they are burning from the inside. On the fourth day the victim needs to make a separate DC 8 Constitution saving throw of DC for each limb. If the saving throw succeeds then that limb slowly begins to heal and will function normally in 2d4 days. A failed saving throw results in the limb beginning to rot and if it is not removed then the victim will slowly die of gangrene.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Errenath Family Private Wish Red Wine","description":"Errenath Family Private Wish Red Wine Adventuring gear Cost 75 gp per bottle The natural phenomenon that churns the mud and earth surrounding Kamordah has helped its people cultivate a valuable collection of vineyards. Wines produced by these families are some of the best in Exandria, often presented as extravagant gifts or a display of wealth. These bottles fetch a healthy sum of gold, with some of the finest listed below, though the prices vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ersatz Eye","description":"Ersatz Eye Wondrous item, common (requires attunement ) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ersatz Eye","description":"Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"common (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ersatz Eye","description":"Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ersatz Eye","description":"Wondrous Item, Common This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are alive.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ersatz Eye"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Erunsil Fighting Knife","description":"This wicked blade drives deeply into opponents’ flesh, doing as much damage on the way out as it did on the way in. The Erunsil elves often wield one in each hand when fighting Izrador’s minions in the Veradeen. Erunsil fighting knives use the weapon profile of a dagger.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Esper Pattern Detector","description":"Esper Pattern Detector Utility, uncommon This sorium-plated rod has 3 charges. While holding it, you can expend 1 of its charges as an action to activate the esper sense power. The rod regains 1d3 expended charges when you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Esquire's Rowels","description":"Wondrous item, rare (requires attunement) While riding a mount and wearing these silver-chased spurs, you have a +1 bonus to initiative rolls, and your mount’s Armor Class increases by 2. In addition, while riding a mount and wearing these spurs, you and your mount have advantage on Constitution saving throws against exhaustion caused by traveling more than 8 hours in a day.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Essence of Death","description":"Poison, rarity varies Essence of Death is the distilled extract of the Destroying Angel mushroom, whose cap is so toxic that consuming even one can kill an adult human. A creature that ingests or is Injured with a weapon coated in this poison must make a Constitution saving throw of the DC indicated in the table below or drop to 0 hit points. If they fail their saving throw by 5 or more, they gain the Lethal Injury “The End is Nigh”. On a successful saving throw, the creature is stunned for one round and poisoned until it finishes a short rest. When “The End is Nigh” is gained in this way, it can be removed with a spell that cures poison cast using a spell slot of at least 4th, 5th, or 6th level, depending on the poison concentration. Poison Concentration DC Rarity Weak 13 Rare Strong 15 Very rare Exceptional 18 Very rare","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Varies"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Essence of Death Poison, rarity varies","description":"","properties":{"Category":"Items","Item Type":"Essence of Death is the distilled extract of the Destroying Angel mushroom whose cap is so toxic that consuming even one can kill an adult human. A creature that ingests or is Injured with a weapon coated in this poison must make a Constitution saving throw of the DC indicated in the table below or drop to 0 hit points. If they fail their saving throw by 5 or more, they gain the Lethal Injury “The End is Nigh”. On a successful saving throw, the creature is stunned for one round and poisoned until it finishes a short rest. When “The End is Nigh” is gained in this way, it can be removed with a spell that cures poison cast using a spell slot of at least 4th, 5th, or 6th level, depending on the poison concentration.\\n POISON CONCENTRATION DC RARITY\\n Weak 13 Rare\\n Strong 15 Very rare\\n Exceptional 18 Very rare\\n"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Essence of Ether","description":"Inhaled Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Cost: 300 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Essence of Ether"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Essence of ether (Inhaled)","description":"Essence of Ether Adventuring gear , poison (inhaled) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Essence of Shadowkeep","description":"Essence of Shadowkeep Wondrous item, very rare (requires attunement by an illrigger, paladin, or warlock of evil alignment) The Essence of Shadowkeep is a sentient fragment of the hellish influence permeating Shadowkeep, which takes the form of black mist. As an action, you can inhale the essence and attune to it instantly. You can exhale the essence as an action, ending your attunement to it. While attuned to the essence, your eyes turn red and you gain the following benefits: You are resistant to necrotic damage. Your weapon attacks deal an extra 1d6 necrotic damage. When you hit a creature with a weapon attack, you can regain hit points equal to the damage dealt. Once you regain hit points in this way, you can’t do so again until the next dusk. You know about effects created by the Devil’s Influence in Shadowkeep. Sentience. The Essence of Shadowkeep is a sentient, lawful evil item with an Intelligence of 14, a Wisdom of 15, and a Charisma of 18. When a creature isn’t attuned to it, the essence has hearing and darkvision out to a range of 120 feet and can speak and understand Common. When a creature is attuned to it, the essence can sense everything its wielder senses and can only communicate telepathically with its wielder. Personality. Egotistical and domineering, the Essence of Shadowkeep is an ambitious force that craves action. The essence encourages its wielder to be decisive, choose action over words, and awe enemies with displays of might. If the wielder ignores the essence’s advice three times in a row, a conflict between it and the wielder arises at the next sunset.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by an Illrigger, Paladin, or Warlock of Evil Alignment"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Essence of the Orb","description":"Potion (legendary) This colorful liquid pulsates with energy. As an action, a creature can consume one dose of the liquid essence. The creature gains one essence point. The eyes of the creature start to glow with the color of the related orb and keep glowing until the creature has at least one essence point left. The creature can expend essence points to create spell slots as a sorcerer would or to use any metamagic option available to sorcerers. Either use of essence points is required to be for spells from the school of magic related to the orb. The creature can’t convert spell slots into essence points. The essence points acquired this way add up if they are not expended. With each dose consumed, the creature risks that the magical energies drain its body and mind. Consult the following table on the amount of essence points a character has and its effect whenever the creature gains a new essence point: 1 The creature must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. 2-4 The creature must succeed on a DC 14 Constitution saving throw or gain one level of exhaustion. 5-8 The creature must succeed on a DC 18 Constitution saving throw or gain one level of exhaustion. The creature must also succeed on a DC 18 Wisdom saving throw or be come charmed. A character charmed this way gains a short-term madness determined randomly. 9-13 The creature must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion. The creature must also succeed on a DC 22 Wisdom saving throw or become charmed. A character charmed this way gains a long-term madness determined randomly. 14-19 The creature must succeed on a DC 26 Constitution saving throw or gain one level of exhaustion. The creature must also succeed on a DC 26 Wisdom saving throw or become charmed. A character charmed this way gains an indefinite madness determined randomly. 20 The creature must succeed on a DC 30 Constitution saving throw or die and turn into a spellwarped abomination of the respective kind associated with the orb. On a successful save, the creature turns into an Aspect of the Wondermaker for one hour. A creature can have a different number of essence points from different schools of magic, but can’t have more than 20 essence points in total. Exhaustion levels and madness gained this way can’t be removed until the creature has essence points left, except with the use of a wish spell. A creature who consumes the essence of an orb gains advantage on its saving throws against the protective powers of all orbs of the Wondermaker for one hour. Aspect of the Wondermaker. A creature that has 20 essence points of a certain school of magic turns into an aspect of the Wondermaker. Each aspect represents a bodily manifestation of the god of magic through a school of magic. The creature gains the following powers as long as it remains an aspect of the Wondermaker: The creature gains a fly speed of 90 feet. The creature gains advantage on saving throws against spells and other magical effects. The creature is not required to maintain concentration on spells that require concentration. The creature is surrounded by a 30-feet radius aura that functions as an antimagic field against spells and magical effects related to the respective school of magic. The aura does not affect spells cast by the aspect or an orb of the Wondermaker. Once per transformation, as an action, the creature can cast one spell from the respective school of magic regardless of the spell’s level and without expanding a spell slot but still requiring material components. ","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Estoc","description":"","properties":{"Category":"Items","Item Type":"Weapon (estoc)","Properties":"Versatile (1d10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Estoc for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ethereal Moongold Equalizer","description":"Ethereal Moongold Equalizer Trick weapon (flintlock, rifle), very rare (requires attunement) This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. Attunement. This weapon has 5 charges and regains them daily at midnight. While attuned to this weapon, you can expend a charge to turn ephemeral, granting you the ability to walk through objects and creatures as if they were difficult terrain until the end of your turn. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. Trick Weapon. As a bonus action, you can magically melt the moongold before solidifying it, switching between the transformed and untransformed states of this weapon. In its untransformed state, the equalizer is a flintlock. In its transformed state, the weapon is an ornate, two-handed weapon; a rifle. Untransformed. This flintlock has the Barrel 2 (F) property. In addition, being within 5 feet of a hostile creature or targeting a prone creature doesn't impose disadvantage on your ranged attack rolls with this flintlock. Transformed. When you attack with this weapon, you can choose to replace your attack with a particularly violent shot. Make a ranged weapon attack and expend up to 5 charges. On a hit, the target takes the weapon's damage plus an extra 2d8 piercing damage + an extra 1d8 radiant damage for each charge expended. If you expended more than 2 charges for the attack, the target is also blinded until the end of its next turn. Hit or miss, this causes the weapon to partially liquefy and turn back into its untransformed state; it can’t be transformed again until the end of your next turn. You can use this attack only if you haven't moved during this turn, and after you use this attack, your speed is 0 until the end of your turn. *Roll20 Note: Add the Ethereal Moongold Equalizer (Flintlock) to your sheet for full functionality. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12). Steady. A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn’t impose disadvantage on the attack roll. You can use this bonus action only if you haven’t moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Ethereal Moongold Equalizer (Flintlock)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Ethereal Moongold Equalizer to populate attacks in its untransformed form. Untransformed. This flintlock has the Barrel 2 (F) property. In addition, being within 5 feet of a hostile creature or targeting a prone creature doesn't impose disadvantage on your ranged attack rolls with this flintlock. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Fast reload. You must use an attack, an action, or a bonus action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 100/320), Barrel 2 (F), Blaring","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Etherealness","description":"Legendary armor property Components: Masterwork suit of exotic armor This suit of armor is infused with ectoplasm. While wearing this armor, you can use your action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you use an action to end it. Once you use this property, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Etherguard Halberd","description":"Etherguard Halberd Weapon (Halberd), Legendary (Requires Attunement) An iron halberd covered in crude etchings of ghosts, phantoms, and other malevolent spirits. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Solid Spirit. You have advantage on saving throws against being possessed by Undead and creatures with the Incorporeal Movement trait can’t move through you. Ethereal Senses. You can hear and see (in shades of gray) 60 feet into the Ethereal Plane when you are on a plane that borders it (such as the Material Plane), and vice versa. Plane-Shifting Steel. You can use this weapon to make attacks against targets on the Ethereal Plane.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Euryale's Aegis","description":"Euryale's Aegis Armor (Shield), Legendary (Requires Attunement) This gleaming brass shield bears a relief of the legendary medusa druid Euryale. While wielding this shield, you gain the following benefits: Blessing of Euryale. You have resistance to poison damage and are immune to the petrified condition. Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save, the restrained condition ends. Once this bonus action is used, it can’t be used again until the next dawn. Spellcasting. While wielding the shield, you can use an action to cast one of the following spells from it: Lesser Restoration , Locate Creature , or Transport via Plants . Once you use the shield to cast a spell, the shield can’t cast that spell again until the next dawn. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Evening Moon","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Evening Moon Weapon (chakram), rare (requires attunement) Component: pouch of celestial dust This three-quarter chakram can sustain itself in flight, returning to its wielder after lacerating its target. Equally lethal in both melee and ranged combat, this weapon is favoured by assassins of the astral sea for its ability to create a moving sphere of shadow, aiding its wielder to slip through enemy lines unseen, even in broad daylight. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which returns to your hand immediately after it is used to make a ranged attack. When you hit a creature with the Shapechanger trait with this weapon, it must succeed on a DC 15 Constitution saving throw or instantly revert to its original form and be unable to assume a different form for 1 minute. Dusk. While holding this weapon, you can use an action to create a 10-foot sphere centred on you which is filled with dim light. This sphere lasts for 1 hour or until you dismiss it as a bonus action, and it follows you when you move. While in this area, you can try to hide when lightly obscured, and you can take the Hide action as a bonus action. Once this property of the weapon has been used, it can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Evening Moon (legendary variant)","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Evening Moon Weapon (chakram), rare (requires attunement) Component: pouch of celestial dust This three-quarter chakram can sustain itself in flight, returning to its wielder after lacerating its target. Equally lethal in both melee and ranged combat, this weapon is favoured by assassins of the astral sea for its ability to create a moving sphere of shadow, aiding its wielder to slip through enemy lines unseen, even in broad daylight. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which returns to your hand immediately after it is used to make a ranged attack. When you hit a creature with the Shapechanger trait with this weapon, it must succeed on a DC 15 Constitution saving throw or instantly revert to its original form and be unable to assume a different form for 1 minute. Dusk. While holding this weapon, you can use an action to create a 10-foot sphere centred on you which is filled with dim light. This sphere lasts for 1 hour or until you dismiss it as a bonus action, and it follows you when you move. While in this area, you can try to hide when lightly obscured, and you can take the Hide action as a bonus action. Once this property of the weapon has been used, it can’t be used again until the next dusk. Uncommon variant: Remove the attack and damage roll bonus. Reduce the DC to 13 and the duration of the Dusk property to 10 minutes. Very rare variant: Increase the attack and damage bonus to +2, the DC to 16, and the radius of Dusk to 15 feet. The item has the New Moon property. New Moon. After you use the Dusk property, but before the next dusk, you can use an action to cast the invisibility spell on yourself. Once this property of the weapon has been used, it can’t be used again until the next dusk. Legendary variant: Increase the attack and damage bonus to +3, the DC to 17, and the radius of Dusk to 20 feet. The item has the New Moon property.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Evening Moon (uncommon variant)","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Evening Moon Weapon (chakram), rare (requires attunement) Component: pouch of celestial dust This three-quarter chakram can sustain itself in flight, returning to its wielder after lacerating its target. Equally lethal in both melee and ranged combat, this weapon is favoured by assassins of the astral sea for its ability to create a moving sphere of shadow, aiding its wielder to slip through enemy lines unseen, even in broad daylight. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which returns to your hand immediately after it is used to make a ranged attack. When you hit a creature with the Shapechanger trait with this weapon, it must succeed on a DC 15 Constitution saving throw or instantly revert to its original form and be unable to assume a different form for 1 minute. Dusk. While holding this weapon, you can use an action to create a 10-foot sphere centred on you which is filled with dim light. This sphere lasts for 1 hour or until you dismiss it as a bonus action, and it follows you when you move. While in this area, you can try to hide when lightly obscured, and you can take the Hide action as a bonus action. Once this property of the weapon has been used, it can’t be used again until the next dusk. Uncommon variant: Remove the attack and damage roll bonus. Reduce the DC to 13 and the duration of the Dusk property to 10 minutes.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Evening Moon (very rare variant)","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Evening Moon Weapon (chakram), rare (requires attunement) Component: pouch of celestial dust This three-quarter chakram can sustain itself in flight, returning to its wielder after lacerating its target. Equally lethal in both melee and ranged combat, this weapon is favoured by assassins of the astral sea for its ability to create a moving sphere of shadow, aiding its wielder to slip through enemy lines unseen, even in broad daylight. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which returns to your hand immediately after it is used to make a ranged attack. When you hit a creature with the Shapechanger trait with this weapon, it must succeed on a DC 15 Constitution saving throw or instantly revert to its original form and be unable to assume a different form for 1 minute. Dusk. While holding this weapon, you can use an action to create a 10-foot sphere centred on you which is filled with dim light. This sphere lasts for 1 hour or until you dismiss it as a bonus action, and it follows you when you move. While in this area, you can try to hide when lightly obscured, and you can take the Hide action as a bonus action. Once this property of the weapon has been used, it can’t be used again until the next dusk. Uncommon variant: Remove the attack and damage roll bonus. Reduce the DC to 13 and the duration of the Dusk property to 10 minutes. Very rare variant: Increase the attack and damage bonus to +2, the DC to 16, and the radius of Dusk to 15 feet. The item has the New Moon property. New Moon. After you use the Dusk property, but before the next dusk, you can use an action to cast the invisibility spell on yourself. Once this property of the weapon has been used, it can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Everbright Lantern","description":"Everbright Lantern Wondrous item, common This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Everburning Torch","description":"Wondrous item, uncommon This bronze torch is enchanted with the continual flame spell. The pommel of the torch can be twisted to ignite or douse the flame.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Everflowing Bowl","description":"Wondrous item, uncommon This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Everlasting Spell Scroll","description":"Everlasting Spell Scroll Scroll, rare (requires attunement by a sorcerer, warlock, or wizard) Each time you unroll this spell scroll, it has a random spell inscribed on it. To determine what spell the scroll holds, roll a d10 and consult the table below. The spell is cast at the level indicated on the table. Once you cast the spell inscribed on the scroll, the scroll rolls itself up and can’t be used again until you finish a long rest. If you choose not to cast the spell that the scroll offers, you take 1d6 psychic damage per level of the spell, and the scroll rolls itself up and can’t be used again until you finish a long rest. d10 Inscribed Spell 1 acid arrow (2nd level) 2 burning hands (1st level) 3 fireball (3rd level) 4 grease (1st level) 5 ice storm (4th level) 6 lightning bolt (3rd level) 7 ray of enfeeblement (2nd level) 8 scorching ray (2nd level) 9 slow (3rd level) 10 thunderwave (1st level)","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Eversmoking Bottle","description":"Eversmoking Bottle Wondrous item, uncommon Smoke leaks from the lead-stoppered mouth of this brass bottle, whic h weighs 1 pound. When you use an action to remo ve the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle req uires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. Weight: 1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Eversmoking Bottle","description":"Eversmoking Bottle Wondrous item, uncommon Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured . Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eversmoking Bottle","description":"Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Eversmoking Bottle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Evil Eye Charm","description":"Evil Eye Charm Wondrous Item, Rare (requires attunement) Orc shamans have been using eye-shaped glass amulets to protect against charms, curses, hexes, and misfortunes for millennia. The Evil Eye Charm has been imbued with strong defensive magic. It provides two benefits while it is on your person: You have advantage on saving throws against being charmed, and against enchantment and necromancy spells. The charm has 5 charges. If you fail a saving throw against a spell or an effect that would inflict a curse on you, you can use your reaction to expend 1 charge and turn the failed save into a successful one. Additionally, you can expend 1 charge to cast remove curse from it. The charm crumbles into powder and is destroyed when its last charge is expended.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Ewer of Yult","description":"Wondrous item, unique The ewer of Yult is an unadorned pewter jug. On the underside is engraved in common, “If you’ d have it cleaner, earn it.” Each day the ewer can create four gallons of dirty, bitter-tasting gutter water. Any creature drinking the untreated water must succeed on a DC 12 Constitution save or become sick for 1d4 days. While sick, the creature will not be able to take a long rest. The water produced is not magical, and can be cleaned by boiling or with the appropriate spells.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Unique"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Example Data","description":"","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Exceptional Charger Weapon","description":"Charger Weapon Weapon (any two-handed melee), varies (requires affinity) These weapons provide defense against distant foes. It has the following properties. You have a +1 bonus to AC against ranged attacks. You have advantage on burst saves. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 to attack and damage rolls made with this weapon. The AC bonus against ranged attacks increases to +2. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. If a creature within 5 feet of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against that creature. If you have Range Deterrence combat style, the distance to the creature increases to 10 feet. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3 Ranged attacks against you are made with disadvantage. This replaces the AC bonus gained at the Standard and Exceptional grades. When you take the Dash action, your speed increase equals twice your speed, after applying any modifiers.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Cipher Focus","description":"Cipher Focus Focus, varies (requires affinity by a cybermancer) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your cybermancer talents. In addition, you can regain 1 talent slot as an action while holding the focus. You can’t use this feature again until you finish a long rest. Exceptional. The bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. The number of talent slots you regain increases to 2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Controlling Focus","description":"Controlling Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you can use an action and expend 1 of its 10 charges to activate beguile , command , or decipher languages with it using your power save DC. The focus regains 1d8 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. If you are holding the focus and fail a saving throw against a psychogenic power that targets only you, you can choose to succeed instead. You can’t use this property of the focus again until you finish a long rest. If you succeed on a save against a psychogenic power that targets only you, with or without the focus’s intervention, you can use your reaction to expend 1 charge from the focus and turn the power back on the creature who used it as if you had activated the power. Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to psychic damage. As an action, you can expend some of its charges to activate one of the following powers with it, using your power save DC: bishop’s deviation (4 charges), domination (5 charges), or treacherous allies (3 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you can’t be charmed or frightened. When you use the focus to activate the beguile or command powers, the power is activated at rank 4.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Defender Weapon","description":"Defender Weapon Weapon (any melee), varies (requires affinity) This weapon has traits that focus on defending the wielder. While the weapon is on your person, you have advantage on initiative rolls and you can’t be surprised unless you are incapacitated. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can use the innervate power at rank 3. You can’t use this feature again until you complete a long rest. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You have advantage on burst saves. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. The rank of the innervate power increases to 5.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Demolisher Weapon","description":"Demolisher Weapon Weapon (any bludgeoning melee), varies (requires affinity) This weapon is built to devastate the structure of constructs, structures, and vehicles.When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 bludgeoning damage or 7 bludgeoning damage if it’s a construct. In addition, when you hit a structure or object (not being worn or carried) with an attack using this weapon, you deal extra bludgeoning damage as if you had scored a critical hit on a construct. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra bludgeoning damage dealt increases to 7, or 14 if its a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra bludgeoning damage dealt increases to 14, or 27 if its a construct. If a construct has 50 hit points or fewer after taking this damage, it is destroyed. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You deal the extra damage when you roll a 19 or 20. The extra damage dealt is considered to be force damage instead of bludgeoning.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Durable Armor","description":"Durable Armor Armor (medium or heavy), varies (requires affinity) This armor is overlaid with a tough, protective coating that is resilient to being damaged. It has the fortified property (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. The armor gains the hardened property if it did not have it already. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have resistance to mundane damage while you wear this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Fortified","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Explorer Armor","description":"Explorer Armor Armor (any), varies (requires affinity) This armor provides additional features for surviving in any environment. It has the environmental and sealed properties (see Armor Upgrade Properties). Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. While wearing this armor, your walking speed increases by 10 feet. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. While wearing this armor, you can stand on and move across any liquid surface as if it were solid ground. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. When you fall a distance of up to 200 feet, you can use your reaction to take no damage from the fall.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Environmental, sealed","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Frostfire Focus","description":"Frostfire Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate arctic lash or fire lance with it using your power save DC and esper ability modifier. The focus regains 1d6 + 1 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to cold damage. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (3 charges) or frost coil (2 charges). Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to fire damage. As an action, you can expend a number of its charges to activate one of the following powers with it: burn zone (4 charges) or frigid mist (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you gain a +2 bonus to channeling attack rolls. The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: elemental vortex (fire damage only, 7 charges) or frost zone (6 charges).","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Healing Focus","description":"Healing Focus Focus, varies (requires affinity by an engineer or sentinel ) The focus has 3 charges. While holding it, you can expend 1 charge as an action to activate the mend power with it, using your esper ability modifier. The focus regains 1d3 of its charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. As an action, you can expend a number of its charges to activate one of the following powers from it, using your power save DC and esper ability modifier: minor remedy (2 charges) or mass mend (5 charges). Superior. When the focus reaches this grade, it gains the following properties. The number of charges increases to 20. The number of charges regained after a long rest increases to 1d8 + 4. As an action, you can use the focus and expend 6 charges to activate the celluar renewal power with it. Optimum. As an action, you can expend 7 charges to activate the full revive power with the focus. Also as an action, you can expend all of the focus’s charges to activate the full restore or mass renewal power with it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Impact Weapon","description":"Impact Weapon Weapon (any), varies This weapon exhibits changes in appearance with each grade, becoming adorned or decorated. You gain a +1 to attack and damage rolls made with this weapon. Exceptional. The weapon’s bonus to attack and damage rolls increases to +2. Superior. The weapon’s bonus to attack and damage rolls increases to +3. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon scores a critical hit on a roll of 19 or 20. The weapon ignores any resistances to the weapon’s damage type.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Focus","description":"Power Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you gain a +1 bonus to channeling and forging attack rolls. In addition, you ignore half cover when making a channelling or forging attack. Exceptional. The bonus to attack rolls increases to +2 Superior. The bonus to attack rolls increases to +3 Optimum. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Weapon (Disruptor)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Weapon (Firebrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Weapon (Frostbrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Weapon (Proton)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Weapon (Ruiner)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Power Weapon (Thunderbolt)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Prime Focus","description":"Prime Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate distortion or phase step with it using your power save DC and esper ability modifier. The focus regains 1d6 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you gain a +1 bonus to AC, saving throws, and channeling attack rolls. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: levitate (2 charges), light beam (2 charges), or unravel effect (3 charges). Superior. When the focus reaches this grade, it gains the following properties. The bonus to AC, saving throws, and channeling attack rolls increases to +2 The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (rank 5 version, 5 charges), force field (5 charges), obfuscate (2 charges), superior stasis field (5 charges), or warp helix (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of charges increases to 50. The number of charges regained after a long rest increases to 4d6 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: lightning ring (4 charges), reave (7 charges), singularity (rank 7 version, 7 charges), spatial passage (5 charges), or telekinesis (5 charges). You can expend an action to use one of the following powers with the focus without using any charges: esper sense , guiding discs , open channel , magnetic seal , and slow fall . You can perform a retributive strike (see below). Retributive Strike. You can use an action to break the focus over your knee or against a solid surface, performing a retributive strike. The focus is destroyed and releases its remaining power in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random location in the galaxy, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the focus. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the focus 11 to 20 ft. away 6 x the number of charges in the focus 21 to 30 ft. away 4 x the number of charges in the focus","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Protection Armor","description":"Protection Armor Armor (any), varies (requires affinity) This armor provides versatile overall protection. While you wear it, you have a +1 bonus to saving throws. Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. The bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. The saving throw bonus increases to +2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Psionic Focus","description":"Psionic Focus Focus, varies (requires affinity by an adept) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your adept talents. In addition, you can regain 1 use of your Psionic Combat feature as an action. You can’t use this property again until you finish a long rest. Exceptional. When the focus reaches this grade, the bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of Psionic Combat uses you regain increases to 2. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Rebound Weapon","description":"Rebound Weapon Weapon (melee: thrown), varies (requires affinity) This weapon grants consistent effectiveness both up close and at a distance. You have a +1 bonus to attack and damage rolls made with this weapon. Immediately after you attack with it, the weapon flies back to your hand. Exceptional. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The weapon’s normal and long range each increase by 30 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You ignore half cover when making thrown attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. When you hit a target with a thrown attack using this weapon, you can use your bonus action to make another thrown attack on the same target or a creature within 20 feet of the target.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Relentless Armor","description":"Relentless Armor Armor (any), varies (requires affinity) This armor protects the wearer against being forcibly moved or obstructed. While you wear it, the first time each turn that a creature makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll. Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Superior. When the armor reaches this grade, t he bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. While wearing this armor, you gain the effects of the unfetter power.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Resistance Armor","description":"Exceptional Resistance Armor Armor (any), varies (requires affinity) This armor provides the wearer with protection against a specific type of damage. The damage type is chosen by the GM or determined randomly. You can use an action to gain resistance to the chosen damage type for 10 minutes. You can’t use this feature again until you finish a short or long rest. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder Exceptional. You have resistance to the chosen damage type. This feature replaces the one provided at standard grade.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Seeking Weapon","description":"Exceptional Seeking Weapon Weapon (ranged: uses ammunition), varies (requires affinity) This weapon enables the wielder to find their mark in difficult environments. While you hold this weapon, you have darkvision to a range of 60 feet. If you already have darkvision, its range increases by 60 feet when it is held. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon’s normal range increases by 50 feet.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Siphon Weapon","description":"Exceptional Siphon Weapon Weapon (any melee), varies (requires affinity) Siphon weapons absorb energy from living creatures and transfers it to the wielder. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d6 necrotic damage if it isn’t an automaton or a construct. You gain 3 temporary hit points. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra necrotic damage and temporary hit points increase to 7.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Slayer Weapon","description":"Exceptional Slayer Weapon Weapon (any), varies This weapon is lethal to a specific type of creature. The GM chooses the creature type or determines it randomly using the table below. When you hit a creature belonging to the designated type with this weapon, the creature takes an extra 1d6 damage of the weapon’s type. d10 Type d10 Type 1 Aberration 6 Dragon 2 Automaton 7 Protean 3 Beast 8 Netherant 4 Construct 9 Plant 5 Golem 10 Primordial Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage to creatures of the designated type increases to 2d6 and the creature must succeed on a DC 15 Constitution saving throw. On a failed save, they have disadvantage on attack rolls and ability checks until the end of your next turn.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Speed Weapon","description":"Exceptional Speed Weapon Weapon (any one-handed melee), varies (requires affinity) This weapon increases a wielder’s quickness and fluidity. When used in combat, the increased rate of motion causes your form to slightly blur and shift through the air. While the weapon is on your person, you gain a +2 bonus to initiative if you’re not incapacitated. If you are surprised, you can use your reaction to draw the weapon and make one attack with it. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon gains the finesse property if it did not already have it. You can draw or sheathe this weapon simultaneously with another weapon as part of your attack action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Striking Focus","description":"Exceptional Striking Focus Focus, varies (requires affinity) When you use this focus as a weapon, it grants a +1 bonus to attack and damage rolls made with it. The focus has 3 charges. When you hit with a melee attack using it, you can expend 1 of its charges to deal an extra 1d6 force damage. The focus regains 1d3 expended charges after you finish a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +2 The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. The number of charges you can expend as an action increases to 2, with each charge dealing an additional 1d6 force damage to the target.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Sundering Weapon","description":"Exceptional Sundering Weapon Weapon (any slashing melee), varies (requires affinity) This weapon has extremely sharp, hardened edges. When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 damage of the weapon’s type. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage dealt when you roll a 20 increases to 7.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Versatile Armor","description":"Exceptional Versatile Armor Armor (light or medium), varies (requires affinity) This armor is super-lightweight, functional, and maximizes its utility for any given scenario. This armor gains the Covert, Environmental, and Silenced properties (see Armor Upgrade Properties ). Exceptional. You have a +1 bonus to AC while wearing this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Vigor Armor","description":"Exceptional Vigor Armor Armor (any), varies (requires affinity) This armor grants the user great stamina and endurance. While wearing this armor, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. Exceptional. Your Constitution score is 19 while you wear this armor. It has no effect on you if your Constitution is already 19 or higher without it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Warding Armor","description":"Exceptional Warding Armor Armor (any), varies (requires affinity) This armor protects the wearer’s body and mind from debilitating, paranormal effects. You have advantage on Wisdom saving throws made to avoid being charmed or frightened. Exceptional. As an action, you can use the armor to activate the restore pattern power, targeting yourself. Once you use this feature, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Exceptional Wounding Weapon","description":"Exceptional Wounding Weapon Weapon (any slashing or piercing), varies (requires affinity) This weapon disrupts and destroys matter, inflicting severe injuries that are difficult to treat. Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1 necrotic damage for each time you’ve wounded it, and it can then make a DC 13 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 13 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Exceptional. When the weapon reaches this grade, it gains the following properties. The necrotic damage a wounded creature takes at the start of each of their turns increases to 1d4. The DC for the saving throw or skill check to end the effects of wounds increases to 15. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, esper powers, or any other means.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Executioner's Axe (Template)","description":"Weapon (Battleaxe, Greataxe, Halberd, or Handaxe), Very Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No","Name":"Executioner's Axe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Executioner's Battleaxe","description":"Weapon (Battleaxe), Very Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Executioner's Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Executioner's Greataxe","description":"Weapon (Greataxe), Very Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Executioner's Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Executioner's Halberd","description":"Weapon (Halberd), Very Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Executioner's Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Executioner's Handaxe","description":"Weapon (Handaxe), Very Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Executioner's Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Exorcist's Kit","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Tool","Item Rarity":"Standard"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Exotic - Armor","description":"Apprentice armor property Components: Masterwork suit of armor that isn’t exotic This armor becomes exotic armor, and you have a +1 bonus to AC while wearing it. No class, other than the craftsman, gains proficiency with exotic armor.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exotic - Weapon","description":"Apprentice weapon property Components: Masterwork martial weapon This weapon becomes an exotic weapon and its damage die increases by one step.­­­ No class, other than the craftsman, gains proficiency with exotic weapons.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exotic Saddle","description":"Weight: 40 lb. Cost: 60 GP A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. An Exotic Saddle is required for riding an aquatic or a flying mount.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Exotic Saddle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Exploding Breastplate","description":"Armor (medium), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Chain Mail","description":"Armor (heavy), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Chain Shirt","description":"Armor (medium), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Half Plate Armor","description":"Armor (medium), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Hide Armor","description":"Armor (medium), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Leather Armor","description":"Armor (light), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Padded Armor","description":"Armor (light), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Plate Armor","description":"Armor (heavy), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Ring Mail","description":"Armor (heavy), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Scale Mail","description":"Armor (medium), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Splint Armor","description":"Armor (heavy), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Exploding Studded Leather Armor","description":"Armor (light), rare (requires attunement) While wearing this armor, you can use your action to cast fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Explorer Armor","description":"Explorer Armor Armor (any), varies (requires affinity) This armor provides additional features for surviving in any environment. It has the environmental and sealed properties (see Armor Upgrade Properties ). Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. While wearing this armor, your walking speed increases by 10 feet.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Environmental, sealed","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Explorer's Harness","description":"Explorer’s Harness Wondrous item, rare (requires attunement) This harness makes the work of exploration easier. While you wear the harness, you count as one size category larger when determining your carrying capacity and the amount of weight you can push, drag, or lift. In addition, you can use a bonus action to drink a potion or perform the Use an Object action. If you are within 5 feet of a rope that can be climbed, or a ladder, or a vertical surface that has ample hand- and footholds, you can climb 20 feet up or down as a bonus action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Explorer's Pack","description":"Explorer's Pack Equipment pack Includes: a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Backpack\",\"bedroll\",\"mess kit\",\"tinderbox\",\"torch (10)\",\"rations (10)\",\"waterskin\",\"hempen rope\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Explorer's Pack","description":"Explorer's Pack Adventuring gear Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Explorer's Pack","description":"Explorer's Pack Equipment pack Includes: backpack flashlight 6 flares heated blanket inflatable bed mesh coat rations (10 days) thermos microfilament wire (50 feet)","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Explorer's Pack","description":"Adventuring Gear Weight: 55 lb. Cost: 10 GP An Explorer’s Pack contains the following items: Backpack , Bedroll , 2 flasks of Oil , 10 days of Rations , Rope , Tinderbox , 10 Torches , and Waterskin .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Explorer's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Explorers Machete","description":"Explorer’s Machete Weapon (short sword), uncommon Damage: 1d6+1 slashing Weight: 2 lbs. Properties: Finesse, Light You gain a +1 bonus to attack and damage rolls made with this magic weapon. Compass. You can use a bonus action to make the machete point north. Plant Slasher. The machete easily cuts through thick vegetation. While holding this weapon, you can move through the difficult terrain of forests, swamps, and jungles at your normal speed. Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with the machete.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (short sword)","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Explosive","description":"Journeyman weapon property Components: Masterwork martial or exotic ranged weapon This weapon gains the Explosive property and its damage die decreases by one step. If this weapon dealt bludgeoning, piercing, or slashing damage, its deals fire damage instead. Explosive. When this weapon’s projectile hits a target, it explodes in a 15-foot diameter sphere. The projectile can target an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must make a Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Explosive Ammo","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"Ammunition"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Explosive Bullet","description":"Explosive Bullet (requires a weapon without the spread fire property) On a hit, each creature within 5 feet of the target must make a Dexterity saving throw against your Firearm save DC or take 1d8 fire damage. If the weapon misses, the ammunition fails to detonate.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Explosive Cannonball","description":"Explosive Cannonball (Cannon) On a hit, each creature within 10 feet of the target must make a Dexterity saving throw against your Firearm save DC or take 2d8 fire damage. If the weapon misses, the ammunition fails to detonate.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Explosive Charge","description":"Explosive Charge Explosive (miscellaneous gear) This small block of explosive material can be set off using a timed explosive (set for anywhere between 1 round to 1 hour) or a with a programmed detonator. Activating the charge requires an action and a successful DC 12 Wisdom check using demolition tools. If using a detonator, the charge can be triggered by using a bonus action. Once triggered, each target in a 15-foot radius of the charge must make a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. Treat this damage as if it were a weapon with the explosive property. The charge can be moved but disarming it requires a successful DC 12 Wisdom check with demolition tools. Damage : 3d6 Damage Type : fire Properties : Improvised Weapon Save : Dexterity Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Properties":"Improvised Weapon","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Explosive Magnum","description":"","properties":{"Category":"Items","Item Type":"Weapon (explosive magnum)","Properties":"Ammunition (50/200), Explosive, Heavy, Reload (4)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Explosive Seed","description":"Explosive Seed Adventuring gear This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Explosive Volatile Battleaxe","description":"Explosive Volatile Battleaxe Melee weapon (martial, battleaxe), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Blowgun","description":"Explosive Volatile Blowgun Ranged weapon (martial, blowgun), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Bo Staff","description":"Explosive Volatile Bo Staff Melee weapon (simple, bo staff), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Bludgeoning Properties : Defensive, Two-Handed Weight : 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Bola","description":"Explosive Volatile Bola Ranged weapon (martial, bola), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Boomerang","description":"Explosive Volatile Boomerang Melee weapon (martial, boomerang), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Boomstick","description":"Explosive Volatile Boomstick Ranged weapon (martial, boomstick), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Piercing Properties : Ammunition, Black powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Brass Knuckles","description":"Explosive Volatile Brass Knuckles Melee weapon (simple, brass knuckles), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Chakram","description":"Explosive Volatile Chakram Melee weapon (martial, chakram), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Club","description":"Explosive Volatile Club Melee weapon (simple, club), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Dagger","description":"Explosive Volatile Dagger Melee weapon (simple, dagger), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Dart","description":"Explosive Volatile Dart Ranged weapon (simple, dart), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Flail","description":"Explosive Volatile Flail Melee weapon (martial, flail), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage : 1d8 Damage Type : bludgeoning Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Glaive","description":"Explosive Volatile Glaive Melee weapon (martial, glaive), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Greataxe","description":"Explosive Volatile Greataxe Melee weapon (martial, greataxe), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Greatclub","description":"Explosive Volatile Greatclub Melee weapon (simple, greatclub), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Greatsword","description":"Explosive Volatile Greatsword Melee weapon (martial, greatsword), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Halberd","description":"Explosive Volatile Halberd Melee weapon (martial, halberd), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Hand Cannon","description":"Explosive Volatile Hand Cannon Ranged weapon (martial, hand cannon), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black powder, Loading Range: 30/90 Weight: 8 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Hand Crossbow","description":"Explosive Volatile Hand Crossbow Ranged weapon (martial, hand crossbow), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Handaxe","description":"Explosive Volatile Handaxe Melee weapon (simple, handaxe), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Heavy Crossbow","description":"Explosive Volatile Heavy Crossbow Ranged weapon (martial, heavy crossbow), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Hook Sword","description":"Explosive Volatile Hook Sword Melee weapon (martial, hook sword), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Javelin","description":"Explosive Volatile Javelin Melee weapon (simple, javelin), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Katar","description":"Explosive Volatile Katar Melee weapon (simple, katar), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Piercing Properties: Light, Unarmed Weight: 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Knuckle Knives","description":"Explosive Volatile Knuckle Knives Melee weapon (simple, knuckle knives), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Light, Unarmed Weight: 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Lance","description":"Explosive Volatile Lance Melee weapon (martial, lance), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Light Crossbow","description":"Explosive Volatile Light Crossbow Ranged weapon (simple, light crossbow), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Light Hammer","description":"Explosive Volatile Light Hammer Melee weapon (simple, light hammer), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Longbow","description":"Explosive Volatile Longbow Ranged weapon (martial, longbow), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Longsword","description":"Explosive Volatile Longsword Melee weapon (martial, longsword) , very rare (explosive) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Mace","description":"Explosive Volatile Mace Melee weapon (simple, mace) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d6 Damage Type: Bludgeoning Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Maul","description":"Explosive Volatile Maul Melee weapon (martial, maul) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Morningstar","description":"Explosive Volatile Morningstar Melee weapon (martial, morningstar) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d8 Damage Type: Piercing Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Net","description":"Explosive Volatile Net Ranged weapon (martial, net) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Pike","description":"Explosive Volatile Pike Melee weapon (martial, pike) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Quarterstaff","description":"Explosive Volatile Quarterstaff Melee weapon (simple, quarterstaff) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Rapier","description":"Explosive Volatile Rapier Melee weapon (martial, rapier) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Rifle","description":"Explosive Volatile Rifle Ranged weapon (martial, rifle) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Sai","description":"Explosive Volatile Sai Melee weapon (martial, sai) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Scimitar","description":"Explosive Volatile Scimitar Melee weapon (martial, scimitar) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Shortbow","description":"Explosive Volatile Shortbow Ranged weapon (simple, shortbow) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Shortsword","description":"Explosive Volatile Shortsword Melee weapon (martial, shortsword), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Sickle","description":"Explosive Volatile Sickle Melee weapon (simple, sickle), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Six Shooter","description":"Explosive Volatile Six Shooter Ranged weapon (martial, six shooter) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in \" Making an Attack \" section. Damage: 1d8 Damage Type : Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Sling","description":"Explosive Volatile Sling Ranged weapon (simple, sling), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Spear","description":"Explosive Volatile Spear Melee weapon (simple, spear) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Spiked Shield","description":"Explosive Volatile Spiked Shield Melee weapon (martial, spiked shield), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type : Piercing Properties: Defensive Weight: 7 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Torch","description":"Explosive Volatile Torch Melee weapon (simple, torch) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Damage: 1d4 Damage Type : Fire Properties: Special Weight: 1 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Trident","description":"Explosive Volatile Trident Melee weapon (martial, trident) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile War Fan","description":"Explosive Volatile War Fan Melee weapon (martial, war fan), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile War Pick","description":"Explosive Volatile War Pick Melee weapon (martial, war pick) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d8 Damage Type: Piercing Weight: 2 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Warhammer","description":"Weapon (warhammer), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Weighted Chain","description":"Explosive Volatile Weighted Chain Weapon (weighted chain), very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach Weight: 8 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Explosive Volatile Whip","description":"Explosive Volatile Whip Melee weapon (martial, whip) , very rare (explosive) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3 Volatile Weapon Volatility Critical Range Failure Range explosive 18–20 1–3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Exsanguinating Blade","description":"Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: You or a creature you touch with the blade regains 2d8 hit points. The next time you hit a creature that has blood with this weapon, the weapon deals an extra 2d8 necrotic damage.","properties":{"Category":"Items","Expansion":5315,"Item Type":"Weapon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Exsanguinating Blade","description":"Weapon (dagger), rare (requires attunement) This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman’s head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: You or a creature you touch with the blade regains 2d8 hit points. The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Extended Magazine","description":"Apprentice weapon property Components: Masterwork martial or exotic weapon with the Reload property The Reload capacity of this weapon is doubled.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Extended Mind Crystal","description":"Extended Mind Crystal Wondrous Item, Uncommon These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Extended. If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Extending Staff","description":"Staff, Common While holding this staff, you can use a bonus action to cause it to magically become 5, 10, or 15 feet long. At 5 feet long, this staff can be wielded as a magic quarterstaff. At 10 feet long, the staff also adds 5 feet your reach when you attack with it, as well as when determining your reach for opportunity attacks, but you have disadvantage on attacks with it against a target within 5 feet of you. At 15 feet long, you can use it to add 10 feet to your running long jump or high jump. When you do so, you must succeed on a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check or fall prone instead.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Staff","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Extract of Dual-Mindedness","description":"Potion, legendary This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Extravaganze Extract","description":"Liquid Extravaganza is a glittering and iridescent substance, said to be produced directly in the Land of Cuccaigne Effect : When you use the Extravaganza Extract concoction, you become subject to the effects of the Fairy Godfather’s respect (mediocrity recedes from Extravaganza, and the Fairy Godfather likes the extremes). If the d20 roll result is 18, 19, or 20, an ability check, attack roll, or saving throw is considered a success (in the case of an attack, a critical hit). If the d20 roll results is 1, 2, or 3, an ability check, an attack roll, or a saving throw is considered a failure. The duration of the effect is variable (1d4 hours). Under the influence of the extract, all colors around you become iridescent, and all sounds become sweeter and more melodic. For this reason, you have disadvantage on Wisdom (Perception) checks, and -5 to your passive Perception.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Eye of Dire Newt","description":"Eye of Dire Newt Spell catalyst, uncommon Using the petrified eye of a dire newt, would-be hexers make their hexes more dire. When you cast the hex spell, you can choose to allow the spell to consume this spell catalyst. When you do, the extra necrotic damage granted by the spell changes from 1d6 to 1d12.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eye of Eternity","description":"Eye of Eternity Wondrous Item, Artifact (Requires Attunement) This artifact is a tiny crystal calcified from the blood of a demon lord. Those who shed blood on it may call upon the demon lord as their patron and receive its aid. During the Age of Cataclysm, the sorcerer-kings of the City of Wonders forged pacts with demonic powers to draw their dark eldritch powers and reap destruction upon their enemies. Unfortunately, while these patrons promised greatness, it came at the cost of their humanity and eventually led to the spiral of corruption that caused their downfall. RANDOM PROPERTIES The Eye of Eternity has the following random properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The Eye has 5 charges and regains 3 + 1d4 expended charges daily at dawn. If you are attuned to the Eye , you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: chill touch or darkness (1 charge), black tentacles (2 charges), or contact other plane (3 charges). You can also use an action to cast the augury spell from the Eye without using any charges. Conjure Demons. You summon a spawn of Hriggala (see Tome of Beasts 2 or use glabrezu ) that appears in an unoccupied space you can see within 90 feet. The spawn of Hriggala disappears when it drops to 0 hit points or when the spell ends. The spawn disappears after 10 minutes or when it is reduced to 0 hit points. For the duration of the summoning, the spawn acknowledges you as its summoner and won’t attack you. Roll initiative for the spawn of Hriggala. On its turn, the demon attacks and attempts to devour the nearest living creature (including, possibly, the summoner’s allies). It continues to feed for the duration of the summoning. The GM has the spawn of Hriggala’s statistics. Petition Patron. As an action, you use the Eye of Eternity as a focus to call upon the Lord Hriggala to intervene on your behalf. While focusing, you describe the assistance you seek, then roll a d20. If you roll 1–3, Lord Hriggala intervenes. The DM chooses the nature of the intervention. The effect of any of Hriggala’s powers, actions, or legendary actions would be appropriate. If you roll a 20, Hriggala manifests at a random location within 30 feet of the Eye of Eternity’s wielder. The angered demon lord only manifests for 1 round. During that round, it uses all of its effort to recover the Eye of Eternity . Destroying the Eye of Eternity. The Eye of Eternity cannot be destroyed. However, feeding the Eye of Eternity to Lord Hriggala breaks its attunement to any mortal claiming the artifact. As long as the Eye rests within the demon lord’s gullet, it remains impotent.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Eye of Horus","description":"Wondrous item, uncommon The Eye of Horus helps you determine reality from phantasms and trickery. While wearing this magical gold and lapis lazuli amulet, you have advantage on saving throws against fear and illusion spells and effects.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Eye of Horus","description":"Wondrous item, uncommon This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Eye of Horus","description":"The Eye of Horus helps you determine reality from phantasms and trickery. While wearing this magical gold and lapis lazuli amulet, you have advantage on saving throws against fear and illusion spells and effects.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Eye of Izrofraxillahr","description":"Wondrous item, very rare The Eye of Izrofraxillahr is a palm-sized ruby cut in the shape of a dragon's eye, said to have been crafted by the red dragon wizard, Izrofraxillahr, after losing an eye in a fierce battle. This wondrous item has a total of 3 charges, which recharge at dawn. While holding the gem in your hand, you can use an action to expend 1 to 3 charges to gain the following benefits for 10 minutes, during which time, your eyes emit a faint crimson glow: 1 charge: You gain darkvision with a range of 120 feet. 2 charges: You gain darkvision with a range of 120 feet, you can double your proficiency bonus when making Wisdom (Perception) skill checks. 3 charges: You gain darkvision with a range of 120 feet, you can double your proficiency bonus when making Wisdom (Perception) skill checks, you gain advantage on Wisdom (Perception) skill checks, and blindsight with a range of 60 feet. Alternatively, you can use an action to command the Eye of Izrofraxillahr to implode and destroy itself to release all of its stored power. When this happens, you are transformed into an adult red dragon for 1 minute, assuming the form and abilities as described in the true polymorph spell.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Eye of Perth","description":"Wondrous item, Legendary (attunement) Attunement to this item is an evil act. The use of this item is also an evil act. When this eye is found outside of an attuned user it is usually stored in a safe place and looks like a bright orange eyeball with a misshapen iris. The eye is usually stored in a sterile liquid. This magical eye looks organic but it can only be damaged by magical or adamantite weapons, or spell damage. The eye of perth has 30 hit points and an armor class of 14 (20 if currently inserted in an eye socket). Attunement. In order to attune to this eye the user must pull out an eye from at least three sentient creatures, with one of the eyes being their own. The creature attempting to attune to the eye of perth must then burn the eyes while the victims are still alive and within 15 feet of the burning eyes. Once the eyes have burned to ash the user places the eye of perth into their empty eye socket. On the next round, each victim who had an eye burned, to include the one attempting to attune to the eye of perth, begins to writhe in pain as the foul magic begins to take hold. They each must make a DC 13 Constitution saving throw or die as their heart ruptures in their chest. Whoever has the eye of perth in their eye socket has advantage on this saving throw. Once only one victim is left alive the eye of perth is attuned to the survivor. If everyone fails their Constitution saving throw, then the survivor is the person who came the closest to succeeding. Small to large creatures can use the eye of perth. Powers. Once attuned and inserted (and not covered or concealed), the eye of perth gives the user darkvision up to 60 feet. This vision does not stack or increase pre-existing darkvision. The user of an eye of perth also has advantage on any saving throw to resist a gaze attack. The user can, as a bonus action, cast see invisibility 3/Day, which lasts for 1 minute. The user of an eye of perth can, as an action, cast eyebite (sickness only) 1/Day on any target within 60 feet that can also see the eye. Targets can resist this effect with a successful DC 15 Wisdom saving throw. The target can reattempt their save at the beginning of their turn. Once a target successfully saves against this eyebite attack, the target is immune to it for the next 24 hours. When this eye is attuned and inserted into an eye socket, the eye changes its appearance once until it is attuned to another. The user can choose for the eye of perth to resemble a natural eye or any other fantastic or beastial eye they can imagine. Side Effects. Depending on the appearance of the eye of perth, the user may have difficulty dealing with sentient creatures. Anyone looking at the eye for more than a few minutes can make a DC 20 Intelligence (Arcana) check to determine what the eye is. Anyone who learns what the eye is will know that the item is evil and will take appropriate actions depending on their power and alignment. Any creature with truesight will see the eye in its original form, that of a bright orange ball with a misshapen iris. The user cannot conduct a short or long rest if the eye is in their socket. They will find it impossible to concentrate, rest, or meditate. If the user wears this eye for more than 12 hours they will have disadvantage on any saving throws to resist exhaustion. This eye has no loyalty and can be stolen and attuned by another sentient creature. But if this does happen, and the creature currently attuned to it is on the same plane of existence, then they are forced to make the attunement saving throws above, with the same consequences if they fail. Hags and the Eye of Perth. No hag can attune to the eye of perth but a hag that can see the user of the eye can force a Charisma ability contest with the user. The hag can attempt this contest through scrying or any other means of remote viewing. If the hag wins the contest then the target is unaware that anything has happened and the hag can see from the user’s point of view for ten minutes. This effect can only be used three times a day by the hag. If the hag fails the Charisma contest then she must wait 2d4 hours before she can make another attempt. If the hag fails by more than 4 points, or rolls a critical failure, then the user of the eye of perth knows that a hag attempted to see from their eye and they gain advantage on all Charisma ability contests or saving throws against that hag for the next year and a day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Eye of Sunrise","description":"Eye of Sunrise Wondrous item, uncommon (requires attunement) A crimson gemstone glitters on the back of this black iron gauntlet. While wearing the gauntlet, you can use a bonus action to cause the stone to shed bright red light in a 10-foot radius and dim light for an additional 10 feet. You can use another bonus action to extinguish the light. Additionally, you can use an action to raise the gauntlet and emit a fiery explosion in a 30-foot cone. The explosion can be heard 300 feet away. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d6 fire damage plus 5d6 force damage on a failed save, or half as much damage on a successful one. Each structure and mundane object in the area that isn’t being worn or carried takes 10d6 fire damage plus 10d6 force damage. Once this action is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Eye of the Golden God","description":"Wondrous item, legendary (requires attunement) A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The gem is warm to the touch. While wearing this amulet, you can’t be frightened and you don’t suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don’t know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Curse. This amulet is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the amulet, wearing it at all times. You are cursed until targeted by the remove curse spell or similar magic. While cursed, you attract the attention of cultists and devils tied to the golden god. Each time you finish a long rest, roll a d20. On an 18-20, followers of the golden god find you before your next long rest and try to kill you to take the amulet from you. The followers are minor cultists and devils at first and progressively get more powerful each time they appear. The golden god never appears as a result of this amulet’s curse. The GM determines what kind of followers attack you and in what quantities. The Eye of the Golden God in Midgard Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn’t hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweller who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.","properties":{"Category":"Items","Expansion":5315,"Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Eye of the Golden God","description":"Wondrous item, legendary (requires attunement) A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can’t be frightened and you don’t suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don’t know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Curse. This amulet is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the amulet, wearing it at all times. You are cursed until targeted by the remove curse spell or similar magic. While cursed, you attract the attention of cultists and devils tied to the golden god. Each time you finish a long rest, roll a d20. On an 18-20, followers of the golden god find you before your next long rest and try to kill you to take the amulet from you. The followers are minor cultists and devils at first and progressively get more powerful each time they appear. The golden god never appears as a result of this amulet’s curse. The GM determines what kind of followers attack you and in what quantities. Eye of the Golden God in Midgard Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisiste purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn’t hurt either. After the assualt, while his companions were busy chasing the fleeing members of t he cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Eye of the Leviathan","description":"Eye Of The Leviathan Wondrous item, artifact (requires attunement) The Eye of the Leviathan is a lustrous pearl, a full 6 inches in diameter, colored inky black, with random drab green swirls. The surface of the pearl is cool to the touch, yet has a calming effect. Wrought by eldritch forces of kraken sorcerers, this powerful artifact has a gradual corrupting effect on those who possess it. Once attuned to a creature, the pearl bestows several beneficial magical effects. First, it grants a +2 Wisdom bonus. Twice per day, it can be used to cast clairvoyance , and once per day it can be used to cast freedom of movement . The Eye acts as an enhanced pearl of power , recalling two spells per day up to 5th level. Corruption. The Eye has one major detrimental property. Each day the Eye is attuned to a creature, it must succeed on a DC 13 Wisdom saving throw, or have its alignment shifted one rank closer to chaotic evil. For morality, good shifts to neutral, and then neutral shifts to evil. For society and order, lawful shifts to neutral, which then shifts to evil. For each day that the creature succeeds the saving throw, the DC increases by 1 cumulatively. Following a shift in alignment, the Wisdom saving throw resets to DC 13. For example, it would take a lawful good target four failed saving throws to progress to chaotic evil (lawful good to lawful neutral, to lawful evil, to neutral evil, and finally to chaotic evil). Destroying the Eye . There are several ways rumored to destroy the Eye: Bathe the Eye in the flames of a phoenix plumage for 5 turns. Submerge the Eye in the blood of an efreeti prince heated to a boil on the Elemental Plane of Fire. Encase the Eye in stone from the effects of a gorgon's breath, while being held by virgin, and then shatter the rock.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Eye of the Planesrunner","description":"Wondrous item, very rare (requires attunement by a creature missing an eye) Component: humanoid (spellcaster) eye This crystal sphere of shifting scenes depicts the landscape of the plane it last visited. An iridescent lattice borders the eye, developing in complexity the more it sees of the planes of existence. You must have a missing eye to attune to this item. Once attuned to it, it takes the place of your missing eye, you can see through it as if it were a normal eye, and it can’t be removed against your will. Planar Magic. As an action, you can channel the eye’s planar energy to cast one of the following spells (save DC 16): banishment , blink , contact other plane , planar ally , or plane shift . Once this item has been used to cast a spell, roll a d12. If the result is equal to or lower than the level of the spell, the eye’s energy floods into your brain; you take psychic damage equal to twice the number rolled and this property of the eye can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature missing an eye"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Eye of the Planesrunner (rare variant)","description":"Wondrous item, very rare (requires attunement by a creature missing an eye) Component: humanoid (spellcaster) eye This crystal sphere of shifting scenes depicts the landscape of the plane it last visited. An iridescent lattice borders the eye, developing in complexity the more it sees of the planes of existence. You must have a missing eye to attune to this item. Once attuned to it, it takes the place of your missing eye, you can see through it as if it were a normal eye, and it can’t be removed against your will. Planar Magic. As an action, you can channel the eye’s planar energy to cast one of the following spells (save DC 16): banishment , blink , contact other plane , planar ally , or plane shift . Once this item has been used to cast a spell, roll a d12. If the result is equal to or lower than the level of the spell, the eye’s energy floods into your brain; you take psychic damage equal to twice the number rolled and this property of the eye can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the d12 to a d6. The only spell that the eye can be used to cast is blink. Rare variant: Reduce the DC to 15 and the d12 to a d8. Remove planar ally and plane shift from the list of spells you can cast using the eye.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature missing an eye"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Eye of the Planesrunner (uncommon variant)","description":"Wondrous item, very rare (requires attunement by a creature missing an eye) Component: humanoid (spellcaster) eye This crystal sphere of shifting scenes depicts the landscape of the plane it last visited. An iridescent lattice borders the eye, developing in complexity the more it sees of the planes of existence. You must have a missing eye to attune to this item. Once attuned to it, it takes the place of your missing eye, you can see through it as if it were a normal eye, and it can’t be removed against your will. Planar Magic. As an action, you can channel the eye’s planar energy to cast one of the following spells (save DC 16): banishment , blink , contact other plane , planar ally , or plane shift . Once this item has been used to cast a spell, roll a d12. If the result is equal to or lower than the level of the spell, the eye’s energy floods into your brain; you take psychic damage equal to twice the number rolled and this property of the eye can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13 and the d12 to a d6. The only spell that the eye can be used to cast is blink.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature missing an eye"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Eye of the Tiger","description":"Ring, uncommon The tiger’s eye gemstone at the centre of this ring gleams with the devious malice peculiar to the fiendish pygmy rakshasa. Spinning slowly in its socket, it studies its wearer and surroundings, almost as if waiting for a time to pounce. The ring has 5 charges and regains all expended charges daily at dawn. Arcane Interference. While wearing the ring, whenever you are the target of a spell or make a saving throw against a spell’s area of effect, you can use your reaction to tug at the Weave, consuming 1 charge and attempting to unravel the spell’s magic. If the spell is of 2nd level or lower, roll a d4 and consult the table below to determine the effect, which occurs immediately before the spell’s effect. If the spell is 3rd level or higher, this property has no effect. d4 Effects 1 The caster of the spell must make a DC 13 Wisdom saving throw , taking force damage equal to 1d6 plus an additional 1d6 for each level of the spell on a failed save, or half as much damage on a successful one. 2 The spell’s potency is diminished. If the spell requires an attack roll, the roll is made with disadvantage . If it requires you to make a saving throw, you have advantage on it. 3 You absorb a portion of the spell’s energy, gaining temporary hit points equal to 1d6 plus an additional 1d6 for each level of the spell. These temporary hit points last for 1 minute . 4 You are unaffected by the spell.","properties":{"Category":"Items","Expansion":23695,"Item Type":"ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Eye of the Tiger (very rare variant)","description":"Ring, very rare The tiger’s eye gemstone at the centre of this ring gleams with the devious malice peculiar to the fiendish pygmy rakshasa. Spinning slowly in its socket, it studies its wearer and surroundings, almost as if waiting for a time to pounce. The ring has 5 charges and regains all expended charges daily at dawn. Arcane Interference. While wearing the ring, whenever you are the target of a spell or make a saving throw against a spell’s area of effect, you can use your reaction to tug at the Weave, consuming 1 charge and attempting to unravel the spell’s magic. If the spell is of 2nd level or lower, roll a d4 and consult the table below to determine the effect, which occurs immediately before the spell’s effect. If the spell is 3rd level or higher, this property has no effect. d4 Effects 1 The caster of the spell must make a DC 13 Wisdom saving throw , taking force damage equal to 1d6 plus an additional 1d6 for each level of the spell on a failed save, or half as much damage on a successful one. 2 The spell’s potency is diminished. If the spell requires an attack roll, the roll is made with disadvantage . If it requires you to make a saving throw, you have advantage on it. 3 You absorb a portion of the spell’s energy, gaining temporary hit points equal to 1d6 plus an additional 1d6 for each level of the spell. These temporary hit points last for 1 minute . 4 You are unaffected by the spell. Very rare variant. Increase the number of charges to 6 and the DC to 16 . You can now use Arcane Interference when targeted by or in the area of effect of a spell of 5th level or lower; if the spell is 6th level or higher, this property has no effect.","properties":{"Category":"Items","Expansion":23695,"Item Type":"ring","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Eye of the Triclops","description":"Eye of the Triclops Wondrous Item, rare (requires attunement) Weight: 1 lb. This crystal orb contains a glowing, unblinking eye. The eye has 120 ft darkvision and 20 ft truesight. You have the same vision while you are attuned to and touching the eye. Remote Viewing. As an action, you can see through the eye while you are within 1 mile of it for up to 1 hour. During this time, your own eyes are blinded. Stored Vision. You can remotely command the eye to record up to 1 hour of everything it sees. Vision stored in this way can be viewed later while you are touching the eye. While reviewing stored visions, you are blinded to your own surroundings. After viewing, you have advantage on Wisdom checks related to anything you viewed. For example, if you viewed a creature’s movements in and out of its lair, you would have advantage on Insight and Perception checks the next time you face that creature. The Triclops was a brutal agent of the Eyes of Flames, the Dragon Emperor’s secret police. He wore the eye in a circlet on his forehead, never realizing the full power of the item. Instead, he used it to record his vicious interrogations of suspected enemies of the Empire.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Eye of Toverus","description":"Eye of Toverus Wondrous item Price: 2,500 gp A highly polished silver torus, roughly the same size and shape as a donut. Once per Short Rest, the bearer can focus on the reflection in the torus and choose any point they can see within 60 feet. For up to 1 minute, or until they end the effect as a Free Action, the bearer can see as if they were standing in that location. Useful for seeing around corners or over walls.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Eye of Vecna","description":"Eye of Vecna Wondrous item, artifact ( requires attunement ) Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties . The Eye of Vecna and the Hand of Vecna each have the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Properties of the Eye . Your alignment changes to neutral evil, and you gain the following benefits: You ha ve truesight . You can use an action to see as if you were wearing a ring of X-ray vision . You can end this effect as a bonus action. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control. Properties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits: You are immune to disease and poison. Using the eye’s X-ray vision never causes you to suffer exhaustion. You experience premonitions of danger and, unless you are incapacitated, can’t be surprised. If you start your turn with at least 1 hit point, you regain 1d10 hit points. If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna . You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. You can use an action to cast wish . This property can’t be used again until 30 days have passed. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas , both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Eye of Vecna","description":"Wondrous Item, Artifact (Requires Attunement) Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich. A treacherous lieutenant named Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna’s will in the world. The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity. Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see “Artifacts” ): 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die. Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits: Truesight. You have Truesight out to 240 feet. Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control. Eye of Vecna Spells Spell Charge Cost Clairvoyance 2 Crown of Madness 1 Disintegrate 4 Dominate Monster 5 Eyebite 4 X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits: Danger Sense. You have Advantage on Initiative rolls. Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3 ) that covers the ground in its space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime. Poison Immunity. You have Immunity to Poison damage and the Poisoned condition. Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points. Wish. You can cast W ish . Once used, this property can’t be used again until 30 days have passed. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas , both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Eye of Vecna"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Eyepatch of Sight","description":"Eyepatch of Sight Wondrous item, rare (requires attunement) This item consists of a small piece of black leather attached to a thin headband. When worn over your eye, it gives you truesight out to 60 feet. The effect lasts for 1 hour or until you take off the eyepatch. Once used, this property of the eyepatch can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Eyepeeler's Bola","description":"Weapon (Bola), Uncommon This magical bola consists of rope and lidless eyeballs encased in weighted bronze spheres. The bola is a simple, ranged weapon that has the thrown property and a range of 30/120 feet. On a hit, the bola deals 1d4 Bludgeoning damage and, if the target is a creature and has moved 10 or more feet since the start of its last turn, the creature must succeed on a DC 13 Strength saving throw or fall Prone. When you hit a creature with the bola, it wraps itself around the creature, causing one of the following effects of your choice: Capture. The creature is Grappled. Reveal. You have advantage on attack rolls against the creature and it gains no benefits from being Invisible. Watch. The creature has disadvantage on attack rolls against you and you have advantage on Dexterity saving throws you make against its spells and abilities. A creature can free itself or another creature within 5 feet of it from the bola by using an action and succeed on a DC 13 Strength (Athletics) check. Otherwise, the effect ends after 1 minute and the bola falls free from the target.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Thrown","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Eyepiece of the Aberrant Sextant","description":"Eyepiece of the Aberrant Sextant Wondrous Item, artifact (requires attunement) Sextant Components An aberrant sextant is made up of five main components, each a powerful magic item in its own right that functions if it is detached from the sextant. If any component is removed from the sextant, the sextant becomes unusable until all the separated parts are reinstalled. Detaching a component or reinstalling one takes 1 minute of work. Being able to use a detached component requires attunement, and the creature attuned to the component must hold the item to make use of its features. Eyepiece. Resembling a small telescope, the eyepiece is used to sight through when it is attached to the sextant. If you are attuned to the eyepiece separately, you have advantage on Intelligence (Investigation) checks. In addition, you can use your reaction to capture the soul of a humanoid when it dies. The soul becomes trapped within the eyepiece and remains there until you use an action to release it, after which you can capture a different soul if the opportunity presents itself. The soul can perceive its surroundings from inside the eyepiece using its own senses, but it can’t move or take actions. You can communicate telepathically with the soul.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Eyes of Charming","description":"Eyes of Charming Wondrous item, uncommon ( requires attunement ) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Eyes of Charming","description":"Eyes of Charming Wondrous item, uncommon (r equires attunement ) These crystal lenses fit over the eyes. They have 3 charges . While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Eyes","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eyes of Charming","description":"Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell’s level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Eyes of Charming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Eyes of Googly","description":"Wondrous item, common Firm, and always slightly moist to the touch, this pair of eyes wanders of their own accord. When placed on a single object that can fit inside a 5-foot cube, the object becomes sentient. It can’t speak, and has statistics the GM deems appropriate.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Eyes of Minute Seeing","description":"Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Eyes","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eyes of Minute Seeing","description":"Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantag e on Intelligence (Investigation) checks that rely on sight while searching an area o r studying an object within that range.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Eyes of Minute Seeing","description":"Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Eyes of Minute Seeing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Eyes of Rolim","description":"Eyes of Rolim Wondrous Item, Legendary (requires attunement) Built by the deep dwarf demigod Rolim the Technurge, these arcane-infused spectacles allow sages to skim through entire libraries, solve magic mysteries, and discern the true nature of illusions and shapeshifting creatures. While wearing the Eyes of Rolim, you have truesight out to 10 feet. Arcana Mastery. While wearing the Eyes of Rolim, you have advantage on Intelligence (Arcana) checks when examining magic items, creations wrought by magic, spell effects, magic abilities, and supernatural phenomena. Additionally, you can use an action to cast detect magic or identify at will. Rolim’s Sagacity. While wearing the Eyes of Rolim, you can read all writing that you see through the eyes’ lens. Additionally, you can read at triple your normal speed and have advantage on Constitution checks and saving throws related to mental fatigue from prolonged cognitive activity.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Eyes of the Eagle","description":"Eyes of the Eagle Wondrous item, uncommon ( requires attunement ) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Eyes of the Eagle","description":"Eyes of the Eagle Wondrous item, uncommon (requires attunement ) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Eyes","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eyes of the Eagle","description":"Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Eyes of the Eagle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Eyes of the Eagle","description":"Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Eyes of the Eagle\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Eyes of the Eagle\\\",\\\"description\\\":\\\"These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Eyes of the Eagle Perception Advantage\",\"parent\":\"Eyes of the Eagle\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Perception\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"While wearing the Eyes of the Eagle, you have Advantage on Wisdom (Perception) checks that rely on sight.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Eyes of the Eagle","data-description":"These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Eyes of the Forgotten","description":"Ring, uncommon Component: aberration eye The barnacle-like yellow eyes that adorn this ring flick to and fro with reptilian suddenness. When you make eye contact with one of them, brief feelings of drowsiness, terror, and nausea wash over you before the eye darts away once more. This ring has 1 charge, represented by a single open eye, and regains all expended charges daily at dawn. Evil Eye. As an action, you can expend 1 charge, thrusting the ring towards a creature you can see within 60 feet of you while speaking the command word. The creature must succeed on a DC 13 Wisdom saving throw or be affected by a randomly determined effect from the eyebite spell (asleep, panicked, or sickened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While a creature is under this effect, the eye on the ring becomes an inky void, imbued with dread power. When the effect ends, the eye closes.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Eyes of the Forgotten (rare variant)","description":"Ring, uncommon Component: aberration eye The barnacle-like yellow eyes that adorn this ring flick to and fro with reptilian suddenness. When you make eye contact with one of them, brief feelings of drowsiness, terror, and nausea wash over you before the eye darts away once more. This ring has 1 charge, represented by a single open eye, and regains all expended charges daily at dawn. Evil Eye. As an action, you can expend 1 charge, thrusting the ring towards a creature you can see within 60 feet of you while speaking the command word. The creature must succeed on a DC 13 Wisdom saving throw or be affected by a randomly determined effect from the eyebite spell (asleep, panicked, or sickened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While a creature is under this effect, the eye on the ring becomes an inky void, imbued with dread power. When the effect ends, the eye closes. Rare variant: Increase the charges (and number of open eyes) to 2 and the DC to 15.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Eyes of the Forgotten (very rare variant)","description":"Ring, uncommon Component: aberration eye The barnacle-like yellow eyes that adorn this ring flick to and fro with reptilian suddenness. When you make eye contact with one of them, brief feelings of drowsiness, terror, and nausea wash over you before the eye darts away once more. This ring has 1 charge, represented by a single open eye, and regains all expended charges daily at dawn. Evil Eye. As an action, you can expend 1 charge, thrusting the ring towards a creature you can see within 60 feet of you while speaking the command word. The creature must succeed on a DC 13 Wisdom saving throw or be affected by a randomly determined effect from the eyebite spell (asleep, panicked, or sickened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While a creature is under this effect, the eye on the ring becomes an inky void, imbued with dread power. When the effect ends, the eye closes. Rare variant: Increase the charges (and number of open eyes) to 2 and the DC to 15. Very rare variant: Increase the charges (and number of open eyes) to 3 and the DC to 16.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Eyes of the Outer Dark","description":"Wondrous item, very rare (requires attunement) These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren’t suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Eyes of the Portal Masters","description":"Wondrous item, rare While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portals within 60 feet of you and whether each one is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Donning or removing the lenses requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Eyes of the Portal Masters","description":"Wondrous item, rare While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fabulist Gem","description":"Fabulist Gem Wondrous Item, Uncommon (Requires Attunement) This glittering red gem is commonly found embedded in a ring or brooch. While wearing the gem, you gain the following benefits. Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fabulous Wig","description":"Fabulous Wig Wondrous Item, Uncommon Created by a legendary drag queen who mastered the art of transformation, this magic wig helps bards to be more fabulous and rogues to be sneakier. You can use your action to wear the wig, which magically adjusts to fit perfectly onto your head. Thereafter, the wig can’t be removed unless you detach it as an action or you die. Not even an antimagic field causes it to fall off. Feeling the Fantasy. While wearing this wig, you can use a bonus action to cause it to take on any hairstyle you wish. The wig physically changes its color, length, and texture to match the new hair style. You can also use this property to instantly clean or soil the wig. Wig Reveal. You can wear a number of Fabulous Wigs at once equal to your Constitution modifier (minimum of one). Realness. While worn, the Fabulous Wig is indistinguishable from real hair. Only a wish spell can reveal the wig’s true nature while worn. The wig envelops whoever wears it in a faint aura of transmutation magic if targeted by detect magic . Hair Pull Immunity. While wearing this wig, you are immune to any damage related to hair pulling. Optional Rule: Dreaded Wig Snatch At the gamemaster’s discretion, creatures wearing one or more Fabulous Wigs can have the ability to remove each other’s Fabulous Wigs. When a creature wearing one or more Fabulous Wigs wants to remove another creature’s Fabulous Wig, they can use the attack action to make a special melee attack, the Dreaded Wig Snatch. If the creature is able to make multiple attacks with the attack action, this attack replaces one of them. The target of the Dreaded Wig Snatch must be within the attacking creature’s range. Using at least one free hand, the creature tries to seize the targeted creature’s Fabulous Wig by making a Strength (Athletics) check contested by the targeted creature’s Strength (Athletics) or Dexterity (Acrobatics) check (the targeted creature chooses the ability to use). If the creature performing the Dreaded Wig Snatch wins the contest, they remove the targeted creature’s topmost Fabulous Wig.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Faerie Bomb","description":"Faerie Bomb Wondrous item, uncommon This fist-sized gray ball feels powdery and is pliable to the touch. It can be thrown or set to be triggered when a creature comes within 5 feet of it. When it hits a target or is triggered, the bomb explodes, covering each object within 10 feet in blue, green, and violet dust. Creatures in this area are also covered in dust if they fail a DC 15 Dexterity saving throw. A creature or object covered in dust sheds dim light in a 10-foot radius and cannot benefit from being invisible. Attack rolls have advantage against them if they are visible to the attacker. The dust lasts for 24 hours and cannot be washed off by mundane means, but magical effects including prestidigitation can be used as normal to remove the dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Faerie Moon Glaive","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Glaive (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Halberd","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Halberd (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Lance","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Lance (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Pike","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Pike (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Quarterstaff","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Quarterstaff (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Spear","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Spear (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Trident","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Trident (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Twinblade","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Faerie Moon Twinblade (rare variant)","description":"Weapon (any polearm), very rare (requires attunement) Component: fey eye Whether seen as a sacred symbol, a source of power, or simply an ideal of beauty and mystique to strive for, the moon nevertheless holds a special place in the hearts of many fey. Those most devoted to it wield weapons that harness this radiant, lunar magic using a delicate crystal orb. This weapon has 4 charges and regains 1d4 charges daily at dawn. Wax and Wane. As a bonus action while holding this weapon, you can cause the orb at its centre to shift, representing one phase of the moon. The weapon has different abilities depending on which phase is currently represented. You can activate the properties that require a bonus action as part of the bonus action taken to change the phase of the moon. Full Moon. While in this phase, the entire orb is lit up. The weapon deals an extra 1d6 radiant damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to imbue the blade with moonlight; the next creature you hit with an attack using this weapon before the start of your next turn must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. Crescent Moon. While in this phase, a crescent shape is lit up. The weapon deals an extra 1d6 slashing damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to shoot a blade of sharp light from its tip at a creature you can see within 30 feet of you. Make a ranged spell attack (+8 to hit) against the target, dealing 4d6 slashing damage on a hit. New Moon. While in this phase, the orb is unlit. The weapon deals an extra 1d6 necrotic damage to each target it hits. As a bonus action while holding the weapon, you can expend 1 charge to become invisible until the start of your next turn. You stop being invisible if you attack or cast a spell. Rare variant: Reduce the DC to 15 and the extra damage dealt in each phase to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Falcon Blade","description":"The Falcon Blade is the legendary sword of Aglarion, passed down through the dynasties from the time of King Razmyrel Melkar. The pommel of the magical longsword is in the shape of a soaring falcon, the crest of House Melkar. The sword was crafted by none other than Master Arlen the Constructor to aid the first king in his battle against the theocracy of the Order of the Eternal Light. As a result, the sword has become a symbol of the kingdom and the person of the Monarch. The Falcon Blade has 3 charges and holds magical energies of the highest order that can bend time to the will of its wielder. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While wielding the Falcon Blade, you also gain advantage on Initiative checks and on all attack rolls in the round if you have a higher initiative than the creature you attack with the Falcon Blade. You can expend 1 charge per turn to gain an additional action. This action can only be used to take the attack action with the Falcon Blade. The Falcon Blade regains all of its charges daily at dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (longsword)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Falcon Coat","description":"Falcon Coat Wondrous item, very rare (requires attunement) This is an elegant coat of falcon feathers and refers to itself as Finpela. It grants a flying speed equal to the wearer's walking speed. The coat is made from the feathers of a slain valkry and still maintains traces of that valkry's personality. It has the following ability scores: Intelligence 9, Wisdom 13, and a Charisma of 17. The coat can speak, read, and understand Common. In addition, it communicates telepathically with whomever is attuned to it. It has hearing and vision to 60 feet and an alignment of Lawful Neutral. The coat is protective of valkry and Thonir. It expects its wearer to adhere to the ideals of Valholl. If the wearer attempts to perform an evil action, the coat reacts and tries to take control of the wearer (the wearer must succeed on a Charisma saving throw against a DC of 15 or be charmed by the coat for 1 minute). If it fails to take control, Finpela revokes attunement and will not allow this wearer to attune to it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Fan of Dancing","description":"Fan of Dancing Wondrous item, rare (requires attunement) While holding this fan, you can use an action to wave it at one creature within 10 feet. The target begins a comic dance in place for 1 minute. Creatures that can’t be charmed are immune to this effect. A dancing creature has a speed of 0 feet and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends. Once used, this property of the fan can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Fane-Eater","description":"Weapon (battleaxe), legendary (requires attunement by an evil cleric or paladin) Fane-Eater is a battleaxe belonging to Arkhan the Cruel. You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.","properties":{"Category":"Items","Expansion":4414,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary (requires attunement by an evil cleric or paladin)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Fane-Eater","description":"Fane-Eater Melee weapon (martial, battleaxe), legendary (requires attunement by an evil cleric or paladin) Fane-Eater is a battleaxe belonging to Arkhan the Cruel. You gain a +3 bonus to attack and damage rolls with Fane-Eater . If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Secondary Damage: 2d8 Secondary Damage Type: Necrotic Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Versatile Requires Attunement: requires attunement by an evil cleric or paladin Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by an evil cleric or paladin"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Fanged Mask","description":"Wondrous item, uncommon (requires attunement) This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack’s damage dice double (for example, 1d4 becomes 2d4).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Far Gear","description":"Far Gear Requires attunement While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear , it cannot be used again until the next dawn. Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear , it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer , its magic might function sporadically or with unpredictable side effects, as determined by the DM.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Far Realm Shard","description":"Far Realm Shard Wondrous item, rare (requires attunement by a sorcerer ) This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Far Traveler's Freesia","description":"Magic plant, uncommon Themes: Friendship, trust, purity, and innocence Environments: At shorelines, alongside crossroads, outside inns, taverns, and trading posts Far traveler’s freesia is a flowering plant with long, narrow leaves and conical flowers in shades of white, red, and yellow. Minor Wort. As an action, you can give a gift of far traveler’s freesia to one creature to win it over. If the target is hostile toward you, it must succeed on a Wisdom saving throw or it becomes indifferent toward you. A beast with an Intelligence score of 3 or lower has disadvantage on this saving throw. Ceremony Wort. If you soak far traveler’s freesia in a bowl of holy water, you can perform a ritual of protection on a number of creatures equal to 1 + your proficiency bonus. The ritual requires 10 minutes of soaking the freesia, then you must brush the water upon the brows of the targets. Each target has advantage on ability checks and saving throws against exhaustion and gains 1d6 temporary hit points for 8 hours. This wort requires 2 cuttings of far traveler’s freesia. Cultivated Wort. A garden of far traveler’s freesia that has been cultivated for at least 4 weeks attracts friendly moths and butterflies. A moth or butterfly that feeds on the freesia for at least 24 hours has an Intelligence score of 6 and can speak Common and one other language spoken by the cultivating gardener. The insects are always at least indifferent toward other creatures in the garden and are usually willing to help those who ask, provided the task is simple and doesn’t take them out of the garden for more than 24 hours.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Fargab","description":"Fargab Adventuring gear These backpack-sized devices are created in pairs, with matching numbers engraved on them, and allow communication over a long distance using radio frequencies. While wearing a fargab, you can use an action to speak into the device’s mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Farhealing Bandages","description":"Wondrous item, uncommon (requires attunement by a cleric, druid, or paladin) This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage’s magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can’t be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Cleric, Druid, or Paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fate Cutter Shears","description":"Fate Cutter Shears Weapon (Dagger), Very Rare (Requires Attunement) The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties: Ever Sharp. When you hit with an attack using the shears, the target takes an extra 1d6 force damage. Sever Threads. When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. One this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fate Dealer's Deck +1","description":"Fate Dealer's Deck +1 Wondrous Item, Rare (+1) (Requires Attunement by a Cleric or Paladin) The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity. In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fate Dealer's Deck +2","description":"Fate Dealer's Deck +2 Wondrous Item, Very Rare (+2) (Requires Attunement by a Cleric or Paladin) The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity. In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fate Dealer's Deck +3","description":"Fate Dealer's Deck +3 Wondrous Item, Legendary (+3) (Requires Attunement by a Cleric or Paladin) The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity. In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Faux Lunaire","description":"Faux Lunaire Trick weapon (scythe, longbow), very rare (requires attunement) The Faux Lunaire is a weapon of mystery and celestial majesty, echoing the moon in its transformations. The creators of this weapon are the lunar wardens, who have to fight creatures that are far beyond mere beasts. If you cast the light cantrip targeting this weapon, the carved runes activate. For the duration of the spell, as long as you hold the weapon, your Wisdom score increases by 2, to a maximum of 20, and you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Trick weapon. The Faux Lunaire is a wickedly curved scythe crafted from an arcane alloy and engraved with lunar imagery and celestial runes. With a swift, spinning motion, the limbs of the blade and shaft of the scythe fold in and rotate around the grip, locking into place to form an ornate longbow. As a bonus action, you can switch between the transformed and untransformed states of this weapon. As part of the bonus action, you can also magically teleport up to 10 feet to an unoccupied space that you can see. In its untransformed state, this weapon is a scythe. In its transformed state, it’s a longbow. Untransformed. Once on each of your turns when you damage a creature with this weapon, you can force it to make a DC 17 Dexterity saving throw, becoming affected by the faerie fire spell on a failure. You do not need to concentrate on this spell, but it ends early if you put another creature under the effect of the spell, or if you fall unconscious. Transformed. In its transformed state, the Faux Lunaire has 2 charges. When you attack a creature with this bow, you can expend 1 charge to cast one of the following spells (save DC 17) from it (no action required): moonbeam or darkness . The spell is centered on the creature’s space and lasts until the end of your next turn. You do not need to concentrate on it, and you can only have one of these spells active at a time. If your attack misses, you expend the charge but the effect fails. The Faux Lunaire regains 1 expended charge each time it is targeted by the light cantrip. *Roll20 Note: Add the Faux Lunaire (Scythe) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Faux Lunaire (Scythe)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Faux Lunaire to populate attacks in its untransformed form. Untransformed. Once on each of your turns when you damage a creature with this weapon, you can force it to make a DC 17 Dexterity saving throw, becoming affected by the faerie fire spell on a failure. You do not need to concentrate on this spell, but it ends early if you put another creature under the effect of the spell, or if you fall unconscious.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Heavy, Two-Handed, Reach","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Fear-Eater's Mask","description":"Wondrous item, uncommon (requires attunement) This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Feasting Blade","description":"Feasting Blade Melee weapon (martial, broad saber), legendary (requires a ttunement) 1d6 slashing damage, Finesse, light, paired. Attacks made with this weapon have +1 to hit and deal +1 damage. When this weapon damages a creature with the bleeding condition it deals an additional 1d6 damage, and the wielder regains hit points equal to half the total damage dealt by the attack (rounded down) against the bleeding creature. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Paired. When you engage in two-weapon fighting using two weapons that have the same name and the paired property, you can add your ability modifier to the damage of the second attack. Damage: 1d6 Damage Type: Slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light, Paired Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon (broad saber)","Properties":"Finesse, Light, Paired","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Feather of Detection","description":"The tail feathers of the most legendary couatls sometimes permanently hold the magical traits of the feathered serpents of wonder. The feather functions as a divining rod, pointing towards effects sought by its wielder. The feather has 3 charges. By extending 1 charge, you can cast any of these spells: detect evil and good , detect magic , detect thoughts . The feather regains 1d3 expended charges daily at dawn","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Feather of Diatryma Summoning","description":"Feather of Diatryma Summoning Wondrous item, rare (requires attunement) This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed. The diatryma uses the statistics of an axe beak , except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Feather of Diatryma Summoning","description":"Feather of Diatryma Summoning Wondrous item, rare (requires attunement) This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colourful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed. The diatryma uses the statistics of an axe beak , except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Feather Token","description":"Feather Token Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. d100 Feather Token 01-20 Anchor 21-35 Bird 36-50 Fan 51-65 Swan Boat 66-90 Tree 91-00 Whip Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc , but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Feather Token","description":"Feather Token Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token’s magic is expended after you land, whereupon the disk becomes nonmagical.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Feather Token, Cloud","description":"Wondrous item, Uncommon This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Feather Token, Dark of the Moon","description":"Wondrous item, Rare Dark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature’s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Feather Token, Held Heart","description":"Wondrous item, Very Rare Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Feather Token, Jackdaw's Dart","description":"Wondrous item, Common Jackdaw’s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Feathered Helm","description":"Feathered Helm Wondrous item, rare (requires attunement) The helm itself is simple leather, hide, scale, or plate, but the magic imbued into it comes from the feather. The birdfolk races of Humblewood consider the giving of a feather to be one of the highest honors one can bestow, and it represents an eternal bond or deep appreciation. The helm has 3 charges that, while wearing it, you can use to activate its abilities. The helm has different properties based on the race of the birdfolk who gifted the feather. Corvum. You can use a charge to cast hideous laughter (save DC 16) and two charges to cast detect thoughts (save DC 16). Gallus. You can use a charge to cast bless and two charges to cast aid. Luma. You can use a charge to cast a random 1st-level spell from the sorcerer spell list, then roll a d20. On a roll of 20, you may use this ability again without expending a charge. On a roll of 1, the spell also targets you, unless you are its only target, in which case the spell fizzles to no effect. Any spell cast using this helm that requires a saving throw has a save DC of 16. Raptor. You can use a charge to cast hunter’s mark and two charges to cast magic weapon. Strig. You can use a charge to cast divine favor and two charges to cast pass without trace. The helm regains 1d3 charges each day at dawn. A True Gift Whether you are playing through the Humblewood adventure, or playing your own campaign in the Wood, look for organic relationships between a character and the races of birdfolk. If one stands out, use that to decide what type of feather is offered to the player in this helm. Additionally, a player whose character is a birdfolk may want to make this gift themselves. Make sure to create a narrative bond between this character and who they share a feather with—the gift of a feather is not something which should be given lightly.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"Yes"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Feathering","description":"This bow not only fires arrows, but feathers and beaks as well. Legend The human fighter Elanore Peat wielded this bow for many years. Though its origin is unclear to most, it is rumored that Elanore sold a portion of her soul to a devil in exchange for the bow. In truth, Elanore was gifted the bow by a fey noble for her role in defending their domain from fiendish mercenaries hired by rival gentry. Location The bow is currently in the hands of Samwell Peat, a human blacksmith who has no use for the weapon. Though Samwell is an excellent smith, the rumors about his mother’s dealing with a devil impact his business. Encounter Ideas Lost Notebook. Elanore kept many journals recounting her adventures. The collection was bequeathed to Samwell in his mother’s will, but when her treasure chest was opened, no journals were found. If the party can return the lost journals, he will gladly give them the bow as a reward. They were stolen by Idris Font, a rival blacksmith whose business benefits from the persistent rumors of Elanore’s infernal bargain. Competitive Market. Struggling to keep his business afloat, Samwell sold the bow to a local noble who has listed it as the top prize in an archery contest that is to take place at an upcoming tourney. Archers from all around are coming to test their skills. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases. Statistics Weapon (Longbow or Shortbow), Rarity Varies (Requires Attunement) Roll20 Note: Although the links below lead to the longbow version of the weapon, there is an automated shortbow version for each as well. Common . This bow weighs nothing. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Rare . The bow gains the following property. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Very Rare . The bonus to attack and damage rolls increases to +2. Wings. As a bonus action, you can utter a command word to gain a flying speed of 45 feet until the end of your next turn. When this effect ends, you fall if you are still aloft, unless you have a way to stop your fall. Once used, this property can’t be used again until you finish a short or long rest. Legendary . The bonus to attack and damage rolls increases to +3. Barrage of Beaks. When you hit with an attack using this bow, you can use your bonus action to cause a 60-foot cone of fey birds to fly from the bow. Each creature in that area must make a DC 18 Dexterity saving throw, taking 8d8 piercing damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longbow or shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Longbow (Common)","description":"Feathering Weapon (Longbow), Common (Requires Attunement) This bow weighs nothing. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Longbow (Legendary)","description":"Feathering Weapon (Longbow), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Wings. As a bonus action, you can utter a command word to gain a flying speed of 45 feet until the end of your next turn. When this effect ends, you fall if you are still aloft, unless you have a way to stop your fall. Once used, this property can’t be used again until you finish a short or long rest. Barrage of Beaks. When you hit with an attack using this bow, you can use your bonus action to cause a 60-foot cone of fey birds to fly from the bow. Each creature in that area must make a DC 18 Dexterity saving throw, taking 8d8 piercing damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Longbow (Rare)","description":"Feathering Weapon (Longbow), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Longbow (Uncommon)","description":"Feathering Weapon (Longbow), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Longbow (Very Rare)","description":"Feathering Weapon (Longbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Wings. As a bonus action, you can utter a command word to gain a flying speed of 45 feet until the end of your next turn. When this effect ends, you fall if you are still aloft, unless you have a way to stop your fall. Once used, this property can’t be used again until you finish a short or long rest. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Shortbow (Common)","description":"Feathering Weapon (Shortbow), Common (Requires Attunement) This bow weighs nothing. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Shortbow (Legendary)","description":"Feathering Weapon (Shortbow), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Wings. As a bonus action, you can utter a command word to gain a flying speed of 45 feet until the end of your next turn. When this effect ends, you fall if you are still aloft, unless you have a way to stop your fall. Once used, this property can’t be used again until you finish a short or long rest. Barrage of Beaks. When you hit with an attack using this bow, you can use your bonus action to cause a 60-foot cone of fey birds to fly from the bow. Each creature in that area must make a DC 18 Dexterity saving throw, taking 8d8 piercing damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Shortbow (Rare)","description":"Feathering Weapon (Shortbow), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Shortbow (Uncommon)","description":"Feathering Weapon (Shortbow), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feathering Shortbow (Very Rare)","description":"Feathering Weapon (Shortbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This bow weighs nothing. Quick. When you roll initiative, roll a d4 and add the result to your initiative roll. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Avian Armor. You can utter a command word to produce a swarm of hummingbirds that flutter around you for 1 minute. For the duration, you gain a +2 to bonus to AC and Dexterity saving throws. In addition, if you are targeted by the magic missile spell, you take no damage, but the effect immediately ends. Once used, this property can’t be used again until you finish a short or long rest. Wings. As a bonus action, you can utter a command word to gain a flying speed of 45 feet until the end of your next turn. When this effect ends, you fall if you are still aloft, unless you have a way to stop your fall. Once used, this property can’t be used again until you finish a short or long rest. Progression Feathering progresses as the creature who is attuned to it progresses. Whenever the creature’s Dexterity modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Feline’s Fury Hand Tommybow","description":"Weapon (any tommybow), rare (requires attunement) An ostentatiously ornate tommybow, the gold-leaf bows are decorated with an array of bedazzling jewels. Rubies and sapphires sparkle with the fire and ice of the Hells, emeralds carry a vitriolic venom, and the diamonds glow with warm, bright sunlight, a delight peculiar to the pygmy rakshasa. This tommybow consists of five vertically stacked bows, each of which sports a pair of matched, randomly determined gemstones. Roll a d4 to determine each bow’s gemstone pairs: 1, diamonds; 2, emeralds; 3, rubies; 4, sapphires. Rakshasa’s Revenge . You can use an action to imbue a piece of ammunition with one of the following spells ( save DC 15 ) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground. Recharge. You can spend 1 minute replacing a pair of gemstones with diamonds, emeralds, rubies, or sapphires worth at least 100 gp each. So long as the gemstones are matching, then, at the next dawn, they sparkle with arcane power and can be used to imbue the bolts with the associated spells.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand tommybow","Properties":"Ammunition (range 30/60), light, reload (x**)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Feline’s Fury Heavy Tommybow","description":"Weapon (any tommybow), rare (requires attunement) An ostentatiously ornate tommybow, the gold-leaf bows are decorated with an array of bedazzling jewels. Rubies and sapphires sparkle with the fire and ice of the Hells, emeralds carry a vitriolic venom, and the diamonds glow with warm, bright sunlight, a delight peculiar to the pygmy rakshasa. This tommybow consists of five vertically stacked bows, each of which sports a pair of matched, randomly determined gemstones. Roll a d4 to determine each bow’s gemstone pairs: 1, diamonds; 2, emeralds; 3, rubies; 4, sapphires. Rakshasa’s Revenge . You can use an action to imbue a piece of ammunition with one of the following spells ( save DC 15 ) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground. Recharge. You can spend 1 minute replacing a pair of gemstones with diamonds, emeralds, rubies, or sapphires worth at least 100 gp each. So long as the gemstones are matching, then, at the next dawn, they sparkle with arcane power and can be used to imbue the bolts with the associated spells.","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy tommybow","Properties":"Ammunition (range 100/200), heavy, reload (x**), two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Feline’s Fury Light Tommybow","description":"Weapon (any tommybow), rare (requires attunement) An ostentatiously ornate tommybow, the gold-leaf bows are decorated with an array of bedazzling jewels. Rubies and sapphires sparkle with the fire and ice of the Hells, emeralds carry a vitriolic venom, and the diamonds glow with warm, bright sunlight, a delight peculiar to the pygmy rakshasa. This tommybow consists of five vertically stacked bows, each of which sports a pair of matched, randomly determined gemstones. Roll a d4 to determine each bow’s gemstone pairs: 1, diamonds; 2, emeralds; 3, rubies; 4, sapphires. Rakshasa’s Revenge . You can use an action to imbue a piece of ammunition with one of the following spells ( save DC 15 ) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground. Recharge. You can spend 1 minute replacing a pair of gemstones with diamonds, emeralds, rubies, or sapphires worth at least 100 gp each. So long as the gemstones are matching, then, at the next dawn, they sparkle with arcane power and can be used to imbue the bolts with the associated spells.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light tommybow","Properties":"Ammunition (range 80/160), reload (x**), two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Felinobelix","description":"Wondrous item, rare (requires attunement) This foot-high, black, stone cat statue has 3 charges and regains all expended charges daily at dawn. Whenever you roll a die, you can expend 1 charge to roll another die of the same size (no action required). You can then choose which of the die rolls to use. You can choose to spend the charge after you roll the die, but before the outcome is determined. If the result of the re-rolled die is a 1, a devil is summoned. Consult the chart below to determine which devil. Attuner’s Level Devil (CR) 1-4 Imp (1) 5-8 Barbed devil (5) 9-12 Bone devil (9) 13-16 Ice devil (14) 17-20 Pit fiend (20) The devil is always the same individual, who has progressed further in the infernal hierarchy with each visitation. It is hostile towards all creatures, but is especially hateful towards you, as it believes you are stealing its luck.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Felinobelix (legendary variant)","description":"Wondrous item, legendary (requires attunement) This foot-high, black, stone cat statue has 3 charges and regains all expended charges daily at dawn. Whenever you roll a die, you can expend 1 charge to roll another die of the same size (no action required). You can then choose which of the die rolls to use. You can choose to spend the charge after you roll the die, but before the outcome is determined. If the result of the re-rolled die is a 1, a devil is summoned. Consult the chart below to determine which devil. Attuner’s Level Devil (CR) 1-4 Imp (1) 5-8 Barbed devil (5) 9-12 Bone devil (9) 13-16 Ice devil (14) 17-20 Pit fiend (20) The devil is always the same individual, who has progressed further in the infernal hierarchy with each visitation. It is hostile towards all creatures, but is especially hateful towards you, as it believes you are stealing its luck. Legendary variant. Increase the number of charges to 6 . As a reaction when another creature you can see within 30 feet of you rolls a die, you can expend 1 charge to cause it to roll a second die of the same size; you choose which of the dice to use. If the result of the re-rolled die is a 1, a devil is summoned.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Felix's Hammer of Fury Light Hammer","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Light Hammer (uncommon variant)","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit. Uncommon variant: The weapon deals an extra 1d6 fire damage to the first target it hits on each of your turns, instead of every target. Reduce the range to 30 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Light Hammer (very rare variant)","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit. Uncommon variant: The weapon deals an extra 1d6 fire damage to the first target it hits on each of your turns, instead of every target. Reduce the range to 30 feet. Very rare variant: Increase the fire damage to 1d8 and the psychic damage to 2d6.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Maul","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Maul (uncommon variant)","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit. Uncommon variant: The weapon deals an extra 1d6 fire damage to the first target it hits on each of your turns, instead of every target. Reduce the range to 30 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Maul (very rare variant)","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit. Uncommon variant: The weapon deals an extra 1d6 fire damage to the first target it hits on each of your turns, instead of every target. Reduce the range to 30 feet. Very rare variant: Increase the fire damage to 1d8 and the psychic damage to 2d6.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Warhammer","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Warhammer (uncommon variant)","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit. Uncommon variant: The weapon deals an extra 1d6 fire damage to the first target it hits on each of your turns, instead of every target. Reduce the range to 30 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Felix's Hammer of Fury Warhammer (very rare variant)","description":"Weapon (any hammer), rare (requires attunement) Component: celestial soul A crucial choice can have countless unforeseen ramifications, multiple branching paths cascading exponentially into the distant future to affect events far beyond one’s ability to even comprehend. The choice posed by this weapon is simpler, in comparison… but no less painful. Time to introduce your foes to the consequences of their actions. This weapon deals an extra 1d6 fire damage to any target it hits. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Suffer the Consequences. As a bonus action, you can choose a creature within 60 feet of you that can hear you and expend 1 charge to name an action that it’s forbidden from taking. This can be as vague as the Attack or Cast a Spell actions, or a more specific ability such as a breath weapon. If the creature takes the forbidden action before the start of your next turn, you can immediately use your reaction to make an attack against it using the hammer. If the creature is outside of the reach of the hammer but within 60 feet of you, a spectral gavel appears in the air next to it, allowing you to make this attack at a distance before disappearing. The attack deals an extra 1d6 psychic damage on a hit. Uncommon variant: The weapon deals an extra 1d6 fire damage to the first target it hits on each of your turns, instead of every target. Reduce the range to 30 feet. Very rare variant: Increase the fire damage to 1d8 and the psychic damage to 2d6.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fell Pauldron","description":"Wondrous Item, Rare (Requires Attunement) This magic pauldron is crafted from sturdy leather and inset with bestial spikes. While wearing the pauldron, you have resistance to Acid and Poison damage. Abyssal Transformation. As an action, you can magically transform yourself, taking on demonic features. For 1 minute, you gain the following benefits: Your Strength score increases by 4. You gain temporary hit points equal to twice the number of Hit Dice you have. When a creature within 5 feet of you hits you with a melee attack, it takes 1d8 Acid damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Fell-hunter's Spear","description":"Fell-hunter’s Spear Weapon (spear), rare (requires attunement) The wooden shaft of this spear is warped and gnarled. Worn leather strips have been wrapped around it, and fetishes made of animal bones dangle from its length. The foot-long spearhead looks as though it has been chipped from amethyst. This magic spear doesn’t have the thrown and versatile properties, but it does have the heavy, reach, and two-handed properties. It deals 1d10 piercing damage on a hit. When you hit a Large or larger creature with this spear, your target takes an extra 2d6 piercing damage. If you score a critical hit, your target must succeed on a DC 15 Constitution saving throw or be restrained until the start of your next turn. Beasts and aberrations have disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Fellforged Armor","description":"Armor (plate), very rare (requires attunement) While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead , you can’t cast it again until the next dawn. Curse. Once attuned to this armor, you can’t remove it unless you are the subject of a remove curse spell or similar magic. As long as you remain cursed, while wearing the armor, you gain an unnatural aura, causing all animals to panic when you are within 30 feet of them. You also gain disadvantage on attack rolls against incorporeal undead and on saving throws made against their spells and abilities.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fenthras","description":"Fenthras Ranged weapon (martial, longbow), legendary (requires attunement) This gorgeous longbow made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger Vex’ahlia against great evils. Dormant While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with Fenthras , you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can’t be used again until you finish a short or long rest. Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs. Awakened When Fenthras reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d4 lightning damage. When you hit with an attack using this weapon, you can declare it a bramble shot. The attack deals an extra 3d8 piercing damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by steely brambles that burst from the arrow. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can’t be used again until you finish a short or long rest. Exalted When Fenthras reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra lightning damage dealt by attacks using the bow increases to 1d6. You can declare a bramble shot twice between rests, and the saving throw DC increases to 17.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Fenthras, Awakened","description":"Fenthras, Awakened Ranged weapon (martial, longbow), legendary (requires attunement) This gorgeous longbow made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger Vex’ahlia against great evils. Dormant While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with Fenthras , you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can’t be used again until you finish a short or long rest. Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs. Awakened When Fenthras reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d4 lightning damage. When you hit with an attack using this weapon, you can declare it a bramble shot. The attack deals an extra 3d8 piercing damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by steely brambles that burst from the arrow. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can’t be used again until you finish a short or long rest. Damage: 1d8+2 Damage Type: Piercing Secondary Damage: 1d4 Secondary Damage Type: Lightning Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Fenthras, Dormant","description":"Fenthras, Dormant Ranged weapon (martial, longbow), legendary (requires attunement) This gorgeous longbow made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger Vex’ahlia against great evils. Dormant While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with Fenthras , you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can’t be used again until you finish a short or long rest. Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Fenthras, Exalted","description":"Fenthras, Exalted Ranged weapon (martial, longbow), legendary (requires attunement) This gorgeous longbow made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger Vex’ahlia against great evils. Dormant While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with Fenthras , you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can’t be used again until you finish a short or long rest. Additionally, when a creature is killed by an attack using this weapon, a six-foot-tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs. Awakened When Fenthras reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d4 lightning damage. When you hit with an attack using this weapon, you can declare it a bramble shot. The attack deals an extra 3d8 piercing damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by steely brambles that burst from the arrow. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can’t be used again until you finish a short or long rest. Exalted When Fenthras reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The extra lightning damage dealt by attacks using the bow increases to 1d6. You can declare a bramble shot twice between rests, and the saving throw DC increases to 17. Damage: 1d8+3 Damage Type: Piercing Secondary Damage: 1d6 Secondary Damage Type: Lightning Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ferrofiber Hardsuit","description":"An old but durable hardsuit design, ferrofiber hardsuits are constructed of interwoven metallic fibers that offers broad protection, but fail to deflect high-energy projectiles.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ferry Raft","description":"Ferry Raft Vehicle Often used for river crossings, there are many different designs for small rafts. These vessels are usually flat topped, and moved across the shallow water via pole.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ferryman's Coins","description":"Wondrous item, common It is customary in many faiths to weight a corpse’s eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death’s river to the afterlife. Ferryman’s coins , though, ensure the body stays in the ground regardless of the spirit’s destination. These coins, which feature a death’s head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse’s closed lids and activate them with a simple prayer, they can’t be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fey Blade","description":"Weapon (Sword or Axe), Uncommon This weapon is lightweight and portable and can easily fit into a dagger sheath, even if a two-handed weapon or polearm. You can draw it from the sheath or replace it as a bonus action.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Feysworn Contract","description":"Scroll, rare This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Feywild Shard","description":"Feywild Shard Wondrous item, uncommon (requires attunement by a sorcerer ) This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook . If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Feywrought Armor","description":"Feywrought Armor Armor (Light, Medium, or Heavy), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Armor (Light, Medium, or Heavy)","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Breastplate","description":"Feywrought Breastplate Armor (Medium), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Breastplate . This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Chain Mail","description":"Feywrought Chain Mail Armor (Heavy), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Chain Shirt","description":"Feywrought Chain Shirt Armor (Medium), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Half Plate","description":"Feywrought Half Plate Armor (Medium), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Hide Armor","description":"Feywrought Hide Armor Armor (Medium), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Leather Armor","description":"Feywrought Leather Armor Armor (Light), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Padded Armor","description":"Feywrought Padded Armor Armor (Light), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Plate Armor","description":"Feywrought Plate Armor Armor (Heavy), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Ring Mail","description":"Feywrought Ring Mail Armor (Heavy), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Scale Mail","description":"Feywrought Scale Mail Armor (Medium), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Splint Armor","description":"Feywrought Splint Armor Armor (Heavy), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Feywrought Studded Leather Armor","description":"Feywrought Studded Leather Armor Armor (Light), Rare (Requires Attunement) This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic. While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself. This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn. Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Field Camouflage Unit","description":"Field Camouflage Unit Utility (limited), uncommon When you use an action to activate this small, disc-shaped device, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the device itself becomes useless once activated. If a creature affected by the device attacks or uses an esper power, the invisibility ends for that creature.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Field Gear","description":"Field Gear Armor (medium) This armor, worn commonly by units of spear-wielding soldiers called ashigaru, consists of light plates sewn together to protect the head, torso, and upper legs. It is occasionally paired with a light helmet. Although it does not protect as well as heavier armor, it is lightweight, flexible, and inexpensive as armor goes. Wearer has disadvantage on Stealth. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Field Medicine Kit","description":"Field Medicine Kit Adventuring gear This is a simple first aid kit that contains all the necessary items to treat many kinds of injuries. A typical kit contains needle and thread, cloth bandages, herbal disinfectants, various balms and tinctures, and other healing items. When making a check to stabilize a creature, a character with a medicine kit has advantage on the check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fiend's Hide","description":"Donor: Fiend of Medium size or larger Slot: External When you aren't wearing armor, your base AC is 15 + your Dexterity modifier (maximum 2). You can use your Fiend’s Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Fiend’s Hide.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Fiendish Charter","description":"Scroll, rare This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract’s wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fieronthius Panacea","description":"Get some alfalfa, chicory, brimstone, mallow, fennel, then boil them all together. To be taken on an empty stomach: it boils inside of you like it's rinsing a barrel, then a roaring fire comes out of the back... and you are brand new! Effect : When you take this concoction, you can end either one disease or one condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned. Unfortunately, the effect of this tonic can strain the body of those who drink it. You must succeed on a DC 12 Constitution saving throw or suffer 1 level of exhaustion.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Fiery Snapdragon","description":"Magic plant, rare Themes: Fire, strength, and presence Environments: Areas devastated by forest fires, alongside scorch marks made by fire magic, near temples dedicated to deities of the sun Fiery snapdragon is a flowering plant that grows in a series of tall, narrow stalks with leaves growing in a spiral around each stalk. Its flowers are shaped like a dragon’s gaping maw and typically come in shades of yellow, pink, and red. Minor Wort. As an action, you can place a sprig of fiery snapdragon in the flame of a lit torch to give any creature that carries it resistance to fire damage. The torch’s remaining duration shortens to 10 minutes unless it was already less than 10 minutes. A creature carrying the torch can use a bonus action to extinguish the torch and gain immunity to fire damage until the start of its next turn. The torch then crumbles to dust and is destroyed. Ceremony Wort (5th Level). If you create a bonfire laden with fiery snapdragon, you can perform a ritual of strength on one creature within 10 feet of the bonfire. The ritual requires you and the target to remain in the bonfire’s heat for 10 minutes. At the end of the ritual, the target’s Strength score increases to 25 for 1 hour. This wort requires 4 cuttings of fiery snapdragon. Cultivated Wort (9th Level). A garden of fiery snapdragon that has been cultivated for at least 4 weeks repels draconic invaders. A dragon that starts its turn inside of or within 150 feet of the garden must make a Wisdom saving throw or be turned as if it was the target of the Turn Undead feature of the cleric class. Draconic creatures, such as chimeras or kobolds, can be turned by the garden, but they have advantage on the saving throw.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Fifth Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell Fifth Find the Path","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Figurehead of Prowess, Albatross","description":"Wondrous item, uncommon A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Albatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Basilisk","description":"Wondrous item, uncommon A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Basilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Dragon Turtle","description":"Wondrous item, very rare A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Dragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Kraken","description":"Wondrous item, rare A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Kraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Manta Ray","description":"Wondrous item, rare A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Manta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Narwhal","description":"Wondrous item, very rare A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Narwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Octopus","description":"Wondrous item, rare A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Octopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Sphinx","description":"Wondrous item, legendary A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Sphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurehead of Prowess, Xorn","description":"Wondrous item, very rare A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. Xorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power","description":"Figurine of Wondrous Power Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare) . This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare) . This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount . Once it has been used, it can't be used again until 2 days have passed. Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. Ivory Goats. (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse . It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. T he goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance , and the other becomes a + 2 longsword . Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment , the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common . It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence . Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous item","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Figurine of Wondrous Power (Lapis Camel)","description":"","properties":{"Category":"Items","Expansion":5315,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Figurine of Wondrous Power (Violet Octopoid)","description":"","properties":{"Category":"Items","Expansion":5315,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Figurine of Wondrous Power, Amber Bee","description":"Wondrous item, uncommon Amber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2 ) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Basalt Cockatrice","description":"Wondrous item, uncommon Basalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Coral Shark","description":"Wondrous item, rare Coral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Hematite Aurochs","description":"Wondrous item, rare Hematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2 ). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Lapis Camel","description":"Wondrous item, rare Lapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Marble Mistwolf","description":"Wondrous item, rare Marble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Tin Dog","description":"Wondrous item, common Tin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Figurine of Wondrous Power, Violet Octopoid","description":"Wondrous item, rare Violet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Final Messenger","description":"Final Messenger Wondrous item, uncommon (requires use by a warforged) A final messenger is a tiny homunculus—a delicate winged creature designed to facilitate communication between warforged soldiers during the Last War. If you are a warforged, you can use an action to hold a final messenger and integrate it into your body. While it is part of your body, the messenger cannot be targeted by any attack. You can only have one messenger attached to your body at a time. A final messenger holds four pieces of data, accessible only to the warforged it is attached to: A destination for the messenger . This can be very specific (a particular apartment in Sharn) or more general (an open marketplace). A target individual. This could be a specific person or a category (“Any Karrnathi warforged”). A single image recorded through the eyes of a warforged attached to the messenger . A message of up to 25 words. While the messenger is attached to you, you can use an action to review the data currently stored within the final messenger , and if you choose, to change any or all of these data points. You can release the final messenger as a bonus action, at which point it flies to its destination by the most direct route possible. Once it reaches the destination it seeks the target individual; if no target has been set, it approaches the nearest warforged. If you are reduced to 0 hit points while a final messenger is attached to you, it immediately detaches and seek out its target. It retains its stored message, but replaces its stored image with the last thing you saw before dropping to zero hit points. A final messenger is a Tiny construct with an AC of 20, 6 hit points, and a flying speed of 60 feet. It is immune to poison damage, psychic damage, and all conditions other than unconsciousness. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It has darkvision with a range of 60 feet. It has no limbs and the only action it can take on its turn is the Dash action. A messenger can only remain active for 8 hours after it detaches from a warforged body, after which time its energy dissipates and it falls unconscious. An unconscious messenger must complete a short or long rest attached to a warforged, after which it regains its energy, as well as regaining all lost hit points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires use by a warforged"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Finder's Goggles","description":"Finder's Goggles Wondrous item, uncommon (requires attunement by a creature with the Mark of Finding) The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits: When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type and can immediately use the goggles to cast locate creature to find that creature. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement by a creature with the Mark of Finding)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Fine clothes","description":"Fine Clothes Adventuring gear (clothing) Weight : 6","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Fine Clothes","description":"Fine Clothes Adventuring gear (clothing) Weight : 6 gp","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":6,"Subtype":"Clothing","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fine Clothes","description":"Fine Clothes Clothing (miscellaneous gear) Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fine Clothes","description":"Adventuring Gear Weight: 6 lb. Cost: 15 GP Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Fine Clothes"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fine Clothes","description":"Fine Clothes Adventuring gear (clothing) Weight : 6 gp","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Finesse","description":"Apprentice weapon property Components: Masterwork melee weapon that doesn’t have the Two-Handed property or a masterwork ranged weapon that has the Thrown property This weapon gains the Finesse property.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Finger of Jade","description":"Finger of Jade Adventuring gear Jade is a sacred stone in Rokugan, said to be the crystallized tears of Lady Sun and capable of offering protection against many supernatural threats. A chunk of jade roughly the size of a person’s finger is the amount most Crab Clan soldiers are issued each time they venture into the Shadowlands. Bit by bit, the jade is consumed by this process. A character can use a finger of jade in the following ways, each of which causes the jade to be consumed and turn into inert grey sludge: As a reaction or bonus action, to gain advantage on saving throws made against the powers and abilities of Lost creatures for 1 minute. As a bonus action, to imbue a weapon with its purifying essence, making the weapon deal radiant damage and count as magical for the purposes of overcoming resistances and immunities for 1 minute. Before resting, to negate the penalties usually applied when taking a long rest in the Shadowlands (see Provisions and Resting in the Shadowlands).","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fire Extinguisher","description":"Fire Extinguisher Miscellaneous gear You may spend an action to extinguish any normal fire or remove any ongoing fire damage effect from any target in a 15 foot cone. This item has 10 uses. Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fire Fragment","description":"Fire Fragment Wondrous item, Rare (requires attunement) While attuned to this fragment, you have resistance to fire damage, and darkvision out to a range of 60 feet. If you already have darkvision, attuning to the fragment increases its range by 60 feet. Additionally, you can speak, read, and write Ignan, and you can cast the flame control cantrip at will. Awakened Fire Fragment. Attuning to the Fire Fragment while also attuned to the Shattered Staff awakens the fragment and it magically merges with the staff, becoming one item that takes up a single attunement slot. After the Fire Fragment has been awakened, the following spells are added to the staff’s spell list: burning hands (1 charge), fireball (3 charges), flaming sphere (2 charges), scorching ray (2 charges), and wall of fire (4 charges).","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Fire of Aygremounts","description":"This definitely-out-of-scale alcohol content grappa is made from the distillation of the famous Piccadora's rough peppers. Its extreme potency is said to resurrect the dead. Effect : If you make a dead creature swallow this concoction within 1 minute of its death, that creature can come back to life with 1 hit point and becomes incapacitated for 1 hour. A lesser restoration spell can end the incapacitated condition. This distillate cannot revive a creature dead of old age, and cannot restore any missing body parts.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Fire Shield of Rathume (Level 1)","description":"This round, wooden shield is rimmed in iron. The wood is blackened as if burned by a terrible flame, yet the wood is as strong as steel. The ancient red dragon Abraxys the Red dwelt within a volcano in a ring of hills. The vile wyrm delighted in erupting from the volcano to breathe destruction and death on the people of the near-by towns. For generations, the oppressed people did what they could to combat the dragon, yet Abraxys’s reign of terror continued. Finally, a young warrior named Rathume pledged to rid the land of the cruel dragon. The townsfolk laughed—she was young and inexperienced. How could she hope to defeat such a monster? Rathume was undeterred. What she lacked in experience, she made up for in courage. What she lacked in battle prowess, she made up for in faith. The very next dawn, when Abraxys emerged from the volcano and swooped toward the town, the gates opened and Rathume emerged, holding a spear and clutching a large, wooden shield. The ancient dragon landed and grinned maliciously at the sight of the small human, standing alone in the grass. Abraxys roared with laughter as the girl strode confidently toward the mighty beast, quickly closing the distance between them. The great dragon drew back and prepared to incinerate the brash young woman. Suddenly, Rathume raised her shield and rushed forward. The startled dragon breathed forth gouts of flame, engulfing Rathume, yet she continued to rush forward, unaffected by the fire! Rathume plunged her spear into the dragon’s belly and there was a sudden, fiery blast which consumed them both. Only Rathume’s shield remained. It was blackened by the flames, yet otherwise unscathed. Miraculously, the powerful magic of the dragon and the heroic fire in Rathume’s heart had become somehow fused with the shield. Many generations of brave warriors have carried the fire shield of Rathume from then on, striving always to live up to the legend of the brave Rathume. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can add the shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. Fire Dragon’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. You have resistance to fire damage. In addition, you can use an action to cast the flame blade spell from the shield. Once used, the shield can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have advantage on saving throws against being frightened, and you have advantage on saving throws against the breath weapons of dragons. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to fire damage 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wielding this shield. Once used, the shield can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fire Shield of Rathume (Level 13)","description":"This round, wooden shield is rimmed in iron. The wood is blackened as if burned by a terrible flame, yet the wood is as strong as steel. The ancient red dragon Abraxys the Red dwelt within a volcano in a ring of hills. The vile wyrm delighted in erupting from the volcano to breathe destruction and death on the people of the near-by towns. For generations, the oppressed people did what they could to combat the dragon, yet Abraxys’s reign of terror continued. Finally, a young warrior named Rathume pledged to rid the land of the cruel dragon. The townsfolk laughed—she was young and inexperienced. How could she hope to defeat such a monster? Rathume was undeterred. What she lacked in experience, she made up for in courage. What she lacked in battle prowess, she made up for in faith. The very next dawn, when Abraxys emerged from the volcano and swooped toward the town, the gates opened and Rathume emerged, holding a spear and clutching a large, wooden shield. The ancient dragon landed and grinned maliciously at the sight of the small human, standing alone in the grass. Abraxys roared with laughter as the girl strode confidently toward the mighty beast, quickly closing the distance between them. The great dragon drew back and prepared to incinerate the brash young woman. Suddenly, Rathume raised her shield and rushed forward. The startled dragon breathed forth gouts of flame, engulfing Rathume, yet she continued to rush forward, unaffected by the fire! Rathume plunged her spear into the dragon’s belly and there was a sudden, fiery blast which consumed them both. Only Rathume’s shield remained. It was blackened by the flames, yet otherwise unscathed. Miraculously, the powerful magic of the dragon and the heroic fire in Rathume’s heart had become somehow fused with the shield. Many generations of brave warriors have carried the fire shield of Rathume from then on, striving always to live up to the legend of the brave Rathume. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can add the shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. Fire Dragon’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. You have resistance to fire damage. In addition, you can use an action to cast the flame blade spell from the shield. Once used, the shield can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have advantage on saving throws against being frightened, and you have advantage on saving throws against the breath weapons of dragons. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to fire damage 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wielding this shield. Once used, the shield can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fire Shield of Rathume (Level 17)","description":"This round, wooden shield is rimmed in iron. The wood is blackened as if burned by a terrible flame, yet the wood is as strong as steel. The ancient red dragon Abraxys the Red dwelt within a volcano in a ring of hills. The vile wyrm delighted in erupting from the volcano to breathe destruction and death on the people of the near-by towns. For generations, the oppressed people did what they could to combat the dragon, yet Abraxys’s reign of terror continued. Finally, a young warrior named Rathume pledged to rid the land of the cruel dragon. The townsfolk laughed—she was young and inexperienced. How could she hope to defeat such a monster? Rathume was undeterred. What she lacked in experience, she made up for in courage. What she lacked in battle prowess, she made up for in faith. The very next dawn, when Abraxys emerged from the volcano and swooped toward the town, the gates opened and Rathume emerged, holding a spear and clutching a large, wooden shield. The ancient dragon landed and grinned maliciously at the sight of the small human, standing alone in the grass. Abraxys roared with laughter as the girl strode confidently toward the mighty beast, quickly closing the distance between them. The great dragon drew back and prepared to incinerate the brash young woman. Suddenly, Rathume raised her shield and rushed forward. The startled dragon breathed forth gouts of flame, engulfing Rathume, yet she continued to rush forward, unaffected by the fire! Rathume plunged her spear into the dragon’s belly and there was a sudden, fiery blast which consumed them both. Only Rathume’s shield remained. It was blackened by the flames, yet otherwise unscathed. Miraculously, the powerful magic of the dragon and the heroic fire in Rathume’s heart had become somehow fused with the shield. Many generations of brave warriors have carried the fire shield of Rathume from then on, striving always to live up to the legend of the brave Rathume. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can add the shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. Fire Dragon’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. You have resistance to fire damage. In addition, you can use an action to cast the flame blade spell from the shield. Once used, the shield can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have advantage on saving throws against being frightened, and you have advantage on saving throws against the breath weapons of dragons. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to fire damage 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wielding this shield. Once used, the shield can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fire Shield of Rathume (Level 5)","description":"This round, wooden shield is rimmed in iron. The wood is blackened as if burned by a terrible flame, yet the wood is as strong as steel. The ancient red dragon Abraxys the Red dwelt within a volcano in a ring of hills. The vile wyrm delighted in erupting from the volcano to breathe destruction and death on the people of the near-by towns. For generations, the oppressed people did what they could to combat the dragon, yet Abraxys’s reign of terror continued. Finally, a young warrior named Rathume pledged to rid the land of the cruel dragon. The townsfolk laughed—she was young and inexperienced. How could she hope to defeat such a monster? Rathume was undeterred. What she lacked in experience, she made up for in courage. What she lacked in battle prowess, she made up for in faith. The very next dawn, when Abraxys emerged from the volcano and swooped toward the town, the gates opened and Rathume emerged, holding a spear and clutching a large, wooden shield. The ancient dragon landed and grinned maliciously at the sight of the small human, standing alone in the grass. Abraxys roared with laughter as the girl strode confidently toward the mighty beast, quickly closing the distance between them. The great dragon drew back and prepared to incinerate the brash young woman. Suddenly, Rathume raised her shield and rushed forward. The startled dragon breathed forth gouts of flame, engulfing Rathume, yet she continued to rush forward, unaffected by the fire! Rathume plunged her spear into the dragon’s belly and there was a sudden, fiery blast which consumed them both. Only Rathume’s shield remained. It was blackened by the flames, yet otherwise unscathed. Miraculously, the powerful magic of the dragon and the heroic fire in Rathume’s heart had become somehow fused with the shield. Many generations of brave warriors have carried the fire shield of Rathume from then on, striving always to live up to the legend of the brave Rathume. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can add the shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. Fire Dragon’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. You have resistance to fire damage. In addition, you can use an action to cast the flame blade spell from the shield. Once used, the shield can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have advantage on saving throws against being frightened, and you have advantage on saving throws against the breath weapons of dragons. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to fire damage 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wielding this shield. Once used, the shield can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fire Shield of Rathume (Level 9)","description":"This round, wooden shield is rimmed in iron. The wood is blackened as if burned by a terrible flame, yet the wood is as strong as steel. The ancient red dragon Abraxys the Red dwelt within a volcano in a ring of hills. The vile wyrm delighted in erupting from the volcano to breathe destruction and death on the people of the near-by towns. For generations, the oppressed people did what they could to combat the dragon, yet Abraxys’s reign of terror continued. Finally, a young warrior named Rathume pledged to rid the land of the cruel dragon. The townsfolk laughed—she was young and inexperienced. How could she hope to defeat such a monster? Rathume was undeterred. What she lacked in experience, she made up for in courage. What she lacked in battle prowess, she made up for in faith. The very next dawn, when Abraxys emerged from the volcano and swooped toward the town, the gates opened and Rathume emerged, holding a spear and clutching a large, wooden shield. The ancient dragon landed and grinned maliciously at the sight of the small human, standing alone in the grass. Abraxys roared with laughter as the girl strode confidently toward the mighty beast, quickly closing the distance between them. The great dragon drew back and prepared to incinerate the brash young woman. Suddenly, Rathume raised her shield and rushed forward. The startled dragon breathed forth gouts of flame, engulfing Rathume, yet she continued to rush forward, unaffected by the fire! Rathume plunged her spear into the dragon’s belly and there was a sudden, fiery blast which consumed them both. Only Rathume’s shield remained. It was blackened by the flames, yet otherwise unscathed. Miraculously, the powerful magic of the dragon and the heroic fire in Rathume’s heart had become somehow fused with the shield. Many generations of brave warriors have carried the fire shield of Rathume from then on, striving always to live up to the legend of the brave Rathume. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can add the shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. Fire Dragon’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. You have resistance to fire damage. In addition, you can use an action to cast the flame blade spell from the shield. Once used, the shield can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have advantage on saving throws against being frightened, and you have advantage on saving throws against the breath weapons of dragons. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to fire damage 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wielding this shield. Once used, the shield can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fire Whispers","description":"Fire Whispers Wondrous item, rare This is a small droplet made of glass. If dropped into a fire, a short message can be sent to another person. When the flames touch the fire whisper, they summon an invisible valkry who listens to the message and flies to the target, whispering the message to them. This functions much like the message spell except the target can be anywhere on the plane of existence. This item is consumed when used.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Fire-Blossom Arrows","description":"Fire-Blossom Arrows Ammunition Fire-blossom arrows were originally designed by the Agasha as an alternative to the traditional fireworks shows, displaying dazzling, varied colors in smaller quantities to save on resources. A fire-blossom arrow illuminates an area of 50 feet around every point along its path, and can be seen at a much greater distance. If it strikes a creature, it deals 1 fire damage.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Firearm","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Loading or Reload property that doesn’t have the Tension property This weapon becomes a firearm and gains the Firearm property. Its damage die increases by four steps and moves to two damage dice, if possible. Firearm. You don’t add your ability modifier to this weapon’s damage rolls. Firearm ammunition can’t be recovered once used.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Firearm Bullet +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Firearm Bullet +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Firearm Bullet +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.2\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"quantity\\\":10}\"},{\"name\":\"Firearm Bullet +1 Effect\",\"parent\":\"Firearm Bullet +1\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Firearm Bullet +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Uncommon","Name":"Firearm Bullet +1","Weight":"0.2","data-description":"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Firearm Bullet +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Firearm Bullet +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Firearm Bullet +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.2\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Firearm Bullet +2 Effect\",\"parent\":\"Firearm Bullet +2\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Firearm Bullet +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Firearm Bullet +2","Weight":"0.2","data-description":"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Firearm Bullet +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Properties":"Ammunition","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Firearm Bullet +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Firearm Bullet +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.2\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Firearm Bullet +3 Effect\",\"parent\":\"Firearm Bullet +3\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Firearm Bullet +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Firearm Bullet +3","Weight":"0.2","data-description":"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Firearm Bullet of Aberration Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Aberrations. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Aberration Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Beast Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Beasts. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Beast Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Celestial Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Celestials. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Celestial Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Construct Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Constructs. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Construct Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Dragon Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Dragons. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Dragon Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Elemental Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Elementals. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Elemental Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Fey Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fey. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Fey Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Fiend Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fiends. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Fiend Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Giant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Giants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Giant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Humanoid Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Humanoids. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Humanoid Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Monstrosity Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Monstrosities. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Monstrosity Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Ooze Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Oozes. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Ooze Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Plant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Plants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Plant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullet of Undead Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Undead. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Firearm Bullet of Undead Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Firearm Bullets","description":"Adventuring Gear (Ammunition) Amount: 10 Storage: Pouch Weight: 2 lb. Cost: 3 GP Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. Storage must be bought separately.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Firearm Bullets"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Firearm of Stopping","description":"Firearm of Stopping Weapon (any weapon with the black powder property), rare When you make a ranged weapon attack with this weapon, its thunderous boom is audible to double its normal range. If the attack hits, the target is pushed up to 10 feet away from you.","properties":{"Category":"Items","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Firearm Tripod","description":"Firearm Tripod Miscellaneous gear (weapon accessory) A temporary standing mount for larger firearms. It can be used with any heavy, two-handed weapon that has the Recoil property. Setting up or dismantling the tripod takes 1 minute. A tripod-mounted weapon’s recoil value is reduced by 2. While wielding the weapon, your speed is 0 and you have disadvantage to Dexterity Saving Throws and burst saves. You can spend an action to detach the weapon from the tripod mount.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Firebelcher","description":"Firebelcher Ranged weapon (martial, boomstick), very rare You have a +2 bonus to attack and damage rolls made with this magic weapon. The damage done by this weapon is fire, rather than piercing. When you attack a creature with this magic weapon and roll a 20 on the d20, the target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 2d6 fire damage. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Boomstick. When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+2 Damage Type : Piercing Properties : Ammunition, Black Powder, Heavy, Loading, Two-Handed, Special Range: 20/60 Weight : 10","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Heavy, Loading, Two-Handed, Special","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Firebird Feather","description":"Wondrous item, uncommon A firebird feather gives off light as a continual flame spell. Additionally, whoever carries the feather is unaffected by temperatures as low as –50 degrees Fahrenheit. Druids and clerics can use the feather as a divine focus. If the feather is used in place of a holy symbol to turn undead, the undead have a –1 penalty on their Wisdom saving throw.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Firebird Feather","description":"Wondrous item, uncommon This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn’t use oxygen. While holding the feather, you can tolerate temperatures as low as -50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a -1 penalty on the saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Firebird's Plumage Breastplate","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Breastplate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Breastplate (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Chain Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Chain Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Chain Mail (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Chain Shirt","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Item Type":"Armour (chain shirt)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Chain Shirt (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Chain Shirt (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Item Type":"Armour (chain shirt)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Half Plate","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Half Plate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Half Plate (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Hide","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Item Type":"Armour (hide armor)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Hide (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Item Type":"Armour (hide armor)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Hide (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Item Type":"Armour (hide armor)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Plate","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Plate (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Plate (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Ring Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Ring Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Ring Mail (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Scale Mail","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Scale Mail (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Scale Mail (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Splint","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Splint (rare variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15. Rare variant: Reduce the DC to 15, the damage to 2d8, and the hit points regained to 20.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Plumage Splint (uncommon variant)","description":"Armour (medium or heavy), very rare (requires attunement) Component: elemental core of fire Immortalised in countless songs and legends, the phoenix is commonly idealised as a righteous symbol of purity and rebirth. Many therefore remain ignorant of its true nature: raging elemental fire given form, life, and the singular purpose of incinerating all it touches. Searing Winglash. As a bonus action, you can speak the armour’s command word, causing the decorative wings on its back to be enveloped in undulating flames for 1 minute. During this time, whenever a hostile creature moves within 10 feet of you for the first time on its turn or starts its turn there, the burning wings lash out at it. The creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn. Rise from the Ashes. When you drop to 0 hit points, you can choose to have yourself and everything you’re wearing and carrying go up in flames and turn into a pile of ash. In this state, you are an object instead of a creature, can’t take damage, and don’t make death saving throws. If the ashes are scattered, they magically reform in the same space. At the start of your next turn, you regain 30 hit points and emerge from the ashes fully-formed, retaining all of your equipment and item attunements. When this happens, the Searing Winglash property also activates. This happens even if you’ve already used it that day, and doesn’t count against the number of times it can be used, but lasts only until the start of your next turn. Once this property of the armour has been used, it can’t be used again until the next dawn. Curse. This armour is cursed, and becoming attuned to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you have vulnerability to cold damage. In addition, whenever you take cold damage, you can’t use either of the armour’s properties until the end of your next turn. Uncommon variant: Reduce the DC to 13, the damage to 1d8, and the hit points regained to 15.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Glaive","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Glaive (uncommon variant)","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage from the Ashes to Ashes property to 1d6. The item doesn’t have the Blaze of Glory property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Glaive (very rare variant)","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage from the Ashes to Ashes property to 1d6. The item doesn’t have the Blaze of Glory property. Very rare variant: Increase the DC to 16 and each instance of fire damage by 1d8.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Halberd","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Halberd (uncommon variant)","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage from the Ashes to Ashes property to 1d6. The item doesn’t have the Blaze of Glory property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Halberd (very rare variant)","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage from the Ashes to Ashes property to 1d6. The item doesn’t have the Blaze of Glory property. Very rare variant: Increase the DC to 16 and each instance of fire damage by 1d8.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Pike","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Pike (uncommon variant)","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage from the Ashes to Ashes property to 1d6. The item doesn’t have the Blaze of Glory property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Firebird's Touch Pike (very rare variant)","description":"Weapon (glaive, halberd, or pike), rare Component: elemental core of fire Undeath is an unnatural state of being, and anathema to the cycle of rebirth that the mythical phoenix symbolises. Imbued with purifying flames, this weapon pulverises the bodies of the living dead so that their trapped souls might be free once more to retake their place in the eternal circle of life. Ashes to Ashes. This weapon deals an extra 1d8 fire damage to undead creatures. In addition, damage from this weapon bypasses the Undead Fortitude trait as if it were radiant damage, and undead creatures reduced to 0 hit points by it are instantly killed. Blaze of Glory. As an action, you can cause this weapon to transform into a shaft of pure fire and throw it at a creature within 120 feet of you. Make a ranged weapon attack against that creature. On a hit, the weapon deals its normal damage plus 3d8 fire damage, and a corona of flames erupts around the target. Each other creature within 15 feet of it must succeed on a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The weapon then turns to ashes, and reforms 1d4 hours later next to you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage from the Ashes to Ashes property to 1d6. The item doesn’t have the Blaze of Glory property. Very rare variant: Increase the DC to 16 and each instance of fire damage by 1d8.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fireorb Bomb","description":"These ornately engraved metal spheres are favored by dwarves. On a hit, this bomb deals 1d4 piercing damage plus 1d6 fire damage to the target, and each creature within 5 feet of the target must succeed on a DC 12 Dexterity saving throw or take 1d6 fire damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"First Aid Kit","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category A first aid kit is useful for treating injuries and the symptoms of illness at home or in the field. Sizes range from tiny survival kits to large EMT kits. The entry assumes a briefcase sized kit. A first aid kit is required for some uses of the First Aid action and some other specific actions from feats, class talents, and professions. It is generally used with an Intelligence (Medicine) or Wisdom (Survival) check.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"First Aid Kit","description":"First Aid Kit Miscellaneous gear This kit is contains bandages, ointments, and pain medication. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"First Carving (Drawn)","description":"First Carving Eldritch Carving, rare, requires attunement The original carving, The Right Hand of Creation, is the first sign the Old Ones left behind when devoted worshipers implored for divine help against the Scourge. The price for such power is still being paid to this day. None have seen the full power of this carving, as the original is sealed deep within the earth, guarded by a sin left behind by the Radiant Church. When you give a person something to die for, you conversely give them something to live for. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Constitution or Wisdom modifier (whichever is higher) + your proficiency bonus. Wings of Salvation. In addition, when a willing creature you can see within 60 feet of you is targeted by an attack roll or forced to make a saving throw, you can use your reaction to give them wings to fly out of danger. A pair of angelic wings sprout on their back, which carries them in a straight line to you, where they land in an unoccupied space next to you. This can potentially cause the harmful effect to miss if the creature leaves the range of the effect. The wings then vanish. Once you use this property, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"First Carving (Scarified)","description":"First Carving Eldritch Carving, legendary, requires attunement The original carving, The Right Hand of Creation, is the first sign the Old Ones left behind when devoted worshipers implored for divine help against the Scourge. The price for such power is still being paid to this day. None have seen the full power of this carving, as the original is sealed deep within the earth, guarded by a sin left behind by the Radiant Church. When you give a person something to die for, you conversely give them something to live for. At the end of a long rest, you gain the effect of the death ward spell cast on yourself. Wings of Salvation. In addition, when a willing creature you can see within 60 feet of you is targeted by an attack roll or forced to make a saving throw, you can use your reaction to give them wings to fly out of danger. A pair of angelic wings sprout on their back, which carries them in a straight line to you, where they land in an unoccupied space next to you. This can potentially cause the harmful effect to miss if the creature leaves the range of the effect. The wings then vanish. You can use Wings of Salvation a number of times equal to Constitution or Wisdom modifier, whichever is higher, and you regain all expended uses when you finish a long rest. Further, when you use Wings of Salvation, as part of the reaction, you can cast warding bond on the target. You do not need to provide the spell slot or material components for the spell, but you need to concentrate on this spell to maintain it. Devour Sin. Upon death, your body is immediately struck by the true resurrection spell. Alternatively, if a creature dies while under the effect of warding bond cast through your Wings of Salvation, the creature is affected by true resurrection . Once Devour Sin grants its effects, the carving loses all power for 3 days. ","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"First Carving (Tattooed)","description":"First Carving Eldritch Carving, very rare, requires attunement The original carving, The Right Hand of Creation, is the first sign the Old Ones left behind when devoted worshipers implored for divine help against the Scourge. The price for such power is still being paid to this day. None have seen the full power of this carving, as the original is sealed deep within the earth, guarded by a sin left behind by the Radiant Church. When you give a person something to die for, you conversely give them something to live for. At the end of a long rest, you gain the effect of the death ward spell cast on yourself. Wings of Salvation. In addition, when a willing creature you can see within 60 feet of you is targeted by an attack roll or forced to make a saving throw, you can use your reaction to give them wings to fly out of danger. A pair of angelic wings sprout on their back, which carries them in a straight line to you, where they land in an unoccupied space next to you. This can potentially cause the harmful effect to miss if the creature leaves the range of the effect. The wings then vanish. Once you use this property twice, you can’t do so again until you finish a long rest. Further, when you use Wings of Salvation, as part of the reaction, you can cast warding bond on the target. You do not need to provide the spell slot or material components for the spell, but you need to concentrate on this spell to maintain it.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"First Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell First Commune","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Fish Suit","description":"Fish Suit Wondrous item, very rare This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Fishfolk Sword Dagger","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Dagger (very rare variant)","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Greatsword","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (Greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Greatsword (very rare variant)","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Longsword","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (Longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Longsword (very rare variant)","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Rapier","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (Rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Rapier (very rare variant)","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Scimitar","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Scimitar (very rare variant)","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Shortsword","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits.","properties":{"Category":"Items","Item Type":"Weapon (Shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishfolk Sword Shortsword (very rare variant)","description":"Weapon (any sword or dagger), uncommon Component: elemental volatile mote of water Coastal fishfolk typically repurpose scavenged steel from less fortunate travellers into wicked blades, adorning the hilts with coral and seashells. It is common practice to bless such a blade with water before battle; sometimes this can even attract the Deep One’s blessing. This weapon has 2 charges and regains all expended charges daily at dawn. Blessing of the Deep. As a bonus action, you can coat this blade with water from a water source within your reach and make a quick prayer to the Deep One, expending 1 charge and turning the coating to flawless ice for 1 minute. While coated in ice, the blade deals an extra 1d6 cold damage to any target it hits. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fishhook","description":"","properties":{"Category":"Items","Item Type":"Weapon (fishhook)","Properties":"Versatile (1d8)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Fishing Kit","description":"Fishing Kit Adventuring gear (artisan's tools) Kits made for people who catch fish for a living often contain fishing line, glass floaters, small nets, miso paste (for curing), and wrapping paper in a straw basket. Some fishing kits may include a hemp tether, tiny collar, and padded glove which are used for handling a cormorant bird trained to dive for fish.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fishing Net (weapon)","description":"Fishing Net (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Snaring","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Light, Snaring"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fishing Rod (weapon)","description":"Fishing Rod (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: Slashing Properties: Reach, Snaring, Two-Handed","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Reach, Snaring, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fishing Tackle","description":"Fishing Tackle Adventuring gear This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Weight : 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fishing Tackle","description":"Fishing Tackle Adventuring gear Price: 1 gp This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Fishing Tackle","description":"Fishing Tackle Adventuring gear This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Weight : 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Fist","description":"Apprentice weapon property Components: Masterwork melee weapon with the Light property This weapon gains the Fist property. Fist. Attacks made with this weapon are treated as unarmed strikes.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flag of the Cursed Fleet","description":"Wondrous item, legendary This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic , reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. Cursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. Cursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. Unholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. When a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Flail","description":"Flail Melee weapon (martial, flail) Damage: 1d8 Damage Type: bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Flail","description":"Flail Melee weapon (martial, flail) Damage : 1d8 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Flail","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flail","description":"Flail Melee weapon (martial, flail) Damage : 1d8 Damage Typ e: Bludgeoning Item Rarity : Standard Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Flail","description":"Martial Melee Weapon Damage: 1d8 Bludgeoning Properties: — Mastery: Sap Weight: 2 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"None","Name":"Flail"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flail","description":"Flail Melee weapon (martial, flail) Damage : 1d8 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flail +1","description":"Flail +1 Melee weapon (martial, flail), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d8+1 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"martial, flail","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flail +1","description":"Flail +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d8 Damage Type : Bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Flail +1","description":"Flail +1 Melee weapon (martial, flail), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Damage : 1d8+1 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flail +1","description":"Flail +1 Melee weapon (martial, flail), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Damage: 1d8 Damage Type: bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Flail +1","description":"Weapon (Flail), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Flail +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flail +1","description":"Weapon (Flail), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flail +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flail +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[],\\\"cost\\\":\\\"410 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Flail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flail +1 Attack\",\"parent\":\"Flail +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flail +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Flail +1 Damage\",\"parent\":\"Flail +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Sap","Name":"Flail +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flail +2","description":"Flail +2 Melee weapon (martial, flail), rare You have a +2 bonus to attack and damage rolls made with this weapon. Damage : 1d8+2 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"martial, flail","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flail +2","description":"Flail +2 Melee weapon (martial, flail), uncommon You have a +2 bonus to attack and damage rolls made with this magic weapon. Damage : 1d8+2 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flail +2","description":"Weapon (Flail), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Flail +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flail +2","description":"Weapon (Flail), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flail +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flail +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Flail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flail +2 Attack\",\"parent\":\"Flail +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flail +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Flail +2 Damage\",\"parent\":\"Flail +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flail +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flail +3","description":"Flail +3 Melee weapon (martial, flail), uncommon You have a +3 bonus to attack and damage rolls made with this magic weapon. Damage : 1d8+3 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flail +3","description":"Flail +3 Melee weapon (martial, flail), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Damage : 1d8+3 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"martial, flail","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flail +3","description":"Weapon (Flail), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Flail +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flail +3","description":"Weapon (Flail), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flail +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flail +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Flail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flail +3 Attack\",\"parent\":\"Flail +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flail +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Flail +3 Damage\",\"parent\":\"Flail +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Flail +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flail for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flail of Agonizing Paralysis","description":"Weapon (flail), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Flail of Bloodletting","description":"Flail of Bloodletting Weapon (flail), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Damage: 1d8 Damage Type: Bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Flail of Certain Death","description":"Flail of Certain Death Weapon (flail), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d8 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Flail of Defense","description":"Flail of Defense Weapon (flail), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d8 Damage Type: Bludgeoning Properties: Defensive Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Flail of Force","description":"Flail of Force Melee weapon (martial, flail), legendary (requires attunement) This flail has a clear glassteel head with a large sapphire in the center. When touched the flail can be felt subtly vibrating, as if it can barely contain its power. You gain a +2 bonus to attack and damage rolls with the flail. Each time you deal damage to a Large or smaller creature it must succeed on a DC 15 Strength check or be pushed 5 feet back. While holding the flail of force you can use your action to spin the flail very quickly, creating a small wall of force per the spell adjacent to you. This wall is only 5 feet tall, 5 feet wide, and lasts 1 minute. You can only create one wall this way at a time. Damage : 1d8+2 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Flail of Gnawing Hunger","description":"Weapon (Flail), Very Rare (Requires Attunement) This black iron flail has a head embossed with two rows of spikes resembling a chaotic maw of teeth. When swung, air moves erratically through the teeth, creating a distorted whistle resembling the cackle of a hyena. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon and roll a 19 or 20 on the attack roll, the target must succeed on a DC 15 Dexterity saving throw or take an extra 2d6 piercing damage and have the maw of teeth detach from the head and begin chewing on the target. Once attached, the target takes 2d6 piercing damage at the end of each of your turns until it reaches 0 hit points, or until you end the effect with a bonus action. The target can attempt a DC 15 Strength saving throw at the start of each of its turns. On a success, the maw of teeth is removed, becoming inert, and this property can’t be activated again until you finish a long rest (whereupon the weapon regenerates new teeth). Encounter Ideas Relentless Famine. A gnoll clan ravages the countryside. Xin, a surviving eyewitness, describes a black flail and a soldier crumbling on the battlefield. The community begs for help. Lycan Surprise. The local magistrate asks the party to investigate rumors of a gnoll with a flail plaguing the countryside. It is a werewolf. (Twist: the werewolf is kin to the magistrate!) Assassinate Emptor. A noble who purchased a flail of gnawing hunger from a traveling merchant hires the party for protection. The merchant, a disguised green hag, named Auntie Yummy, encouraged a gnoll clan to claim the weapon.","properties":{"Category":"Items","Item Type":"Weapon (Flail)","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Flail of Inverted Probability","description":"Flail of Inverted Probability Weapon (flail), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Damage: 1d8 Damage Type: Bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Flail of Tangling Vines","description":"Flail of Tangling Vines Weapon (Flail), Rare (Requires Attunement) Green thorny vines sprout from the wooden handle of this flail. Each vine ends in a heavily spiked seed the size of a fist. Druids are proficient with the flail of tangling vines . You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, the target must succeed on a DC 15 Dexterity saving throw or be restrained by one of the flail’s thorny vines. A creature restrained by a vine can use its action to make a DC 15 Strength or Dexterity check to free itself.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flail of Throne's Command","description":"Flail of Throne's Command Melee Weapon (martial, flail), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Damage : 1d8+1 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Flail of Tiamat","description":"Flail Of Tiamat Melee weapon (martial, flail), legendary (requires attunement) This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison. While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn. Damage: 1d8 Damage Type: bludgeoning Modifiers: Melee Attacks +3, Melee Damage +3 Secondary Damage: 5d4 Weight: 2","properties":{"Category":"Items","Expansion":12314,"Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Flail of Warning","description":"Weapon (Flail), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Flail of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flambogne's Warhammer","description":"","properties":{"Category":"Items","Item Type":"Weapon (Warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Flame Arrow","description":"On a successful hit add 1d4 fire damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Flame Bolt","description":"On a successful hit add 1d4 fire damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Flame Bullet","description":"On a successful hit add 1d4 fire damage.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Flame Lance","description":"Flame Lance Weapon (lance), uncommon This weapon is a long metal lance with a small flame that burns at its end. It has a hose coming from the hilt that connects to a metal tank that you wear on your back. You gain a +1 bonus to attack and damage rolls made with this weapon. The tank has 5 charges. You can use an action and expend one or more charges from the tank to cast burning hands (Save DC 15). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Once per day, you can pour a vial of alchemist’s fire into the tank. When you do, it regains all expended charges. It otherwise does not regain charges on its own.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (lance)","Properties":"reach, special","Item Rarity":"uncommon"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Flame Tongue","description":"Flame Tongue Weapon (any sword), rare (r equires attunement ) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Weapon (any sword)","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flame Tongue","description":"Flame Tongue Weapon (any sword), rare ( requires attunement ) You can u se a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flame Tongue (Template)","description":"Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue (Template)","description":"Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Yes","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Battleaxe","description":"Weapon (Battleaxe), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Flame Tongue Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Battleaxe","description":"Weapon (Battleaxe), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Battleaxe\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Battleaxe Attunement\",\"parent\":\"Flame Tongue Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Battleaxe Attack\",\"parent\":\"Flame Tongue Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Battleaxe\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Battleaxe Damage\",\"parent\":\"Flame Tongue Battleaxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Battleaxe Attack (Two-handed)\",\"parent\":\"Flame Tongue Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Battleaxe (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Battleaxe Damage (Two-handed)\",\"parent\":\"Flame Tongue Battleaxe Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Battleaxe Bonus Action\",\"parent\":\"Flame Tongue Battleaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Battleaxe On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Battleaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Battleaxe Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Flame Tongue Battleaxe","Weight":4,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Club","description":"Weapon (Club), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Flame Tongue Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Club","description":"Weapon (Club), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Bludgeoning, Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Club\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Club\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Club\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Club Attunement\",\"parent\":\"Flame Tongue Club\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Club Attack\",\"parent\":\"Flame Tongue Club\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Club\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Club Damage\",\"parent\":\"Flame Tongue Club Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Club Attack (Off-hand)\",\"parent\":\"Flame Tongue Club\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Club (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Club Damage (Off-hand)\",\"parent\":\"Flame Tongue Club Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Club Bonus Action\",\"parent\":\"Flame Tongue Club Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Club On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Club Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Club Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Flame Tongue Club","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Dagger","description":"Weapon (Dagger), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Flame Tongue Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Dagger","description":"Weapon (Dagger), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light, Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Piercing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Dagger\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Dagger\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dagger\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Dagger Attunement\",\"parent\":\"Flame Tongue Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Dagger Attack\",\"parent\":\"Flame Tongue Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Dagger\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Dagger Damage\",\"parent\":\"Flame Tongue Dagger Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Dagger Attack (Finesse)\",\"parent\":\"Flame Tongue Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Dagger (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Flame Tongue Dagger Damage (Finesse)\",\"parent\":\"Flame Tongue Dagger Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Dagger Attack (Off-hand)\",\"parent\":\"Flame Tongue Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Dagger (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Dagger Damage (Off-hand)\",\"parent\":\"Flame Tongue Dagger Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Dagger Attack (Thrown)\",\"parent\":\"Flame Tongue Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Dagger (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Dagger Damage (Thrown)\",\"parent\":\"Flame Tongue Dagger Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Dagger Bonus Action\",\"parent\":\"Flame Tongue Dagger Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Dagger On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Dagger Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Dagger Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Flame Tongue Dagger","Weight":1,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Flail","description":"Weapon (Flail), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Flame Tongue Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Flail","description":"Weapon (Flail), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Bludgeoning","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Flail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Flail\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Flail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Flail Attunement\",\"parent\":\"Flame Tongue Flail\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Flail Attack\",\"parent\":\"Flame Tongue Flail\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Flail\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Flail Damage\",\"parent\":\"Flame Tongue Flail Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Flail Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Flail Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Flail Bonus Action\",\"parent\":\"Flame Tongue Flail Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Flail On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flame Tongue Flail","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Glaive","description":"Weapon (Glaive), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Flame Tongue Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Glaive","description":"Weapon (Glaive), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Glaive\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Glaive\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Glaive Attunement\",\"parent\":\"Flame Tongue Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Glaive Attack\",\"parent\":\"Flame Tongue Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Glaive\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Glaive Damage\",\"parent\":\"Flame Tongue Glaive Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Glaive Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Glaive Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Glaive Bonus Action\",\"parent\":\"Flame Tongue Glaive Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Graze","Name":"Flame Tongue Glaive","Weight":6,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Greataxe","description":"Weapon (Greataxe), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Flame Tongue Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Greataxe","description":"Weapon (Greataxe), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Greataxe\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4030 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Greataxe Attunement\",\"parent\":\"Flame Tongue Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Greataxe Attack\",\"parent\":\"Flame Tongue Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Greataxe\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Greataxe Damage\",\"parent\":\"Flame Tongue Greataxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Greataxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Greataxe Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Greataxe Bonus Action\",\"parent\":\"Flame Tongue Greataxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Greataxe On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Flame Tongue Greataxe","Weight":7,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Greatclub","description":"Weapon (Greatclub), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-handed","Item Rarity":"No","Name":"Flame Tongue Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Greatclub","description":"Weapon (Greatclub), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Bludgeoning, Two-Handed","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Greatclub\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-handed\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Greatclub Attunement\",\"parent\":\"Flame Tongue Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Greatclub Attack\",\"parent\":\"Flame Tongue Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Greatclub\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Greatclub Damage\",\"parent\":\"Flame Tongue Greatclub Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Greatclub Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Greatclub Bonus Action\",\"parent\":\"Flame Tongue Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Greatclub On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Flame Tongue Greatclub","Weight":10,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Greatsword","description":"Flame Tongue Greatsword Melee weapon ( martial, greatsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing fla mes to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Secondary Damage: 2d6 Secondary Damage Type: Fire Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flame Tongue Greatsword","description":"Flame Tongue Greatsword Melee weapon (martial, greatsword), rare ( requires attunement ) You can u se a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-handed Secondary Damage: 2d6 Weight: 6","properties":{"Category":"Items","Expansion":7387,"Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Flame Tongue Greatsword","description":"Weapon (Greatsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Flame Tongue Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Greatsword","description":"Weapon (Greatsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Greatsword\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Greatsword Attunement\",\"parent\":\"Flame Tongue Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Greatsword Attack\",\"parent\":\"Flame Tongue Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Greatsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Greatsword Damage\",\"parent\":\"Flame Tongue Greatsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Greatsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Greatsword Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Greatsword Bonus Action\",\"parent\":\"Flame Tongue Greatsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Greatsword On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Graze","Name":"Flame Tongue Greatsword","Weight":6,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Halberd","description":"Weapon (Halberd), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Flame Tongue Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Halberd","description":"Weapon (Halberd), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Halberd\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Halberd\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Halberd Attunement\",\"parent\":\"Flame Tongue Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Halberd Attack\",\"parent\":\"Flame Tongue Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Halberd\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Halberd Damage\",\"parent\":\"Flame Tongue Halberd Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Halberd Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Halberd Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Halberd Bonus Action\",\"parent\":\"Flame Tongue Halberd Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Halberd On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Flame Tongue Halberd","Weight":6,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Handaxe","description":"Weapon (Handaxe), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Flame Tongue Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Handaxe","description":"Weapon (Handaxe), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Slashing, Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Handaxe\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Handaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Handaxe Attunement\",\"parent\":\"Flame Tongue Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Handaxe Attack\",\"parent\":\"Flame Tongue Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Handaxe\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Handaxe Damage\",\"parent\":\"Flame Tongue Handaxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Handaxe Attack (Off-hand)\",\"parent\":\"Flame Tongue Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Handaxe (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Handaxe Damage (Off-hand)\",\"parent\":\"Flame Tongue Handaxe Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Handaxe Attack (Thrown)\",\"parent\":\"Flame Tongue Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Handaxe (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Handaxe Damage (Thrown)\",\"parent\":\"Flame Tongue Handaxe Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Handaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Handaxe Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Handaxe Bonus Action\",\"parent\":\"Flame Tongue Handaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Handaxe On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Flame Tongue Handaxe","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Javelin","description":"Weapon (Javelin), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Flame Tongue Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Javelin","description":"Weapon (Javelin), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Piercing, Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Javelin\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Javelin\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Thrown\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Javelin\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Javelin Attunement\",\"parent\":\"Flame Tongue Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Javelin Attack\",\"parent\":\"Flame Tongue Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Javelin\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Javelin Damage\",\"parent\":\"Flame Tongue Javelin Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Javelin Attack (Thrown)\",\"parent\":\"Flame Tongue Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Javelin (Thrown)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Javelin Damage (Thrown)\",\"parent\":\"Flame Tongue Javelin Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Javelin Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Javelin Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Javelin Bonus Action\",\"parent\":\"Flame Tongue Javelin Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Javelin On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Flame Tongue Javelin","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Lance","description":"Weapon (Lance), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Special","Item Rarity":"No","Name":"Flame Tongue Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Lance","description":"Weapon (Lance), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Special","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Reach","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Lance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Lance\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Reach\\\",\\\"Special\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Lance\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Lance Attunement\",\"parent\":\"Flame Tongue Lance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Lance Attack\",\"parent\":\"Flame Tongue Lance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Lance\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Lance Damage\",\"parent\":\"Flame Tongue Lance Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Lance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Lance Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Lance Bonus Action\",\"parent\":\"Flame Tongue Lance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Lance On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Flame Tongue Lance","Weight":6,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Light Hammer","description":"Weapon (Light Hammer), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Flame Tongue Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Light Hammer","description":"Weapon (Light Hammer), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Bludgeoning, Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Light Hammer\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Hammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Light Hammer Attunement\",\"parent\":\"Flame Tongue Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Light Hammer Attack\",\"parent\":\"Flame Tongue Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Light Hammer\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Light Hammer Damage\",\"parent\":\"Flame Tongue Light Hammer Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Light Hammer Attack (Off-hand)\",\"parent\":\"Flame Tongue Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Light Hammer (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Light Hammer Damage (Off-hand)\",\"parent\":\"Flame Tongue Light Hammer Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Light Hammer Attack (Thrown)\",\"parent\":\"Flame Tongue Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Light Hammer (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Light Hammer Damage (Thrown)\",\"parent\":\"Flame Tongue Light Hammer Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Light Hammer Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Light Hammer Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Flame Tongue Light Hammer Bonus Action\",\"parent\":\"Flame Tongue Light Hammer Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Light Hammer On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Flame Tongue Light Hammer","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Longsword","description":"Flame Tongue Longsword Melee weapon ( martial, longsword), rare (requires attunement) You can us e a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Secondary Damage: 2d6 Secondary Damage Type: Fire Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flame Tongue Longsword","description":"Weapon (Longsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Flame Tongue Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Longsword","description":"Weapon (Longsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Longsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Longsword\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Longsword Attunement\",\"parent\":\"Flame Tongue Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Longsword Attack\",\"parent\":\"Flame Tongue Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Longsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Longsword Damage\",\"parent\":\"Flame Tongue Longsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Longsword Attack (Two-handed)\",\"parent\":\"Flame Tongue Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Longsword (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Longsword Damage (Two-handed)\",\"parent\":\"Flame Tongue Longsword Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Longsword Bonus Action\",\"parent\":\"Flame Tongue Longsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Longsword On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Longsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Longsword Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flame Tongue Longsword","Weight":3,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Mace","description":"Weapon (Mace), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Flame Tongue Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Mace","description":"Weapon (Mace), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Bludgeoning","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Mace\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Mace\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Mace Attunement\",\"parent\":\"Flame Tongue Mace\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Mace Attack\",\"parent\":\"Flame Tongue Mace\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Mace\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Mace Damage\",\"parent\":\"Flame Tongue Mace Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Mace Bonus Action\",\"parent\":\"Flame Tongue Mace Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Mace On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Mace Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Mace Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flame Tongue Mace","Weight":4,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Maul","description":"Weapon (Maul), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Flame Tongue Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Maul","description":"Weapon (Maul), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Bludgeoning, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Maul\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Maul\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Maul\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Maul Attunement\",\"parent\":\"Flame Tongue Maul\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Maul Attack\",\"parent\":\"Flame Tongue Maul\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Maul\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Maul Damage\",\"parent\":\"Flame Tongue Maul Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Maul Bonus Action\",\"parent\":\"Flame Tongue Maul Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Maul On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Maul Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Maul Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Flame Tongue Maul","Weight":10,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"2d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Morningstar","description":"Weapon (Morningstar), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Flame Tongue Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Morningstar","description":"Weapon (Morningstar), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Morningstar\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Morningstar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Morningstar Attunement\",\"parent\":\"Flame Tongue Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Morningstar Attack\",\"parent\":\"Flame Tongue Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Morningstar\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Morningstar Damage\",\"parent\":\"Flame Tongue Morningstar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Morningstar Bonus Action\",\"parent\":\"Flame Tongue Morningstar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Morningstar On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Morningstar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Morningstar Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flame Tongue Morningstar","Weight":4,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Pike","description":"Weapon (Pike), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Flame Tongue Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Pike","description":"Weapon (Pike), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Pike\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Pike\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pike\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Pike Attunement\",\"parent\":\"Flame Tongue Pike\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Pike Attack\",\"parent\":\"Flame Tongue Pike\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Pike\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Pike Damage\",\"parent\":\"Flame Tongue Pike Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Pike Bonus Action\",\"parent\":\"Flame Tongue Pike Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Pike On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Pike Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Pike Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Flame Tongue Pike","Weight":18,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Quarterstaff","description":"Weapon (Quarterstaff), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Flame Tongue Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Quarterstaff","description":"Weapon (Quarterstaff), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Versatile (1d8)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Spell Focus, Arcane Focus, Druidic Focus, Yes","filter-Damage":"Bludgeoning, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Quarterstaff\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Quarterstaff Attunement\",\"parent\":\"Flame Tongue Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Quarterstaff Attack\",\"parent\":\"Flame Tongue Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Quarterstaff\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Quarterstaff Damage\",\"parent\":\"Flame Tongue Quarterstaff Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Quarterstaff Attack (Two-handed)\",\"parent\":\"Flame Tongue Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Quarterstaff (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Quarterstaff Damage (Two-handed)\",\"parent\":\"Flame Tongue Quarterstaff Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Quarterstaff Bonus Action\",\"parent\":\"Flame Tongue Quarterstaff Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Quarterstaff On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Quarterstaff Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Quarterstaff Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Flame Tongue Quarterstaff","Weight":4,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Rapier","description":"Flame Tongue Rapier Melee weapon (martial, rapier) , rare ( requires attunement ) You can us e a bonus action to speak this magic sword’s command word, caus ing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Secondary Damage: 2d6 Secondary Damage Type: Fire Properties : Finesse Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flame Tongue Rapier","description":"Weapon (Rapier), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Flame Tongue Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Rapier","description":"Weapon (Rapier), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Rapier\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Rapier\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Rapier Attunement\",\"parent\":\"Flame Tongue Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Rapier Attack\",\"parent\":\"Flame Tongue Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Rapier\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Rapier Damage\",\"parent\":\"Flame Tongue Rapier Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Rapier Attack (Finesse)\",\"parent\":\"Flame Tongue Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Rapier (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Flame Tongue Rapier Damage (Finesse)\",\"parent\":\"Flame Tongue Rapier Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Rapier Bonus Action\",\"parent\":\"Flame Tongue Rapier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Rapier On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Rapier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Rapier Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Flame Tongue Rapier","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Scimitar","description":"Flame Tongue Scimitar Melee weapon (martial, scimitar) , rare ( requires attunement ) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Secondary Damage: 2d6 Secondary Damage Type: Fire Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flame Tongue Scimitar","description":"Weapon (Scimitar), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Flame Tongue Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Scimitar","description":"Weapon (Scimitar), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Scimitar\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Scimitar Attunement\",\"parent\":\"Flame Tongue Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Scimitar Attack\",\"parent\":\"Flame Tongue Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Scimitar\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Scimitar Damage\",\"parent\":\"Flame Tongue Scimitar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Scimitar Attack (Finesse)\",\"parent\":\"Flame Tongue Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Scimitar (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Flame Tongue Scimitar Damage (Finesse)\",\"parent\":\"Flame Tongue Scimitar Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Scimitar Attack (Off-hand)\",\"parent\":\"Flame Tongue Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Scimitar (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Scimitar Damage (Off-hand)\",\"parent\":\"Flame Tongue Scimitar Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Scimitar Bonus Action\",\"parent\":\"Flame Tongue Scimitar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Scimitar On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Scimitar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Scimitar Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Flame Tongue Scimitar","Weight":3,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Shortsword","description":"Flame Tongue Shortsword Melee weapon (martial, shortsword) , rare ( requires attunement ) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+ Damage Type : Piercing Secondary Damage: 2d6 Secondary Damage Type: Fire Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Flame Tongue Shortsword","description":"Weapon (Shortsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Flame Tongue Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Shortsword","description":"Weapon (Shortsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Shortsword\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Shortsword Attunement\",\"parent\":\"Flame Tongue Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Shortsword Attack\",\"parent\":\"Flame Tongue Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Shortsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Shortsword Damage\",\"parent\":\"Flame Tongue Shortsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Shortsword Attack (Finesse)\",\"parent\":\"Flame Tongue Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Shortsword (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Flame Tongue Shortsword Damage (Finesse)\",\"parent\":\"Flame Tongue Shortsword Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Shortsword Attack (Off-hand)\",\"parent\":\"Flame Tongue Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Shortsword (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Shortsword Damage (Off-hand)\",\"parent\":\"Flame Tongue Shortsword Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Shortsword Bonus Action\",\"parent\":\"Flame Tongue Shortsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Shortsword On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Shortsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Shortsword Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Flame Tongue Shortsword","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Sickle","description":"Weapon (Sickle), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Flame Tongue Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Sickle","description":"Weapon (Sickle), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Slashing, Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Sickle\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Sickle\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"4001 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sickle\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Sickle Attunement\",\"parent\":\"Flame Tongue Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Sickle Attack\",\"parent\":\"Flame Tongue Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Sickle\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Sickle Damage\",\"parent\":\"Flame Tongue Sickle Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Sickle Attack (Off-hand)\",\"parent\":\"Flame Tongue Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Sickle (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Sickle Damage (Off-hand)\",\"parent\":\"Flame Tongue Sickle Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Sickle Bonus Action\",\"parent\":\"Flame Tongue Sickle Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Sickle On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Sickle Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Sickle Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Flame Tongue Sickle","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Spear","description":"Weapon (Spear), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Flame Tongue Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Spear","description":"Weapon (Spear), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Piercing, Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Spear\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Spear\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"4001 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Spear\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Spear Attunement\",\"parent\":\"Flame Tongue Spear\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Spear Attack\",\"parent\":\"Flame Tongue Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Spear\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Spear Damage\",\"parent\":\"Flame Tongue Spear Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Spear Attack (Thrown)\",\"parent\":\"Flame Tongue Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Spear (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Spear Damage (Thrown)\",\"parent\":\"Flame Tongue Spear Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Flame Tongue Spear Attack (Two-handed)\",\"parent\":\"Flame Tongue Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Spear (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Spear Damage (Two-handed)\",\"parent\":\"Flame Tongue Spear Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Spear Bonus Action\",\"parent\":\"Flame Tongue Spear Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Spear On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Spear Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Spear Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flame Tongue Spear","Weight":3,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Trident","description":"Weapon (Trident), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Flame Tongue Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Trident","description":"Weapon (Trident), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Trident\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Trident\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Trident\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Trident Attunement\",\"parent\":\"Flame Tongue Trident\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Trident Attack\",\"parent\":\"Flame Tongue Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Trident\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Trident Damage\",\"parent\":\"Flame Tongue Trident Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Trident Attack (Thrown)\",\"parent\":\"Flame Tongue Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Trident (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Trident Damage (Thrown)\",\"parent\":\"Flame Tongue Trident Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Trident Attack (Two-handed)\",\"parent\":\"Flame Tongue Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Trident (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Trident Damage (Two-handed)\",\"parent\":\"Flame Tongue Trident Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Trident Bonus Action\",\"parent\":\"Flame Tongue Trident Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Trident On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Trident Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Trident Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"topple","Name":"Flame Tongue Trident","Weight":4,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue War Pick","description":"Weapon (War Pick), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Flame Tongue War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue War Pick","description":"Weapon (War Pick), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue War Pick\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue War Pick\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"War Pick\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue War Pick Attunement\",\"parent\":\"Flame Tongue War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue War Pick Attack\",\"parent\":\"Flame Tongue War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue War Pick\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue War Pick Damage\",\"parent\":\"Flame Tongue War Pick Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue War Pick Attack (Two-handed)\",\"parent\":\"Flame Tongue War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue War Pick (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue War Pick Damage (Two-handed)\",\"parent\":\"Flame Tongue War Pick Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue War Pick Bonus Action\",\"parent\":\"Flame Tongue War Pick Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue War Pick On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue War Pick Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue War Pick Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Flame Tongue War Pick","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Warhammer","description":"Weapon (Warhammer), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Flame Tongue Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Warhammer","description":"Weapon (Warhammer), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Bludgeoning, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Warhammer\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Warhammer Attunement\",\"parent\":\"Flame Tongue Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Warhammer Attack\",\"parent\":\"Flame Tongue Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Warhammer\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Warhammer Damage\",\"parent\":\"Flame Tongue Warhammer Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Flame Tongue Warhammer Attack (Two-handed)\",\"parent\":\"Flame Tongue Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Warhammer (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Warhammer Damage (Two-handed)\",\"parent\":\"Flame Tongue Warhammer Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Flame Tongue Warhammer Bonus Action\",\"parent\":\"Flame Tongue Warhammer Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Warhammer On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Warhammer Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Warhammer Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Flame Tongue Warhammer","Weight":2,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flame Tongue Whip","description":"Weapon (Whip), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Flame Tongue Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flame Tongue Whip","description":"Weapon (Whip), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Fire","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Flame Tongue Whip\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Flame Tongue Whip\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Reach\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Whip\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Flame Tongue Whip Attunement\",\"parent\":\"Flame Tongue Whip\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Flame Tongue Whip Attack\",\"parent\":\"Flame Tongue Whip\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Whip\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Flame Tongue Whip Damage\",\"parent\":\"Flame Tongue Whip Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Whip Attack (Finesse)\",\"parent\":\"Flame Tongue Whip\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Flame Tongue Whip (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Flame Tongue Whip Damage (Finesse)\",\"parent\":\"Flame Tongue Whip Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Flame Tongue Whip Bonus Action\",\"parent\":\"Flame Tongue Whip Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Flame Tongue Whip On or Off\\\",\\\"description\\\":\\\"You can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon or to put out the flames.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Flame Tongue Bonus Damage Effect\",\"parent\":\"Flame Tongue Whip Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Flame Tongue Whip Bonus Damage\\\",\\\"description\\\":\\\"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Flame Tongue Whip","Weight":3,"data-description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Flamefriend Lantern","description":"Flamefriend Lantern Wondrous item, rare (requires attunement) This wrought-iron lantern holds a small fire elemental spirit. To attune to this item, you must also succeed on a DC 10 Charisma check to bond with the spirit inside the lantern. Light and Flame. While attuned to the lantern, you can verbally ask the elemental to glow (no action required), causing the lantern to cast bright light in a radius of your choice up to 60 feet and dim light for the same distance beyond that. You can also cast the produce flame cantrip from the lantern at will. Wisdom is your spellcasting ability for this spell. Elemental Essence. The fire elemental spirit in the lantern can grant you a small fragment of its power. As an action, you gain one of the following benefits of your choice for 1 hour: You have resistance to fire damage. Whenever a creature hits you with a melee attack, that creature takes fire damage equal to your proficiency bonus. You can cast the burning hands spell (spell save DC 15) from the lantern at 3rd level. Once you cast the spell, you can’t do so again until the next time you use this property of the lantern. Once the elemental has shared its power with you in this way, it can’t do so again until the next dawn. Willful Attunement. Your attunement to the lantern lasts until you choose to end it, or until you anger the elemental (by dousing the lantern in water, attacking another nonhostile elemental being, and so forth). You can attempt to attune to the lantern again and repeat the check to bond with the elemental during a short or long rest, but you make this check with disadvantage until you have made amends to the spirit, as the GM determines. He was given to me by your father, little one. He kept us warm while your father and I trekked through the Dreemoth Ravine and the ruins of Draconia twenty years ago. Such vicious blizzards, the likes of which are only topped by the Neverfields—or Eiselcross, so I’ve heard. You should have seen us, marching through the snow, dozens of Ashari cloaked in flame, melting trenches in the rime as they advanced, and me, my furs pulled around my nose, blinking through the snow, holding tight to this little one. When your father returned to Pyrah, I feared I’d never see our little flamefriend again, but…. Here, hold him, hear his little elemental heart fluttering. Think of your father when you feel that warmth, protecting you, watching over you. No matter where in the world you are, whether you’re near Pyrah or far, he’ll be a bit of family, and a bit of home. —Talus Naj, to his goddaughter, Ev of Pyrah","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Flamestones","description":"Flamestones Wondrous item, uncommon Each bundle contains five small red gems. When smashed against the ground, the stones jostle and explode, as if the burning hands spell was cast. This item may only be used once. If only one gem is crushed at a time, a small fire is started instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Flamethrower Coach","description":"Large Object Armor Class: 19 Hit Points: 100 Flamethrower. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage, and the creature starts burning. Success: Half damage only. Powered by magic, this iron coach has a flamethrower turret mounted atop it. The coach can accommodate up to two Medium creatures. An iron hatch in the vehicle’s underbelly grants access. Narrow slits in the front, sides, and back of the coach allow its occupants to see outside. A creature in the coach has Three-Quarters Cover against attacks and other effects that originate outside it. The coach is designed for a crew of two: a driver and a gunner. The driver can take the Utilize action to move and turn the coach, which has a Speed of 30 feet, using levers and pedals inside. The gunner can use the Flamethrower action to aim and fire it.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Flamethrower Coach"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Flamethrower Unit","description":"Flamethrower Unit Mod (armor: medium or heavy), uncommon (requires affinity) This mod comes with a renewable fuel reservoir and a discharge rod mounted to an insulated arm covering. It has 3 charges. As an action, you can expend a charge to project fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The flamethrower unit regains all of its expended charges when you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Flare","description":"A flare is a foot-long, brightly colored stick with a plastic cap. You can strike the bottom of the flare as an action, causing the flare to burst into a bright, colored flame, matching that of the stick. This flame burns for 10 minutes, emitting a 40-foot radius of bright light and dim light for an additional 20 feet. A flare will still burn underwater or in a vacuum.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Flare","description":"Flare Miscellaneous gear A flare burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flarefuse Blunderbuss","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Blunderbuss (very rare variant)","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage. Very rare variant: Increase the DC to 16, the damage of the Focused firing mode to 2d4, and the damage of the Flared firing mode to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Musket","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Musket (very rare variant)","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage. Very rare variant: Increase the DC to 16, the damage of the Focused firing mode to 2d4, and the damage of the Flared firing mode to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Pistol","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Pistol (very rare variant)","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage. Very rare variant: Increase the DC to 16, the damage of the Focused firing mode to 2d4, and the damage of the Flared firing mode to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Revolver","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Revolver (very rare variant)","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage. Very rare variant: Increase the DC to 16, the damage of the Focused firing mode to 2d4, and the damage of the Flared firing mode to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Rifle","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flarefuse Rifle (very rare variant)","description":"Weapon (any firearm), rare Component: aberration heart Flarefuses are firearms powered by tiny stars. These balls of fusion consume stardust, the remains of exploded stars, that can be conveniently harvested from drifting sunfrond plants. Stardust Ammo. Instead of normal ammunition, flarefuses consume stardust to fire. A sufficient amount of stardust for a single shot is generally worth 1 gp. You load stardust into the firearm as you would normal ammunition. Firing Modes. Refractive prisms allow a flarefuse to fire in one of two modes; focused or flared. As a bonus action, you can switch between these firing modes. Regardless of the firing mode, each shot uses up the same amount of stardust. Focused. The weapon deals an extra 1d4 radiant damage on a hit. Flared. Instead of making an attack roll, you shoot a wave of radiant shrapnel in a 15-foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 2d8 radiant damage. Very rare variant: Increase the DC to 16, the damage of the Focused firing mode to 2d4, and the damage of the Flared firing mode to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flash Bullet","description":"Weapon (sling bullet), common When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Flashfreezer","description":"Staff, uncommon Component: elemental volatile mote of water Fueled by the magical energy stored in its arcane crystals, this staff continuously captures air from its surroundings, liquefying and storing it in the glass reservoir at its tip. This substance is then distilled into a frigid compound that can rapidly and efficiently freeze living tissue solid. The staff has 4 charges and regains 1d4 charges daily at dawn. Nitrogen Spray. As a bonus action while holding this staff, you can expend 1 charge to spray a cloud of freezing mist from its tip in a 20-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or its speed is reduced by 1d6 x 5 feet until the end of its next turn, as small patches of ice form along its body. A creature whose speed is reduced to 0 feet by this effect is also restrained until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the staff, which immediately destroys the gemstone and regains 1 charge. Once this property of the staff has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flashfreezer (rare variant)","description":"Staff, uncommon Component: elemental volatile mote of water Fueled by the magical energy stored in its arcane crystals, this staff continuously captures air from its surroundings, liquefying and storing it in the glass reservoir at its tip. This substance is then distilled into a frigid compound that can rapidly and efficiently freeze living tissue solid. The staff has 4 charges and regains 1d4 charges daily at dawn. Nitrogen Spray. As a bonus action while holding this staff, you can expend 1 charge to spray a cloud of freezing mist from its tip in a 20-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or its speed is reduced by 1d6 x 5 feet until the end of its next turn, as small patches of ice form along its body. A creature whose speed is reduced to 0 feet by this effect is also restrained until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the staff, which immediately destroys the gemstone and regains 1 charge. Once this property of the staff has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 7, the recharge to 1d6 + 1, and the DC to 15. The Nitrogen Spray property also deals 1d6 cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flashfreezer (very rare variant)","description":"Staff, uncommon Component: elemental volatile mote of water Fueled by the magical energy stored in its arcane crystals, this staff continuously captures air from its surroundings, liquefying and storing it in the glass reservoir at its tip. This substance is then distilled into a frigid compound that can rapidly and efficiently freeze living tissue solid. The staff has 4 charges and regains 1d4 charges daily at dawn. Nitrogen Spray. As a bonus action while holding this staff, you can expend 1 charge to spray a cloud of freezing mist from its tip in a 20-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or its speed is reduced by 1d6 x 5 feet until the end of its next turn, as small patches of ice form along its body. A creature whose speed is reduced to 0 feet by this effect is also restrained until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the staff, which immediately destroys the gemstone and regains 1 charge. Once this property of the staff has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 7, the recharge to 1d6 + 1, and the DC to 15. The Nitrogen Spray property also deals 1d6 cold damage on a failed save, or half as much damage on a successful one. Very rare variant: Increase the charges to 9, the recharge to 1d8 + 1, and the DC to 16. The Nitrogen Spray property also deals 2d6 cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flashlight","description":"This device produces a 60-foot cone of bright light, and dim light for an additional 15 feet. It can provide light for up to 4 hours, after which it must recharge for 8 hours.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Flashlight","description":"Flashlight Miscellaneous gear A flashlight can be either held or mounted on a wrist strap, head mount, or chestpiece. It casts bright light in a 60-foot cone and dim light for an additional 60 feet. Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flask","description":"Flask or Tankard Adventuring gear (container) A flask holds 1 pint of liquid. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flask","description":"Adventuring Gear Weight: 1 lb. Cost: 2 CP A Flask holds up to 1 pint.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Flask"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flask","description":"Flask or Tankard Adventuring gear (container) A flask holds 1 pint of liquid. Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flask of Cloning","description":"Wondrous Item, Very Rare If a cubic inch of flesh from a living, Medium creature is squeezed into this flask, the flesh magically forms into a miniature clone of that creature. If a clone already exists within the flask it dissolves into the liquid, leaving only the new clone. The clone remains inert and endures indefinitely, as long as the flask remains undisturbed. If the original creature dies while its clone is in the flask, its soul transfers to the clone as long as the soul is free and willing to return. The clone then grows to the original creature’s full size, shattering the flask. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the equipment belonging to the original. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life by any means since the creature’s soul is elsewhere.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Flask of Epiphanies","description":"Wondrous item, legendary (requires attunement) This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask’s contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Flask of the Fallen","description":"Wondrous Item, Rare This tiny crystal flask is adorned with the figure of a weeping person and is attached to a silver chain. During a process that takes 1 minute, you can fill the flask with a few drops of tears or blood from a creature that has a CR of 1/4 or higher and isn't conjured or summoned by magic. Consume Essence. As a bonus action, you can drink the flask's content to gain one of the following benefits determined by the type of creature for 1 hour: Beast. You have advantage on Perception checks and your speed increases by 10 feet. Celestial. You are affected as by the Bless spell. Dragon. You have a Fly speed equal to your walking speed. Fey. You have advantage on ability checks and saving throws you make to avoid or end the Charmed and Frightened conditions on yourself. Fiend. You have advantage on saving throws against spells and other magical effects. Giant. You gain the Enlarge effect of the Enlarge/Reduce spell. Humanoid. You have advantage on ability checks and saving throws you make using one ability of your choice. Monstrosity. You gain temporary hit points equal to twice the number of Hit Dice you have. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Flask, small","description":"Flask, Small Miscellaneous gear Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flayer Slayer","description":"Flayer Slayer Weapon (Greataxe), Rare (Requires Attunement) Carvings of decapitated mind flayers adorn this greataxe’s metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe. An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":25525,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Flaying Star Shotel","description":"Flaying Star Shotel Weapon (Scimitar), Artifact (Requires Attunement) The flaying star shotel functions as a +2 scimitar. Attacks made with this weapon score a critical hit on a roll of a 19 or 20 and deal 2d6 extra slashing damage to creatures with exposed flesh or hide. In addition, when a creature attuned to this weapon scores a critical hit with a melee attack with it, an inked page is flayed from the target if it has flesh or hide. The GM determines the nature of the flayed page: A spell scroll of 4th level or higher thematically relevant to the flayed creature. A partial dungeon or treasure map. A page from a tome or other legendary text that has significance in the campaign.","properties":{"Category":"Items","Item Type":"Weapon (sicimitar)","Properties":"Finesse, Light","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Fleet","description":"Legendary armor property Components: Masterwork suit of exotic light armor This armor is designed to maximize the wearer’s speed. While wearing this armor, your speed increases by 10 feet, you have advantage on initiative rolls, and opportunity attacks against you are made with disadvantage.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flesh Symbiont, Hand","description":"Wondrous item, uncommon (requires attunement by a spellcaster missing a hand) Component: pouch of humanoid teeth Crafted by Thumblemore the wizard, this cursed lump of dormant flesh needs a host to emerge from its slumber. It slowly attaches itself to the stump of a creature’s lost hand, shifting hue and morphing its shape to represent the lost limb. You must have a missing hand to attune to this item. Once attuned to it, it takes the place of your missing hand and functions as a normal hand. The results aren’t always perfect; roll 1d6 + 1 to determine the number of digits your new hand has. The first digit is always a thumb, and a mouth forms in the hand’s palm. Cost. The symbiont feeds off of you, syphoning your magical energy. Each time you finish a long rest, you must make a DC 10 Constitution saving throw. On a failed save, you lose one spell slot of the lowest level you can cast. Mockery. You can use the hand to cast the vicious mockery and words of discouragement spells at will, using your spell save DC. If a creature succeeds on its saving throw against a words of discouragement spell cast in this way, the mouth blurts out insults and mockeries at you, causing you to become timorous for 1 minute, as per the spell. As a bonus action while timorous, you can punish your insolent hand, taking 1d4 bludgeoning damage, restoring your sense of self-worth, and ending this effect. Symbiotic Nature. The symbiont can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the symbiont ends and it falls off, reverting to a dormant lump of flesh.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster missing a hand"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flesh Symbiont, Hand (rare variant)","description":"Wondrous item, uncommon (requires attunement by a spellcaster missing a hand) Component: pouch of humanoid teeth Crafted by Thumblemore the wizard, this cursed lump of dormant flesh needs a host to emerge from its slumber. It slowly attaches itself to the stump of a creature’s lost hand, shifting hue and morphing its shape to represent the lost limb. You must have a missing hand to attune to this item. Once attuned to it, it takes the place of your missing hand and functions as a normal hand. The results aren’t always perfect; roll 1d6 + 1 to determine the number of digits your new hand has. The first digit is always a thumb, and a mouth forms in the hand’s palm. Cost. The symbiont feeds off of you, syphoning your magical energy. Each time you finish a long rest, you must make a DC 10 Constitution saving throw. On a failed save, you lose one spell slot of the lowest level you can cast. Mockery. You can use the hand to cast the vicious mockery and words of discouragement spells at will, using your spell save DC. If a creature succeeds on its saving throw against a words of discouragement spell cast in this way, the mouth blurts out insults and mockeries at you, causing you to become timorous for 1 minute, as per the spell. As a bonus action while timorous, you can punish your insolent hand, taking 1d4 bludgeoning damage, restoring your sense of self-worth, and ending this effect. Symbiotic Nature. The symbiont can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the symbiont ends and it falls off, reverting to a dormant lump of flesh. Rare variant: Increase the DC to 13. The item has the Silver Tongue property. Silver Tongue. The tongue in the mouth on your hand becomes silvered. You can use the hand to cast the suggestion spell, using your spell save DC. Once this property of the hand has been used, roll a d4. On a 1-2, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster missing a hand"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flesh Symbiont, Heart","description":"Wondrous item, rare Component: humanoid heart This symbiont is the abominable side product of a crazed necromancer’s arcane experimentation. Brimming with eyes and teeth, this beating lump of flesh vaguely resembles a humanoid heart. Revive. As an action, you can press this heart to the chest of a humanoid corpse within reach. The heart burrows into the corpse’s chest, consuming any existing heart. Over the course of 1 hour, it grows to resemble the original heart, casting the raise dead spell on the creature. Curse. Pressing the heart into a creature forcibly attunes the creature to the heart and prevents it from being removed by any means. If the creature is already attuned to the maximum number of items, it loses its attunement to one at random. While attuned to the heart, the creature is cursed and has disadvantage on attack rolls and Wisdom (Perception) checks when it, the target of its attack, or whatever it’s trying to perceive is in direct sunlight. In addition, it gains resistance to necrotic damage and can use the Symbiotic Vigor property. If a remove curse spell or similar magic is cast on the heart, or a creature ends its attunement to it, it rots and is destroyed, killing its host. Symbiotic Vigor (Requires Attunement). The heart has 6 charges and regains 1d6 charges daily at dawn. These charges manifest as lidless eyes appearing on random locations across your body. While the heart is inside you, you can use your reaction when you take damage to expend 1 charge to cast the false life spell at 2nd level, gaining the temporary hit points immediately before you take the triggering damage. You can’t use this property of the heart while in direct sunlight. Whenever you expend a charge, one of the eyes closes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flesh Symbiont, Heart (very rare variant)","description":"Wondrous item, rare Component: humanoid heart This symbiont is the abominable side product of a crazed necromancer’s arcane experimentation. Brimming with eyes and teeth, this beating lump of flesh vaguely resembles a humanoid heart. Revive. As an action, you can press this heart to the chest of a humanoid corpse within reach. The heart burrows into the corpse’s chest, consuming any existing heart. Over the course of 1 hour, it grows to resemble the original heart, casting the raise dead spell on the creature. Curse. Pressing the heart into a creature forcibly attunes the creature to the heart and prevents it from being removed by any means. If the creature is already attuned to the maximum number of items, it loses its attunement to one at random. While attuned to the heart, the creature is cursed and has disadvantage on attack rolls and Wisdom (Perception) checks when it, the target of its attack, or whatever it’s trying to perceive is in direct sunlight. In addition, it gains resistance to necrotic damage and can use the Symbiotic Vigor property. If a remove curse spell or similar magic is cast on the heart, or a creature ends its attunement to it, it rots and is destroyed, killing its host. Symbiotic Vigor (Requires Attunement). The heart has 6 charges and regains 1d6 charges daily at dawn. These charges manifest as lidless eyes appearing on random locations across your body. While the heart is inside you, you can use your reaction when you take damage to expend 1 charge to cast the false life spell at 2nd level, gaining the temporary hit points immediately before you take the triggering damage. You can’t use this property of the heart while in direct sunlight. Whenever you expend a charge, one of the eyes closes. Very rare variant: The heart casts resurrection instead of raise dead, but does not restore the missing heart that it replaces. Increase the level at which false life is cast to 3rd.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flesh-Cutter Arrows","description":"Flesh-Cutter Arrows Ammunition Flesh-cutter arrows are designed with curved, slicing heads that split open flesh and muscle, causing wounds that heal much more slowly. Flesh-cutter arrows deal slashing damage instead of piercing damage, and when you inflict a critical strike with a flesh-cutter arrow, the creature suffers the bleeding condition (1d4 piercing damage at the start of each of its turns, removed after it regains HP) for 1 minute.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fleshspurned Mask","description":"Wondrous item, rare (requires attunement) This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a fleshspurned (see Tome of Beasts 2 ). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don’t have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature’s challenge rating (minimum of 1). Curse. This mask is cursed. Becoming attuned to it and wearing it extends the curse to you. While cursed, you can’t remove the mask unless you are targeted by the remove curse spell. In addition, you have disadvantage on attack rolls with weapons other than the mask’s teeth. If you finish a long rest and haven’t used the mask’s teeth to deal damage to a creature since your previous long rest, you gain the Incorporeal Movement trait until you damage a creature with the mask’s teeth. The Incorporeal Movement trait allows you to move through creatures and solid objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object. Each hour you have the Incorporeal Movement trait, you have a 10 percent chance of encountering a hungry fleshspurned attracted to your plight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fletcher's Retort Gloves","description":"Wondrous item, rare (requires attunement by a monk) When you use the Deflect Missiles reaction while wearing these gloves, you can spend 1 ki point to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + twice your monk level instead. If you reduce the damage to 0 in this way and spend 1 ki point to throw the missile, the attack has a normal range of 30 feet and a long range of 120 feet. In addition, when a friendly creature within 5 feet of you is hit with a ranged weapon attack while you are wearing these gloves, you can use Deflect Missiles to deflect or catch the missile.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement by a monk)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Flight Suit","description":"Flight Suit Armor (light) A layered set of clothing that provides basic protection from harsh climates. AC : 11 + Dex modifier Stealth : Disadvantage Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Light Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flight Uniform","description":"Flight Uniform Clothing ( miscellaneous gear ) Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flintlock","description":"Flintlock Simple Ranged Weapon Cost 8 gp Damage 1d8 piercing Weight 3 lb. Properties Ammunition (range 100/320), Barrel 1 (F), Blaring Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Fast reload. You must use an attack, an action, or a bonus action to reload this firearm. You must have one free hand to do so. Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 100/320), Barrel 1 (F), Blaring"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Flintlock","description":"","properties":{"Category":"Items","Item Type":"Weapon (flintlock)","Properties":"Ammunition (30/120), Dry, Light, Loading, Misfire","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flip's Codex","description":"Wonderous item, artifact (requires attunement) It is rumored that flip created this tome and its accompanying tablets by reverse-engineering the magic of one of the Arbiter's Bibles. Anything written on one of the A Trip Away Inn Tablets is magically transferred to Flip's codex provided the tablet and the codex are on the same plane of existence. The entry will appear with the date, time, and room number associated with the pad. The writing appears in real-time in the codex as the tablet is being written on and is an exact replica of anything written or drawn on the tablet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Floating Disk","description":"Floating Disk Wondrous item, rare A 5-foot-wide disk of paper-thin, shimmering metal, this item weighs 5 pounds and can be rolled up into a tube for easy storage. When you place the disk on the ground and speak the command word, the disk rises to hover 1 foot above the ground and gains a flying speed of 60 feet. You can stand or sit on it and ride it through the air, or you can use it to carry items or other creatures, and you can mentally direct it from as far away as 100 feet. The disk can carry up to 300 pounds. If this limit is exceeded, it drops at a speed of 5 feet per round.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Flood Charm","description":"Wondrous item, common This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble’s duration, or when you leave the water, the charm’s effects end and it becomes a nonmagical stone.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Flooze","description":"Weapon (flail), uncommon (requires attunement) The versatility of the magically-enhanced ooze used to craft this flail can’t be overstated. Its high tensile strength allows its ‘chain’ to stretch in response to its wearer’s thoughts, while the flail’s head boasts a hardness and density comparable to steel. This magic flail deals an extra 1d6 acid damage to the first target it hits on each of your turns. The flail has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Reachier. While holding the flail, you can expend up to 4 charges (no action required) to increase your reach with this weapon by 5 feet for each charge expended until the end of your turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"flail","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Flooze (very rare variant)","description":"Weapon (flail), uncommon (requires attunement) The versatility of the magically-enhanced ooze used to craft this flail can’t be overstated. Its high tensile strength allows its ‘chain’ to stretch in response to its wearer’s thoughts, while the flail’s head boasts a hardness and density comparable to steel. This magic flail deals an extra 1d6 acid damage to the first target it hits on each of your turns. The flail has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Reachier. While holding the flail, you can expend up to 4 charges (no action required) to increase your reach with this weapon by 5 feet for each charge expended until the end of your turn. Very rare variant: The flail deals an extra 1d8 acid damage to any target it hits, instead of the first target you hit on each of your turns. The flail gains the Sticky Fingers property. Sticky Fingers. When you hit a Medium or smaller creature that is holding a weapon or item with an attack using the flooze , you can choose to disarm it of one weapon instead of dealing damage to it. The target must succeed on a DC 16 Strength saving throw or let go of its item, which becomes stuck in the flail. A creature within reach of the flooze can use an action to make a DC 16 Strength check , liberating the stuck weapon on a success. Success or failure, a creature takes 1d4 acid damage when it takes this action. The flail can only hold 2 weapons at a time, and a nonmagical weapon that remains in the flail for 1 minute is completely dissolved. While the flail has weapons in it, you can choose to deal your choice of piercing or slashing damage with it on each hit, instead of the usual bludgeoning damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"flail","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Flumfpot","description":"Wondrous item, rare Component: aberration tentacle Flumfpots are usually found hovering around a corpse. If you can’t see the corpse, then it’s almost definitely because it’s been so long the corpse has disintegrated into dust. This is because a flumfpot is magically enchanted to always follow the last creature whose lips it touched. A creature can use its action to pour a potion into an empty flumfpot within its reach. Mastery and Movement. After a creature touches the flumfpot with its lips, it becomes the flumfpot’s master. The flumfpot follows its master around, hovering just over their shoulder. It has a flying speed of 30 feet and a swimming speed of 60 feet. If it is within 5 feet of its master when its master teleports, it teleports with them. Otherwise, it remains in place until touched by another creature’s lips. A flumfpot that is prevented from moving will fly towards its master via the most direct route when released. Send Aid. As a bonus action, you can command the flumfpot to move up to its speed towards a willing or unconscious creature you can see and feed its contents to it. Filling Flumfpot. An empty flumfpot magically refills itself with a random potion each day at dawn. Roll a d20 and consult the following table to determine the potion: d20 Potion 1-3 Potion of healing 4 Potion of climbing 5 Philter of love 6 Potion of animal friendship 7 Potion of growth 8 Potion of hill giant strength 9 Potion of water breathing 10 Potion of acid resistance 11 Potion of cold resistance 12 Potion of fire resistance 13 Potion of force resistance 14 Potion of lightning resistance 15 Potion of necrotic resistance 16 Potion of poison resistance 17 Potion of psychic resistance 18 Potion of radiant resistance 19 Potion of thunder resistance 20 Potion of greater healing Uncommon variant: Remove the Filling Flumfpot property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flumfpot (uncommon variant)","description":"Wondrous item, rare Component: aberration tentacle Flumfpots are usually found hovering around a corpse. If you can’t see the corpse, then it’s almost definitely because it’s been so long the corpse has disintegrated into dust. This is because a flumfpot is magically enchanted to always follow the last creature whose lips it touched. A creature can use its action to pour a potion into an empty flumfpot within its reach. Mastery and Movement. After a creature touches the flumfpot with its lips, it becomes the flumfpot’s master. The flumfpot follows its master around, hovering just over their shoulder. It has a flying speed of 30 feet and a swimming speed of 60 feet. If it is within 5 feet of its master when its master teleports, it teleports with them. Otherwise, it remains in place until touched by another creature’s lips. A flumfpot that is prevented from moving will fly towards its master via the most direct route when released. Send Aid. As a bonus action, you can command the flumfpot to move up to its speed towards a willing or unconscious creature you can see and feed its contents to it. Filling Flumfpot. An empty flumfpot magically refills itself with a random potion each day at dawn. Roll a d20 and consult the following table to determine the potion: d20 Potion 1-3 Potion of healing 4 Potion of climbing 5 Philter of love 6 Potion of animal friendship 7 Potion of growth 8 Potion of hill giant strength 9 Potion of water breathing 10 Potion of acid resistance 11 Potion of cold resistance 12 Potion of fire resistance 13 Potion of force resistance 14 Potion of lightning resistance 15 Potion of necrotic resistance 16 Potion of poison resistance 17 Potion of psychic resistance 18 Potion of radiant resistance 19 Potion of thunder resistance 20 Potion of greater healing Uncommon variant: Remove the Filling Flumfpot property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flumph Tentacle","description":"Flumph Tentacle Spell catalyst, common Flumphs are drawn to good-aligned creatures, and will freely offer their quickly-regrowing tentacles to such creatures when asked. When you cast the detect thoughts spell, you can choose to allow the spell to consume this spell catalyst. When you do, whenever you focus on a creature to read its surface thoughts during the duration, you also learn the creature’s alignment, Ideal, Bond, and Flaw, if the target has any.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Flumph Whip","description":"Looks strange and smells worse, but a force for good. Legend Fiends tortured a flumph, crafting its tentacles into a barbed whip. The flumph’s nature prevailed, however, creating a weapon the fiends could not bear to wield. Location The weapon has changed hands many times since its creators tried to dispose of it and is typically found underground. Encounter Ideas So Much Incense! An enemy has hidden the weapon behind incense burners meant to conceal its odor. I Can’t Eat That! The weapon was thrown into an otyugh pit, but the creature refuses to eat it. The otyugh uses its Limited Telepathy to try to trade it. No, You Take It! Two groups of evil creatures are encountered arguing over who has to take the “treasure” they just found. Neither wants it. Progression The Flumph Whip progresses each time the character performs impactful lawful or good acts, as determined by the GM. Statistics Weapon (Whip), Rarity Varies (Requires Attunement) Common . You can use this malodorous whip to interact with or grab an unattended object within 10 feet that weighs less than 20 pounds. You can drop an object held by the whip in a space of your choice within 10 feet. An evil creature wielding or touching this weapon takes 1d6 force damage at the end of each their turns. Odor. The whip emits a strong smell of decay, which is noticeable to creatures that can smell that are within 15 feet of the whip. Perception checks based on smell have advantage to locate the whip or notice any creature who might be in possession of it. In addition, while attuned to the whip, you have disadvantage on Charisma checks. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a Large or smaller target with the whip, you can also attempt to grapple the target using either a Strength (Athletics) or Dexterity (Sleight of Hand) check. You can still use the whip to attack a creature you have grappled. Only one creature can be grappled at a time. Rare . The weapon has 3 charges, and it regains all expended charges when you finish a long rest. You can use an action to expend 1 charge to do one of the following to a creature you have grappled with the whip: Flumph Friend. The creature must succeed on a DC 15 Wisdom saving throw or be charmed as if by a charm person spell (regardless of creature type). Grasp of the Flumph. The creature is restrained while grappled. Acid Bath. The creature must make a DC 15 Constitution saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. Very Rare . The bonus to attack and damage rolls increases to +2 and the save DC for its properties increases to 16. This whip deals an extra 2d6 acid damage on a hit. When you score a critical hit against a creature with this whip, you can immediately expend a charge from this weapon without using an action. Legendary . The bonus to attack and damage rolls increases to +3, the acid damage increases to 3d6, the save DC for its properties increases to 17, and its total number of charges increases to 5. When you hit a target with this whip, you can move it 5 feet to an unoccupied space within 10 feet of you. Spells. While holding the whip, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): stinking cloud (3 charges) or cloudkill (5 charges).","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flumph Whip (Common)","description":"Flumph Whip Weapon (Whip), Common (Requires Attunement) You can use this malodorous whip to interact with or grab an unattended object within 10 feet that weighs less than 20 pounds. You can drop an object held by the whip in a space of your choice within 10 feet. An evil creature wielding or touching this weapon takes 1d6 force damage at the end of each their turns. Odor. The whip emits a strong smell of decay, which is noticeable to creatures that can smell that are within 15 feet of the whip. Perception checks based on smell have advantage to locate the whip or notice any creature who might be in possession of it. In addition, while attuned to the whip, you have disadvantage on Charisma checks. Progression The Flumph Whip progresses each time the character performs impactful lawful or good acts, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flumph Whip (Legendary)","description":"Flumph Whip Weapon (Whip), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. This whip deals an extra 3d6 acid damage on a hit. When you score a critical hit against a creature with this whip, you can immediately expend a charge from this weapon without using an action. When you hit a target with this whip, you can move it 5 feet to an unoccupied space within 10 feet of you. When you hit a Large or smaller target with the whip, you can also attempt to grapple the target using either a Strength (Athletics) or Dexterity (Sleight of Hand) check. You can still use the whip to attack a creature you have grappled. Only one creature can be grappled at a time. You can use this malodorous whip to interact with or grab an unattended object within 10 feet that weighs less than 20 pounds. You can drop an object held by the whip in a space of your choice within 10 feet. An evil creature wielding or touching this weapon takes 1d6 force damage at the end of each their turns. Odor. The whip emits a strong smell of decay, which is noticeable to creatures that can smell that are within 15 feet of the whip. Perception checks based on smell have advantage to locate the whip or notice any creature who might be in possession of it. In addition, while attuned to the whip, you have disadvantage on Charisma checks. The weapon has 5 charges, and it regains all expended charges when you finish a long rest. You can use an action to expend 1 charge to do one of the following to a creature you have grappled with the whip: Flumph Friend. The creature must succeed on a DC 17 Wisdom saving throw or be charmed as if by a charm person spell (regardless of creature type). Grasp of the Flumph. The creature is restrained while grappled. Acid Bath. The creature must make a DC 17 Constitution saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. Spells. While holding the whip, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): stinking cloud (3 charges) or cloudkill (5 charges).","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flumph Whip (Rare)","description":"Flumph Whip Weapon (Whip), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a Large or smaller target with the whip, you can also attempt to grapple the target using either a Strength (Athletics) or Dexterity (Sleight of Hand) check. You can still use the whip to attack a creature you have grappled. Only one creature can be grappled at a time. You can use this malodorous whip to interact with or grab an unattended object within 10 feet that weighs less than 20 pounds. You can drop an object held by the whip in a space of your choice within 10 feet. An evil creature wielding or touching this weapon takes 1d6 force damage at the end of each their turns. Odor. The whip emits a strong smell of decay, which is noticeable to creatures that can smell that are within 15 feet of the whip. Perception checks based on smell have advantage to locate the whip or notice any creature who might be in possession of it. In addition, while attuned to the whip, you have disadvantage on Charisma checks. The weapon has 3 charges, and it regains all expended charges when you finish a long rest. You can use an action to expend 1 charge to do one of the following to a creature you have grappled with the whip: Flumph Friend. The creature must succeed on a DC 15 Wisdom saving throw or be charmed as if by a charm person spell (regardless of creature type). Grasp of the Flumph. The creature is restrained while grappled. Acid Bath. The creature must make a DC 15 Constitution saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. Progression The Flumph Whip progresses each time the character performs impactful lawful or good acts, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flumph Whip (Uncommon)","description":"Flumph Whip Weapon (Whip), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a Large or smaller target with the whip, you can also attempt to grapple the target using either a Strength (Athletics) or Dexterity (Sleight of Hand) check. You can still use the whip to attack a creature you have grappled. Only one creature can be grappled at a time. You can use this malodorous whip to interact with or grab an unattended object within 10 feet that weighs less than 20 pounds. You can drop an object held by the whip in a space of your choice within 10 feet. An evil creature wielding or touching this weapon takes 1d6 force damage at the end of each their turns. Odor. The whip emits a strong smell of decay, which is noticeable to creatures that can smell that are within 15 feet of the whip. Perception checks based on smell have advantage to locate the whip or notice any creature who might be in possession of it. In addition, while attuned to the whip, you have disadvantage on Charisma checks. Progression The Flumph Whip progresses each time the character performs impactful lawful or good acts, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flumph Whip (Very Rare)","description":"Flumph Whip Weapon (Whip), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This whip deals an extra 2d6 acid damage on a hit. When you score a critical hit against a creature with this whip, you can immediately expend a charge from this weapon without using an action. When you hit a Large or smaller target with the whip, you can also attempt to grapple the target using either a Strength (Athletics) or Dexterity (Sleight of Hand) check. You can still use the whip to attack a creature you have grappled. Only one creature can be grappled at a time. You can use this malodorous whip to interact with or grab an unattended object within 10 feet that weighs less than 20 pounds. You can drop an object held by the whip in a space of your choice within 10 feet. An evil creature wielding or touching this weapon takes 1d6 force damage at the end of each their turns. Odor. The whip emits a strong smell of decay, which is noticeable to creatures that can smell that are within 15 feet of the whip. Perception checks based on smell have advantage to locate the whip or notice any creature who might be in possession of it. In addition, while attuned to the whip, you have disadvantage on Charisma checks. The weapon has 3 charges, and it regains all expended charges when you finish a long rest. You can use an action to expend 1 charge to do one of the following to a creature you have grappled with the whip: Flumph Friend. The creature must succeed on a DC 16 Wisdom saving throw or be charmed as if by a charm person spell (regardless of creature type). Grasp of the Flumph. The creature is restrained while grappled. Acid Bath. The creature must make a DC 16 Constitution saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. Progression The Flumph Whip progresses each time the character performs impactful lawful or good acts, as determined by the GM.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Flute","description":"Flute Musical instrument Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Flute","description":"Flute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Musical Instrument","Item Type":"Tools","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flute","description":"Flute Adventuring gear (musical instrument) In Rokugan and beyond, one can find many different variations on the design of the flute. A shakuhachi is a traditional Rokugani flute, and is particularly associated with an order of mendicant Shinseist monks who play it as a sort of meditation, as well to busk for alms. In the Ivory Kingdoms, the venu is an ancient six-holed flute design, typically made of bamboo and respected for its elegant simplicity.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Flute","description":"Tool (Musical Instrument) Ability: Charisma Weight: 1 lb. Cost: 2 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Flute"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Flute","description":"Flute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Tools","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Flute (or any woodwind instrument)","description":"Flute (Or Any Woodwind Instrument) Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Item","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Flute (weapon)","description":"Flute (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Finesse","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Light, Finesse"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Flute of Courage","description":"Flute of Courage Wondrous item, uncommon (requires attunement) You must be proficient with wind instruments to use this flute. If you play the flute as an action, each humanoid in a 20-foot-radius sphere is immune to being frightened while it can hear you for up to 1 minute. Once used, this property of the flute can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Flute of Faerie","description":"Flute of Faerie Wondrous item, very rare (requires attunement) You must be proficient with wind instruments to use this flute. If you play the flute as an action, you summon fey creatures that appear in unoccupied spaces that you can see within range. Roll on the following table to determine what appears: d10 Fey 1 8 blink dogs 2 8 boggles * 3 8 pixies 4 8 sprites 5 4 satyrs 6 4 darklings * 7 2 dryads 8 2 quicklings * 9 1 darkling elder * 10 1 sea hag * These creatures are from Volo’s Guide to Monsters. A summoned creature disappears when it drops to 0 hit points or after an hour. The summoned creatures are friendly to you and your companions. They obey any verbal commands that you issue to them (no action required by you). Once used, this property of the flute can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Flute of Saurian Summoning","description":"Wondrous item, uncommon This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can’t be used to conjure dinosaurs again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Flute of the Faun","description":"Flute of the Faun Wondrous Item, rare (requires attunement) Weight: 2 lbs. These pan flutes are frequently played by Satyrs in the fey realm. The instruments sometimes find their way to the prime material plane, where they are treasured by bards of all races. The flute has 5 charges. While playing the flute, you can expend 1 or more charges as an action to cast a spell. 1 charge: Animal Friendship, Charm Person 2 charges: Calm Emotions, Suggestion 3 charges: Compulsion, Confusion 5 charges: Irresistible Dance, Mass Suggestion The spell save is DC 13 unless your spell save DC is higher. The flute regains all expended charges daily at dawn. If you have proficiency with a pan flute, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Flutterblade Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Longsword","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Longsword","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Rapier","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Rapier","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterblade Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterblade Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey (Adelifae) proboscis The delicate insect wings on the hilt of this elegant weapon flutter with scintillating shimmers. Wielded by retainers of the Unseelie Court, these swords can shoot through the air under their own propulsion, returning to their wielder after making a ranged foray. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A creature that tries to wield the sword without being attuned to it takes 1d6 piercing damage at the end of each of its turns as thorny vines around the hilt dig into its skin. Flutterstrike. This sword has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it flies back to your hand immediately after you use it to make a ranged attack. Radiant Lure. As a bonus action while holding this sword, you can cause its hilt to cast dim light in a 10-foot radius, or to cease casting light. While the sword is casting light, you can use an action to summon a moth (use the spider stat block, without the Bite action option or the Web Sense and Web Walker traits, and with a flying speed of 30 feet). As part of this action, you can cast the animal messenger spell on it. Once this spell is cast in this manner, it can’t be cast again until the next dawn. Uncommon variant: Remove the +1 bonus to attack and damage rolls. Very rare variant: Once on each of your turns when you hit a creature with a ranged attack using the sword, you can deal an extra 1d8 radiant damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Flutterby Rod","description":"Rod, uncommon (requires attunement by a spellcaster) Component: fey wing Within the sparkling crystal ball atop this gnarled thornwood rod is a living diorama of fey life. Fairies flit from toadstool to petal, tentacled chipmunks pluck nuts from the ends of spindly branches, and shimmering butterflies sup at dew drops sheltered under multihued leaves. With a flourish, a wielder can send such a butterfly streaking towards a target. This rod has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the rod, you can cast the light cantrip, targeting only the rod. Flutterbolt. As a bonus action while holding the rod, you can expend 1 charge to shoot a shimmering green, butterfly-shaped flutterbolt at a target within 60 feet of you. Make a ranged spell attack (+5 to hit). On a hit, the target takes 1d6 force damage and is outlined in sparkling green butterflies. The next attack roll made against this target before the end of your next turn has advantage, and the target can’t benefit from being invisible until the end of your next turn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterby Rod","description":"Rod, uncommon This rod has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the rod, you can use it to cast the light cantrip targeting the rod. As an action, you can expend a charge to shoot a shimmering, green, butterfly-shaped flutterbolt at a target within 60 feet. Make a ranged spell attack with a +5 attack bonus. On a hit, the target takes 1d4 + 1 force damage and is outlined in sparkling green butterflies. The next attack roll made against this target before the end of your next turn has advantage, and the target can’t benefit from being invisible until the end of your next turn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flutterby Rod (rare variant)","description":"Rod, uncommon (requires attunement by a spellcaster) Component: fey wing Within the sparkling crystal ball atop this gnarled thornwood rod is a living diorama of fey life. Fairies flit from toadstool to petal, tentacled chipmunks pluck nuts from the ends of spindly branches, and shimmering butterflies sup at dew drops sheltered under multihued leaves. With a flourish, a wielder can send such a butterfly streaking towards a target. This rod has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the rod, you can cast the light cantrip, targeting only the rod. Flutterbolt. As a bonus action while holding the rod, you can expend 1 charge to shoot a shimmering green, butterfly-shaped flutterbolt at a target within 60 feet of you. Make a ranged spell attack (+5 to hit). On a hit, the target takes 1d6 force damage and is outlined in sparkling green butterflies. The next attack roll made against this target before the end of your next turn has advantage, and the target can’t benefit from being invisible until the end of your next turn. Rare variant: Increase the charges to 9, the recharge to 1d6 + 3, the attack bonus to +7, and the damage to 1d8. When you use the Flutterbolt property, you can expend up to 2 charges, creating a separate flutterbolt for each charge expended. You can direct the flutterbolts at the same target or at different ones. Make a separate attack roll for each flutterbolt.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flutterby Rod (very rare variant)","description":"Rod, uncommon (requires attunement by a spellcaster) Component: fey wing Within the sparkling crystal ball atop this gnarled thornwood rod is a living diorama of fey life. Fairies flit from toadstool to petal, tentacled chipmunks pluck nuts from the ends of spindly branches, and shimmering butterflies sup at dew drops sheltered under multihued leaves. With a flourish, a wielder can send such a butterfly streaking towards a target. This rod has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding the rod, you can cast the light cantrip, targeting only the rod. Flutterbolt. As a bonus action while holding the rod, you can expend 1 charge to shoot a shimmering green, butterfly-shaped flutterbolt at a target within 60 feet of you. Make a ranged spell attack (+5 to hit). On a hit, the target takes 1d6 force damage and is outlined in sparkling green butterflies. The next attack roll made against this target before the end of your next turn has advantage, and the target can’t benefit from being invisible until the end of your next turn. Rare variant: Increase the charges to 9, the recharge to 1d6 + 3, the attack bonus to +7, and the damage to 1d8. When you use the Flutterbolt property, you can expend up to 2 charges, creating a separate flutterbolt for each charge expended. You can direct the flutterbolts at the same target or at different ones. Make a separate attack roll for each flutterbolt. Very rare variant: Increase the charges to 12, the recharge to 1d8 + 4, the attack bonus to +8, and the damage to 1d10. When you use the Flutterbolt property, you can expend up to 3 charges, creating a separate flutterbolt for each charge expended. You can direct the flutterbolts at the same target or at different ones. Make a separate attack roll for each flutterbolt.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fly Whisk of Authority","description":"Wondrous item, uncommon If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can’t use the fly whisk this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fly Whisk of Authority","description":"Wondrous item, uncommon If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can’t use the fly whisk this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Flying Chariot","description":"Flying Chariot Wondrous item, rare The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC. If this magic chariot is pulled by one or more flying creatures, it too can fly. Chariots Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook , but with the following differences: Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed. Being mounted on a chariot grants you half cover. A chariot’s speed is equal to the speed of the slowest creature pulling it. If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Flying Citadel Helm","description":"Flying Citadel Helm Wondrous item, very rare (requires attunement by a spellcaster) The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points. The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one’s arm or leg falls asleep, but not as intense. While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell): You can use the flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour. You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship. At any time, you can see and hear from the highest point outside the citadel as though you were at that location. If no creature attuned to the helm is maintaining concentration, the citadel remains motionless in its space. Transfer Attunement. You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends. Crash. Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Flying Disk","description":"Flying Disk Wondrous item, Very Rare Ancient sun elf nobles used these disks to fly up to the fabled floating palaces that defied gravity at the height of the elven kingdom of Per-Menoth. Today, the secrets of crafting Flying Disks are closely guarded by a few half-elven descendants of Per-Menoth, as well as the secretive wizard order of Fateweavers. You can speak the disk’s command word as an action to make the disk hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Five sizes of Flying Disk exist. The gamemaster chooses the size of a given disk or determines it randomly. D100 Size Capacity Flying Speed 01-20 2 ft. radius 200 lb. 80 feet 21-40 3 ft. radius 400 lb. 60 feet 41-60 4 ft. radius 600 lb. 40 feet 61-80 5 ft. radius 800 lb. 30 feet 81-100 6 ft. radius 1200 lb. 20 feet A disk can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. Disk Transformation. As bonus action, you can order your Flying Disk to arcanomechanically transform and fold into a coin-sized token. In this form, the disk cannot fly. You can use another bonus action to unfold the Flying Disk again. Item Variant: Royal Flying Throne At the gamemaster’s discretion, a legendary version of this item, the Royal Flying Throne, may be found. The Royal Flying Throne is a 10-feet-radius disk with a luxurious ceremonial chair in the middle. It can carry up to 5000 pounds and has a flying speed of 30 feet. The Royal Flying Throne has 5 charges. A creature sitting on the throne can use an action and expend 1 charge to cast the teleport spell from it. When cast that way, teleport transports the throne and up to eight willing creatures of the caster’s choice that are on the disk. The throne regains 1d4 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Flying Flail","description":"Flying Flail Weapon (flail), rare (requires attunement) Damage: 1d8+1 bludgeoning Weight: 2 lbs. Properties: Reach, Range 20/60 You gain a +1 bonus to attack and damage rolls made with this magic weapon. Reach. The flail’s spiked ball is connected to the handle by a stream of energy. When making a melee attack with the flail, you can extend the reach to 10 ft. Range. The flail ball can be launched from the handle. Make a ranged attack against one target within range. The ball teleports back to the handle at the start of your next turn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (flail)","Properties":"Reach, Range 20/60","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Flyleaf Familiar","description":"Wondrous item, uncommon (requires attunement) Component: construct instructions These friendly animated books are capable of opening their pages into makeshift wings to follow their owners around in the air, aiding them with minor tasks. It’s not an uncommon sight at magical academies to see flocks of flyleaf familiars frolic and play with each other in the hallways while their owners are busy with schoolwork. Cantrip Codex. As a bonus action while within 30 feet of it, you can verbally command the book to spread its pages and follow you, or have it become inanimate. While following you, the book has a flying speed of 30 feet and attempts to stay within 30 feet of you at all times. You can give the book a spell scroll containing a cantrip that has a casting time of one action or bonus action and doesn’t deal damage, and order it to incorporate it into its pages, destroying the scroll in the process. Once it’s done so, you can use an action to command the book to cast that cantrip if it’s following you, or cast it yourself while holding the inanimate book. The book can only have one cantrip within it at a time. Giving it a new one erases the previous one from its pages. Pass Notes. As an action, you can cast the sending spell while holding the book. When you cast the spell in this way, one of the book’s pages tears off and folds into a paper aeroplane, which then disappears and reappears next to its intended target. The target of the spell has 1 minute to reply by writing a message on the back of the page. After this limit elapses, the aeroplane disappears. The word limit for either message equals five times the result of the writer’s Dexterity (Sleight of Hand) check, instead of twenty-five. Once this property has been used to cast this spell, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flyleaf Familiar (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct instructions These friendly animated books are capable of opening their pages into makeshift wings to follow their owners around in the air, aiding them with minor tasks. It’s not an uncommon sight at magical academies to see flocks of flyleaf familiars frolic and play with each other in the hallways while their owners are busy with schoolwork. Cantrip Codex. As a bonus action while within 30 feet of it, you can verbally command the book to spread its pages and follow you, or have it become inanimate. While following you, the book has a flying speed of 30 feet and attempts to stay within 30 feet of you at all times. You can give the book a spell scroll containing a cantrip that has a casting time of one action or bonus action and doesn’t deal damage, and order it to incorporate it into its pages, destroying the scroll in the process. Once it’s done so, you can use an action to command the book to cast that cantrip if it’s following you, or cast it yourself while holding the inanimate book. The book can only have one cantrip within it at a time. Giving it a new one erases the previous one from its pages. Pass Notes. As an action, you can cast the sending spell while holding the book. When you cast the spell in this way, one of the book’s pages tears off and folds into a paper aeroplane, which then disappears and reappears next to its intended target. The target of the spell has 1 minute to reply by writing a message on the back of the page. After this limit elapses, the aeroplane disappears. The word limit for either message equals five times the result of the writer’s Dexterity (Sleight of Hand) check, instead of twenty-five. Once this property has been used to cast this spell, it can't be used again until the next dawn. Rare variant: The book can hold two cantrips within it instead of one. If you teach it a third one, you choose which of the two it already holds is erased. The Pass Notes property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Fochlucan Bandore","description":"Fochlucan Bandore Wondrous item (musical instrument) , uncommon ( requires attunement by a bard ) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without b eing attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic da mage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it c an’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material com ponent. Musical instrument. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Spells: Fly , invisibility , levitate , protection from evil and good , entangle , faerie fire , shillelagh , speak with animals","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Fochlucan Bandore of the Bards","description":"Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Fochlucan bandore Entangle, Faerie Fire, Shillelagh, Speak with Animals","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Fochlucan Bandore of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Focus Siege Staff","description":"Focus Siege Staff Huge arcane artillery (staff), requires attunement by a spellcaster Armor Class: 15 Hit Points: 120 Damage Immunities: poison, psychic Siege staffs , the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid with dragonshards. Activating a siege staff takes three actions: one to prime the staff; one action to aim it; and one action to release the spell. Focus Staff. This model amplifies the spells cast by an attuned spellcaster. Any spell that requires an attack roll or saving throw can be cast through this model of siege staff . The range is magnified by a factor of 5, with a long range of up to 10 times the spell’s standard range—so a fire bolt cast through a siege staff has a range of 600 feet and a long range of 1,200 feet. The spell’s area of effect is doubled. If the spell normally affects a single target, it instead affects a 20-foot-radius sphere; if the spell normally requires an attack roll, targets must instead make a Dexterity saving throw. On a successful save, the target takes half damage and suffers no other effect.","properties":{"Category":"Items","Item Type":"Wondrous item (arcane artillery staff)","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Foehammer Axe","description":"Foehammer Axe Weapon (greataxe), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. Telescoping Handle. As a bonus action, you may press a button hidden in the shaft of the axe and extend its telescoping handle. While extended, the reach of the axe increases from 5 feet to 10 feet. This greataxe was forged by the famous dwarven weaponsmith Ghelryn Foehammer. The weapon is made of darksteel which is known for being strong by light. The axe can be identified by the inlay on its handle, a trademark of Ghelryn on all the weapons he creates. The weapon should be cleaned with boiled linseed oil once a week to avoid rust. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Fog Stone","description":"Weapon (sling bullet), uncommon This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fold Activator","description":"Fold Activator Utility, very rare (requires affinity) This device has 3 charges. It can be worn around the wrist or on the back of your hand. While wearing it, you can use an action to expend 1 charge and use the device to activate the space fold power. The device regains 1d3 expended charges when you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Folding Boat","description":"Folding Boat Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words , each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Weight : 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Folding Boat","description":"Folding Boat Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has thre e command words, each requiring you to use an action to sp eak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Folding Boat","description":"Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in the Player’s Handbook . If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Folding Boat"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Folding Ladder","description":"Wondrous item, uncommon This item appears as two short wooden rods, 12 inches long and 1 inch in diameter, connected side by side. It weighs four pounds. It has three command words. When you speak the ladder’s first command word, it expands into a ladder, 2 feet wide and 20 feet long. If you speak the second command word, it extends into a freestanding stepladder, 30 feet high with a base that is 5 feet by 10 feet. The third command word causes the ladder to collapse back into its folded form. The ladder can support 500 pounds of weight in either of its extended configurations.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Fool's Blade","description":"Fool's Blade Weapon (Any Sword), Very Rare (Requires Attunement) This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents. You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Any Sword)","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fool's Blade Greatsword","description":"Fool's Blade Greatsword Melee Weapon (martial, sword) , Very Rare (Requires Attunement) This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents. You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fool's Blade Longsword","description":"Fool's Blade Longsword Melee Weapon (martial, sword) , Very Rare (Requires Attunement) This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents. You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fool's Blade Rapier","description":"Fool's Blade Rapier Melee Weapon (martial, sword) , Very Rare (Requires Attunement) This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents. You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8+2 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fool's Blade Scimitar","description":"Fool's Blade Scimitar Melee Weapon (martial, sword) , Very Rare (Requires Attunement) This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents. You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+2 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fool's Blade Shortsword","description":"Fool's Blade Shortsword Melee Weapon (martial, sword) , Very Rare (Requires Attunement) This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents. You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits: Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn. Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+2 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Force Siege Staff","description":"Force Siege Staff Huge arcane artillery (staff), requires attunement by a spellcaster Armor Class: 15 Hit Points: 120 Damage Immunities: poison, psychic Siege staffs, the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid with dragonshards. Activating a siege staff takes three actions: one to prime the staff; one action to aim it; and one action to release the spell. Force Staff. This model releases focused blasts of pure energy. Developed late in the war, these were primarily used to target fortifications, warforged titans, and airships. It has a range of 600/2400 feet and deals 44 (8d10) force damage.","properties":{"Category":"Items","Item Type":"Wondrous item (arcane artillery staff)","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Forcebreaker Club","description":"ForceBreaker Club Melee Weapon (simple, club), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Flail","description":"ForceBreaker Flail Melee Weapon (martial, flail), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Damage : 1d8+2 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Greatclub","description":"ForceBreaker Greatclub Melee Weapon (simple, club), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+2 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Light Hammer","description":"ForceBreaker Light Hammer Melee Weapon (simple, hammer), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Mace","description":"ForceBreaker Mace Melee Weapon (simple, mace), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Damage: 1d6+2 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Maul","description":"ForceBreaker Maul Melee Weapon (martial, maul), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+2 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Quarterstaff","description":"ForceBreaker Quarterstaff Melee Weapon (simple, staff), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+2 (1d8+2) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Sling","description":"ForceBreaker Sling Ranged Weapon (simple, sling), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+2 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Warhammer","description":"ForceBreaker Warhammer Melee Weapon (martial, hammer), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forcebreaker Weapon","description":"ForceBreaker Weapon Weapon (Any Weapon that Deals Bludgeoning Damage), Very Rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force . Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Forearm Blade","description":"Forearm Blade Melee weapon (martial) Damage : 1d6 Damage Type : slashing Properties : Finesse, light Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Foregrip","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Ammunition property that doesn’t have the Two-Handed property This weapon gains the Foregrip property. Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet and its long range increases accordingly.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Foresight Battleaxe","description":"Foresight Battleaxe Melee weapon (martial, battleaxe) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Blowgun","description":"Foresight Blowgun Ranged weapon (martial, blowgun) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition, Loading Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Club","description":"Foresight Club Melee weapon (simple, club) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Dagger","description":"Foresight Dagger Melee weapon (simple, dagger) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Dart","description":"Foresight Dart Ranged weapon (simple, dart) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Flail","description":"Foresight Flail Melee weapon (martial, flail) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Damage: 1d8 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Glaive","description":"Foresight Glaive Melee weapon (martial, glaive) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Greataxe","description":"Foresight Greataxe Melee weapon (martial, greataxe) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Greatclub","description":"Foresight Greatclub Melee weapon (simple, greatclub) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Two-handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Greatsword","description":"Foresight Greatsword Melee weapon (martial, greatsword) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Halberd","description":"Foresight Halberd Melee weapon (martial, halberd) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Hand Crossbow","description":"Foresight Hand Crossbow Ranged weapon (martial, hand crossbow) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition, Loading Range: 30/120 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Handaxe","description":"Foresight Handaxe Melee weapon (simple, handaxe) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Heavy Crossbow","description":"Foresight Heavy Crossbow Ranged weapon (martial, heavy crossbow) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition, Heavy, Loading, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Javelin","description":"Foresight Javelin Melee weapon (simple, javelin) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Lance","description":"Foresight Lance Melee weapon (martial, lance) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Damage: 1d12 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Light Crossbow","description":"Foresight Light Crossbow Ranged weapon (simple, light crossbow) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Light Hammer","description":"Foresight Light Hammer Melee weapon (simple, light hammer) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Longbow","description":"Foresight Longbow Ranged weapon (martial, longbow) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Longsword","description":"Foresight Longsword Melee weapon (martial, longsword) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Mace","description":"Foresight Mace Melee weapon (martial, mace) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Damage: 1d6 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Maul","description":"Foresight Maul Melee weapon (martial, maul) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Morningstar","description":"Foresight Morningstar Melee weapon (martial, morningstar) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Net","description":"Foresight Net Ranged weapon (martial, net) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Special, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Pike","description":"Foresight Pike Melee weapon (martial, pike) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Quarterstaff","description":"Foresight Quarterstaff Melee weapon (simple, quarterstaff) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Rapier","description":"Foresight Rapier Melee weapon (martial, rapier) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Scimitar","description":"Foresight Scimitar Melee weapon (martial, scimitar) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Shortbow","description":"Foresight Shortbow Ranged weapon (simple, shortbow) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Shortsword","description":"Foresight Shortsword Melee weapon (martial, shortsword) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Sickle","description":"Foresight Sickle Melee weapon (simple, sickle) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Sling","description":"Foresight Sling Ranged weapon (simple, sling), very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Spear","description":"Foresight Spear Melee weapon (simple, spear) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Trident","description":"Foresight Trident Melee weapon (martial, trident) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight War Pick","description":"Foresight War Pick Melee weapon (martial, war pick) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Warhammer","description":"Foresight Warhammer Melee weapon (martial, trident) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Foresight Whip","description":"Foresight Whip Melee Weapon (martial, whip) , very rare (requires attunement) This weapon’s haft is engraved with sigils of divination. You have a +1 bonus to attack and damage rolls made with this magic weapon. In combat, the weapon imparts subtle hints of the future to you, letting you predict a foe’s defensive movements when you initially engage them. The first time you attack each creature during an encounter with this weapon, you have advantage on the attack roll. If that attack hits, maximize your weapon damage dice against the target. Additionally, when you miss with an attack using this weapon, you can use your reaction to shift the flow of causality and turn the miss into a hit. Once you use this reaction, you can’t do so again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Forest Seed","description":"Wondrous Item, Rare When thrown, this illusion seed turns into a forest, depending on your learning and natural understanding. Make either an Intelligence (Nature) or Wisdom (Survival) check and consult the table below. Check Result 10 or less A small copse of leafy trees about 50 feet across appears. A single bird nests there. 11-15 A grove of pine trees about 500 feet across appears with a single path through it that only the user knows or sees. Only a few birds and insects inhabit it. 16-19 A large forest of mixed types of trees about 1 mile across appears with several hollow trees, small ponds, streams, and 1d6 + 1 paths through it that only the user knows or sees. Many birds, small woodland animals, and deer or boar live in it. 20+ A vast and varied woodland more than 50 miles across appears. It contains rich wildlife appropriate to the climate. A single treant lives in this forest and is friendly to the owner of the seed. Fire of any kind can unravel the forest newly created by an illusion seed. While a campfire or even bonfire does little harm, the burning of a whole tree unravels the forest's magic: the trees, paths, and wildlife all turn to smoke and drift away in 10 minutes. This unraveling only happens if the forest is less than 1 month old.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Forge-Fresh Warhammer","description":"Forge-Fresh Warhammer Weapon (Warhammer), Uncommon (Requires Attunement) This massive metallic warhammer is warm to the touch and covered in minor cracks. The red, glowing light emanating from beneath the cracks suggests a core of molten lava. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, you are resistant to cold damage. A creature (other than you) that touches this weapon while you are attuned to it takes 1d6 fire damage. If the creature continues to hold the weapon, it takes 1d6 fire damage at the start of each of its turns.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Forgefire Hammer","description":"Weapon (maul or warhammer), rare The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon’s command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon’s anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Forger's Fury","description":"Weapon (Warhammer), Rare (Requires Attunement) The head of this magic warhammer seems to always glow red-hot. Superheat. Once per turn, when you hit a creature with the hammer, you can deal an extra 1d8 Fire damage and cause a metal object worn or carried by the creature to glow red-hot. The creature must succeed on a DC 15 Constitution saving throw or drop the object, if it can. If it fails the saving throw and can't drop the object or picks it up before the start of your next turn, it has disadvantage on attack rolls and ability checks until the start of your next turn. Shower of Sparks. As an action, you can cause a burst of sparks to fly from the hammer in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, the creature takes 5d8 Fire damage and is Blinded until the start of your next turn. On a success, the creature takes half as much damage and isn't Blinded. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Forgery Kit","description":"Forgery Kit Tools This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to create a physical forgery of a document. Cost : 15 gp Weight : 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Tools","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Forgery Kit","description":"Forgery Kit Tools This small box contains a variety of microfoil sheets, blank data cards and chips, a holo-imprinter, and other supplies necessary to create convincing forgeries of physical documents and identifications. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a forgery of a physical document, digital transmission, or a personal ID. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Forgery Kit","description":"Tool Ability: Dexterity Weight: 5 lb. Cost: 15 GP Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Forgery Kit"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Forgery Kit","description":"Forgery Kit Tools This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to create a physical forgery of a document. Cost : 15 gp Weight : 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Tools","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Foulton Door","description":"Foulton Door Decades ago, long before I possessed the scholarly renown I currently enjoy, my children came to dinner chattering and brim-full of faerie stories from their governess. From soup to cheese, they told tales of a hero possessed of a “Folding Door” that fit in his pocket. When “unfolded” to full size it could be set anywhere (a stone wall, a tree, a waterfall) and opened to anywhere in the wide world, whisking the hero and her companions away from trouble in a trice. Too young to separate fact from fiction, yet old enough to recognize the prowess of their father, they asked me to craft them such a door. I explained that an object able to produce instant, multiple-location, inter-planar conjuration was impossible. To ease the sting of their disappointment, I explained that their story, while pure nonsense, was still interesting from an etymological standpoint. Centuries ago, a wizard named Foulton Konig was famed for creating magical doors. Sadly, specific details are lacking as his labs, libraries, and notes were lost when his mansion was destroyed in a catastrophically thorough, but historically non-specific way. My children were fascinated to hear my theory that metaplasmic drift in the language (doubtless working in concert with poor education and rustic accents) eventually led a genuine product of magical artifice (a door made by Foulton) to eventually enter folklore as a “Folding Door.” This was my first brush with my eventual life’s work and passion: my endless quest to separate the history of artifice from stories of the artificial. As such, I feel an odd gratitude toward their old governess, and occasionally feel a bit of remorse about ending her employment over the incident. Still, there are genuine wonders aplenty in the world without cluttering the minds of the young with nonsense. Mine is an endless struggle to separate fact from fancy, as shown by events of three months ago. Out conducting research, (while cunningly disguised to mix among the common folk) a seemingly reputable vendor of magical curiosities offered to sell me “a fragment of a Foulton Door.” (Note Fig 1. a splinter of wood, slightly longer than a handspan across.) Destroyed long ago, so powerful were the original doors that if even a small piece such as this were incorporated into an existing door, it would become imbued with the power of a magic portal. A quick check revealed the shard of wood did , in fact, possess a powerful, unfamiliar dweomer. With dubious curiosity, I bought it, returned to my lab, and followed their instructions. My tools and talents are not designed for anything so base as carpentry, but in the pursuit of truth I dutifully paid several hours of my precious time, a set of skinned knuckles, and one badly hammered thumb to patch the piece of wood into one of the secondary pantry’s doors. I then inserted the key to my winter lodgings, concentrated, and opened the door as the merchant had instructed me. Nothing happened, of course, and when I checked, the wood no longer showed any traces of magic. When I returned to the merchant to demand both an ethical and economic accounting, he had the audacity to imply it was my own fault, and refused to admit his obvious charlatanry or refund the twenty gold I had spent. While I regularly spend much greater sums in the course of my research, I nevertheless engaged the constabulary to bring the fellow into custody, as behavior such as this does nothing but defraud the simple-minded and tarnish the reputation of those engaging in legitimate arcane pursuits…. Excerpt from Lord Garrison Braithwhite’s monograph - Gold Among the Dross: On the Arcane Origins of Peasant Superstition. Wondrous item, fabled Rumored to be pieces of destroyed magical doors, fragments of a Foulton door are quite varied in their shapes and sizes. Flinders of wood, bands of iron, screws, or even shards of broken glass are the most common, while intact and usable hinges, knobs, or entire planks of wood are rare. Although useless on their own, if you incorporate a fragment into an existing door, its magic allows that door to open to another location, even one on another plane of existence. Incorporating Fragments. To incorporate a fragment into a door, a creature must spend 1 hour working on the door and make a DC 15 ability check (Strength, Dexterity, or Intelligence, depending on the type of fragment and how it is being incorporated), using the appropriate set of tools (carpenter’s for wood fragments, glassblower’s for glass shards, smith’s for hinges and door knobs, and similar). If the check fails by 5 or more, the fragment incorporates into the door, but the door gains a negative quirk. If the check succeeds by 5 or more, the fragment incorporates into the door, and the door gains a positive quirk. See the Quirks section for more details. The DC increases by 1 for each fragment added to a door beyond the first, but the DC can never be higher than 25. You can remove a fragment from a door by repeating the check, but removing a fragment doesn’t result in a quirk. Using the Door. After you incorporate the fragment into a door, you must insert a key from any door into the lock and turn it while clearly imagining the desired location. The door emits a quiet hum then opens to that location, if it is within range. The door might have an additional effect, depending on its characteristics, the fragments incorporated into it, or the type of quirks it gained while incorporating fragments. See the Characteristics, Fragment Powers, and Quirks sections for more details. When a door has only one fragment, you can use an action to open the door to a door, doorway, or other similar entryway or egress of your choice within 100 miles of the door, and the travel is one-way, meaning a creature that steps through the door can’t step back through it. The door remains open for up to 1 minute. The door can’t be used this way again until the next dawn. When a door has two or more fragments, it has 3 charges, and it regains 1d3 expended charges daily at dawn. Opening the door expends 1 charge. Door Statistics. A door containing a fragment has an Armor Class of 15, 20 hit points, and a damage threshold of 5. It has immunity to poison and psychic damage. If the door is destroyed, it releases its magic in an explosion that fills a 30-foot-radius sphere centered on it. Each creature within 5 feet of the door has a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. Each creature in the explosion’s area must make a DC 17 Dexterity saving throw, taking force damage equal to 8 x the number of fragments in the door on a failed save, or half as much damage on a successful one. The door’s fragments retain their magic, but they have new powers, as determined by the Fragment Powers table, when incorporated into a new door. Any new door built with these fragments doesn’t have the same characteristics or quirks as the door that exploded. Characteristics A door with three or more fragments develops unique characteristics. Choose a characteristic when you incorporate the 3rd, 6th, 9th, and 12th fragments. At the GM’s discretion, you can choose an additional characteristic for every three fragments beyond the 12th. You can choose each characteristic only once, unless the characteristic’s description says otherwise. The characteristics are presented in alphabetical order. If a characteristic requires a number of fragments, the door must have at least that number of fragments to gain that characteristic. If a characteristic requires you to incorporate a nonmagical object, such as a pane of glass or doorknob, into the door, you must incorporate that item before you can use that characteristic. Incorporating a nonmagical object into the door doesn’t result in a quirk, but failure means you didn’t incorporate the object and must repeat the check to incorporate it. Folding Door (9 Fragments Required). You can spend 1 minute folding the door into a flat plank of wood 3 inches long and 1 inch wide. You can use an action to throw the plank to a point on the ground you can see within 30 feet of you, and it immediately unfolds into its normal size. If you step through the open door then fold it, you can carry the door with you in the new location. Foulton’s Key (9 Fragments Required). When you incorporate this fragment, you must also spend 1 hour performing a magical ritual while touching a nonmagical key to the door. At the end of the ritual, the key transforms into a Foulton key. You can use an action to turn the Foulton key in the keyhole of any nonmagical door and open that door onto the location of your Foulton door , as if you stepped through the Foulton door from the other side. You can tie a new key to the door by performing the same 1-hour ritual. You can have only one Foulton key tied to your Foulton door at a time. If you tie another key to it, the effect on the previous key ends. Heart’s Desire (6 Fragments Required). You can use an action to touch a heart-shaped section of the door and open it onto a location within 100 feet of something you desire. The target must still be within the door’s normal distance and planar restrictions. The GM decides to which of your desires the door leads. You must incorporate a heart-shaped object, knocker, or panel, or you must paint the shape of a heart somewhere on the door when you select this characteristic. Home (12 Fragments Required). You can use an action to speak a command word to magically bind an object that can be turned, such as a doorknob, gear, or wheel, to a specific location. The door must have been stationary in the chosen location for at least 24 hours before you can create this magical bond. When you turn that object as part of the same action as opening the door, the door opens onto the bound location, regardless of distance or planar separation between the door and the bound location. If you open the door without turning the object, it opens onto the desired destination, as normal. You must incorporate an object that can be turned, such as a doorknob, gear, or wheel, into the door when you select this characteristic. You can choose this characteristic more than once, increasing the number of locations to which the door can be bound. Each time you select it, you must incorporate a new object that can be turned into the door and that object must be one of the targets of the magical bond. If you previously incorporated an object with multiple sides, like a hanging lantern or a wheel with spokes, you can make a different side of that object the target of the magical bond instead of incorporating a new object. Letterbox. You can use an action to place a single sheet of paper or parchment inside a letterbox on the door while thinking of a specific creature you know. This works like the sending spell, except the message must be written on the sheet of paper or parchment and the target can’t respond. If the target is on a plane of existence where the door can’t ordinarily travel, the message remains in the letterbox, unsent. If the target is on a plane of existence where the door can travel, the message disappears from the letterbox and appears within the target’s reach, even if the target is on a different plane than you or outside of the door’s normal range. Once you send a message with the letterbox, you can’t send another message until the next dawn, unless you expend 1 charge. You can send one additional letter for each charge you expend. You must incorporate a letterbox into the door when you select this characteristic. Through the Looking Glass. After expending a charge and choosing a destination, you can look through a glass pane on the door to see what lies on the other side of it, allowing you to decide whether to open the door or what preparations might be necessary before opening it. You must incorporate a glass pane into the door when you select this characteristic. Two-Way Door. The door becomes two-way, allowing any creature that steps through it to step back through it as long as the door remains open. You must incorporate a metal hinge into the door when you select this characteristic. Visitor (6 Fragments Required). When you open the door, you can concentrate on a specific creature whose name you know instead of a location. The door opens onto a location within 1 mile of the creature, if such a door, doorway, or entryway is within your door’s normal distance and planar restrictions. How Many Fragments For a Full Door? Since the fragment sizes are so variable, the number of fragments required to “complete” a Foulton door is at the GM’s discretion. Most adventurers go their entire lifetimes without ever constructing more than half a Foulton door , and there is no reason the players or GM should feel obligated to create a full door out of the fragments. Some groups might never have more than three fragments while others might have twenty. As the GM, choose whatever number or style best fits your group and the story you all want to tell. The variablility of the characteristics, fragment powers, and quirs leave you and your group plenty of room to make the door as complete, unique, and fragmented as you need it be. Fragment Powers Each fragment you incorporate into a door increases the door’s power. When you incorporate a fragment into the door, roll ad1000 and consult the Fragment Powers table. Alternatively, your GM might choose a specific power for the fragment you incorporate, such as an iron band fragment that increases the door’s damage threshold or an old, battered doorknob that leads to a particular plane of the Hells. d100 Power 1-20 The distance the destination can be from the door’s current location increases by 100 miles. 21-40 The door’s hit points increase by 10. 41-55 The door can remain open for 1 additional minute. 56-70 The door’s damage threshold increases by 2. 71-80 The door’s maximum number of charges increases by 1. The door regains a number of expended charges daily at dawn equal to the nearest die type, rounded down (1d4 for 5 charges, 1d6 for 6 charges, etc.). 81-90 The door’s Armor Class increases by 1. 91-95 The door has immunity to one addtional type of damage. (GM’s choice). 96-00 The door can travel to one additional plane (GM’s choice). Quirks When you incorporate a fragment into a door, you must make an appropriate tool check, as detailed in the Foulton door entry. When you succeed or fail by 5 or more, the door gains a quirk. Here we present tables of the types of quirks the door can acquire. Lesser quirks happen if the check succeeds (positive) or fails (negative) by 5–9. Greater quirks happen if the check succeeds (positive) or fails (negative) by 10 or more. When the door develops a quirk, consult the appropriate Quirks table, rolling the indicated die. Alternatively, your GM might choose a quirk that best fits the group or the situation of the success or failure. At the GM’s discretion, if the door has a quirk you want to remove, spells such as fabricate , greater restoration , or remove curse might remove one or all of a door’s quirks. Alternatively, the GM might require you to complete a specific task related to the quirk before removing it. Lesser Negative Quirks d8 Quirk 1 Each creature that steps through the door exits the other side soaking wet as if it just stepped out of a lake. 2 The first time a creature steps through the door each day, it decreases in size by 10 percent. This effect lasts until the creature is targeted by the remove curse spell or similar magic. 3 If a dangerous creature with an Intelligence of 4 or lower is within 100 feet of the destination, the door magically attracts the creature to come to the door. 4 Travel through the door is no longer instantaneous. Each creature that steps through the door arrives at the destination 10 minutes after it stepped through the door at the origin. 5 Stepping through the door causes vertigo and mild nausea. Each creature that steps through the door is poisoned for 1 minute. 6 The door makes noise, such as creaky hinges, a dinging bell, a trumpet blast, or smiliar loud sound, when it is opened, which is audible within 100 feet of the door at the origin and destination locations. 7 The door dampens sound for travelers. Each creature that steps through the door is deafened for 10 minutes. 8 The door brings misfortune on travlers. Each creature that steps through the door is affected by the bane spell for 1 hour. Lesser Positive Quirks d8 Quirk 1 When you open the door, there is a 25 percent chance the door doesn’t expend a charge. 2 Each time a creature steps through the door, it exits the other side clean, with freshly mended and laundered clothes, neatly trimmed hair, or similar signs of cleanliness. 3 If a dangerous creature with an Intelligence of 4 or lower is within 100 feet of the destination, the door magically repulses the creature, discouraging it from coming within 100 feet of the door. 4 Each creature that steps through the door can’t be frightened for 1 hour. 5 Stepping through the door invigorates travelers. Each creature that steps through the door has advantage on attack rolls and ability checks for 1 minute. 6 Each creature that steps through the door becomes aesthetically pleasing to other creatures and has advantage on Charisma checks to interact socially with other creatures for 10 minutes. 7 The door becomes more accepting of new fragments. Any creature incorporating a fragment has advantage on the check. 8 The door brings fortune on travelers. Each creature that steps through the door is affected by the bless spell for 1 hour. Greater Negative Quirks d6 Quirk 1 The door always arrives at a dangerous location within 1 mile of the desired destination, unless the desired destination is already dangerous. 2 Once opened, the door must remain open for its full duration. 3 Travel through the door is no longer instantaneous. Each creature that steps through the door arrives at the destination 1 hour after it stepped through the door at the origin. This quirk replaces the lesser negative quirk that also makes the door’s travel no longer instantaneous, if the door has that quirk. 4 Each creature that steps through the door must make a Wisdom saving throw (DC equals 10 + the number of fragments in the door). On a failure, a creature arrives at the destination but is incapacitated for 1 minute. 5 When the door closes, it can’t be reopened for 1 hour. 6 When you open the door, it expends 2 charges instead of 1. Greater Positive Quirks d6 Quirk 1 When you open the door, there is a 50 percent chance the door doesn’t expend a charge. This quirk replaces the lesser positive quirk that also gives the door a chance to not expend a charge, if the door has that quirk. 2 If the destination location is dangerous, the door grows warm to the touch and is “stuck” for a moment when you try to open it, requiring you to pull or push a second time to open the door fully. 3 You no longer need a key to open the door. You must still use an action and expend a charge (or charges if the door has that quirk) to open the door. In addition, if the door has the Foulton’s Key characteristic, the maximum number of Foulton Keys you can tie to the door increases to 4. 4 The door becomes more accepting of new fragments. The DC to incorporate a fragment reduces by 5. 5 The Fragment Power of the fragment you incorporated into the door when you received this quirk becomes more potent. The fragment’s numerical power is doubled. For example, if the fragment’s power increases the distance the door can travel by 100 miles, it increases that distance by 200 miles instead. 6 Each creature that steps through the door regains 2d6 hit points. When a creature regains hit points in this way, it can’t regain hit points by stepping through the door again until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fountain of the God","description":"Kekel'Ji, uncommon While a fairly common mushroom within the jungle, the kekel'ji holds a secret ingredient used in many healing potions. The cap of the fungi is hollow, and often holds a few gallons of water, depending on the size of the mushroom. The water, while seemingly normal and clean, is infused with powerful vitamins and minerals deposited and refined by the mushroom. The water is used by the plant if there comes a time when the surrounding soil is low on those stored vitamins and minerals. Curative Enhancer. Healing potions or similar restorative liquids crafted using water from the fountain of the god doubles the normal strength of the curative.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fountain Pen","description":"Spraying ink into someone’s eyes? They’ll need a bigger pen. — Xanathar Fountain Pen Wondrous item, uncommon This pen writes in black ink with no need to dip the pen. As an action, the pen wielder can spray a jet of ink into the eyes of a creature within 10 feet. The creature must succeed on a DC 10 Dexterity saving throw or be blinded until the start of its next turn. Once this feature is used, the pen doesn’t function at all until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Fountmail","description":"Armor (chain mail), legendary (requires attunement) This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. You can’t be frightened. You have resistance to necrotic damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fourth Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell Fourth Regenerate","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Fox Mask","description":"Fox Mask Wondrous item, (requires attunement ) +1 to Stealth Disadvantage on Strength checks Rogue's Instinct: Once a day, you can immediately detect a lie.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Fragment of Abhorrence","description":"Fragment of Abhorrence Benefit . Once on each of your turns when you hit a creature with a weapon attack roll, you can force the target to move up to 10 feet away from you in a direction of your choice. A creature that can’t be frightened is immune to this effect. Drawback . If you start your turn frightened, you take 2d6 psychic damage.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Attachment","description":"Fragment of Attachment Benefit . You can’t be frightened while within 10 feet of an ally. If you’re already frightened and move within 10 feet of an ally, the frightened condition ends on you. Drawback . You have disadvantage on Wisdom and Charisma saving throws while you aren’t within 10 feet of an ally.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Deception","description":"Fragment of Deception Benefit . When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you make a damage roll or cast a spell. Drawback . You have disadvantage on Wisdom checks.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Despondence","description":"Fragment of Despondence Benefit . You are immune to the charmed condition. Drawback . You can’t take the Help action.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Intransigence","description":"Fragment of Intransigence Benefit . Another creature can’t force you to move anywhere you don’t want to go. Drawback . You can’t take the Disengage or Dodge action.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Loathing","description":"Fragment of Loathing Benefit . When a creature damages you with a weapon attack or a spell, you can focus your hatred on that creature. Until the end of your next turn, you have advantage on attack rolls you make against the creature. You can focus your hatred on only one creature at a time. Drawback . You have disadvantage on Charisma checks.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Melancholy","description":"Fragment of Melancholy Benefit . When you fail a Wisdom or Charisma saving throw, you can reroll it with advantage, potentially turning a failure into a success. After you use this benefit, you must finish a long rest before you can use it again . Drawback . If you use this fragment’s benefit and it doesn’t turn a failed saving throw into a success, you are incapacitated until the end of your next turn, overcome with despair.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Pity","description":"Fragment of Pity Benefit . Each time you spend a Hit Die to regain hit points, you regain additional hit points equal to your proficiency bonus. Drawback . You have disadvantage on death saving throws.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragment of Rancor","description":"Fragment of Rancor Benefit . When you hit a creature with an attack, you can choose to deal either an extra 2d6 psychic damage to the creature or 4d6 psychic damage to each other creature within 5 feet of it. After you use this benefit, you must finish a short or long rest before you can use it again. Drawback . Whenever you are not unconscious and fail a saving throw, you take 2d6 psychic damage.","properties":{"Category":"Items","Item Type":"fragment"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Fragmentation Grenade","description":"Fragmentation Grenade Melee weapon (grenade) Often nicknamed “frag grenades”, these are the most common type of grenade used in military confrontations. When the grenade explodes, shards of shrapnel are propelled at high velocity within the area. Grenades A grenade can be thrown with a successful Strength (Athletics) check. If you are proficient with grenades, add your proficiency bonus to the Strength check. If you are proficient in Athletics and grenades, you add double your proficiency modifier to the Strength check. The Grenade Range table provides the DC required to reach the intended range. If the roll is successful, each target in a 15-foot radius must make a DC 14 Dexterity saving throw, taking the full damage on a failed save, or half as much on a successful one. If the Strength check made to throw the grenade is unsuccessful, the targets will only take half damage on a failed save and no damage on a successful one. In addition, all targets gain advantage to saves versus the grenades’ effects, if any. Grenade Range Throwing Range Launcher Range DC 20 ft. 60 ft. 12 40 ft. 120 ft. 14 50 ft. 200 ft. 16 60 ft. 300 ft. 18 Damage : 2d6 Damage Type : piercing Properties : Explosive, special Range : Special Save : Dexterity Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Explosive, special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fragmentation Grenade","description":"As an action, you can throw a grenade at a point up to 60 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere. Fragmentation Grenade. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one. Weight: 1 lb. Cost: —","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Fragmentation Grenade"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Fragmenting Flail","description":"One person’s damaged armor is another person’s deadly instrument. Legend Created by a resourceful artificer incapable of letting scrap metal go to waste, the Fragmenting Flail shatters weapons and armor and assimilates the shrapnel into its striking head. The flail’s head consists of a spherical lodestone with jagged pieces of metal attached at precarious angles. Location The flail is currently owned by Ruka Gandor, an enterprising blacksmith. Unaware of the flail’s potential, Ruka has been casually wielding the flail as a tool more than a weapon, using the flail’s common properties to easily collect metal shavings and scrap. Encounter Ideas Witness the Power. The adventurers arrive at the blacksmith’s forge to purchase equipment and witness the blacksmith using the flail to collect scrap metal. Random Treasure. On a quest to collect and reforge the shards of a shattered sword, the adventurers locate one of the shards attached to the flail’s head. Investigators. News spreads of an enormous explosion of shrapnel at a blacksmith’s forge, resulting in the death of many civilians. The blacksmith claims the explosion was caused by one of her tools, but no one believes her. Progression The Fragmenting Flail progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. Statistics Weapon (Flail), Rarity Varies (Requires Attunement) Common . As an action, you twist a metal ring on the handle, causing 1d10 Tiny or smaller nonmagical metal objects not being worn or carried within a 10-foot radius to be drawn to the flail’s head and attached to it. The attached objects may change the weapon’s damage type from bludgeoning to piercing or slashing (at the GM’s discretion). As an action, you can release all attached objects harmlessly. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Manufactured Critical. When you hit with an object with an attack using this flail, you can choose to turn that hit into a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Rare . Magnetic Draw. When you hit a creature with an attack using this weapon, you can have all creatures wearing metal within a 30-foot-radius sphere centered on you make a DC 15 Strength saving throw. On a failure, each creature is moved 5 feet closer to you. Once used, this property can’t be used again until you finish a short or long rest. Very Rare . The bonus to attack and damage rolls increases to +2, and the save DC for Magnetic Draw increases to 17. Shrapnel. As an action, you can cause the objects attached to the flail to explode in a 30-foot-radius sphere centered on you. All creatures (except you) must make a DC 17 Dexterity saving throw, taking 10d6 magical piercing damage on a failure, and half as much on a success. Once used, this property can’t be used again until you finish a short or long rest. Legendary . The bonus to attack and damage rolls increases to +3, and the save DC for Magnetic Draw increases to 19. Eroding Critical. On a critical hit with this weapon, the target must make a DC 19 Dexterity saving throw if it is wearing metal armor. On a failure, the target’s metal armor or shield takes a permanent and cumulative –1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fragmenting Flail (Common)","description":"Fragmenting Flail Weapon (Flail), Common (Requires Attunement) As an action, you twist a metal ring on the handle, causing 1d10 Tiny or smaller nonmagical metal objects not being worn or carried within a 10-foot radius to be drawn to the flail’s head and attached to it. The attached objects may change the weapon’s damage type from bludgeoning to piercing or slashing (at the GM’s discretion). As an action, you can release all attached objects harmlessly. Progression The Fragmenting Flail progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fragmenting Flail (Legendary)","description":"Fragmenting Flail Weapon (Flail), Legendary (Requires Attunement) You gain a + 3 bonus to attack and damage rolls made with this magic weapon. As an action, you twist a metal ring on the handle, causing 1d10 Tiny or smaller nonmagical metal objects not being worn or carried within a 10-foot radius to be drawn to the flail’s head and attached to it. The attached objects may change the weapon’s damage type from bludgeoning to piercing or slashing (at the GM’s discretion). As an action, you can release all attached objects harmlessly. Manufactured Critical. When you hit with an object with an attack using this flail, you can choose to turn that hit into a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Magnetic Draw. When you hit a creature with an attack using this weapon, you can have all creatures wearing metal within a 30-foot-radius sphere centered on you make a DC 19 Strength saving throw. On a failure, each creature is moved 5 feet closer to you. Once used, this property can’t be used again until you finish a short or long rest. Shrapnel. As an action, you can cause the objects attached to the flail to explode in a 30-foot-radius sphere centered on you. All creatures (except you) must make a DC 17 Dexterity saving throw, taking 10d6 magical piercing damage on a failure, and half as much on a success. Once used, this property can’t be used again until you finish a short or long rest. Eroding Critical. On a critical hit with this weapon, the target must make a DC 19 Dexterity saving throw if it is wearing metal armor. On a failure, the target’s metal armor or shield takes a permanent and cumulative –1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fragmenting Flail (Rare)","description":"Fragmenting Flail Weapon (Flail), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you twist a metal ring on the handle, causing 1d10 Tiny or smaller nonmagical metal objects not being worn or carried within a 10-foot radius to be drawn to the flail’s head and attached to it. The attached objects may change the weapon’s damage type from bludgeoning to piercing or slashing (at the GM’s discretion). As an action, you can release all attached objects harmlessly. Manufactured Critical. When you hit with an object with an attack using this flail, you can choose to turn that hit into a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Magnetic Draw. When you hit a creature with an attack using this weapon, you can have all creatures wearing metal within a 30-foot-radius sphere centered on you make a DC 15 Strength saving throw. On a failure, each creature is moved 5 feet closer to you. Once used, this property can’t be used again until you finish a short or long rest. Progression The Fragmenting Flail progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fragmenting Flail (Uncommon)","description":"Fragmenting Flail Weapon (Flail), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you twist a metal ring on the handle, causing 1d10 Tiny or smaller nonmagical metal objects not being worn or carried within a 10-foot radius to be drawn to the flail’s head and attached to it. The attached objects may change the weapon’s damage type from bludgeoning to piercing or slashing (at the GM’s discretion). As an action, you can release all attached objects harmlessly. Manufactured Critical. When you hit with an object with an attack using this flail, you can choose to turn that hit into a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Progression The Fragmenting Flail progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fragmenting Flail (Very Rare)","description":"Fragmenting Flail Weapon (Flail), Very Rare (Requires Attunement) You gain a + 2 bonus to attack and damage rolls made with this magic weapon. As an action, you twist a metal ring on the handle, causing 1d10 Tiny or smaller nonmagical metal objects not being worn or carried within a 10-foot radius to be drawn to the flail’s head and attached to it. The attached objects may change the weapon’s damage type from bludgeoning to piercing or slashing (at the GM’s discretion). As an action, you can release all attached objects harmlessly. Manufactured Critical. When you hit with an object with an attack using this flail, you can choose to turn that hit into a critical hit. Once used, this property can’t be used again until you finish a short or long rest. Magnetic Draw. When you hit a creature with an attack using this weapon, you can have all creatures wearing metal within a 30-foot-radius sphere centered on you make a DC 17 Strength saving throw. On a failure, each creature is moved 5 feet closer to you. Once used, this property can’t be used again until you finish a short or long rest. Shrapnel. As an action, you can cause the objects attached to the flail to explode in a 30-foot-radius sphere centered on you. All creatures (except you) must make a DC 17 Dexterity saving throw, taking 10d6 magical piercing damage on a failure, and half as much on a success. Once used, this property can’t be used again until you finish a short or long rest. Progression The Fragmenting Flail progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fraudo's Brand","description":"Weapon (rapier), legendary Despite being magical, this +1 rapier is a shoddy weapon. Fraudo’s Weapons (require attunement) You must wield Fraudo's mattock and Fraudo’s Brand to attune to both Fraudo’s Weapons. The attunement ends if you lose either of those items. While you are attuned to Fraudo’s Weapons, both Fraudo’s Brand and Fraudo’s Mattock become magic +3 weapons, lose the shoddy property, and are considered light weapons.","properties":{"Category":"Items","Expansion":11925,"Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Fraudo's Mattock","description":"Weapon (martial mattock), legendary (requires attunement) Despite being magical, this +1 martial mattock is a shoddy weapon. Fraudo’s Weapons (require attunement) You must wield Fraudo's mattock and Fraudo’s Brand to attune to both Fraudo’s Weapons. The attunement ends if you lose either of those items. While you are attuned to Fraudo’s Weapons, both Fraudo’s Brand and Fraudo’s Mattock become magic +3 weapons, lose the shoddy property, and are considered light weapons.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Freerunner Rod","description":"Rod, very rare (requires attunement) Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell. Plainsrunner. You can use a bonus action to expend 1 charge to increase your walking speed by 10 feet for 1 minute. If you are in grasslands, your speed increases by 20 feet instead. Freedom. You can use a reaction to expend 2 charges when you become paralyzed or restrained, ending that effect. Forbidden Actions. If you burn or inflict fire damage to grasslands or if you kill a grasslands beast without you and your allies eating at least half of its flesh, the rod’s magic ceases to work for you, and you can never attune to this rod again.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Freewalker’s Shadowgarb","description":"Freewalker’s Shadowgarb Wondrous Item, Evolving Artifact (requires attunement by a sorcerer) Crafted by a sorcerer of supreme prowess, this morphing outfit appears to be made of a multicolored shimmering silk and can take the form of any outfit the wearer desires. Its true power has since lain dormant, waiting for someone worthy to release its potential. Dormant. While wearing the outfit in its dormant state, you gain the following benefits: You can cast disguise self at will. If you aren’t wearing armor, your base Armor Class is 8 + your proficiency bonus + your Charisma modifier. Empowered (level 11). After you reach level 11, the artifact becomes empowered, gaining the following additional properties: You have a swimming, climbing, and flying speed equal to your walking speed while wearing this outfit. This outfit gains a number of charges equal to your Charisma modifier. You can spend 5 feet of movement and one charge to automatically escape restraints, or end an effect that reduces your speed or causes you to be grappled, paralyzed, restrained, or stunned. You can escape multiple restraints and end multiple effects, expending 5 feet of movement and one charge of this feature per effect. You regain all expended charges daily at dawn. Supreme (level 17). After you reach level 17, the outfit evolves into its supreme state, gaining the following additional properties: Your Charisma score increases by 2, as does your maximum for that score. Your walking speed increases by 10 feet. You can ignore the verbal and somatic components of spells you cast. When you use the Subtle Spell Metamagic feature, you can also ignore any material component that has no gold cost. You can use your action to gain the benefits of the etherealness spell. This effect can be active for up to an hour, all at once or in shorter intervals of a minimum of 1 minute for the duration. This time limit resets daily at dawn. Optional Rule: Story-Based Evolution The Freewalker’s Shadowgarb is an evolving artifact that is typically found in its Dormant state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the shadowgarb’s evolution can be tied to significant events during the campaign or occur when the shadowgarb’s magic is used to achieve a heroic feat. As an evolving artifact, the shadowgarb is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Freewalker’s Shadowgarb - Dormant","description":"Freewalker’s Shadowgarb Wondrous Item, Evolving Artifact (requires attunement by a sorcerer) Crafted by a sorcerer of supreme prowess, this morphing outfit appears to be made of a multicolored shimmering silk and can take the form of any outfit the wearer desires. Its true power has since lain dormant, waiting for someone worthy to release its potential. Dormant. While wearing the outfit in its dormant state, you gain the following benefits: You can cast disguise self at will. If you aren’t wearing armor, your base Armor Class is 8 + your proficiency bonus + your Charisma modifier. Empowered (level 11). After you reach level 11, the artifact becomes empowered, gaining the following additional properties: You have a swimming, climbing, and flying speed equal to your walking speed while wearing this outfit. This outfit gains a number of charges equal to your Charisma modifier. You can spend 5 feet of movement and one charge to automatically escape restraints, or end an effect that reduces your speed or causes you to be grappled, paralyzed, restrained, or stunned. You can escape multiple restraints and end multiple effects, expending 5 feet of movement and one charge of this feature per effect. You regain all expended charges daily at dawn. Supreme (level 17). After you reach level 17, the outfit evolves into its supreme state, gaining the following additional properties: Your Charisma score increases by 2, as does your maximum for that score. Your walking speed increases by 10 feet. You can ignore the verbal and somatic components of spells you cast. When you use the Subtle Spell Metamagic feature, you can also ignore any material component that has no gold cost. You can use your action to gain the benefits of the etherealness spell. This effect can be active for up to an hour, all at once or in shorter intervals of a minimum of 1 minute for the duration. This time limit resets daily at dawn. Optional Rule: Story-Based Evolution The Freewalker’s Shadowgarb is an evolving artifact that is typically found in its Dormant state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the shadowgarb’s evolution can be tied to significant events during the campaign or occur when the shadowgarb’s magic is used to achieve a heroic feat. As an evolving artifact, the shadowgarb is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Freewalker’s Shadowgarb - Empowered","description":"Freewalker’s Shadowgarb Wondrous Item, Evolving Artifact (requires attunement by a sorcerer) Crafted by a sorcerer of supreme prowess, this morphing outfit appears to be made of a multicolored shimmering silk and can take the form of any outfit the wearer desires. Its true power has since lain dormant, waiting for someone worthy to release its potential. Dormant. While wearing the outfit in its dormant state, you gain the following benefits: You can cast disguise self at will. If you aren’t wearing armor, your base Armor Class is 8 + your proficiency bonus + your Charisma modifier. Empowered (level 11). After you reach level 11, the artifact becomes empowered, gaining the following additional properties: You have a swimming, climbing, and flying speed equal to your walking speed while wearing this outfit. This outfit gains a number of charges equal to your Charisma modifier. You can spend 5 feet of movement and one charge to automatically escape restraints, or end an effect that reduces your speed or causes you to be grappled, paralyzed, restrained, or stunned. You can escape multiple restraints and end multiple effects, expending 5 feet of movement and one charge of this feature per effect. You regain all expended charges daily at dawn. Supreme (level 17). After you reach level 17, the outfit evolves into its supreme state, gaining the following additional properties: Your Charisma score increases by 2, as does your maximum for that score. Your walking speed increases by 10 feet. You can ignore the verbal and somatic components of spells you cast. When you use the Subtle Spell Metamagic feature, you can also ignore any material component that has no gold cost. You can use your action to gain the benefits of the etherealness spell. This effect can be active for up to an hour, all at once or in shorter intervals of a minimum of 1 minute for the duration. This time limit resets daily at dawn. Optional Rule: Story-Based Evolution The Freewalker’s Shadowgarb is an evolving artifact that is typically found in its Dormant state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the shadowgarb’s evolution can be tied to significant events during the campaign or occur when the shadowgarb’s magic is used to achieve a heroic feat. As an evolving artifact, the shadowgarb is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Freewalker’s Shadowgarb - Supreme","description":"Freewalker’s Shadowgarb Wondrous Item, Evolving Artifact (requires attunement by a sorcerer) Crafted by a sorcerer of supreme prowess, this morphing outfit appears to be made of a multicolored shimmering silk and can take the form of any outfit the wearer desires. Its true power has since lain dormant, waiting for someone worthy to release its potential. Dormant. While wearing the outfit in its dormant state, you gain the following benefits: You can cast disguise self at will. If you aren’t wearing armor, your base Armor Class is 8 + your proficiency bonus + your Charisma modifier. Empowered (level 11). After you reach level 11, the artifact becomes empowered, gaining the following additional properties: You have a swimming, climbing, and flying speed equal to your walking speed while wearing this outfit. This outfit gains a number of charges equal to your Charisma modifier. You can spend 5 feet of movement and one charge to automatically escape restraints, or end an effect that reduces your speed or causes you to be grappled, paralyzed, restrained, or stunned. You can escape multiple restraints and end multiple effects, expending 5 feet of movement and one charge of this feature per effect. You regain all expended charges daily at dawn. Supreme (level 17). After you reach level 17, the outfit evolves into its supreme state, gaining the following additional properties: Your Charisma score increases by 2, as does your maximum for that score. Your walking speed increases by 10 feet. You can ignore the verbal and somatic components of spells you cast. When you use the Subtle Spell Metamagic feature, you can also ignore any material component that has no gold cost. You can use your action to gain the benefits of the etherealness spell. This effect can be active for up to an hour, all at once or in shorter intervals of a minimum of 1 minute for the duration. This time limit resets daily at dawn. Optional Rule: Story-Based Evolution The Freewalker’s Shadowgarb is an evolving artifact that is typically found in its Dormant state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the shadowgarb’s evolution can be tied to significant events during the campaign or occur when the shadowgarb’s magic is used to achieve a heroic feat. As an evolving artifact, the shadowgarb is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Freezing Weathervane","description":"Wondrous Object, Uncommon This simple tin and wood weathervane is shaped like a snowflake. It can be worn around the neck as a pendant or sewn into the hood of a cloak. Bearing this weathervane, you may reduce any cold damage by an amount equal to your proficiency bonus. In addition, when you hit a creature with a weapon attack, its speed is reduced by 5 feet until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous Object,","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Friendly Penny","description":"Friendly Penny Wondrous item, uncommon This copper piece has a smiling face pressed into one side. If you give it to a creature that isn’t hostile toward you, you have advantage on Charisma checks against that creature for 10 minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Frog Prince Statuette","description":"Wondrous item, rare This clay statuette of a crown-wearing frog transforms into a Humanoid if you speak its command word and kiss it as an action. It gains the statistics of a commoner, as per the spell Mandy’s feral follower , except that the Humanoid can speak the languages you speak and is adorned in fine clothes. Furthermore, the Humanoid created by the statuette retains the memories of each time it is transformed, no matter what appearance you ascribe to it. The transformation lasts until the twelfth stroke of midnight, unless cast in a location where time doesn’t pass normally, in which case it lasts for 24 hours. The Humanoid then reverts back to its statuette form. It also reverts early if it drops to 0 hit points or if you speak the command word again while touching it. Once it has been used, the statuette can’t transform again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Frost & Flame","description":"Weapon (dagger), rare (requires attunement) Component: elemental cores of fire and water After being told by a jealous associate that he would only make it big when “the Hells all freeze over”, Branton Quark was overtaken by a sudden surge of inspiration to create this beautiful pair of daggers. They serve as proof of his determination and ability to achieve the impossible, which he now puts in service of every last sucker customer. These two daggers count as a single magic item with regard to the number of magic items you can attune to. When you’re holding both of these daggers, each one deals 1d4 extra damage to the first target it hits each turn. The extra damage of frost is cold damage, and the extra damage of flame is fire damage. The daggers have 3 charges and regain 1d3 expended charges daily at dawn. Thermic Shock. As an action while holding both of these daggers, you can expend 1 charge to supercharge them and lash out with both of them at once. Make a melee attack with the daggers against a target. On a hit, the target takes 4d4 fire damage and 4d4 cold damage and, if it’s a creature, it must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls until the start of your next turn as it reels from the abrupt difference in temperatures. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the daggers, which immediately destroy the gemstone and regain 1 charge. Once this property of the daggers has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger) ","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frost & Flame (very rare variant)","description":"Weapon (dagger), rare (requires attunement) Component: elemental cores of fire and water After being told by a jealous associate that he would only make it big when “the Hells all freeze over”, Branton Quark was overtaken by a sudden surge of inspiration to create this beautiful pair of daggers. They serve as proof of his determination and ability to achieve the impossible, which he now puts in service of every last sucker customer. These two daggers count as a single magic item with regard to the number of magic items you can attune to. When you’re holding both of these daggers, each one deals 1d4 extra damage to the first target it hits each turn. The extra damage of frost is cold damage, and the extra damage of flame is fire damage. The daggers have 3 charges and regain 1d3 expended charges daily at dawn. Thermic Shock. As an action while holding both of these daggers, you can expend 1 charge to supercharge them and lash out with both of them at once. Make a melee attack with the daggers against a target. On a hit, the target takes 4d4 fire damage and 4d4 cold damage and, if it’s a creature, it must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls until the start of your next turn as it reels from the abrupt difference in temperatures. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the daggers, which immediately destroy the gemstone and regain 1 charge. Once this property of the daggers has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 4, the recharge to 1d3 + 1, and the DC to 16. The daggers deal extra damage to every target they hit, instead of only the first target each turn.","properties":{"Category":"Items","Item Type":"Weapon (dagger) ","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frost Brand","description":"Frost Brand Weapon (any sword), very rare (r equires attunement ) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Weapon (any sword)","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Frost Brand","description":"Frost Brand Weapon (any sword), very rare ( requires attunement ) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Frost Brand (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Brand Glaive","description":"Weapon (Glaive), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Frost Brand Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand Glaive","description":"Weapon (Glaive), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Frost Brand Glaive\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Frost Brand Glaive\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\\\\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40020 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Frost Brand Glaive Attunement\",\"parent\":\"Frost Brand Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Frost Brand Glaive Attack\",\"parent\":\"Frost Brand Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Glaive\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Glaive Damage\",\"parent\":\"Frost Brand Glaive Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Frost Brand Glaive Fire Resistance\",\"parent\":\"Frost Brand Glaive Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\",\\\"details\\\":\\\"While holding Frost Brand\\\"}\"},{\"name\":\"Frost Brand Glaive Cold Damage\",\"parent\":\"Frost Brand Glaive Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Frost Brand\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Frost Brand Glaive","Weight":6,"data-description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Brand Greatsword","description":"Weapon (Greatsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Frost Brand Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand Greatsword","description":"Weapon (Greatsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Frost Brand Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Frost Brand Greatsword\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\\\\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Frost Brand Greatsword Attunement\",\"parent\":\"Frost Brand Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Frost Brand Greatsword Attack\",\"parent\":\"Frost Brand Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Greatsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Greatsword Damage\",\"parent\":\"Frost Brand Greatsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Greatsword Fire Resistance\",\"parent\":\"Frost Brand Greatsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\",\\\"details\\\":\\\"While holding Frost Brand\\\"}\"},{\"name\":\"Frost Brand Greatsword Cold Damage\",\"parent\":\"Frost Brand Greatsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Frost Brand\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Frost Brand Greatsword","Weight":6,"data-description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Brand Longsword","description":"Weapon (Longsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Frost Brand Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand Longsword","description":"Weapon (Longsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Frost Brand Longsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Frost Brand Longsword\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\\\\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Frost Brand Longsword Attunement\",\"parent\":\"Frost Brand Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Frost Brand Longsword Attack\",\"parent\":\"Frost Brand Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Longsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Longsword Damage\",\"parent\":\"Frost Brand Longsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Frost Brand Longsword Attack (Two-handed)\",\"parent\":\"Frost Brand Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Longsword (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Longsword Damage (Two-handed)\",\"parent\":\"Frost Brand Longsword Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Frost Brand Longsword Fire Resistance\",\"parent\":\"Frost Brand Longsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\",\\\"details\\\":\\\"While holding Frost Brand\\\"}\"},{\"name\":\"Frost Brand Longsword Cold Damage\",\"parent\":\"Frost Brand Longsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Frost Brand\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Frost Brand Longsword","Weight":3,"data-description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Brand Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Frost Brand Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Frost Brand Rapier\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Frost Brand Rapier\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\\\\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Frost Brand Rapier Attunement\",\"parent\":\"Frost Brand Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Frost Brand Rapier Attack\",\"parent\":\"Frost Brand Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Rapier\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Rapier Damage\",\"parent\":\"Frost Brand Rapier Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Frost Brand Rapier Attack (Finesse)\",\"parent\":\"Frost Brand Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Rapier (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Frost Brand Rapier Damage (Finesse)\",\"parent\":\"Frost Brand Rapier Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Frost Brand Rapier Fire Resistance\",\"parent\":\"Frost Brand Rapier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\",\\\"details\\\":\\\"While holding Frost Brand\\\"}\"},{\"name\":\"Frost Brand Rapier Cold Damage\",\"parent\":\"Frost Brand Rapier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Frost Brand\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Frost Brand Rapier","Weight":2,"data-description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Brand Scimitar","description":"Frost Brand Scimitar Weapon (scimitar), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the \" Making an Attack \" section. Damage: 1d6 Damage Type: Slashing Secondary Damage: 1d6 Secondary Damage Type: Cold Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Frost Brand Scimitar","description":"Weapon (Scimitar), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Frost Brand Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand Scimitar","description":"Weapon (Scimitar), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Slashing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Frost Brand Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Frost Brand Scimitar\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\\\\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Frost Brand Scimitar Attunement\",\"parent\":\"Frost Brand Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Frost Brand Scimitar Attack\",\"parent\":\"Frost Brand Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Scimitar\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Scimitar Damage\",\"parent\":\"Frost Brand Scimitar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Scimitar Attack (Finesse)\",\"parent\":\"Frost Brand Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Scimitar (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Frost Brand Scimitar Damage (Finesse)\",\"parent\":\"Frost Brand Scimitar Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Scimitar Attack (Off-hand)\",\"parent\":\"Frost Brand Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Scimitar (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Scimitar Damage (Off-hand)\",\"parent\":\"Frost Brand Scimitar Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Scimitar Fire Resistance\",\"parent\":\"Frost Brand Scimitar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\",\\\"details\\\":\\\"While holding Frost Brand\\\"}\"},{\"name\":\"Frost Brand Scimitar Cold Damage\",\"parent\":\"Frost Brand Scimitar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Frost Brand\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Frost Brand Scimitar","Weight":3,"data-description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Brand Shortsword","description":"Weapon (Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Frost Brand Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Frost Brand Shortsword","description":"Weapon (Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Cold","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Piercing, Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Frost Brand Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Frost Brand Shortsword\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\\\\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\\\\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Frost Brand Shortsword Attunement\",\"parent\":\"Frost Brand Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Frost Brand Shortsword Attack\",\"parent\":\"Frost Brand Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Shortsword\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Shortsword Damage\",\"parent\":\"Frost Brand Shortsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Shortsword Attack (Finesse)\",\"parent\":\"Frost Brand Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Shortsword (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"}}\"},{\"name\":\"Frost Brand Shortsword Damage (Finesse)\",\"parent\":\"Frost Brand Shortsword Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Shortsword Attack (Off-hand)\",\"parent\":\"Frost Brand Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Frost Brand Shortsword (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Frost Brand Shortsword Damage (Off-hand)\",\"parent\":\"Frost Brand Shortsword Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Frost Brand Shortsword Fire Resistance\",\"parent\":\"Frost Brand Shortsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\",\\\"details\\\":\\\"While holding Frost Brand\\\"}\"},{\"name\":\"Frost Brand Shortsword Cold Damage\",\"parent\":\"Frost Brand Shortsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Frost Brand\\\",\\\"description\\\":\\\"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"1d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Frost Brand Shortsword","Weight":2,"data-description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frost Pellet","description":"Wondrous item, rare Fashioned from the stomach lining of a devil shark (see Creature Codex ), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn’t pushed away.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Frostblessed Greatsword","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest).","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Greatsword (legendary variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8. Legendary variant: Increase the DCs to 17, the attack and damage bonus to +2, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 50 feet, and its cold and radiant damage to 3d8. If your attunement to the weapon is enhanced, it has the Hero’s Armour property. EA: Hero’s Armour. When an attack would reduce you to 0 hit points, fate and frostblessed intervene, covering you in a carapace of ice the moment before the attack hits. You take no damage from the attack and your AC increases by 10 until the end of your next turn. Once this property has triggered, it can’t trigger again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Greatsword (very rare variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Longsword","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Longsword (legendary variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8. Legendary variant: Increase the DCs to 17, the attack and damage bonus to +2, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 50 feet, and its cold and radiant damage to 3d8. If your attunement to the weapon is enhanced, it has the Hero’s Armour property. EA: Hero’s Armour. When an attack would reduce you to 0 hit points, fate and frostblessed intervene, covering you in a carapace of ice the moment before the attack hits. You take no damage from the attack and your AC increases by 10 until the end of your next turn. Once this property has triggered, it can’t trigger again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Longsword (very rare variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Rapier","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest).","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Rapier (legendary variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8. Legendary variant: Increase the DCs to 17, the attack and damage bonus to +2, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 50 feet, and its cold and radiant damage to 3d8. If your attunement to the weapon is enhanced, it has the Hero’s Armour property. EA: Hero’s Armour. When an attack would reduce you to 0 hit points, fate and frostblessed intervene, covering you in a carapace of ice the moment before the attack hits. You take no damage from the attack and your AC increases by 10 until the end of your next turn. Once this property has triggered, it can’t trigger again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Rapier (very rare variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Scimitar","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest).","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Scimitar (legendary variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8. Legendary variant: Increase the DCs to 17, the attack and damage bonus to +2, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 50 feet, and its cold and radiant damage to 3d8. If your attunement to the weapon is enhanced, it has the Hero’s Armour property. EA: Hero’s Armour. When an attack would reduce you to 0 hit points, fate and frostblessed intervene, covering you in a carapace of ice the moment before the attack hits. You take no damage from the attack and your AC increases by 10 until the end of your next turn. Once this property has triggered, it can’t trigger again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Scimitar (very rare variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Shortsword","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest).","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Shortsword (legendary variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8. Legendary variant: Increase the DCs to 17, the attack and damage bonus to +2, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 50 feet, and its cold and radiant damage to 3d8. If your attunement to the weapon is enhanced, it has the Hero’s Armour property. EA: Hero’s Armour. When an attack would reduce you to 0 hit points, fate and frostblessed intervene, covering you in a carapace of ice the moment before the attack hits. You take no damage from the attack and your AC increases by 10 until the end of your next turn. Once this property has triggered, it can’t trigger again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostblessed Shortsword (very rare variant)","description":"Weapon (any sword), rare (enhanced attunement) Component: dragon (white or silver) breath sac The stories say that the first and true frostblessed sword—for many enchanters have tried to recreate its legendary effects—was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Hypothermia. When you hit with an attack using this weapon, you can attempt to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the end of your next turn. After you use this property, roll a d6. On a 1-2, you can’t use this property again until the next dawn. This property has no effect on creatures with immunity to cold damage. Enhanced Attunement. When you slay a giant while wielding this blade, you can choose to accept the Allfather’s blessing, enhancing your attunement to it. If you accept the blessing, you gain access to the Fallen Brothers property. Once you accept the blessing, you can’t willingly end your attunement to the blade until another creature kills a giant while wielding the weapon and chooses to accept the Allfather’s blessing, at which point it becomes attuned to the sword instead. EA: Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone originating from you. Each creature in the area must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once this property has been used, it can’t be used again until you spend 1 hour recounting the tales of past heroes, an act of prayer to the Allfather (which can be done as part of a short or long rest). Very rare variant: Increase the DCs to 16, the cold damage of the Hypothermia property to 1d10, the size of the Fallen Brothers property’s cone to 40 feet, and its cold and radiant damage to 3d8.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostfallian Diamond Dust","description":"Frostfallian Diamond Dust Wondrous item, very rare This magic dust looks like very fine translucent sand. When thrown into a fireplace, it creates a magical link between it and another fireplace, at any distance, on the same plane of existence. You must have touched the destination fireplace at least once before. For 1 month, any creature can step into the target fireplace and exit from the destination fireplace, and vice versa, by using 5 feet of movement. This material comes from the plane of Frostfell and is manufactured by the eladrin servants of the Frost Lord. A devious creature is that one, and you should be wary if you meet him.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Frostfire Focus","description":"Frostfire Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate arctic lash or fire lance with it using your power save DC and esper ability modifier. The focus regains 1d6 + 1 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to cold damage. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (3 charges) or frost coil (2 charges).","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Frostfire Lantern","description":"Wondrous item, very rare (requires attunement) While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern’s flame has burned for 1 hour, it can’t be lit again until the next dawn. You can extinguish the lantern’s flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern’s total burn time. When a creature enters the lantern’s light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern’s light. Freezing Light. While holding this lit lantern, you can use an action to force the lantern’s flame to emit a freezing chill. Each creature in the lantern’s light must make a DC 17 Constitution saving throw, taking 5d6 cold damage on a failed save, or half as much damage on a successful one. For 1 minute, the lantern’s flame continues emitting wisps of cold air, making the area in the light difficult terrain as surfaces become slick with frost. Each creature you chose when you lit the lantern is also immune to this freezing light, and the difficult terrain caused by this freezing light doesn’t cost it extra movement. Once used, this property of the lantern can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Frostglow Weapon","description":"Weapon (Rapier or Dagger), Rare (Requires Attunement) These mithral weapons are commonly found among gnomes and quicksteps, who prize their power to shed a chilling blue light on command. You can use a bonus action to speak this weapon's command word, and all creatures within 30 feet must succeed on a DC 15 Constitution saving throw, becoming paralyzed for 1 round on a failed saving throw and having their speed reduced to zero for 1 round on a successful one. The effect ends at the beginning of your next turn. This action cannot be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Frostring","description":"Frostring Ring, rare (requires attunement) This is a crystalline piece from the Frostheart that has been formed into a crude giant-sized ring. On Large or smaller creatures, the ring must be worn as a bracelet (but is still otherwise considered a ring). This ring has a maximum of 4 charges, and it regains 1d4 expended charges daily, at nightfall. While wearing the ring, the wearer can use an action to expend 2 charges to cast cone of cold or 4 charges to cast wall of ice. When wall of ice is cast this way, it does not require concentration and the ice wall remains until the temperature is warm enough to melt it. Additionally, anyone, who starts their turn within 5 feet of the wearer (including the wearer) takes 1 point of cold damage.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Frostrune Axe Battleaxe","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Battleaxe (legendary variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, and the cold damage to 1d8. When you use the axe to cast spike growth , increase the DC to 16 and the damage to 3d6 for every 5 feet travelled. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, and the cold damage to 2d6. When you use the axe to cast spike growth , increase the DC to 17 and the damage to 4d6 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Battleaxe (rare variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Battleaxe (very rare variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, and the cold damage to 1d8. When you use the axe to cast spike growth , increase the DC to 16 and the damage to 3d6 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Greataxe","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Greataxe (legendary variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, and the cold damage to 1d8. When you use the axe to cast spike growth , increase the DC to 16 and the damage to 3d6 for every 5 feet travelled. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, and the cold damage to 2d6. When you use the axe to cast spike growth , increase the DC to 17 and the damage to 4d6 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Greataxe (rare variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Greataxe (very rare variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, and the cold damage to 1d8. When you use the axe to cast spike growth , increase the DC to 16 and the damage to 3d6 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Handaxe","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Handaxe (legendary variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, and the cold damage to 1d8. When you use the axe to cast spike growth , increase the DC to 16 and the damage to 3d6 for every 5 feet travelled. Legendary variant: Increase the charges to 7, the recharge to 1d4 + 3, and the cold damage to 2d6. When you use the axe to cast spike growth , increase the DC to 17 and the damage to 4d6 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Handaxe (rare variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frostrune Axe Handaxe (very rare variant)","description":"Weapon (any axe), uncommon (enhanced attunement) Component: pouch of dragon (white or silver) scales The Frozen Forge is the site of frost giants’ cold forging secrets, a manufactory in the heart of a frigid volcano. As they hammer these ingots, they sing the Song of Steel, an ancient melody that prevents the cold, brittle metal from shearing beneath their mighty blows. By pressing the rune-engraved metal into one’s skin, one creates a nigh-unbreakable bond with the Frozen Forge. This axe has 4 charges and regains 1d4 expended charges after it spends 8 continuous hours in snow, ice, or cold water. As a bonus action, you can expend 1 charge to cause cold mist to emanate from the axe for 10 minutes. It glows a soft blue, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and deals an extra 1d4 cold damage on a hit. Enhanced Attunement: Brand. Over the course of an hour, you can undergo a branding ritual to become bonded to the axe, gaining access to the Razorice property. In addition, when the weapon regains charges, it regains all expended charges. Once you have undergone this branding ritual, you can’t willingly end your attunement to the axe until another creature willingly undertakes the branding ritual, at which point it becomes attuned to the axe instead. EA: Razorice. As an action, you can expend 2 charges to cast the spike growth spell (save DC 13), creating spikes of razor-sharp icicles. Rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the cold damage to 1d6. When you use the axe to cast spike growth , increase the DC to 15 and the damage to 3d4 for every 5 feet travelled. Very rare variant: Increase the charges to 6, the recharge to 1d4 + 2, and the cold damage to 1d8. When you use the axe to cast spike growth , increase the DC to 16 and the damage to 3d6 for every 5 feet travelled.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Frozen Bolt","description":"Cold as the heart of a frost giant, the Frozen Bolt strikes true and freezes the blood of your enemies. Legend It is said that the Frozen Bolt is a splinter of ice broken off a winter god’s arm. Considering it is made of an unbreakable ice that never melts, there may be some truth to that story. Location Nomads from the frozen wastes share stories claiming that the arctic witch Hrimgeirya Frostiron ( archmage ) possesses the Frozen Bolt in a tower of glittering ice. Hrimgeirya is known to summon creatures of elemental ice to ensure her privacy, so getting to the bolt will be difficult. Encounter Ideas Arctic Cartography. The party is given a map by a merchant from the north that leads to a magical tower which appears seemingly out of nowhere as the heavy snows thin. The tower belongs to Hrimgeirya Frostiron. If You Can’t Stand the Heat... Hrimgeirya Frostiron requires adventurers to gather rare reagents from the deep jungle. Her ice elementals are ineffective in the jungle’s high temperatures so she is unwilling to go herself but will reward the party with the fabled Frozen Bolt for their efforts on her behalf. Need a Hand? A pack of good-aligned winter wolves approach the party; the leader clutches the Frozen Bolt in their jaws. They seek someone who can wield the weapon and ask for their help in attacking the frost giants who slew their friend, Hrimgeirya Frostiron. Progression The Frozen Bolt progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, the attuned creature or their allies must kill an ancient red dragon during a combat encounter in which the dragon has been wounded by the Frozen Bolt in its very rare form. Statistics Weapon (Spear), Rarity Varies (Requires Attunement) Common . When you hit with an attack using this magic weapon, the target’s speed is reduced by 10 feet until the start of your next turn. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage. Rare . Iceplosion. Whether you hit or miss with this weapon, you can cause shards of ice to explode outward from it in a 15-foot radius around the target. Each creature in the area (including you) must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage plus 2d6 cold damage on a failed save, or half as much damage on a successful one. The affected area is covered in a slippery sheen of ice, making it difficult terrain for 1 minute. Once used, this property can’t be used again until you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2 and the save DC of Iceplosion increases to 16. Freeze Stiff. When you hit a creature with an attack using this weapon, you can force the target to make a DC 16 Constitution saving throw. On a failed save, the target is cocooned in ice, becoming petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A freedom of movement spell causes the ice to shatter, instantly freeing the target. Once used, this property can’t be used again until you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3. In addition, the save DCs of Iceplosion and Freeze Stiff increase to 17 and the damage of Iceplosion increases to 3d6. Immediately after making a ranged attack with this weapon, it flies back to your hand.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Frozen Bolt (Common)","description":"Frozen Bolt Weapon (Spear), Common (Requires Attunement) When you hit with an attack using this magic weapon, the target’s speed is reduced by 10 feet until the start of your next turn. Progression The Frozen Bolt progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, the attuned creature or their allies must kill an ancient red dragon during a combat encounter in which the dragon has been wounded by the Frozen Bolt in its very rare form.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Frozen Bolt (Legendary)","description":"Frozen Bolt Weapon (Sp ear), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn. Immediately after making a ranged attack with this weapon, it flies back to your hand. Iceplosion. Whether you hit or miss with this weapon, you can cause shards of ice to explode outward from it in a 15-foot radius around the target. Each creature in the area (including you) must make a DC 17 Dexterity saving throw, taking 3d6 piercing damage plus 3d6 cold damage on a failed save, or half as much damage on a successful one. The affected area is covered in a slippery sheen of ice, making it difficult terrain for 1 minute. Once used, this property can’t be used again until you finish a long rest. Freeze Stiff. When you hit a creature with an attack using this weapon, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target is cocooned in ice, becoming petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A freedom of movement spell causes the ice to shatter, instantly freeing the target. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Frozen Bolt (Rare)","description":"Frozen Bolt Weapon (Spear), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn. Iceplosion. Whether you hit or miss with this weapon, you can cause shards of ice to explode outward from it in a 15-foot radius around the target. Each creature in the area (including you) must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage plus 2d6 cold damage on a failed save, or half as much damage on a successful one. The affected area is covered in a slippery sheen of ice, making it difficult terrain for 1 minute. Once used, this property can’t be used again until you finish a long rest. Progression The Frozen Bolt progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, the attuned creature or their allies must kill an ancient red dragon during a combat encounter in which the dragon has been wounded by the Frozen Bolt in its very rare form.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Frozen Bolt (Uncommon)","description":"Frozen Bolt Weapon (Spear), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn. Progression The Frozen Bolt progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, the attuned creature or their allies must kill an ancient red dragon during a combat encounter in which the dragon has been wounded by the Frozen Bolt in its very rare form.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Frozen Bolt (Very Rare)","description":"Frozen Bolt Weapon (Spear), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn. Iceplosion. Whether you hit or miss with this weapon, you can cause shards of ice to explode outward from it in a 15-foot radius around the target. Each creature in the area (including you) must make a DC 16 Dexterity saving throw, taking 2d6 piercing damage plus 2d6 cold damage on a failed save, or half as much damage on a successful one. The affected area is covered in a slippery sheen of ice, making it difficult terrain for 1 minute. Once used, this property can’t be used again until you finish a long rest. Freeze Stiff. When you hit a creature with an attack using this weapon, you can force the target to make a DC 16 Constitution saving throw. On a failed save, the target is cocooned in ice, becoming petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A freedom of movement spell causes the ice to shatter, instantly freeing the target. Once used, this property can’t be used again until you finish a long rest. Progression The Frozen Bolt progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, the attuned creature or their allies must kill an ancient red dragon during a combat encounter in which the dragon has been wounded by the Frozen Bolt in its very rare form.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Fruit of Foresight","description":"Fruit of Foresight Wondrous item, uncommon You can eat this dried pear as an action. For the next 4 hours you can’t be surprised, and if you roll 9 or lower on an initiative check, you can treat the roll as a 10 instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Fruit of Friendliness","description":"Fruit of Friendliness Wondrous item, uncommon You can eat this honeyed date as an action. For the next 10 minutes, creatures that are indifferent to you become friendly, and creatures that are hostile to you become indifferent.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Fruit of Knowledge","description":"Fruit of Knowledge Potion (food), rare Weight: ¼ lb. When you consume this fruit, you gain +2 to your Intelligence for one hour. In addition, any Intelligence based ability checks or saving throws made during this time are rolled with advantage.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion (food)","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Fruit of Shielding","description":"Fruit of Shielding Wondrous item, uncommon If a creature makes an attack against you, you can use your reaction to eat this dried apricot after your attacker has rolled, but before you know whether the attack hit you. Until the start of your next turn, you add your proficiency bonus to your Armor Class.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Fruit of Wounding","description":"Fruit of Wounding Wondrous item, uncommon You can eat this salted and dried fig as an action. Once you do so, you add your proficiency bonus to your damage rolls for 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Frungilator","description":"Wand, uncommon This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d20 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. The wand regains 1d4 + 1 charges daily at dusk. d10 Effect 1 Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. 2 The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). 3 Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. 4 The target’s blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. 5 The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. 6 The target begins speaking in backwards Fey speech for 10 minutes. While speaking this way, the target can’t verbally communicate with creatures that aren’t fey, and the target can’t cast spells with verbal components. 7 Golden flowers bloom across the target’s body. It is blinded it until the end of its next turn. 8 The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. 9 The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. 10 A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Frungilator","description":"Wand, uncommon This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic , greater restoration , or more powerful magic. d10 Frungilator Effect 1 Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. 2 The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). 3 Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. 4 The target’s blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. 5 The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. 6 The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can’t verbally communicate with creatures that aren’t fey, and all the target can’t cast spells with verbal components. 7 Golden flowerws bloom across the target’s body. It is blinded until the end of its next turn. 8 The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. 9 The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. 10 A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a sucessful one.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fulminar Bracers","description":"Wondrous item, very rare (requires attunement) Stylized etchings of cat-like lightning elementals known as fulminars (see Creature Codex ) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Fulminating Treatise","description":"Fulminating Treatise Wondrous item, rare (requires attunement by a wizard ) This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency , fireball , gust of wind , Leomund's tiny hut , magic missile , thunderwave , and wall of force . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school. When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Fulminating Weathervane","description":"","properties":{"Category":"Items","Item Type":"Wondrous Object","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Fulminator Rod","description":"Fulminator Rod Melee weapon Cost : 1,000 gp Damage : 1d6 lightning, 1d6 thunder Weight : 2 lb. Properties : Light This short bar of carved orichalcum houses a vril battery and is tipped with two reinforced copper tines. On a successful melee attack, which consumes 1 charge from the attached vril battery, the target takes 1d6 lightning and 1d6 thunder damage. The explosion of electrical energy can be heard up to 300 feet away.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Funerary Brain Jar","description":"Funerary Brain Jar When a mind flayer dies, other mind flayers try to salvage the dead illithid’s brain and bring it to the colony’s brine pool for the elder brain to consume. For this purpose, mind flayers craft funerary brain jars made of stone. Every jar is made for an individual, inscribed with Qualith and artwork that relate the mind flayer’s accomplishments. Often a mind flayer’s funerary brain jar is created long before the illithid’s death and updated as the years pass, with the jar serving as a diary of sorts for the one whose brain will eventually fill it. After it is filled with brine, a funerary brain jar can preserve a brain without spoiling for 1d4 + 10 days.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Fungal Greataxe","description":"Fungal Greataxe Weapon (greataxe), rare Damage: 1d12+1 slashing Weight: 7 lbs. Properties: Heavy, Two-Handed You gain a +1 bonus to attack and damage rolls made with this magic weapon. Poison Spores. You can use a bonus action to make the greataxe release fungal spores that coat the blade. The spores remain for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take an additional 1d10 poison damage and become poisoned by a fungal infection until cured by Lesser Restoration or another spell or effect that ends disease. The greataxe can't be used this way again until the next midnight. If a creature dies while infected, its body sprouts the head of a new Fungal Greataxe in 2d4 days.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Fungic Tea (Black)","description":"Black Fungic Tea Wondrous Item (potion), legendary The aroma and appearance of this tea are undeniably repulsive, with seemingly still-living organisms squirming within it. However, for those who can stomach it, the tea offers impressive soothing properties. Known for temporarily alleviating the effects of madness, the darker the tea, the more potent and challenging to brew. Once ingested, the afflicted individual is relieved of all short-term and long-term madnesses, plus one indefinite madness for 1 hour or until the madness ends, whichever is shorter. However, upon swallowing the tea, you must make a DC 12 Constitution saving throw. On a failure, you can’t stomach the appalling taste, regurgitate the tea, and don’t gain the benefits. The tea is made in kettles that can pour up to 2d4 cups.","properties":{"Category":"Items","Item Type":"Wondrous Item (potion)","Item Rarity":"legendary"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Fungic Tea (Blue)","description":"Blue Fungic Tea Wondrous Item (potion), very rare The aroma and appearance of this tea are undeniably repulsive, with seemingly still-living organisms squirming within it. However, for those who can stomach it, the tea offers impressive soothing properties. Known for temporarily alleviating the effects of madness, the darker the tea, the more potent and challenging to brew. Once ingested, the afflicted individual is relieved of all short-term and long-term madnesses for 1 hour or until the madness ends, whichever is shorter. However, upon swallowing the tea, you must make a DC 16 Constitution saving throw. On a failure, you can’t stomach the appalling taste, regurgitate the tea, and don’t gain the benefits. The tea is made in kettles that can pour up to 2d4 cups.","properties":{"Category":"Items","Item Type":"Wondrous Item (potion)","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Fungic Tea (White)","description":"White Fungic Tea Wondrous Item (potion), uncommon The aroma and appearance of this tea are undeniably repulsive, with seemingly still-living organisms squirming within it. However, for those who can stomach it, the tea offers impressive soothing properties. Known for temporarily alleviating the effects of madness, the darker the tea, the more potent and challenging to brew. Once ingested, the afflicted individual is relieved of one short-term madness for 1 hour or until the madness ends, whichever is shorter. However, upon swallowing the tea, you must make a DC 12 Constitution saving throw. On a failure, you can’t stomach the appalling taste, regurgitate the tea, and don’t gain the benefits. The tea is made in kettles that can pour up to 2d4 cups.","properties":{"Category":"Items","Item Type":"Wondrous Item (potion)","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Fungic Tea (Yellow)","description":"Yellow Fungic Tea Wondrous Item (potion), rare The aroma and appearance of this tea are undeniably repulsive, with seemingly still-living organisms squirming within it. However, for those who can stomach it, the tea offers impressive soothing properties. Known for temporarily alleviating the effects of madness, the darker the tea, the more potent and challenging to brew. Once ingested, the afflicted individual is relieved of alls hort-term and one long-term madness for 1 hour or until the madness ends, whichever is shorter. However, upon swallowing the tea, you must make a DC 14 Constitution saving throw. On a failure, you can’t stomach the appalling taste, regurgitate the tea, and don’t gain the benefits. The tea is made in kettles that can pour up to 2d4 cups.","properties":{"Category":"Items","Item Type":"Wondrous Item (potion)","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Funneling Fungi","description":"Audire Boletus, uncommon These exotic mushrooms are the size of a child’s finger in the quieter chambers of the Underworld and several stories tall in the most cacophonous caves. Audire boletus subsist on sound as much as they do the nutrients and when introduced to an environment with sufficient aural stimuli they prove to be a vital resource to subterranean humanoids. Underworld rangers plant these mushrooms in hidden areas of caves they frequent, using their growth as an indicator of how much traffic the chambers see in their absence, and legends tell of a team of devoted dwarves that utilized funneling fungi to successfully avoid a siege of their city. Ambient Amplifier. A character near a funneling fungi larger than themselves makes Wisdom (Perception) checks with advantage. Spell Component. When these unique mushrooms are successfully harvested they may be used in conjunction with spell components for thunder blasts and other thunder-based energy damage spells either to increase the damage die of the spell by one step or increase the DC to resist its effects by 1.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Furnace Flail","description":"Weapon (Flail), Rare (Requires Attunement) When you hit with an attack roll using this magic flail, the target takes an extra 1d8 fire damage. Sparks. This flail has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this flail, you can expend 1 charge to shower the target in sparks. The target must succeed on a DC 15 Constitution saving throw or be blinded until the end of your next turn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Fury of the Sun","description":"Weapon (urutuk), Covenant Item (requires a ttunement) This pair of matched urutuks are made of mithral and feature stylized engravings of the mythical Mother Moon on one hatchet and of Father Sun on the other. They are beautiful weapons and the epitome of the smith’s art. They are also ancient Durgis Clan heirlooms. Legend claims that a common figure of dwarven legend, a mythical youth known only as the Child of the Mountain, was one day hunted by a party of orcs. Wounded and weaponless, the child was cornered in a narrow defile. It is said that Father Sun, hoping to see a noble last stand, bestowed a single urutuk on the boy. The boy fought valiantly but was clearly outnumbered. Mother Moon, seeing his plight, gifted him with a second urutuk to even the odds. Wielded together, the magical powers they manifested allowed the Child to prevail against the orcs. Table B-6: Wrath of the Moon and Fury of the Sun Character Level Covenant Item Properties 1 These two urutuks are a matched pair, counting as a single magic item for purposes of attunement. Each urutuk is made of mithral, giving you a +1 bonus to attack and damage rolls made with both the Wrath of the Moon and Fury of the Sun. 2-4 You gain a +1 bonus to AC while wielding both urutuks. 5-10 While wielding the Wrath of the Moon and Fury of the Sun, you can’t be disarmed of either weapon unless you are incapacitated. You can summon either or both weapons as a bonus action on your turn, causing them to teleport instantly to your hands. In addition, each urutuk returns to your hand immediately after it is used to make a ranged attack. 11-16 You have a +2 bonus to attack and damage rolls made with both the Wrath of the Moon and Fury of the Sun. In addition, you gain a +2 bonus to AC while wielding both urutuks. This replaces the bonus gained at level 2-­4. 17+ When you take the Attack action and attack with either the Wrath of the Moon or the Fury of the Sun, you can use a bonus action to attack with the other urutuk in the pair. If you have the Extra Attack feature, you can make a number of attacks equal to the number granted by that feature when using your bonus action in this way.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"Covenant Item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Fusion Armor","description":"Fusion Armor Armor (heavy) The best in full body protection, this high-grade armor is made from fused meteoric alloys and bolstered with an additional layer of fullerene polymers. AC : 18 Stealth : Disadvantage Weight : 30","properties":{"Category":"Items","Expansion":27051,"Item Type":"Heavy Armor","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Fusion Blade","description":"Fusion Blade Weapon (melee), uncommon (requires affinity) This metallic alloy band is inlaid with circuitry and worn around the wrist. You can activate or deactivate the band as a bonus action. When activated, the band projects a blade of energy extending parallel to your arm. The blade emits bright light in a 10-foot radius and dim light for an additional 10 feet. While the blade is active, it can be used as if you were wielding a shortblade that deals radiant damage instead of slashing damage. While wielding the blade, you can’t use that hand for other purposes. Damage: 1d6 Damage Type: Radiant Properties: Finesse, Light","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gale Javelin","description":"Weapon (javelin), uncommon The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin’s property can’t be used again until the next dawn. In the meantime, it can still be used as a magic weapon.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Galley","description":"Galley Cost: 30,000 gp Speed: 4 mph Crew: 80 Passengers: - Cargo (tons): 150 AC: 15 HP: 500 Damage Threshold: 20 Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Galley","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Galvanized Claw","description":"Galvanized Claw Trick weapon, very rare (requires attunement) Ripping the flesh of the beasts they slay to fashion ferocious weapons is something hunters have gotten remarkably good at over the course of their hunts. While attuned to this weapon, you have resistance to lightning and thunder damage. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the claw is a sinewy leather gauntlet, made from the muscle and hide of a galvanized prowler. In its transformed state, the claw surges with electrical energy, merging with its wearer’s forearm and turning into a monstrous claw. Untransformed. The bestial hide invigorates you, giving you the lightning fast reflexes of the galvanized prowler slaughtered to make this gauntlet; you have advantage on initiative rolls. In addition, this gauntlet feeds off of your power. If you have temporary hit points when you hit with a melee attack, you deal an extra 1d6 lightning damage. The gauntlet has 3 charges and regains all expended charges daily at dawn. When you take lighting or thunder damage, you can use your reaction to expend 1 charge to instead take no damage and gain a number of temporary hit points equal to the damage you would have taken. Transformed. The gauntlet merges with your form, turning your hand into an aberrant claw that you cannot be disarmed of. This claw changes the damage of your unarmed strikes to 1d8, the damage type to slashing, and you can use your Dexterity or Strength modifier for the attack and damage rolls made with it. Further, you gain a +1 bonus to attack and damage rolls made with it. When you use the Attack action with this claw, you can make one attack with it as a bonus action. In addition, if you have temporary hit points, when you hit with a melee attack using this claw, you deal an extra 1d8 lightning damage. The claw is too unwieldy to use for delicate handling, such as activating intricate mechanisms (like the trigger of a firearm) or picking locks with thieves’ tools. *Roll20 Note: Add the Galvanized Claw (Untransformed) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Galvanized Claw (Untransformed)","description":"*Roll20 Note: This item should be added to a character sheet with the Galvanized Claw to populate attacks in its untransformed form. Untransformed. The bestial hide invigorates you, giving you the lightning fast reflexes of the galvanized prowler slaughtered to make this gauntlet; you have advantage on initiative rolls. In addition, this gauntlet feeds off of your power. If you have temporary hit points when you hit with a melee attack, you deal an extra 1d6 lightning damage. The gauntlet has 3 charges and regains all expended charges daily at dawn. When you take lighting or thunder damage, you can use your reaction to expend 1 charge to instead take no damage and gain a number of temporary hit points equal to the damage you would have taken.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gambeson of the Wolf","description":"Gambeson of the Wolf Armor (gambeson), rare This suit of gambeson is woven from the strands of a giant wolf’s fur and grants an additional +1 bonus to its wearer’s armor class. It also confers advantage on any Stealth checks made while wearing it.","properties":{"Category":"Items","Item Type":"Armor (gambeson)","Item Rarity":"rare","Requires Attunement":"AC +1"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Gambler's Coin","description":"Wondrous item, rare (requires attunement) This ordinary looking gold piece has deep scratches on one side. It has 3 charges. When you make an ability check, attack roll, or saving throw while holding it, you can expend 1 charge to replace the d20 roll with a coin flip. On heads, the roll is treated as a 20 (though you don’t score a critical hit with an attack roll or activate any other effects which trigger on the roll of a 20). On tails, the roll is treated as a 1. The coin regains all expended charges at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Game of Twenty Squares","description":"Wondrous item, uncommon The Game of Twenty Squares is more commonly known as \"The Royal Game.\" The game is considered to be sacred, and it has been played by gods and mortals since the dawn of time. Kings sometimes use the game to resolve disputes that would otherwise result in war. The game requires two players, and it is played by moving seven pieces across a board comprising twenty squares. Dice are rolled to determine how quickly the pieces can move, and the object of the game is to reach the end of the twenty-square course before your opponent. This requires a mix of strategy and luck. The game is protected against magical interference, which prevents cheating with spells such as mage hand. Magical Wagers . Anything can be wagered on the outcome of the game—wealth, power, magic, or even the lives of the two players. Whenever gods play the game, this wager is enforced by magic woven into the fabric of the multiverse. Depending upon the nature of the wager, as many as six rematches may be allowed. Starting the Game . Two players are required to play the game. They must agree to their wager beforehand, and it is customary to cut the thumb and make a 'blood handshake' before the game begins. Winning the Game . The game is resolved by making a series of seven opposed skill checks, which represent the various strategies that can be used to win the game. Each opposed skill check to determines the outcome of a race between two game pieces. The winner of the game is the player who wins at least four rounds, which means that it is possible to win in just four rounds. The Seven Rounds . The seven rounds proceed as a series of opposed skill checks. The skill checks are made in this order: Performance, Insight, History, Deception, Intimidation, Persuasion, Perception. Tied skill checks must be repeated until one player prevails.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Gamestation-7331","description":"This special version of datapad is scaled down and packed with dozens of digital amusements and diversions that test your reflexes and puzzle-solving skills. If you spend a short rest playing on this gamestation, you gain a +1 bonus to the next attack roll you make until you take a short or long rest.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Gamma Wand","description":"Wand, Rare This wand has a radioactive core contained within a white crystal that prevents exposure to radiation. Gamma Ray This wand has 5 charges and regains all expended charges daily at dawn. As an Action, you can expend 1 charge to release a ray of radioactive energy in a 15-foot Cone. Each creature in the area must succeed on a DC 15 Constitution save or take 2d8 Radiant damage and suffer an Acute Radiation Effect until the start of your next turn. If the save fails by 5 or more, it also suffers Radiation Sickness . When you use the wand's Gamma Ray, roll a d4. If the result is equal to or higher than the number of charges the wand has (not including the charge just expended to use it), you are also affected by the ray.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wand","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Gangrene","description":"This weapon has a disdain for flesh, causing it to slough away in black, sickly chunks from any creature that its steel touches. Legend Thought to have been forged in one of the disease-ridden layers of the Abyss, Gangrene , in its legendary form, can lay waste to entire armies. Hardened warriors have run screaming after seeing a comrade brought down in gut-wrenching fashion by this horrifying weapon. Location Throughout the ages, those who harbor darkness in their hearts have sought this weapon. Gangrene has passed through many cult leaders’ hands, as well as countless other ne’er do wells over time. Scholars have suggested that it calls to potential wielders, seeking out those who can feed it the most flesh. Encounter Ideas Rotten Food. An innkeeper whose food stores are rotting in parts asks the party to investigate the putrefying phenomenon. Melted Flesh. The adventurers come across an abandoned caravan or traveling salesperson’s cart where the victims’ flesh has seemingly melted off their bones. Withering Touch. Rumors reach the adventurers of a cult leader able to wither flesh with just a touch of their scepter (mace). Progression Gangrene progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, three creatures must be reduced to 0 hit points by an attack using Gangrene in a single combat. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Common . As an action, you can touch this weapon to a portion of food no more than 1 cubic foot in volume, instantaneously rotting it. Once used, you can’t use this property again until you finish a long rest. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rot. When you hit a creature with an attack using this weapon, its runes pulse a sickly green and the target must succeed on a DC 11 Constitution saving throw or take an extra 1d4 necrotic damage. Rare . The extra necrotic damage increases to 1d8 and the save DC of the Constitution saving throw increases to 13. Very Rare . The bonus to attack and damage rolls increases to +2. In addition, the extra necrotic damage is dealt automatically (no saving throw is made by the target). Fester. When you hit a creature with an attack using this weapon, the target must succeed on a DC 15 Constitution saving throw or be unable to regain hit points until the start of your next turn. Legendary . The bonus to attack and damage rolls increases to +3 and the additional necrotic damage increases to 2d8. Fester’s save DC increases to 18 and the target can’t regain hit points until lesser restoration or similar magic is cast on them. In addition, if the target is a flesh-and-blood creature and Fester’s damage reduces them to 0 hit points, the remainder of their flesh turns black, falls off their bones, and they die immediately.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gangrene (Common)","description":"Gangrene Weapon (Mace), Common (Requires Attunement) As an action, you can touch this weapon to a portion of food no more than 1 cubic foot in volume, instantaneously rotting it. Once used, you can’t use this property again until you finish a long rest. Progression Gangrene progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, three creatures must be reduced to 0 hit points by an attack using Gangrene in a single combat.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gangrene (Legendary)","description":"Gangrene Weapon (Mace), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. As an action, you can touch this weapon to a portion of food no more than 1 cubic foot in volume, instantaneously rotting it. Once used, you can’t use this property again until you finish a long rest. Rot. When you hit a creature with an attack using this weapon, its runes pulse a sickly green and the target takes an extra 2d8 necrotic damage. Fester. When you hit a creature with an attack using this weapon, the target must succeed on a DC 18 Constitution saving throw or be unable to regain hit points until lesser restoration or similar magic is cast on them. In addition, if the target is a flesh-and-blood creature and Fester’s damage reduces them to 0 hit points, the remainder of their flesh turns black, falls off their bones, and they die immediately.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gangrene (Rare)","description":"Gangrene Weapon (Mace), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you can touch this weapon to a portion of food no more than 1 cubic foot in volume, instantaneously rotting it. Once used, you can’t use this property again until you finish a long rest. Rot. When you hit a creature with an attack using this weapon, its runes pulse a sickly green and the target must succeed on a DC 13 Constitution saving throw or take an extra 1d8 necrotic damage. Progression Gangrene progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, three creatures must be reduced to 0 hit points by an attack using Gangrene in a single combat.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gangrene (Uncommon)","description":"Gangrene Weapon (Mace), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you can touch this weapon to a portion of food no more than 1 cubic foot in volume, instantaneously rotting it. Once used, you can’t use this property again until you finish a long rest. Rot. When you hit a creature with an attack using this weapon, its runes pulse a sickly green and the target must succeed on a DC 11 Constitution saving throw or take an extra 1d4 necrotic damage. Progression Gangrene progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, three creatures must be reduced to 0 hit points by an attack using Gangrene in a single combat.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gangrene (Very Rare)","description":"Gangrene Weapon (Mace), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can touch this weapon to a portion of food no more than 1 cubic foot in volume, instantaneously rotting it. Once used, you can’t use this property again until you finish a long rest. Rot. When you hit a creature with an attack using this weapon, its runes pulse a sickly green and the target takes an extra 1d8 necrotic damage. Fester. When you hit a creature with an attack using this weapon, the target must succeed on a DC 15 Constitution saving throw or be unable to regain hit points until the start of your next turn. Progression Gangrene progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. However, in addition to the required increase in proficiency bonus, to progress from very rare to legendary, three creatures must be reduced to 0 hit points by an attack using Gangrene in a single combat.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gaol Net","description":"Weapon (net), rare (requires attunement) When a Large or smaller creature is restrained with this magical net, you can use your bonus action to speak its command word, causing the net to transform into a Large iron cage that encloses the target. The enclosed creature is no longer restrained. The cage weighs 500 pounds and is fitted with a locked door (DC 15 to pick the lock). A creature, including the one enclosed in the cage, can use an action to make a DC 25 Strength check to bend the bars enough to let a creature out. If the cage is empty, you can use an action to speak a command word, causing it to transform back into a net. Once the net transforms into a cage, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (net)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gaoler's Whip","description":"Gaoler’s Whip Weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this weapon. This whip has 3 charges. When you hit a creature, you can use a bonus action to expend 1 charge, which releases a jolt of stupefying energy. Your target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Garb of Euryale","description":"Wondrous item, uncommon (requires attunement) Component: monstrosity (medusa) eye Seeking to surpass the beauty of the gods, an arrogant seamstress crafted an exquisite dress of silk, gold, and unrivalled vanity. Shortly after parading her masterpiece around the city’s temples, she disappeared. The dress was found in her home, adorning a marble statue bearing an uncanny resemblance to its creator. False Glamour. When you first don this dress after attuning to it, and each day at dawn as long as you’re wearing it, it casts the sanctuary spell (save DC 13) on you, with the following changes: It lasts for 8 hours instead of 1 minute. You’re endowed with an aura of magnetic charisma while the spell lasts, granting you advantage on Charisma (Persuasion) checks. It doesn’t end early if you make an attack or cast a spell that affects an enemy creature, but it ends if a creature hits you with an attack. When the spell ends, your face is briefly replaced with a horrifying ophidian visage. Each creature of your choice within 15 feet of you that can see you must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Curse. This dress is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the dress, and if you look at your own reflection while not under the effect of the dress’ sanctuary spell, you must succeed on a DC 13 Constitution saving throw or be restrained as your body starts to turn to stone. You must repeat the saving throw at the end of your next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the next dawn, when the dress casts sanctuary on you again. Once you succeed on a saving throw against the curse, you can’t be affected by it again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Garb of Euryale (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: monstrosity (medusa) eye Seeking to surpass the beauty of the gods, an arrogant seamstress crafted an exquisite dress of silk, gold, and unrivalled vanity. Shortly after parading her masterpiece around the city’s temples, she disappeared. The dress was found in her home, adorning a marble statue bearing an uncanny resemblance to its creator. False Glamour. When you first don this dress after attuning to it, and each day at dawn as long as you’re wearing it, it casts the sanctuary spell (save DC 13) on you, with the following changes: It lasts for 8 hours instead of 1 minute. You’re endowed with an aura of magnetic charisma while the spell lasts, granting you advantage on Charisma (Persuasion) checks. It doesn’t end early if you make an attack or cast a spell that affects an enemy creature, but it ends if a creature hits you with an attack. When the spell ends, your face is briefly replaced with a horrifying ophidian visage. Each creature of your choice within 15 feet of you that can see you must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Curse. This dress is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the dress, and if you look at your own reflection while not under the effect of the dress’ sanctuary spell, you must succeed on a DC 13 Constitution saving throw or be restrained as your body starts to turn to stone. You must repeat the saving throw at the end of your next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the next dawn, when the dress casts sanctuary on you again. Once you succeed on a saving throw against the curse, you can’t be affected by it again until the next dawn. Rare variant: Increase the DCs to 15 and the range of the False Glamour property’s frightening effect to 30 feet. A creature that fails its saving throw against that effect takes 4d6 psychic damage and is frightened for 1 minute instead of until the end of its next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Garb of Euryale (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: monstrosity (medusa) eye Seeking to surpass the beauty of the gods, an arrogant seamstress crafted an exquisite dress of silk, gold, and unrivalled vanity. Shortly after parading her masterpiece around the city’s temples, she disappeared. The dress was found in her home, adorning a marble statue bearing an uncanny resemblance to its creator. False Glamour. When you first don this dress after attuning to it, and each day at dawn as long as you’re wearing it, it casts the sanctuary spell (save DC 13) on you, with the following changes: It lasts for 8 hours instead of 1 minute. You’re endowed with an aura of magnetic charisma while the spell lasts, granting you advantage on Charisma (Persuasion) checks. It doesn’t end early if you make an attack or cast a spell that affects an enemy creature, but it ends if a creature hits you with an attack. When the spell ends, your face is briefly replaced with a horrifying ophidian visage. Each creature of your choice within 15 feet of you that can see you must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Curse. This dress is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the dress, and if you look at your own reflection while not under the effect of the dress’ sanctuary spell, you must succeed on a DC 13 Constitution saving throw or be restrained as your body starts to turn to stone. You must repeat the saving throw at the end of your next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the next dawn, when the dress casts sanctuary on you again. Once you succeed on a saving throw against the curse, you can’t be affected by it again until the next dawn. Rare variant: Increase the DCs to 15 and the range of the False Glamour property’s frightening effect to 30 feet. A creature that fails its saving throw against that effect takes 4d6 psychic damage and is frightened for 1 minute instead of until the end of its next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: You have a +1 bonus to AC while wearing the dress and no armour. Increase the DCs to 16 and the range of the False Glamour property’s frightening effect to 30 feet. A creature that fails its saving throw against that effect takes 4d6 psychic damage and is frightened for 1 minute instead of until the end of its next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gardener's tools","description":"This set of tools contains all the equipment necessary to dig and till soil by hand, plant seeds, transplant crops, gather clippings, and remove weeds.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gardening Rake (weapon)","description":"Gardening Rake (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Damage: 1d8 Damage Type: Piercing Properties: Two-Handed","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Garganoff's Leftovers Jar","description":"Garganoff's Leftovers Jar Wondrous item Price: 17,000 gp This glass jar can contain the effects of one spell, which can then be released and directed later on by the caster or by anyone else. When full, the jar seems to contain a brightly glowing sphere which glows different colors depending on the spell that it contains. Any spellcaster may cast a spell to be “placed” in the jar. Placing the spell into the jar still requires a spell point, but once it is placed the spell exists until the jar is opened. Anyone may open the jar to direct the spell at the target of their choice. Opening the jar requires a Main Action. If the spell is an attack, the holder of the jar may use the Attack Bonus and Damage of the original caster.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Garlycanthrope","description":"Wondrous item, uncommon Component: plant poison gland Originally commissioned by an infamous vampire huntress, Dr. Francis N. Stein’s garlycanthropes have proved themselves the ‘must-have commodity of the season’ for monster hunters everywhere. Their ability to detect undead and shapechangers has saved many potential victims from the jaws of a mimic, or from walking into a vampire’s lair. Animate Bulb. As a bonus action while holding this item, you can speak its command word. In response, this inanimate bulb of garlic becomes a creature that uses the garlycanthrope stat block, sprouting little legs, eyes, and a panting muzzle. It is extremely friendly to you and your allies, but is skittish if any of them are undead or shapechangers. In combat, the garlycanthrope shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. After 1 hour, or if the garlycanthrope is reduced to 0 hit points, it becomes an inanimate bulb of garlic once more. Once this property of the item has been used, it can’t be used again until the next dawn. Be careful not to eat it in the meantime!","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Garments of Winter's Knight","description":"Wondrous item, legendary (requires attunement) This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage. You can’t be charmed, and you are immune to cold damage. You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic; removing the outfit fails to end the curse. As long as you remain cursed, you are unwilling to part with the outfit. While cursed, all fey creatures not in service to the faerie queen of winter are hostile toward you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Garnet Skull of Nogg","description":"Garnet Skull of Nogg Wondrous item, uncommon (requires attunement) Named after an ogre magi warlord who terrorized the wastes for several decades and was infamous for his collection of skulls, these objects look like normal human, elf, or orc skulls constructed out of semiprecious stone. The saving throw DC for any spell cast from a skull is DC 15. Garnet Skull (Uncommon). This red skull protects you from bleeding effects. While holding it, you can cast cure wounds (at 3rd level) from it once per day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Garrotter’s Touch","description":"Poison, rare This thick, black tar is made of the boiled spores of a lesser-known fungus, anoxymorcanthia. One touch will send a creature’s lungs into paralysis, killing them shortly after. Any creature hit by an attack made with a weapon coated in this poison must make a DC 18 Constitution saving throw or be poisoned for 1 minute. If they fail the saving throw by 5 or more, they immediately begin suffocating, and cannot breathe until it succeeds on a DC 18 Constitution saving throw at the end of its turn, the poison is removed, or for 1 minute, whichever is shorter.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Gas Grenade","description":"Gas Grenade Melee weapon (grenade) These grenades release a toxic gas within its area of effect. In addition to damage, each target that fails their saving throw become poisoned. Grenades A grenade can be thrown with a successful Strength (Athletics) check. If you are proficient with grenades, add your proficiency bonus to the Strength check. If you are proficient in Athletics and grenades, you add double your proficiency modifier to the Strength check. The Grenade Range table provides the DC required to reach the intended range. If the roll is successful, each target in a 15-foot radius must make a DC 14 Dexterity saving throw, taking the full damage on a failed save, or half as much on a successful one. If the Strength check made to throw the grenade is unsuccessful, the targets will only take half damage on a failed save and no damage on a successful one. In addition, all targets gain advantage to saves versus the grenades’ effects, if any. Grenade Range Throwing Range Launcher Range DC 20 ft. 60 ft. 12 40 ft. 120 ft. 14 50 ft. 200 ft. 16 60 ft. 300 ft. 18 Damage : 1d8 Damage Type : poison Properties : special Range : Special Save : Dexterity Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gatling Gun","description":"","properties":{"Category":"Items","Item Type":"Weapon (gatling gun)","Properties":"Ammunition (80/320), Automatic, Heavy, Mounted, Reload (40), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gatling Gun for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (80/320), Automatic, Heavy, Mounted, Reload (40), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gauntlet of the Grandmaster +1","description":"Wondrous item, uncommon (+1) (requires attunement by a warmage) While wearing this gauntlet, you can use it as a spellcasting focus for your warmage spells, and you gain a bonus to spell attack and damage rolls and to the saving throw DCs of your warmage spells. This bonus is determined by the gauntlet’s rarity. This gauntlet counts as a specially prepared gauntlet for cantrips such as force buckler . In addition, you gain one of the following cantrips of your choice: force buckler , force dart , or force weapon . The cantrip doesn’t count against your number of cantrips known. Whenever you finish a long rest, you can change your selection.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a warmage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gauntlet of the Grandmaster +2","description":"Wondrous item, rare (+2) (requires attunement by a warmage) While wearing this gauntlet, you can use it as a spellcasting focus for your warmage spells, and you gain a bonus to spell attack and damage rolls and to the saving throw DCs of your warmage spells. This bonus is determined by the gauntlet’s rarity. This gauntlet counts as a specially prepared gauntlet for cantrips such as force buckler . In addition, you gain one of the following cantrips of your choice: force buckler , force dart , or force weapon . The cantrip doesn’t count against your number of cantrips known. Whenever you finish a long rest, you can change your selection.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a warmage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gauntlet of the Grandmaster +3","description":"Wondrous item, very rare (+3) (requires attunement by a warmage) While wearing this gauntlet, you can use it as a spellcasting focus for your warmage spells, and you gain a bonus to spell attack and damage rolls and to the saving throw DCs of your warmage spells. This bonus is determined by the gauntlet’s rarity. This gauntlet counts as a specially prepared gauntlet for cantrips such as force buckler . In addition, you gain one of the following cantrips of your choice: force buckler , force dart , or force weapon . The cantrip doesn’t count against your number of cantrips known. Whenever you finish a long rest, you can change your selection.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a warmage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gauntlet of the Iron Sphere","description":"Wondrous item, very rare (requires attunement) This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet’s command word and conjure an iron sphere (see Creature Codex ). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gauntlets of Dexterity","description":"Gauntlets of Dexterity Wondrous item, rare (requires attunement) Your Dexterity score is 18 while you wear these supple, elbow-length leather gloves. They have no effect on you if your Dexterity is 18 or higher without them.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gauntlets of Fjalar","description":"Wondrous item, rare (requires attunement) While wearing these gauntlets, you can speak their command word as a bonus action to gain magical strength for 1 minute. For the duration, you can make two unarmed strikes when you take the Attack action (or more if your class features would allow you to make more attacks) on your turn. On a successful hit, you deal 2d10 plus your Strength modifier magical bludgeoning damage. Once used, this property of the gauntlets can't be used again until the next dawn. Fjalar Fjalar is a dwarf from Norse mythology. In your campaign, you can replace him with another appropriate character.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Gauntlets of Flaming Fury","description":"Wondrous item, rare (requires attunement) While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Gauntlets of Flaming Fury","description":"Gauntlets Of Flaming Fury Wondrous item, rare (requires attunement) While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Gauntlets of Grappling","description":"Wondrous item, rare (requires attunement) While attuned to these gauntlets, you gain the benefits of the Grappler feat.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Gauntlets of Heat","description":"Wondrous item, rare (requires attunement) These gauntlets are capable of generating heat and fire on command. They have 7 charges. While attuned to them, you can use your action to cast: produce flame (1 charge) burning hands (2 charges) heat metal (2 charges) flame arrows (3 charges) The gauntlets regain 1d6 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Gauntlets of Ogre Power","description":"Gauntlets of Ogre Power Wondrous item, uncommon (r equires attunement ) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Hands","Modifiers":"Strength: 19","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gauntlets of Ogre Power","description":"Gauntlets of Ogre Power Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Gauntlets of Ogre Power","description":"Gauntlets Of Ogre Power Wondrous item, uncommon ( requires attunement ) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gauntlets of Ogre Power","description":"Gauntlets of Ogre Power Wondrous item, uncommon While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Gauntlets of Ogre Power","description":"Wondrous Item, Uncommon (Requires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Gauntlets of Ogre Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gauntlets of Ogre Power","description":"Wondrous Item, Uncommon (Requires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Gauntlets of Ogre Power\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Gauntlets of Ogre Power\\\",\\\"description\\\":\\\"Your Strength is 19 while you wear these gauntlets. 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They have no effect on you if your Strength is 19 or higher without them.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gauntlets of Proficiency","description":"Wondrous item, rare (requires attunement) While wearing these gauntlets, you are proficient with any weapon or tool you are wielding.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Gauntlets of Rage","description":"Wondrous item, rare (requires attunement by a bard, sorcerer, warlock, or wizard) You gain the power of never-ending fury. After you make a melee weapon attack, you automatically enter a special fury for 1 minute. While furious, you can’t cast spells, can’t verbally communicate, and are immune to the charmed and frightened conditions. Each time you deal damage, you regain 2d8 hit points and may immediately remove a condition you currently suffer from or end this fury. Additionally, while in this fury, you may spend a spell slot before you make a melee attack. Doing so causes the attack to deal an extra 3 (1d6) necrotic damage per level of spell slot expended, if the attack hits. Once used you may not use this fury again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Gauntlets of Restoration","description":"Wondrous Item, Rare (Requires Attunement) These magic gauntlets have 7 charges and regain all expended charges daily at dawn. While wearing them, you can heal creatures and mend objects with your touch. Once per turn when you hit a non-Undead, non-Construct creature with an unarmed attack, you can expend the gauntlets’ charges to have the target regain hit points equal to your Strength or Dexterity modifier (your choice) + 1d4 (1 charge), 1d8 (2 charges), or 2d6 (3 charges), instead of taking damage from your attack. If the target is a Construct or an object, you can have it be affected as by the spell mending instead (no charges expended).","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Gauntlets of the Arcane Fist","description":"These golden gauntlets are covered with arcane, spiral symbols of pure silver. Riggslet (‘Riggs’, for short) was a halfling wizard who traveled with the legendary Gax the Great for a time. The thing Riggs most hated about himself was his stature. Despite his considerable skill with magic, the little halfling’s most profound wish was that he had been born big, strong, and physically powerful. Gax always told his friend that true strength comes from within, but Riggs continued to lament his physical weakness and size. Finally, when he could bear his friend’s complaints no longer, Gax gave Riggs a wonderful gift—a pair of magnificent, enchanted gauntlets. When wearing the gauntlets, Riggs gained great strength and found his magic enhanced in wondrous ways. In time, Gax and Riggs came to a small village near a high mountain pass. The people there welcomed the strangers, who happily remained in the village for many weeks. Then, the giants attacked. Gax and Riggs battled the giants and did everything they could to defend the village. Riggs used the power of his gauntlets to great effect, but in the end, he found it was his bravery and willingness to give his life to protect the villagers that truly won the day. Gax had been right—Riggs’s true strength had indeed been inside him all along. From then on, Riggs was known as Riggslet Giantsbane. Many years later, the brave halfling returned to the mountain village and retired, content to live out his days among the people he had protected years earlier. Riggs never had children, but he did take on an apprentice, a small girl with a gift for magic. It is believed that Riggs bestowed his magical gauntlets to his student on his deathbed, though the girl remained silent on the subject. She left the village a few days after her mentor’s death to make her mark on the world. If she had Riggs’s gauntlets of the arcane fist with her when she left, none can say. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing these gauntlets, your Strength score is 19. The gauntlets have no effect on you if your Strength is already 19 or higher. Empowered Fists (Requires Attunement). As your level increases, you gain the following benefits while wearing these gauntlets. 5th level. You are proficient with unarmed strikes, and your unarmed strike uses a d4 for damage. In addition, you have advantage on the first unarmed attack roll you make each turn. If you roll a 20 for the attack roll, this property ceases to function until you roll a 1 or until you finish a short rest. 9th level. When you score a critical hit with an unarmed strike, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. In addition, you can use a bonus action to hit the gauntlets together to charge them with arcane energy for 1 minute. When you hit with an unarmed strike while the gauntlets are charged with arcane energy, the unarmed strike deals an extra 1d4 force damage. Once used, the gauntlets can’t be charged with arcane energy again until the next dawn. Alternatively, you can use a bonus action to expend a spell slot of 1st level or higher to charge the gauntlets with arcane energy again. 13th level. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you can use an action to create a Large, translucent, gauntleted hand. This works like the arcane hand spell, except the duration is 10 minutes. You must still concentrate to maintain the spell. Your spellcasting ability for this spell is Strength. Once used, the gauntlets can’t be used in this way again until the next dawn. 17th level. While charged with arcane energy, your unarmed strikes now deal an extra 2d4 force damage on a hit. In addition, when using the arcane hand property of the gauntlets, the damage from the clenched fist option increases to 8d8 and the damage from the grasping hand option increases to 6d6.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gauntlets of the Storm","description":"Gauntlets of the Storm Wondrous item, rare (requires attunement) These metallic gloves, also known as storm gauntlets , crackle with electricity and fill the air with the scent of ozone. While wearing them, you have resistance to lightning damage. The gauntlets have 4 charges. You can use an action to expend 1 or more charges to cast one of the following spells (save DC 15): shocking grasp (1 charge), lightning bolt (3 charges), or storm sphere (4 charges). The gauntlets regain 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gauntlets of the Storm King","description":"Gauntlets of the Storm King Wondrous Item, very rare (requires attunement) Weight: 4 lbs. The Forge Lords of Brimstone created these gauntlets with a blessing from the storm god Tempest. The magic steel gauntlets crackle with electricity, ready to release their power against your enemies. Shocking Hit. As a bonus action, you can charge the gauntlets for 1 minute. For the duration, any creature you hit with a melee attack takes an additional 2d8 lightning damage. This feature can be used once per day and recharges at dawn. Throw Lightning. As an action, you can cast Lightning Bolt at 3rd level without expending a spell slot. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. This feature can be used once per day and recharges at dawn. Absorb Lightning. While you are wearing the gauntlets, you have immunity to lightning damage. If the gauntlets absorb 10 or more HP of lightning damage in one round, the Shocking Hit and Throw Lightning features are recharged.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Gauntlets of Vitality","description":"Gauntlets of Vitality Wondrous item, very rare, (requires a ttunement) These mighty gloves are made from tough, durable hide of some unidentified creature. You gain a +2 bonus to damage rolls made with unarmed attacks. Additionally, if you have one or more levels of the Bloodspeaker class, your maximum vitality is increased by 2.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Gavel of Authority","description":"Gavel of Authority Wondrous item, rare (requires attunement) When this gavel is knocked against a piece of wood, you gain advantage on all your Charisma (Persuasion) or Charisma (Intimidation) checks for 1 hour. Once used, this property of the gavel can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gavel of the Venn Rune","description":"Gavel of the Venn Rune Wondrous item, rare (requires attunement) This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. Arbiters Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest. Gift of Truth. You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Gavyn's Knuckle","description":"I’ve got your “punchline” right here! Legend Barrel Brothers Alehouse is famous for hosting a decades-old competition of wrestling and masochism to crown the Barrel King. For the first Barrel Brawl, the brothers awarded a gag prize—a club carved in the likeness of the oldest brother Gavyn’s fist. Tradition has it that the winner keeps the club for a year, then returns to defend their title, relinquishing the club to the new winner if they lose. The competition grew and now many notable heroes have carried Gavyn’s Knuckle . Through the sheer power of bravado, brawn, and legend the club has become a magical weapon in its own right. Location Gavyn’s Knuckle is currently wielded by the oblivious but charismatic dwarven gladiator Brogus, though the next Barrel Brawl is swiftly approaching. Encounter Ideas Brute Force. Quinn Dusk, a cruel slumlord, is intent on possessing the club to sow further fear and terror. They have sent their fiercest competitors to the Barrel Brawl to win the club. Mediation. Brogus lost the club under “dishonorable circumstances” in a lover’s quarrel with the satyr Chadrian. He needs help getting it back. Exotic Steeds. The stablemaster Kaito wishes to catch a flock of pegasi and believes the club will help with this task. Progression Gavyn’s Knuckle progresses when it accomplishes a public feat of strength, such as successfully pinning or winning in one-on-one combat, against a larger or brawnier foe, though what makes such a feat worthy of progression is at the GM’s discretion. However, in the case of defeating a larger foe in single combat, to progress to very rare rarity, the foe must be at least one size category larger than you, and to progress to legendary, they must be two size categories larger. Statistics Weapon (Greatclub), Rarity Varies (Requires Attunement) Common . When you score a critical hit against a Large or smaller creature with this magical weapon, you can choose to grapple the target (escape DC 11). You may only grapple one creature at a time with this weapon and while it grapples a creature, you can’t attack with it. Uncommon . The escape DC for the weapon’s grapple increases to 13. Grab. When you hit a creature with this weapon, you can immediately attempt to grapple the creature using the weapon (Athletics +5). Throw. As a bonus action, you can throw a creature grappled by Gavyn’s Knuckle up to 10 feet in a random direction. The creature takes 1d6 damage for every 10 feet thrown and is knocked prone. If thrown directly at another creature and the two collide, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. The escape DC for the weapon’s grapple increases to 15, its Athletics bonus increases to +7, and it can now throw grappled creatures up to 20 feet. Very Rare . The bonus to attack and damage rolls increases to +2, the escape DC for the weapon’s grapple increases to 17, its Athletics bonus increases to +9, and it can now throw grappled creatures up to 40 feet. While you wield Gavyn’s Knuckle , it has a reach of 10 feet. Legendary . The bonus to attack and damage rolls increases to +3, the escape DC for the weapon’s grapple increases to 19, its Athletics bonus increases to +11, and it can now throw grappled creatures up to 60 feet. In addition, Gavyn’s Knuckle can now grapple Huge creatures.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gavyn's Knuckle (Common)","description":"Gavyn's Knuckle Weapon (Greatclub), Common (Requires Attunement) When you score a critical hit against a Large or smaller creature with this magical weapon, you can choose to grapple the target (escape DC 11). You may only grapple one creature at a time with this weapon and while it grapples a creature, you can’t attack with it. Progression Gavyn’s Knuckle progresses when it accomplishes a public feat of strength, such as successfully pinning or winning in one-on-one combat, against a larger or brawnier foe, though what makes such a feat worthy of progression is at the GM’s discretion. However, in the case of defeating a larger foe in single combat, to progress to very rare rarity, the foe must be at least one size category larger than you, and to progress to legendary, they must be two size categories larger.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gavyn's Knuckle (Legendary)","description":"Gavyn's Knuckle Weapon (Greatclub), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit against a Huge or smaller creature with this magical weapon, you can choose to grapple the target (escape DC 19). You may only grapple one creature at a time with this weapon and while it grapples a creature, you can’t attack with it. While you wield Gavyn’s Knuckle, it has a reach of 10 feet. Grab. When you hit a creature with this weapon, you can immediately attempt to grapple the creature using the weapon (Athletics +11). Throw. As a bonus action, you can throw a creature grappled by Gavyn’s Knuckle up to 60 feet in a random direction. The creature takes 1d6 damage for every 10 feet thrown and is knocked prone. If thrown directly at another creature and the two collide, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed, Reach","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gavyn's Knuckle (Rare)","description":"Gavyn's Knuckle Weapon (Greatclub), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit against a Large or smaller creature with this magical weapon, you can choose to grapple the target (escape DC 15). You may only grapple one creature at a time with this weapon and while it grapples a creature, you can’t attack with it. Grab. When you hit a creature with this weapon, you can immediately attempt to grapple the creature using the weapon (Athletics +7). Throw. As a bonus action, you can throw a creature grappled by Gavyn’s Knuckle up to 20 feet in a random direction. The creature takes 1d6 damage for every 10 feet thrown and is knocked prone. If thrown directly at another creature and the two collide, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage. Progression Gavyn’s Knuckle progresses when it accomplishes a public feat of strength, such as successfully pinning or winning in one-on-one combat, against a larger or brawnier foe, though what makes such a feat worthy of progression is at the GM’s discretion. However, in the case of defeating a larger foe in single combat, to progress to very rare rarity, the foe must be at least one size category larger than you, and to progress to legendary, they must be two size categories larger.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gavyn's Knuckle (Uncommon)","description":"Gavyn's Knuckle Weapon (Greatclub), Uncommon (Requires Attunement) When you score a critical hit against a Large or smaller creature with this magical weapon, you can choose to grapple the target (escape DC 13). You may only grapple one creature at a time with this weapon and while it grapples a creature, you can’t attack with it. Grab. When you hit a creature with this weapon, you can immediately attempt to grapple the creature using the weapon (Athletics +5). Throw. As a bonus action, you can throw a creature grappled by Gavyn’s Knuckle up to 10 feet in a random direction. The creature takes 1d6 damage for every 10 feet thrown and is knocked prone. If thrown directly at another creature and the two collide, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage. Progression Gavyn’s Knuckle progresses when it accomplishes a public feat of strength, such as successfully pinning or winning in one-on-one combat, against a larger or brawnier foe, though what makes such a feat worthy of progression is at the GM’s discretion. However, in the case of defeating a larger foe in single combat, to progress to very rare rarity, the foe must be at least one size category larger than you, and to progress to legendary, they must be two size categories larger.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gavyn's Knuckle (Very Rare)","description":"Gavyn's Knuckle Weapon (Greatclub), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit against a Large or smaller creature with this magical weapon, you can choose to grapple the target (escape DC 17). You may only grapple one creature at a time with this weapon and while it grapples a creature, you can’t attack with it. While you wield Gavyn’s Knuckle, it has a reach of 10 feet. Grab. When you hit a creature with this weapon, you can immediately attempt to grapple the creature using the weapon (Athletics +9). Throw. As a bonus action, you can throw a creature grappled by Gavyn’s Knuckle up to 40 feet in a random direction. The creature takes 1d6 damage for every 10 feet thrown and is knocked prone. If thrown directly at another creature and the two collide, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage. Progression Gavyn’s Knuckle progresses when it accomplishes a public feat of strength, such as successfully pinning or winning in one-on-one combat, against a larger or brawnier foe, though what makes such a feat worthy of progression is at the GM’s discretion. However, in the case of defeating a larger foe in single combat, to progress to very rare rarity, the foe must be at least one size category larger than you, and to progress to legendary, they must be two size categories larger.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed, Reach","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gazebo of Shade and Shelter","description":"Wondrous item, rare You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo’s posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo’s walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo’s entrance. Once used, the gazebo can’t be used again until the next dusk. If reduced to 0 hit points, the gazebo can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Gazebo of Shade and Shelter","description":"Wondrous item, rare You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo’s posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo’s walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening . The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo’s entrance. Once used, the gazebo can’t be used again until the next dusk. If reduced to 0 hit points, the gazebo can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gazing Hydrangea","description":"Magic plant, very rare Themes: Unbinding, mental protection, and psychic strength Environments: In desert oases, near theaters and stages, outside windows that face mirrors Gazing hydrangea is a small shrub with short, broad leaves. Its flowers grow together in hemispherical bundles with tiny flowers in the center and larger, brightly colored flowers around the sides. The brightly colored flowers come in shades of pink, blue, and purple. Minor Wort. As an action, you can crush and toss gazing hydrangea petals at one creature you can see up to 10 feet away from you. The target must succeed on a Charisma saving throw or lose attunement to one item it is carrying or wearing at random. Ceremony Wort. You can craft a flower crown from gazing hydrangea blooms and stems to protect your mind. Crafting the crown takes 1 hour. While wearing the crown, a creature has resistance to psychic damage and its thoughts are hidden, unable to be read by spells such as detect thoughts. Each crown requires 2 cuttings of gazing hydrangea and lasts for 8 hours. Cultivated Wort (4th Level). A garden of gazing hydrangea that has been cultivated for at least 4 weeks empowers fortune telling and foresight. A divination spell cast as a ritual within the garden requires no components, and its duration is doubled.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gelid Hunter Hand Crossbow","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Hand Crossbow (uncommon variant)","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn. Uncommon variant: Remove the Deer Head Lights property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Hand Crossbow (very rare variant)","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn. Uncommon variant: Remove the Deer Head Lights property. Very rare variant: Increase the DC to 16 and the duration of the blinded condition to 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The weapon has the Icicle Barrage property. Icicle Barrage. At the start of your turn while holding this crossbow, you can choose to take 2d6 fire damage as the weapon vents even more heat into you. If you do, you can make two extra attacks with the crossbow when you take the Attack action before the end of your next turn. Once this property of the crossbow has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Heavy Crossbow","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Heavy Crossbow (uncommon variant)","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn. Uncommon variant: Remove the Deer Head Lights property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Heavy Crossbow (very rare variant)","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn. Uncommon variant: Remove the Deer Head Lights property. Very rare variant: Increase the DC to 16 and the duration of the blinded condition to 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The weapon has the Icicle Barrage property. Icicle Barrage. At the start of your turn while holding this crossbow, you can choose to take 2d6 fire damage as the weapon vents even more heat into you. If you do, you can make two extra attacks with the crossbow when you take the Attack action before the end of your next turn. Once this property of the crossbow has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Light Crossbow","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Light Crossbow (uncommon variant)","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn. Uncommon variant: Remove the Deer Head Lights property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gelid Hunter Light Crossbow (very rare variant)","description":"Weapon (any crossbow), rare Component: pouch of fey (Jorfraust) claws Carefully constructed for maximum efficiency in extreme cold, this tactical crossbow includes an automatic reloading system requiring no ammunition and a bright flashlight for the darkness of winter. The deer head adorning it may not be a real one, but you’ll have no trouble hunting one down when armed with this weapon. Ice Shot. This weapon doesn’t use normal ammunition. Instead of firing bolts, when you make an attack with it, an icicle forms already loaded into the crossbow and ready to fire. At the start of your turn, you can choose to ignore the loading property of the crossbow until your next turn, taking 1d6 fire damage as the weapon vents heat into you to form more icicles. Deer Head Lights. As an action while holding the crossbow, you can cause the deer’s eyes to emit bright light in a 30-foot cone, or turn the light off. When you activate the light, you can choose to have it flair with momentary intensity, forcing each creature in the cone to make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn, and its speed is reduced to 0 feet while blinded in this way. Once the crossbow has been used to blind creatures, it can’t be used to do so again until the next dawn. Uncommon variant: Remove the Deer Head Lights property. Very rare variant: Increase the DC to 16 and the duration of the blinded condition to 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The weapon has the Icicle Barrage property. Icicle Barrage. At the start of your turn while holding this crossbow, you can choose to take 2d6 fire damage as the weapon vents even more heat into you. If you do, you can make two extra attacks with the crossbow when you take the Attack action before the end of your next turn. Once this property of the crossbow has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gem of Brightness","description":"Gem of Brightness Wondrous item, uncommon This prism has 50 charges . While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gem of Brightness","description":"Gem Of Brightness Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gem of Brightness","description":"Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Gem of Brightness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gem of Darkness","description":"Gem of Darkness Wondrous Item, Uncommon This prism has 50 Charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to extinguish all nonmagical light and light created by uncommon items in a 60-foot radius. If any of this effect’s area overlaps with an area of light created by a spell of 1st level or lower, the spell that created the light is dispelled. This effect doesn’t expend a charge. The second command word expends 1 charge and causes the gem to create magical darkness that spreads from a point you choose within 60 feet of you to fill a 5-foot radius sphere for 1 minute or until you use the gem to create that effect again. The darkness spreads around corners and extinguishes all nonmagical light and light created by uncommon items. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. The third command word expends 5 charges and allows you to cast the darkness spell from the gem. When cast this way, darkness has a range of 120 feet and the sphere of magical darkness it creates has a radius of 20 feet. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Gem of Introspection","description":"Gem of Introspection Wondrous item, very rare (requires attunement by a creature with the Spellcasting feature) The gem has a soothing, pulsating glow that helps its holder relax into meditation and study. When you change your list of prepared spells when you finish a long rest, you can choose to prepare up to 8 additional spells beyond your normal number.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature with the Spellcasting feature"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Gem of Seeing","description":"Gem Of Seeing Wondrous item, rare ( requires attunement ) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gem of Seeing","description":"Gem of Seeing Wondrous item, rare (r equires attunement ) This gem has 3 charges . As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gem of Seeing","description":"Wondrous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Gem of Seeing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gene Augment Kit (Fitness)","description":"Gene Augment Kit Utility, very rare This kit contains bio-chemical and nanotech injections and treatments. If you spend 48 hours over a period of 6 days or fewer following the kit’s instructions and treatment guidelines, one of your ability scores increases by 2, as does your maximum for that score. The kit’s type determines the ability score that is increased. The GM chooses the type or determines it randomly from the options below. If the treatment isn’t completed within 6 days, the kit can’t be used again for 24 hours, after which you can start the treatment over from the beginning. Once the treatment is successfully completed, the resources are permanently depleted and kit becomes a normal medkit. d6 Kit Type Ability Score 1 Fitness Strength 2 Health Constitution 3 Insight Wisdom 4 Logic Intelligence 5 Presence Charisma 6 Reflex Dexterity","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gene Augment Kit (Health)","description":"Gene Augment Kit Utility, very rare This kit contains bio-chemical and nanotech injections and treatments. If you spend 48 hours over a period of 6 days or fewer following the kit’s instructions and treatment guidelines, one of your ability scores increases by 2, as does your maximum for that score. The kit’s type determines the ability score that is increased. The GM chooses the type or determines it randomly from the options below. If the treatment isn’t completed within 6 days, the kit can’t be used again for 24 hours, after which you can start the treatment over from the beginning. Once the treatment is successfully completed, the resources are permanently depleted and kit becomes a normal medkit. d6 Kit Type Ability Score 1 Fitness Strength 2 Health Constitution 3 Insight Wisdom 4 Logic Intelligence 5 Presence Charisma 6 Reflex Dexterity","properties":{"Category":"Items","Expansion":27053,"Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gene Augment Kit (Insight)","description":"Gene Augment Kit Utility, very rare This kit contains bio-chemical and nanotech injections and treatments. If you spend 48 hours over a period of 6 days or fewer following the kit’s instructions and treatment guidelines, one of your ability scores increases by 2, as does your maximum for that score. The kit’s type determines the ability score that is increased. The GM chooses the type or determines it randomly from the options below. If the treatment isn’t completed within 6 days, the kit can’t be used again for 24 hours, after which you can start the treatment over from the beginning. Once the treatment is successfully completed, the resources are permanently depleted and kit becomes a normal medkit. d6 Kit Type Ability Score 1 Fitness Strength 2 Health Constitution 3 Insight Wisdom 4 Logic Intelligence 5 Presence Charisma 6 Reflex Dexterity","properties":{"Category":"Items","Expansion":27053,"Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gene Augment Kit (Logic)","description":"Gene Augment Kit Utility, very rare This kit contains bio-chemical and nanotech injections and treatments. If you spend 48 hours over a period of 6 days or fewer following the kit’s instructions and treatment guidelines, one of your ability scores increases by 2, as does your maximum for that score. The kit’s type determines the ability score that is increased. The GM chooses the type or determines it randomly from the options below. If the treatment isn’t completed within 6 days, the kit can’t be used again for 24 hours, after which you can start the treatment over from the beginning. Once the treatment is successfully completed, the resources are permanently depleted and kit becomes a normal medkit. d6 Kit Type Ability Score 1 Fitness Strength 2 Health Constitution 3 Insight Wisdom 4 Logic Intelligence 5 Presence Charisma 6 Reflex Dexterity","properties":{"Category":"Items","Expansion":27053,"Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gene Augment Kit (Presence)","description":"Gene Augment Kit Utility, very rare This kit contains bio-chemical and nanotech injections and treatments. If you spend 48 hours over a period of 6 days or fewer following the kit’s instructions and treatment guidelines, one of your ability scores increases by 2, as does your maximum for that score. The kit’s type determines the ability score that is increased. The GM chooses the type or determines it randomly from the options below. If the treatment isn’t completed within 6 days, the kit can’t be used again for 24 hours, after which you can start the treatment over from the beginning. Once the treatment is successfully completed, the resources are permanently depleted and kit becomes a normal medkit. d6 Kit Type Ability Score 1 Fitness Strength 2 Health Constitution 3 Insight Wisdom 4 Logic Intelligence 5 Presence Charisma 6 Reflex Dexterity","properties":{"Category":"Items","Expansion":27053,"Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gene Augment Kit (Reflex)","description":"Gene Augment Kit Utility, very rare This kit contains bio-chemical and nanotech injections and treatments. If you spend 48 hours over a period of 6 days or fewer following the kit’s instructions and treatment guidelines, one of your ability scores increases by 2, as does your maximum for that score. The kit’s type determines the ability score that is increased. The GM chooses the type or determines it randomly from the options below. If the treatment isn’t completed within 6 days, the kit can’t be used again for 24 hours, after which you can start the treatment over from the beginning. Once the treatment is successfully completed, the resources are permanently depleted and kit becomes a normal medkit. d6 Kit Type Ability Score 1 Fitness Strength 2 Health Constitution 3 Insight Wisdom 4 Logic Intelligence 5 Presence Charisma 6 Reflex Dexterity","properties":{"Category":"Items","Expansion":27053,"Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gentleman's Umbershield","description":"Wand, rare Component: aberration hide Rain, arrows, or maces, this wand can deflect them all. Disguised as an oiled blue silk umbrella, as any gentleman might carry, this magical implement gives you a heightened sense of danger. This wand has 12 charges and regains 1d6 + 6 expended charges daily at dawn. While holding it, you have advantage on initiative rolls. Reflect. When you are hit by an attack that you can see while holding the wand, you can use your reaction to open the umbrella and roll a d8. You expend charges equal to the result of the roll, or however many remain in the wand (whichever is lower), and gain a bonus to AC equal to the number of charges expended until the start of your next turn. If this results in the triggering attack missing you, the attack bounces back at the creature that made it using the original attack roll, potentially causing the attacker to hit itself.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gentleman's Umbershield (uncommon variant)","description":"Wand, rare Component: aberration hide Rain, arrows, or maces, this wand can deflect them all. Disguised as an oiled blue silk umbrella, as any gentleman might carry, this magical implement gives you a heightened sense of danger. This wand has 12 charges and regains 1d6 + 6 expended charges daily at dawn. While holding it, you have advantage on initiative rolls. Reflect. When you are hit by an attack that you can see while holding the wand, you can use your reaction to open the umbrella and roll a d8. You expend charges equal to the result of the roll, or however many remain in the wand (whichever is lower), and gain a bonus to AC equal to the number of charges expended until the start of your next turn. If this results in the triggering attack missing you, the attack bounces back at the creature that made it using the original attack roll, potentially causing the attacker to hit itself. Uncommon variant: You don’t have advantage on initiative rolls while holding the wand. Reduce the charges to 8, the recharge to 1d4 + 4, and the die size of the Reflect property to a d6.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gentleman's Umbershield (very rare variant)","description":"Wand, rare Component: aberration hide Rain, arrows, or maces, this wand can deflect them all. Disguised as an oiled blue silk umbrella, as any gentleman might carry, this magical implement gives you a heightened sense of danger. This wand has 12 charges and regains 1d6 + 6 expended charges daily at dawn. While holding it, you have advantage on initiative rolls. Reflect. When you are hit by an attack that you can see while holding the wand, you can use your reaction to open the umbrella and roll a d8. You expend charges equal to the result of the roll, or however many remain in the wand (whichever is lower), and gain a bonus to AC equal to the number of charges expended until the start of your next turn. If this results in the triggering attack missing you, the attack bounces back at the creature that made it using the original attack roll, potentially causing the attacker to hit itself. Uncommon variant: You don’t have advantage on initiative rolls while holding the wand. Reduce the charges to 8, the recharge to 1d4 + 4, and the die size of the Reflect property to a d6. Very rare variant: Increase the charges to 20, the recharge to 1d10 + 10, and the die size of the Reflect property to a d10.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gergulsush","description":"Is it a whip, or something else? Legend The eccentric fighter Dubious Swath made friends with an unlikely monstrosity—a mimic named Gergulsush. The mimic, trapped in the lower bowels of an abandoned castle, attacked Dubious, grappling him with the intention of eating him. Dubious remained calm and offered a truce: spare his life in exchange for removal from the keep. The mimic agreed. From then on, Gergulsush fought alongside Dubious, lashing out its sticky tongue and grappling their foes. However, after many years of companionship, Gergulsush became old and frail. Afraid of losing his monstrous friend forever, Dubious commissioned a wizard to transform Gergulsush into a living weapon, so the two could continue to battle alongside one another. Location Sadly, Dubious and Gergulsush ventured into an old keep with foes too mighty for the duo to defeat. The whip now rests once again in the lower level of a keep, trapped next to Dubious’s decaying body. Encounter Ideas Rumors. Locals tell tales of a lost fighter wielding a sticky, tongue-like whip. The fighter may have perished in a nearby eerie keep. Stick it to Ya! The characters encounter a group of ruffians ( gladiators ), one of which wields Gergulsush. Treasure. A gnome merchant travels with the whip locked in a metal cage. The monstrous weapon keeps eating his exotic birds and lizards, but he knows the weapon is unique and hopes to sell it soon. Progression Gergulsush progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. Statistics Weapon (Whip), Rarity Varies (Requires Attunement) Common . The whip’s handle is tacky, allowing you to grip it firmly. You can’t drop this whip unless you choose to and checks made to forcefully remove the whip from your hand have disadvantage. A Mimic Says What? You know how to speak Mimic, which is a series of grunts, slurps, belches, groans, and guttural sounds. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. What Is It? As a bonus action, you can speak a command word to change the form of the whip into an object of similar size, or back into its whip form. While in object form, it is indistinguishable from an ordinary object. Sticky. When you hit a target with an attack using this weapon, you can choose to have the whip adhere to it. The target is grappled (escape DC 13). Rare . The bonus to attack and damage rolls increases to +2, and the escape DC of Sticky increases to 15. Extended Reach. The whip’s reach extends to 15 feet. Very Rare . Mimic Ally. As a bonus action, you can drop the whip to the ground while uttering a command word. The whip instantly changes into a Medium-sized mimic in the form of a treasure chest for 1 hour. The mimic is friendly to you and your companions. In combat, it shares your your initiative count, but it takes its turn immediately after yours. You can use a bonus action to revert the mimic to its whip form. Any damage, conditions, or other effects are not removed when the mimic transforms back into a whip. The mimic regains all of its hit points when you finish a long rest. If the mimic dies, it reverts to its whip form and can’t be used again in this way until you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3. The duration of Mimic Ally increases to 2 hours and the mimic has 85 hit points.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gergulsush (Common)","description":"Gergulsush Weapon (Whip), Common (Requires Attunement) The whip’s handle is tacky, allowing you to grip it firmly. You can’t drop this whip unless you choose to and checks made to forcefully remove the whip from your hand have disadvantage. A Mimic Says What? You know how to speak Mimic, which is a series of grunts, slurps, belches, groans, and guttural sounds. Progression Gergulsush progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gergulsush (Legendary)","description":"Gergulsush Weapon (Whip), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The whip’s handle is tacky, allowing you to grip it firmly. You can’t drop this whip unless you choose to and checks made to forcefully remove the whip from your hand have disadvantage. Extended Reach. The whip’s reach extends to 15 feet. A Mimic Says What? You know how to speak Mimic, which is a series of grunts, slurps, belches, groans, and guttural sounds. What Is It? As a bonus action, you can speak a command word to change the form of the whip into an object of similar size, or back into its whip form. While in object form, it is indistinguishable from an ordinary object. Sticky. When you hit a target with an attack using this weapon, you can choose to have the whip adhere to it. The target is grappled (escape DC 15). Mimic Ally. As a bonus action, you can drop the whip to the ground while uttering a command word. The whip instantly changes into a Medium-sized mimic with 85 hit points in the form of a treasure chest for 2 hours. The mimic is friendly to you and your companions. In combat, it shares your your initiative count, but it takes its turn immediately after yours. You can use a bonus action to revert the mimic to its whip form. Any damage, conditions, or other effects are not removed when the mimic transforms back into a whip. The mimic regains all of its hit points when you finish a long rest. If the mimic dies, it reverts to its whip form and can’t be used again in this way until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach 15 ft.","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gergulsush (Rare)","description":"Gergulsush Weapon (Whip), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The whip’s handle is tacky, allowing you to grip it firmly. You can’t drop this whip unless you choose to and checks made to forcefully remove the whip from your hand have disadvantage. Extended Reach. The whip’s reach extends to 15 feet. A Mimic Says What? You know how to speak Mimic, which is a series of grunts, slurps, belches, groans, and guttural sounds. What Is It? As a bonus action, you can speak a command word to change the form of the whip into an object of similar size, or back into its whip form. While in object form, it is indistinguishable from an ordinary object. Sticky. When you hit a target with an attack using this weapon, you can choose to have the whip adhere to it. The target is grappled (escape DC 15). Progression Gergulsush progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach 15 ft.","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gergulsush (Uncommon)","description":"Gergulsush Weapon (Whip), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The whip’s handle is tacky, allowing you to grip it firmly. You can’t drop this whip unless you choose to and checks made to forcefully remove the whip from your hand have disadvantage. A Mimic Says What? You know how to speak Mimic, which is a series of grunts, slurps, belches, groans, and guttural sounds. What Is It? As a bonus action, you can speak a command word to change the form of the whip into an object of similar size, or back into its whip form. While in object form, it is indistinguishable from an ordinary object. Sticky. When you hit a target with an attack using this weapon, you can choose to have the whip adhere to it. The target is grappled (escape DC 13). Progression Gergulsush progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gergulsush (Very Rare)","description":"Gergulsush Weapon (Whip), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The whip’s handle is tacky, allowing you to grip it firmly. You can’t drop this whip unless you choose to and checks made to forcefully remove the whip from your hand have disadvantage. Extended Reach. The whip’s reach extends to 15 feet. A Mimic Says What? You know how to speak Mimic, which is a series of grunts, slurps, belches, groans, and guttural sounds. What Is It? As a bonus action, you can speak a command word to change the form of the whip into an object of similar size, or back into its whip form. While in object form, it is indistinguishable from an ordinary object. Sticky. When you hit a target with an attack using this weapon, you can choose to have the whip adhere to it. The target is grappled (escape DC 15). Mimic Ally. As a bonus action, you can drop the whip to the ground while uttering a command word. The whip instantly changes into a Medium-sized mimic in the form of a treasure chest for 1 hour. The mimic is friendly to you and your companions. In combat, it shares your your initiative count, but it takes its turn immediately after yours. You can use a bonus action to revert the mimic to its whip form. Any damage, conditions, or other effects are not removed when the mimic transforms back into a whip. The mimic regains all of its hit points when you finish a long rest. If the mimic dies, it reverts to its whip form and can’t be used again in this way until you finish a long rest. Progression Gergulsush progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach 15 ft.","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ghaal'duur, the Mighty Dirge","description":"Ghaal’duur, the Mighty Dirge Wondrous item, artifact (requires attunement by a bard) This three-foot warhorn, a revered artifact of Dhakaan, is carved from the tip of a red dragon’s horn, banded with adamantine, and covered with runes of power. An inscription in Goblin reads “A mighty dirge for the fallen foe.” Ghaal’duur was crafted by Jhazaal Dhakaan, a legendary dirge singer who united the ancient warring clans. Any kech warlord who obtained it would gain great influence among the Heirs of Dhakaan—and any non-Dhakaani that possesses it bears a dangerous burden. Random Properties. The warhorn has the following randomly determined properties: 2 minor beneficial properties 1 minor detrimental property; any goblinoid attuned to this warhorn is immune to the detrimental effects of this property. Jhazaal’s Presence. While you possess and are attuned to the horn, your Charisma score is increased by 4, and your maximum for this score is 24. The Dragon’s Song. When holding the warhorn in both hands, you can use it as a spellcasting focus for your bard spells. Bard spells cast using the warhorn gain the following benefits. If the spell has a duration of 1 minute or longer, its duration is doubled, to a maximum duration of 24 hours. If the spell has a range of 5 feet or greater, its range is doubled. If the spell is 1st level or higher, it is cast as if from a spell slot 1 level higher than the spell slot you expended. The Sound of Victory. While holding the warhorn in both hands, you can use an action to blow it, empowering your allies and intimidating your foes. For the next 10 minutes, any time an ally within 600 feet of you that can hear you makes an attack roll or a saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. If the creature is a goblinoid, it adds 2d4 instead of 1d4 to its roll. Additionally, every enemy within 600 feet of you that can hear you must make a Charisma saving throw against your bard spell save DC; on a failed saving throw, for the next 10 minutes, anytime it makes an attack roll or a saving throw, the creature must roll a d4 and subtract the number rolled from the attack roll or saving throw. If the creature is a goblinoid, it subtracts 2d4 instead of 1d4 from its roll. Once you use this property, you can’t do so again until you complete a short or long rest. Destroying the Horn. It’s said that only the fire of Jharaashta, the dragon who sacrificed his horn for its creation, can destroy the horn. But after nine thousand years, most sages assume that the mighty dragon is long dead.","properties":{"Category":"Items","Expansion":20973,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement by a bard"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Ghallanda Cauldron","description":"Ghallanda Cauldron Wondrous item, common (requires attunement by a creature with the Mark of Hospitality) Engraved with arcane sigils and imbued with ground Siberys shards, this cauldron allows you to prepare food in the blink of an eye. While you have to provide the raw materials, the Ghallanda cauldron can mystically heat, chill, or flavor contents, allowing precise control over temperature and replicating the flavor of spices or herbs you don’t possess. While cooking food in the cauldron, you can reduce its cooking time by 90%, and you gain advantage on ability checks made using cook’s utensils.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement by a creature with the Mark of Hospitality"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Ghillie Armor","description":"Ghillie Armor Armor (any), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Breastplate","description":"Ghillie Breastplate Armor (breastplate), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Chain Mail","description":"Ghillie Chain Mail Armor (chain mail), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Chain Shirt","description":"Ghillie Chain Shirt Armor (chain shirt), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Half Plate Armor","description":"Ghillie Half Plate Armor Armor (half plate armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 15 + Dex modifier (max 2) Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Hide Armor","description":"Ghillie Hide Armor Armor (hide armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 12 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Leather Armor","description":"Ghillie Leather Armor Armor (leather armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Padded Armor","description":"Ghillie Padded Armor Armor (padded armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 11 + Dex modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Plate Armor","description":"Ghillie Plate Armor Armor (plate armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 18 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Ring Mail","description":"Ghillie Ring Mail Armor (ring mail), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 14 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Scale Mail","description":"Ghillie Scale Mail Armor (scale mail), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 14 + Dex modifier (max 2) Stealth: Disadvantage Weight: 45","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Splint Armor","description":"Ghillie Splint Armor Armor (splint armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 17 Stealth: Disadvantage Weight: 13 Minimum Strength: 15","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghillie Studded Leather Armor","description":"Ghillie Studded Leather Armor Armor (studded leather armor), rare This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity (Stealth) checks, ignoring any disadvantage the armor would normally impose on the roll. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ghost Armor","description":"Armor (Light or Medium), Rare (Requires Attunement) While wearing this armor, you can speak its command word as a bonus action to move incorporeally for 1 round. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this ability a number of rounds per day equal to your level.","properties":{"Category":"Items","Item Type":"Light or Medium Armor","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ghost Barding","description":"Armor (light, medium, or heavy), uncommon This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn’t. The armor’s base Armor Class applies only against attacks by undead creatures and doesn’t provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ghost Cutlass","description":"Weapon (scimitar), uncommon Component: undead (ghost) ethereal ichor A curved blade of ethereal green smoke rises from its barnacle-encrusted hilt, swimming with ghastly, ghostly visages. Legend says these faces belong to those who fell while wielding the blade, a part of their soul trapped forever in its decrepit metal. This item appears to be a round, rusted hilt. While grasping the hilt, you can use a bonus action to cause an ethereal blade to spring into existence, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals psychic damage instead of slashing damage. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ghost Cutlass (rare variant)","description":"Weapon (scimitar), uncommon Component: undead (ghost) ethereal ichor A curved blade of ethereal green smoke rises from its barnacle-encrusted hilt, swimming with ghastly, ghostly visages. Legend says these faces belong to those who fell while wielding the blade, a part of their soul trapped forever in its decrepit metal. This item appears to be a round, rusted hilt. While grasping the hilt, you can use a bonus action to cause an ethereal blade to spring into existence, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals psychic damage instead of slashing damage. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the attack and damage bonus to +2.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ghost Cutlass (very rare variant)","description":"Weapon (scimitar), uncommon Component: undead (ghost) ethereal ichor A curved blade of ethereal green smoke rises from its barnacle-encrusted hilt, swimming with ghastly, ghostly visages. Legend says these faces belong to those who fell while wielding the blade, a part of their soul trapped forever in its decrepit metal. This item appears to be a round, rusted hilt. While grasping the hilt, you can use a bonus action to cause an ethereal blade to spring into existence, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals psychic damage instead of slashing damage. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the attack and damage bonus to +2. Very rare variant: Increase the attack and damage bonus to +3.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ghost Dragon Horn","description":"Wondrous item, very rare Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn’s command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn’t frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn’s shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can’t be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ghost Lantern","description":"Ghost Lantern Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can't be harmed, turned or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Ghost Lantern","description":"Ghost Lantern Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Ghost Robe","description":"Ghost Robe Wondrous item, very rare (requires attunement) This cloak is almost insubstantial to the touch. When you wear it, you become equally insubstantial, able to move through Medium or smaller creatures and walls thinner than five feet as if they were difficult terrain. If you end your turn inside a creature or object, you take 2d8 force damage. You cannot move through magical barriers or lead of any thickness.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Ghost Shroud","description":"Wondrous Item, Rare (Requires Attunement) This magic cloak has 3 charges and regains all expended charges daily at dawn. As a bonus action while wearing it, you can expend 1 charge to become incorporeal until the end of your next turn, gaining the following benefits: Your weapon attacks deal force damage instead of bludgeoning, piercing, or slashing damage. You can’t be grappled or restrained. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If the effect ends while you are inside a solid object, you are pushed to the nearest unoccupied space, taking 1d10 force damage for every 5 feet traveled.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ghost Step Tattoo","description":"Ghost Step Tattoo Wondrous item (tattoo), very rare (requires attunement ) Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can't be grappled or restrained. You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Ghost Thread","description":"Wondrous item, rare Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow the strand to its destination by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Ghost Thread","description":"Wondrous item, rare Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ghostfinger Extract","description":"Posion (Ingested) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the target can't cast spells with somatic components, and any weapons or items they wield are treated as if they had the two-handed property.","properties":{"Category":"Items","Item Type":"Potion"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Ghoul Light","description":"Wondrous item, very rare This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern’s magic doesn’t improve the meat’s flavor, but the light does restore the meat’s nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage. Curse. When a creature eats meat that has been rendered edible by this lantern’s light, the creature must succeed on a DC 15 Constitution saving throw or become cursed until it is targeted by the remove curse spell or similar magic. While cursed, the creature has a craving for the flesh of humanoid corpses. If the cursed creature goes longer than 7 days without consuming at least 1 ounce of flesh from a dead humanoid, it can’t regain hit points by any means until it consumes such flesh.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ghoul saliva paste","description":"Injury This is a pungent and unsavory mash of meat and tissue, pre-chewed by ghouls and soaked in their saliva. Unscrupulous individuals and some darakhul hunters apply it to weapons to incapacitate their targets for a few moments. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Holding ammunition or a weapon coated in this poison gives you disadvantage on Stealth checks against creatures that have the Keen Smell trait.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Ghoul Saliva Paste","description":"This is a pungent and unsavory mash of meat and tissue, pre-chewed by ghouls and soaked in their saliva. Unscrupulous individuals and some ghoul hunters apply it to weapons to incapacitate their targets for a few moments. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Using this poison gives you disadvantage on Stealth checks against creatures that have the Keen Smell trait.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Ghoulbane Oil","description":"Potion, very rare This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or darakhul takes damage from the coated item, it takes an extra 2d6 damage of the weapon’s type. ","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoulbane Oil","description":"Potion, very rare This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or darakhul (see Tome of Beasts ) takes damage from the coated item, it takes an extra 2d6 damage of the weapon’s type.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ghoulbane Rod","description":"Rod, rare Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod’s arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s glyphs flare to life and the rod’s magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren’t undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a -2 penalty to AC and Dexterity saving throws, its speed is halved, and it can’t use reactions. The rod’s magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod’s total active time.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Giant Slayer","description":"Giant Slayer Weapon (any axe or sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any axe or sword)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Giant Slayer","description":"Giant Slayer Weapon (any axe or sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone . For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls . Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Weapon (any axe or sword)","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Slayer (Template)","description":"Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer (Template)","description":"Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Battleaxe","description":"Weapon (Battleaxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Giant Slayer Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Battleaxe","description":"Weapon (Battleaxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Battleaxe\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Battleaxe Attack\",\"parent\":\"Giant Slayer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Battleaxe\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Battleaxe Damage\",\"parent\":\"Giant Slayer Battleaxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Battleaxe Attack (Two-handed)\",\"parent\":\"Giant Slayer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Battleaxe (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Battleaxe Damage (Two-handed)\",\"parent\":\"Giant Slayer Battleaxe Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Battleaxe Giant Damage Effect\",\"parent\":\"Giant Slayer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Battleaxe\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Battleaxe Knock Prone\",\"parent\":\"Giant Slayer Battleaxe Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Giant Slayer Battleaxe","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Blowgun","description":"Weapon (Blowgun), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Giant Slayer Blowgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Blowgun","description":"Weapon (Blowgun), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Blowgun\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Blowgun\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Blowgun\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Blowgun Attack\",\"parent\":\"Giant Slayer Blowgun\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Blowgun\\\",\\\"range\\\":\\\"25/100\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Blowgun Damage\",\"parent\":\"Giant Slayer Blowgun Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\"}\"},{\"name\":\"Giant Slayer Blowgun Giant Damage Effect\",\"parent\":\"Giant Slayer Blowgun\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Blowgun\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Blowgun Knock Prone\",\"parent\":\"Giant Slayer Blowgun Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Blowgun","Weight":1,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"25/100","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Club","description":"Weapon (Club), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Giant Slayer Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Club","description":"Weapon (Club), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Club\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Club\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Club\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Club Attack\",\"parent\":\"Giant Slayer Club\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Club\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Club Damage\",\"parent\":\"Giant Slayer Club Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Club Attack (Off-hand)\",\"parent\":\"Giant Slayer Club\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Club (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Club Damage (Off-hand)\",\"parent\":\"Giant Slayer Club Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Club Giant Damage Effect\",\"parent\":\"Giant Slayer Club\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Club\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Club Knock Prone\",\"parent\":\"Giant Slayer Club Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Club","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Dagger","description":"Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Giant Slayer Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Dagger","description":"Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light, Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Dagger\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dagger\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Dagger Attack\",\"parent\":\"Giant Slayer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Dagger\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Dagger Damage\",\"parent\":\"Giant Slayer Dagger Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Dagger Attack (Finesse)\",\"parent\":\"Giant Slayer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Dagger (Finesse)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Dagger Damage (Finesse)\",\"parent\":\"Giant Slayer Dagger Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Dagger Attack (Off-hand)\",\"parent\":\"Giant Slayer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Dagger (Off-hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Dagger Damage (Off-hand)\",\"parent\":\"Giant Slayer Dagger Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Dagger Attack (Thrown)\",\"parent\":\"Giant Slayer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Dagger (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Dagger Damage (Thrown)\",\"parent\":\"Giant Slayer Dagger Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Dagger Giant Damage Effect\",\"parent\":\"Giant Slayer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Dagger\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Dagger Knock Prone\",\"parent\":\"Giant Slayer Dagger Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Giant Slayer Dagger","Weight":1,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Dart","description":"Weapon (Dart), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Giant Slayer Dart"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Dart","description":"Weapon (Dart), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Dart\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Dart\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":0.25,\\\"properties\\\":[\\\"Finesse\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dart\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Dart Attack\",\"parent\":\"Giant Slayer Dart\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Dart \\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Dart Damage\",\"parent\":\"Giant Slayer Dart Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Dart Attack (Finesse)\",\"parent\":\"Giant Slayer Dart\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Dart (Finesse)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Dart Damage (Finesse)\",\"parent\":\"Giant Slayer Dart Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Dart Giant Damage Effect\",\"parent\":\"Giant Slayer Dart\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Dart\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Dart Knock Prone\",\"parent\":\"Giant Slayer Dart Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Dart","Weight":0.25,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"20/60","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Flail","description":"Weapon (Flail), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Giant Slayer Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Flail","description":"Weapon (Flail), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Flail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Flail\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Flail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Flail Attack\",\"parent\":\"Giant Slayer Flail\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Flail\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Flail Damage\",\"parent\":\"Giant Slayer Flail Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Flail Giant Damage Effect\",\"parent\":\"Giant Slayer Flail\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Flail\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Flail Knock Prone\",\"parent\":\"Giant Slayer Flail Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Giant Slayer Flail","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Glaive","description":"Weapon (Glaive), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Glaive","description":"Weapon (Glaive), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Glaive\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Glaive\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Glaive Attack\",\"parent\":\"Giant Slayer Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Glaive\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Glaive Damage\",\"parent\":\"Giant Slayer Glaive Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Glaive Giant Damage Effect\",\"parent\":\"Giant Slayer Glaive\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Glaive\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Glaive Knock Prone\",\"parent\":\"Giant Slayer Glaive Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Graze","Name":"Giant Slayer Glaive","Weight":6,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Greataxe","description":"Weapon (Greataxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Giant Slayer Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Greataxe","description":"Weapon (Greataxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Greataxe\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4030 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Greataxe Attack\",\"parent\":\"Giant Slayer Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Greataxe\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Greataxe Damage\",\"parent\":\"Giant Slayer Greataxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Giant Slayer Greataxe Giant Damage Effect\",\"parent\":\"Giant Slayer Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Greataxe\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Greataxe Knock Prone\",\"parent\":\"Giant Slayer Greataxe Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Giant Slayer Greataxe","Weight":7,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Greatclub","description":"Weapon (Greatclub), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-handed","Item Rarity":"No","Name":"Giant Slayer Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Greatclub","description":"Weapon (Greatclub), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Two-Handed","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Greatclub\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-handed\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Greatclub Attack\",\"parent\":\"Giant Slayer Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Greatclub\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Greatclub Damage\",\"parent\":\"Giant Slayer Greatclub Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Greatclub Giant Damage Effect\",\"parent\":\"Giant Slayer Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Greatclub\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Greatclub Knock Prone\",\"parent\":\"Giant Slayer Greatclub Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Giant Slayer Greatclub","Weight":10,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Greatsword","description":"Weapon (Greatsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Giant Slayer Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Greatsword","description":"Weapon (Greatsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Greatsword\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Greatsword Attack\",\"parent\":\"Giant Slayer Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Greatsword\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Greatsword Damage\",\"parent\":\"Giant Slayer Greatsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Greatsword Giant Damage Effect\",\"parent\":\"Giant Slayer Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Greatsword\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Greatsword Knock Prone\",\"parent\":\"Giant Slayer Greatsword Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Graze","Name":"Giant Slayer Greatsword","Weight":6,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Halberd","description":"Weapon (Halberd), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Halberd","description":"Weapon (Halberd), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Halberd\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Halberd\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Halberd Attack\",\"parent\":\"Giant Slayer Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Halberd\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Halberd Damage\",\"parent\":\"Giant Slayer Halberd Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Halberd Giant Damage Effect\",\"parent\":\"Giant Slayer Halberd\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Halberd\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Halberd Knock Prone\",\"parent\":\"Giant Slayer Halberd Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Giant Slayer Halberd","Weight":6,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Hand Crossbow","description":"Weapon (Hand Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"No","Name":"Giant Slayer Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Hand Crossbow","description":"Weapon (Hand Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Hand Crossbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition (Range 30/120; Bolt)\\\",\\\"Light\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"4075 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Hand Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Hand Crossbow Attack\",\"parent\":\"Giant Slayer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Hand Crossbow\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Hand Crossbow Damage\",\"parent\":\"Giant Slayer Hand Crossbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Hand Crossbow (Off-Hand) Attack\",\"parent\":\"Giant Slayer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Hand Crossbow (Off-Hand)\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Hand Crossbow (Off-Hand) Damage\",\"parent\":\"Giant Slayer Hand Crossbow (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Hand Crossbow Giant Damage Effect\",\"parent\":\"Giant Slayer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Hand Crossbow\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Hand Crossbow Knock Prone\",\"parent\":\"Giant Slayer Hand Crossbow Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Hand Crossbow","Weight":3,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"30/120","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Handaxe","description":"Weapon (Handaxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"No","Name":"Giant Slayer Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Handaxe","description":"Weapon (Handaxe), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Handaxe\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Handaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Handaxe Attack\",\"parent\":\"Giant Slayer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Handaxe\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Handaxe Damage\",\"parent\":\"Giant Slayer Handaxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Handaxe Attack (Off-hand)\",\"parent\":\"Giant Slayer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Handaxe (Off-hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Handaxe Damage (Off-hand)\",\"parent\":\"Giant Slayer Handaxe Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Handaxe Attack (Thrown)\",\"parent\":\"Giant Slayer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Handaxe (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Handaxe Damage (Thrown)\",\"parent\":\"Giant Slayer Handaxe Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Handaxe Giant Damage Effect\",\"parent\":\"Giant Slayer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Handaxe\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Handaxe Knock Prone\",\"parent\":\"Giant Slayer Handaxe Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Handaxe","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Heavy Crossbow","description":"Weapon (Heavy Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Heavy Crossbow","description":"Weapon (Heavy Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Heavy Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Heavy Crossbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Heavy Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Heavy Crossbow Attack\",\"parent\":\"Giant Slayer Heavy Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Heavy Crossbow\\\",\\\"range\\\":\\\"100/400\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Heavy Crossbow Damage\",\"parent\":\"Giant Slayer Heavy Crossbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Heavy Crossbow Giant Damage Effect\",\"parent\":\"Giant Slayer Heavy Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Heavy Crossbow\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Heavy Crossbow Knock Prone\",\"parent\":\"Giant Slayer Heavy Crossbow Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Giant Slayer Heavy Crossbow","Weight":18,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"100/400","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Javelin","description":"Weapon (Javelin), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Giant Slayer Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Javelin","description":"Weapon (Javelin), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Javelin\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Thrown\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Javelin\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Javelin Attack\",\"parent\":\"Giant Slayer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Javelin\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Javelin Damage\",\"parent\":\"Giant Slayer Javelin Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Javelin Attack (Thrown)\",\"parent\":\"Giant Slayer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Javelin (Thrown)\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Javelin Damage (Thrown)\",\"parent\":\"Giant Slayer Javelin Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Javelin Giant Damage Effect\",\"parent\":\"Giant Slayer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Javelin\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Javelin Knock Prone\",\"parent\":\"Giant Slayer Javelin Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Javelin","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Lance","description":"Weapon (Lance), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Giant Slayer Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Lance","description":"Weapon (Lance), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Reach","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Lance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Lance\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Reach\\\",\\\"Special\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Lance\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Lance Attack\",\"parent\":\"Giant Slayer Lance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Lance\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Lance Damage\",\"parent\":\"Giant Slayer Lance Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Lance Giant Damage Effect\",\"parent\":\"Giant Slayer Lance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Lance\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Lance Knock Prone\",\"parent\":\"Giant Slayer Lance Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Giant Slayer Lance","Weight":6,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Light Crossbow","description":"Weapon (Light Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Light Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Light Crossbow","description":"Weapon (Light Crossbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Light Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Light Crossbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":5,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Light Crossbow Attack\",\"parent\":\"Giant Slayer Light Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Light Crossbow\\\",\\\"range\\\":\\\"80/320\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Light Crossbow Damage\",\"parent\":\"Giant Slayer Light Crossbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Light Crossbow Giant Damage Effect\",\"parent\":\"Giant Slayer Light Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Light Crossbow\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Light Crossbow Knock Prone\",\"parent\":\"Giant Slayer Light Crossbow Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Light Crossbow","Weight":5,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"80/320","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Light Hammer","description":"Weapon (Light Hammer), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Giant Slayer Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Light Hammer","description":"Weapon (Light Hammer), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Light Hammer\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Hammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Light Hammer Attack\",\"parent\":\"Giant Slayer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Light Hammer\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Damage\",\"parent\":\"Giant Slayer Light Hammer Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Attack (Off-hand)\",\"parent\":\"Giant Slayer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Light Hammer (Off-hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Damage (Off-hand)\",\"parent\":\"Giant Slayer Light Hammer Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Attack (Thrown)\",\"parent\":\"Giant Slayer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Light Hammer (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Damage (Thrown)\",\"parent\":\"Giant Slayer Light Hammer Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Giant Damage Effect\",\"parent\":\"Giant Slayer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Light Hammer\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Light Hammer Knock Prone\",\"parent\":\"Giant Slayer Light Hammer Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Giant Slayer Light Hammer","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Longbow","description":"Weapon (Longbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Longbow","description":"Weapon (Longbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Longbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Longbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Longbow Attack\",\"parent\":\"Giant Slayer Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Longbow\\\",\\\"range\\\":\\\"150/600\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Longbow Damage\",\"parent\":\"Giant Slayer Longbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Longbow Giant Damage Effect\",\"parent\":\"Giant Slayer Longbow\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Longbow\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Longbow Knock Prone\",\"parent\":\"Giant Slayer Longbow Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Longbow","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"150/600","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Longsword","description":"Weapon (Longsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Giant Slayer Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Longsword","description":"Weapon (Longsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Longsword\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Longsword Attack\",\"parent\":\"Giant Slayer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Longsword\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Longsword Damage\",\"parent\":\"Giant Slayer Longsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Longsword Attack (Two-handed)\",\"parent\":\"Giant Slayer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Longsword (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Longsword Damage (Two-handed)\",\"parent\":\"Giant Slayer Longsword Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Longsword Giant Damage Effect\",\"parent\":\"Giant Slayer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Longsword\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Longsword Knock Prone\",\"parent\":\"Giant Slayer Longsword Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Giant Slayer Longsword","Weight":3,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Mace","description":"Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Giant Slayer Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Mace","description":"Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Mace\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Mace\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Mace Attack\",\"parent\":\"Giant Slayer Mace\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Mace\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Mace Damage\",\"parent\":\"Giant Slayer Mace Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Mace Giant Damage Effect\",\"parent\":\"Giant Slayer Mace\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Mace\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Mace Knock Prone\",\"parent\":\"Giant Slayer Mace Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Giant Slayer Mace","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Maul","description":"Weapon (Maul), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Giant Slayer Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Maul","description":"Weapon (Maul), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Maul\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Maul\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Maul\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Maul Attack\",\"parent\":\"Giant Slayer Maul\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Maul\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Maul Damage\",\"parent\":\"Giant Slayer Maul Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Maul Giant Damage Effect\",\"parent\":\"Giant Slayer Maul\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Maul\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Maul Knock Prone\",\"parent\":\"Giant Slayer Maul Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Giant Slayer Maul","Weight":10,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"2d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Morningstar","description":"Weapon (Morningstar), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Giant Slayer Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Morningstar","description":"Weapon (Morningstar), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Morningstar\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Morningstar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Morningstar Attack\",\"parent\":\"Giant Slayer Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Morningstar\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Morningstar Damage\",\"parent\":\"Giant Slayer Morningstar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Morningstar Giant Damage Effect\",\"parent\":\"Giant Slayer Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Morningstar\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Morningstar Knock Prone\",\"parent\":\"Giant Slayer Morningstar Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Giant Slayer Morningstar","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Musket","description":"Weapon (Musket), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Musket"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Musket","description":"Weapon (Musket), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Musket\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Musket\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4500 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Musket\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Musket Attack\",\"parent\":\"Giant Slayer Musket\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Musket\\\",\\\"range\\\":\\\"40/120\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Musket Damage\",\"parent\":\"Giant Slayer Musket Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Giant Slayer Musket Giant Damage Effect\",\"parent\":\"Giant Slayer Musket\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Musket\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Musket Knock Prone\",\"parent\":\"Giant Slayer Musket Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Musket","Weight":10,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"40/120","Damage":"1d12","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Pike","description":"Weapon (Pike), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Giant Slayer Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Pike","description":"Weapon (Pike), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Pike\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Pike\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pike\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Pike Attack\",\"parent\":\"Giant Slayer Pike\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Pike\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Pike Damage\",\"parent\":\"Giant Slayer Pike Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Pike Giant Damage Effect\",\"parent\":\"Giant Slayer Pike\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Pike\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Pike Knock Prone\",\"parent\":\"Giant Slayer Pike Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Giant Slayer Pike","Weight":18,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Pistol","description":"Weapon (Pistol), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Giant Slayer Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Pistol","description":"Weapon (Pistol), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Pistol\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Pistol\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"4250 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pistol\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Pistol Attack\",\"parent\":\"Giant Slayer Pistol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Pistol\\\",\\\"range\\\":\\\"30/90\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Pistol Damage\",\"parent\":\"Giant Slayer Pistol Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Pistol Giant Damage Effect\",\"parent\":\"Giant Slayer Pistol\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Pistol\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Pistol Knock Prone\",\"parent\":\"Giant Slayer Pistol Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Pistol","Weight":3,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"30/90","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Quarterstaff","description":"Weapon (Quarterstaff), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Giant Slayer Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Quarterstaff","description":"Weapon (Quarterstaff), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Versatile (1d8)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Arcane Focus, Druidic Focus, Spell Focus, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Quarterstaff\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Quarterstaff Attack\",\"parent\":\"Giant Slayer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Quarterstaff\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Quarterstaff Damage\",\"parent\":\"Giant Slayer Quarterstaff Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Quarterstaff Attack (Two-handed)\",\"parent\":\"Giant Slayer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Quarterstaff (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Quarterstaff Damage (Two-handed)\",\"parent\":\"Giant Slayer Quarterstaff Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Quarterstaff Giant Damage Effect\",\"parent\":\"Giant Slayer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Quarterstaff\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Quarterstaff Knock Prone\",\"parent\":\"Giant Slayer Quarterstaff Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Giant Slayer Quarterstaff","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Rapier","description":"Weapon (Rapier), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Giant Slayer Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Rapier","description":"Weapon (Rapier), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Rapier\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Rapier Attack\",\"parent\":\"Giant Slayer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Rapier\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Rapier Damage\",\"parent\":\"Giant Slayer Rapier Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Rapier Attack (Finesse)\",\"parent\":\"Giant Slayer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Rapier\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Rapier Damage (Finesse)\",\"parent\":\"Giant Slayer Rapier Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Rapier Giant Damage Effect\",\"parent\":\"Giant Slayer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Rapier\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Rapier Knock Prone\",\"parent\":\"Giant Slayer Rapier Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Rapier","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Scimitar","description":"Weapon (Scimitar), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Giant Slayer Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Scimitar","description":"Weapon (Scimitar), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Scimitar\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Scimitar Attack\",\"parent\":\"Giant Slayer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Scimitar\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Scimitar Damage\",\"parent\":\"Giant Slayer Scimitar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Scimitar Attack (Finesse)\",\"parent\":\"Giant Slayer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Scimitar (Finesse)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Scimitar Damage (Finesse)\",\"parent\":\"Giant Slayer Scimitar Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Scimitar Attack (Off-hand)\",\"parent\":\"Giant Slayer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Scimitar (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Scimitar Damage (Off-hand)\",\"parent\":\"Giant Slayer Scimitar Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Scimitar Giant Damage Effect\",\"parent\":\"Giant Slayer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Scimitar\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Scimitar Knock Prone\",\"parent\":\"Giant Slayer Scimitar Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Giant Slayer Scimitar","Weight":3,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Shortbow","description":"Weapon (Shortbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Giant Slayer Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Shortbow","description":"Weapon (Shortbow), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Shortbow\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Shortbow Attack\",\"parent\":\"Giant Slayer Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Shortbow\\\",\\\"range\\\":\\\"80/320\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Shortbow Damage\",\"parent\":\"Giant Slayer Shortbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Shortbow Giant Damage Effect\",\"parent\":\"Giant Slayer Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Shortbow\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Shortbow Knock Prone\",\"parent\":\"Giant Slayer Shortbow Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Shortbow","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"80/320","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Shortsword","description":"Weapon (Shortsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Giant Slayer Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Shortsword","description":"Weapon (Shortsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Shortsword\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Shortsword Attack\",\"parent\":\"Giant Slayer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Shortsword\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Shortsword Damage\",\"parent\":\"Giant Slayer Shortsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Shortsword Attack (Finesse)\",\"parent\":\"Giant Slayer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Shortsword (Finesse)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Shortsword Damage (Finesse)\",\"parent\":\"Giant Slayer Shortsword Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Shortsword Attack (Off-hand)\",\"parent\":\"Giant Slayer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Shortsword (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Shortsword Damage (Off-hand)\",\"parent\":\"Giant Slayer Shortsword Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Shortsword Giant Damage Effect\",\"parent\":\"Giant Slayer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Shortsword\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Shortsword Knock Prone\",\"parent\":\"Giant Slayer Shortsword Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Giant Slayer Shortsword","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Sickle","description":"Weapon (Sickle), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Giant Slayer Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Sickle","description":"Weapon (Sickle), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Sickle\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"4001 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sickle\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Sickle Attack\",\"parent\":\"Giant Slayer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Sickle\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Sickle Damage\",\"parent\":\"Giant Slayer Sickle Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Sickle Attack (Off-hand)\",\"parent\":\"Giant Slayer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Sickle (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Sickle Damage (Off-hand)\",\"parent\":\"Giant Slayer Sickle Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Sickle Giant Damage Effect\",\"parent\":\"Giant Slayer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Sickle\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Sickle Knock Prone\",\"parent\":\"Giant Slayer Sickle Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Giant Slayer Sickle","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Sling","description":"Weapon (Sling), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Giant Slayer Sling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Sling","description":"Weapon (Sling), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Sling\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Sling\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[\\\"Ammunition\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sling\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Sling Attack\",\"parent\":\"Giant Slayer Sling\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Sling\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Sling Damage\",\"parent\":\"Giant Slayer Sling Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Sling Giant Damage Effect\",\"parent\":\"Giant Slayer Sling\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Sling\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Sling Knock Prone\",\"parent\":\"Giant Slayer Sling Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Sling","data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Range":"30/120","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Spear","description":"Weapon (Spear), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Giant Slayer Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Spear","description":"Weapon (Spear), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Spear\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Spear\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"4001 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Spear\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Spear Attack\",\"parent\":\"Giant Slayer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Spear\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Spear Damage\",\"parent\":\"Giant Slayer Spear Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Spear Attack (Thrown)\",\"parent\":\"Giant Slayer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Spear\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Spear Damage (Thrown)\",\"parent\":\"Giant Slayer Spear Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Giant Slayer Spear Attack (Two-handed)\",\"parent\":\"Giant Slayer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Spear (Two-Handed)\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Spear Damage (Two-handed)\",\"parent\":\"Giant Slayer Spear Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Spear Giant Damage Effect\",\"parent\":\"Giant Slayer Spear\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Spear\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Spear Knock Prone\",\"parent\":\"Giant Slayer Spear Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Giant Slayer Spear","Weight":3,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Trident","description":"Weapon (Trident), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Giant Slayer Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Trident","description":"Weapon (Trident), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Trident\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Trident\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Trident\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Trident Attack\",\"parent\":\"Giant Slayer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Trident\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Trident Damage\",\"parent\":\"Giant Slayer Trident Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Trident Attack (Thrown)\",\"parent\":\"Giant Slayer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Trident\\\",\\\"range\\\":\\\"20/60\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Trident Damage (Thrown)\",\"parent\":\"Giant Slayer Trident Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Trident Attack (Two-handed)\",\"parent\":\"Giant Slayer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Trident (Two-Handed)\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Trident Damage (Two-handed)\",\"parent\":\"Giant Slayer Trident Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Trident Giant Damage Effect\",\"parent\":\"Giant Slayer Trident\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Trident\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Trident Knock Prone\",\"parent\":\"Giant Slayer Trident Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Giant Slayer Trident","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer War Pick","description":"Weapon (War Pick), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Giant Slayer War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer War Pick","description":"Weapon (War Pick), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer War Pick\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"War Pick\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer War Pick Attack\",\"parent\":\"Giant Slayer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer War Pick\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer War Pick Damage\",\"parent\":\"Giant Slayer War Pick Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer War Pick Attack (Two-handed)\",\"parent\":\"Giant Slayer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer War Pick (Two-Handed)\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer War Pick Damage (Two-handed)\",\"parent\":\"Giant Slayer War Pick Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer War Pick Giant Damage Effect\",\"parent\":\"Giant Slayer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer War Pick\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer War Pick Knock Prone\",\"parent\":\"Giant Slayer War Pick Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Giant Slayer War Pick","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Warhammer","description":"Weapon (Warhammer), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Giant Slayer Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Warhammer","description":"Weapon (Warhammer), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Warhammer\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Warhammer Attack\",\"parent\":\"Giant Slayer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Warhammer\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Warhammer Damage\",\"parent\":\"Giant Slayer Warhammer Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Giant Slayer Warhammer Attack (Two-handed)\",\"parent\":\"Giant Slayer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Warhammer (Two-Handed)\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Warhammer Damage (Two-handed)\",\"parent\":\"Giant Slayer Warhammer Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Giant Slayer Warhammer Giant Damage Effect\",\"parent\":\"Giant Slayer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Warhammer\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Warhammer Knock Prone\",\"parent\":\"Giant Slayer Warhammer Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Giant Slayer Warhammer","Weight":2,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Slayer Whip","description":"Weapon (Whip), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Giant Slayer Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Slayer Whip","description":"Weapon (Whip), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Giant Slayer Whip\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Giant Slayer Whip\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Reach\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Whip\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Giant Slayer Whip Attack\",\"parent\":\"Giant Slayer Whip\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Whip\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Whip Damage\",\"parent\":\"Giant Slayer Whip Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Whip Attack (Finesse)\",\"parent\":\"Giant Slayer Whip\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Whip (Finesse)\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Giant Slayer Whip Damage (Finesse)\",\"parent\":\"Giant Slayer Whip Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Giant Slayer Whip Giant Damage Effect\",\"parent\":\"Giant Slayer Whip\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Giant Slayer Whip\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\",\\\"situation\\\":\\\"Against a Giant.\\\"}\"},{\"name\":\"Giant Slayer Whip Knock Prone\",\"parent\":\"Giant Slayer Whip Giant Damage Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Giant Slayer Saving Throw\\\",\\\"description\\\":\\\"When you hit a Giant with this weapon, the Giant must make a DC 15 Strength saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The Giant has the Prone condition.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Giant Slayer Whip","Weight":3,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giantkins Amulet","description":"Giantkin's Amulet Wondrous Item, rare (requires attunement) Weight: 5 lbs. These amulets were created by Stone Giants and bestowed upon smaller humanoids who helped the giants in times of need. Giant Power. While wearing the amulet, your carrying capacity is doubled, and you can wield oversized weapons without disadvantage. The amulet also provides advantage on checks to resist being grappled or shoved. Giant Resilience. Once per day, you can speak a command word. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons for 1 minute.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Giantsmight","description":"Whosoever believes themselves worthy to walk among Giants, take upon this weapon and prove your spirit. Legend This club was created when meteor shards fatally penetrated a giant’s femur during an honorable duel between the halfling mage Orlanna Starfall and Halix of Stormwrath. Giantsmight emboldens its owner with Halix’s strength, provided the owner exemplifies the courage of the mage’s spirit. Location Giantsmight typically resides atop the Stormwrath Peaks, lost after an arrogant noble tried to drive the giants from their home. Rather than keep the weapon, the giants left it as a show of their overwhelming superiority, daring anyone to take ownership. The owner may take the weapon with them wherever they please, but must return to the Stormwrath Peaks once a year to challenge a giant in a duel. If the wielder refuses to face the giants, the club returns to the Stormwrath Peaks, magically teleporting away from the attuned creature. Many have wielded the weapon, but each time they perish, the weapon soon reappears atop the peaks. Encounter Ideas Peace Brokers. The adventurers have been hired to broker peace between the Giants of Stormwrath and the kingdom below. They must prove themselves worthy to negotiate with the Stormwrath Court. Please, Please. The adventurers meet a terrified warrior in the woods, beseeching them to take his weapon and fulfill the compelled agreement for him. Fallen Ranger. The adventurers witness a ranger fall in combat against an owlbear and have only a moment to grab the weapon before it disappears! Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner. Statistics Weapon (Club), Rarity Varies (Requires Attunement) Roll20 Note: The links below lead to the club version of this weapon, but for full automation, please add both the club and greatclub version to your character sheet! Common . As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Uncommon . You gain a +1 bonus to attack and damage rolls with this magic weapon. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 15 Strength saving throw or be knocked prone. Rare . When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. Very Rare . While wielding this weapon, your Strength score becomes 20 (+5), and the save DC for Knock ‘Em Down! increases to 17. Legendary . Giant-Size! As a bonus action, you become Huge for 2 hours. For the duration, you gain temporary hit points equal to three times your character level and the reach of your melee attacks increases by 5 feet. Additionally, while transformed, properties of this weapon which only affected creatures larger than you now affect creatures of any size. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Club (Common)","description":"Giantsmight Weapon (Club), Common (Requires Attunement) As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Club (Legendary)","description":"Giantsmight Weapon (Club), Legendary (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. While wielding this weapon, your Strength score becomes 20 (+5). As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 17 Strength saving throw or be knocked prone. Giant-Size! As a bonus action, you become Huge for 2 hours. For the duration, you gain temporary hit points equal to three times your character level and the reach of your melee attacks increases by 5 feet. Additionally, while transformed, properties of this weapon which only affected creatures larger than you now affect creatures of any size. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Club (Rare)","description":"Giantsmight Weapon (Club), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 15 Strength saving throw or be knocked prone. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Club (Uncommon)","description":"Giantsmight Weapon (Club), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 15 Strength saving throw or be knocked prone. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Club (Very Rare)","description":"Giantsmight Weapon (Club), Very Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. While wielding this weapon, your Strength score becomes 20 (+5). As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 17 Strength saving throw or be knocked prone. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Greatclub (Common)","description":"Giantsmight Weapon (Greatclub), Common (Requires Attunement) As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Greatclub (Legendary)","description":"Giantsmight Weapon (Greatclub), Legendary (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. While wielding this weapon, your Strength score becomes 20 (+5). As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 17 Strength saving throw or be knocked prone. Giant-Size! As a bonus action, you become Huge for 2 hours. For the duration, you gain temporary hit points equal to three times your character level and the reach of your melee attacks increases by 5 feet. Additionally, while transformed, properties of this weapon which only affected creatures larger than you now affect creatures of any size. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Greatclub (Rare)","description":"Giantsmight Weapon (Greatclub), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 15 Strength saving throw or be knocked prone. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Greatclub (Uncommon)","description":"Giantsmight Weapon (Greatclub), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 15 Strength saving throw or be knocked prone. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantsmight Greatclub (Very Rare)","description":"Giantsmight Weapon (Greatclub), Very Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature larger than you with this weapon, the creature takes an extra 1d6 bludgeoning damage. While wielding this weapon, your Strength score becomes 20 (+5). As a bonus action, the club turns into a greatclub, or from a greatclub into a club. In addition, you can read, write, and speak Giant. Roll20 Note: Add both the Giantsmight Club and Giantsmight Greatclub for the appropriate rarity to your character sheet for attack automation for both the club and greatclub. Knock ‘Em Down! When you score a critical hit against a creature larger than you with this weapon, the creature must succeed on a DC 17 Strength saving throw or be knocked prone. Progression Giantsmight progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. However, in addition to the required increase in proficiency bonus, to progress from rare to very rare, the attuned creature or their allies must kill a creature at least one size larger than the attuned creature during a combat encounter in which the target has been wounded by Giantsmight . The weapon progresses from very rare to legendary after a creature at least two sizes larger than the wielder dies in the same manner.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Giantstrike Cestus","description":"Wondrous item, very rare (requires attunement by a monk) These leather hand wraps are fitted with iron plates engraved with runes. When you make unarmed strikes while wearing these wraps, your Martial Arts die is one die higher.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement by a monk)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Giggling Orb","description":"Wondrous item, rare This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ginger Wonders","description":"Wondrous item, uncommon Ginger wonders is a company that produces cigarettes with angst dust in them. These cigarettes are also known by the same name. Burnt angst dust, when inhaled regularly for a long time, is extremely deadly. However, these cigarettes are still popular among the people of Tolia as they have a particular kick to them, which sharpens one’s senses and makes them more agile. These cigarettes come in packs of 8. Whenever you smoke a ginger wonder, you must make a DC 10 Constitution saving throw. On a successful save, you have advantage on Dexterity-related ability checks and Wisdom (Perception) checks, and you gain a +2 bonus to initiative rolls for 1 hour or until you fall unconscious. On a failed save, you feel anxious, and you have disadvantage on saving throws against being frightened for 1 hour. You cannot benefit from, or have the penalties of, multiple ginger wonders at the same time. When you smoke 8 ginger wonders, you must make a DC 15 Constitution saving throw. On a failed save, you become addicted; you must consume at least one of them while taking a short or long rest, or you cannot finish the rest. On a successful save, you are not addicted, but the DC of the save increases by 1 each time you consume eight ginger wonders from then on.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Girdle of Traveling Alchemy","description":"Wondrous item, very rare (requires attunement) This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids: 2 flasks of alchemist’s fire 2 flasks of alchemist’s ice* 2 vials of acid 2 jars of swarm repellent* 1 vial of assassin’s blood poison 1 potion of climbing 1 potion of healing *indicates an item found in Deep Magic for 5th Edition Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they’re transferred to another container before being used.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Girdle of Traveling Alchemy","description":"Wondrous item, very rare (requires attunement) This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids: 2 flasks of alchemist’s fire 2 flasks of alchemist’s ice 2 vials of acid 2 jars of swarm repellent 1 vial of assassin’s blood poison 1 potion of climbing 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they’re transferred to another container before being used.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Very rare"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Girdle of Traveling Alchemy","description":"Wondrous Item, Very Rare (Requires Attunement) This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids: 2 flasks of alchemist’s fire 2 flasks of alchemist’s ice* 2 vials of acid 2 jars of swarm repellent* 1 vial of assassin’s blood poison 1 potion of climbing 1 potion of healing (*) See Mundane Alkemical Items. Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they’re transferred to another container before being used.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Glaive","description":"Glaive Melee weapon (martial, glaive) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Subtype":"Martial, Glaive","Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glaive","description":"Glaive Melee weapon (martial) Damage : 1d10 Damage Type : slashing Properties : Heavy, reach, two-handed Range : - Weight : 6","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Heavy, reach, two-handed","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Glaive","description":"Martial Melee Weapon Damage: 1d10 Slashing Properties: Heavy , Reach , Two-Handed Mastery: Graze Weight: 6 lb. Cost: 20 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"None","Name":"Glaive"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Glaive","description":"Glaive Melee weapon (martial, glaive) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Glaive +1","description":"Glaive +1 Melee weapon (martial, glaive ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glaive +1","description":"Glaive +1 Melee weapon (martial, glaive), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Glaive +1","description":"Weapon (Glaive), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive +1","description":"Weapon (Glaive), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Glaive +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Glaive +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"420 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Glaive +1 Attack\",\"parent\":\"Glaive +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Glaive +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Glaive +1 Damage\",\"parent\":\"Glaive +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Graze","Name":"Glaive +1","Weight":6,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Glaive +2","description":"Glaive +2 Melee weapon (martial, glaive ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+2 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glaive +2","description":"Glaive +2 Melee weapon (martial, glaive), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+2 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Glaive +2","description":"Weapon (Glaive), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive +2","description":"Weapon (Glaive), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Glaive +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Glaive +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Glaive +2 Attack\",\"parent\":\"Glaive +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Glaive +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Glaive +2 Damage\",\"parent\":\"Glaive +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Graze","Name":"Glaive +2","Weight":6,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Glaive +3","description":"Glaive +3 Melee weapon (martial, glaive), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+3 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Glaive +3","description":"Glaive +3 Melee weapon (martial, glaive ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+3 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glaive +3","description":"Weapon (Glaive), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive +3","description":"Weapon (Glaive), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Glaive +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Glaive +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40020 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Glaive +3 Attack\",\"parent\":\"Glaive +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Glaive +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Glaive +3 Damage\",\"parent\":\"Glaive +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Glaive +3","Weight":6,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Glaive for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Glaive of Agonizing Paralysis","description":"Weapon (glaive), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Glaive of Bloodletting","description":"Glaive of Bloodletting Weapon (glaive), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see Making an Attack). Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Glaive of Certain Death","description":"Glaive of Certain Death Weapon (glaive), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Glaive of Defense","description":"Glaive of Defense Weapon (glaive), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see Making an Attack). Two-Handed. This weapon requires two hands when you attack with it. AC: 1 Damage: 1d10 Damage Type: Slashing Properties: Heavy, Reach, Two-Handed, Defensive Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Glaive of Gravity","description":"Glaive of Gravity Weapon (glaive), very rare (requires attunement) Damage: 1d10+2 slashing Weight: 6 lbs. Properties: Heavy, Reach, Two-Handed You have a +2 bonus to attack and damage rolls made with this magic weapon. Gravity Pulse . The glaive has 1d4 + 1 charges. When you hit a creature with the glaive, you can expend a charge to create a gravity pulse. The creature must make a DC15 Constitution saving throw. On a failed save, a creature takes an additional 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. The glaive regains 1d4 charges at dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (glaive)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Glaive of Inverted Probability","description":"Glaive of Inverted Probability Weapon (glaive), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see Making an Attack). Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Glaive of Life Stealing","description":"Weapon (Glaive), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive of Life Stealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive of Sharpness","description":"Weapon (Glaive), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive of Sharpness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive of Sydon","description":"Weapon (glaive), legendary (requires attunement) You gain a +2 bonus to attack and damage rolls with this magic weapon. Once per turn, when you hit a creature with this weapon, you may choose to inflict an additional 4d6 lightning damage.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Glaive of Throne's Command","description":"Glaive of Throne's Command Melee Weapon (martial, glaive), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Glaive of Vengeance","description":"Weapon (Glaive), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive of Vengeance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive of Warning","description":"Weapon (Glaive), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glaive of Wounding","description":"Weapon (Glaive), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Glaive of Wounding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glamerweave","description":"Glamerweave Wondrous item, common or uncommon Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it. When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave , you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common or uncommon"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Glamour Rings","description":"Ring, uncommon These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings’ magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don’t change, and the effect lasts until one of you uses this property again or until one of you removes the ring.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Glamoured","description":"Master armor property Components: Masterwork suit of exotic armor This armor doesn’t impose disadvantage on Dexterity (Stealth) checks. You can also use a bonus action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this ability again or remove the armor.","properties":{"Category":"Items","Item Type":"Master armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Glamoured Studded Leather","description":"Glamoured Studded Leather Armor (light, studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 13 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Glamoured Studded Leather","description":"Glamoured Studded Leather Armor (studded leather, light), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC : 13 + Dex modifier Weight : 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Subtype":"Armor","Item Type":"Light Armor","Modifiers":"Ac +1","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glamoured Studded Leather","description":"Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Glamoured Studded Leather"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Glamoured Studded Leather","description":"Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Glamoured Studded Leather\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Glamoured Studded Leather\\\",\\\"description\\\":\\\"While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like-including color, style, and accessories-but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.\\\",\\\"weight\\\":13,\\\"properties\\\":[],\\\"cost\\\":\\\"4045 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Glamoured Studded Leather Base Armor Class\",\"parent\":\"Glamoured Studded Leather\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Glamoured Studded Leather Magic AC Bonus\",\"parent\":\"Glamoured Studded Leather\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Glamoured Studded Leather Bonus Action\",\"parent\":\"Glamoured Studded Leather\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Change Armor Appearance\\\",\\\"description\\\":\\\"You can take a Bonus Action to cause the Glamoured Studded Leather to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like-including color, style, and accessories-but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","Name":"Glamoured Studded Leather","Weight":13,"data-description":"While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like-including color, style, and accessories-but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Glass bottle","description":"Glass Bottle Adventuring gear (container) A bottle can hold 1 1/2 pints of liquid. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glass bottle","description":"Glass Bottle Adventuring gear (container) A bottle can hold 1 1/2 pints of liquid. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Glass bottle","description":"Glass Bottle Adventuring gear (container) A bottle can hold 1 1/2 pints of liquid. Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Glass Bottle","description":"Adventuring Gear Weight: 2 lb. Cost: 2 GP A Glass Bottle holds up to 1½ pints.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Glass Bottle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Glass Wand of Leng","description":"Wand, rare (requires attunement by a spellcaster) The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Glassblower's Tools","description":"Glassblower's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glassblower's Tools","description":"Artisan's Tools Ability: Intelligence Weight: 5 lb. Cost: 30 GP Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle , Magnifying Glass , Spyglass , Vial","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Glassblower's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Glassblower's Tools","description":"Glassblower's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Glaur","description":"Glaur Musical instrument Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Glazed Blade","description":"Weapon (any sword or axe), common A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Glidecloak","description":"You can loop your hands and feet into specially designed loops at the sides and bottom of this finely woven cloak to create a wing-like surface to facilitate gliding through the air. While wearing a glidecloak and falling, you can use an action each turn to glide half of your falling speed in the horizontal direction of your choice. If you succeed on a DC 15 Dexterity (Acrobatics) check before striking the ground, you can land without taking falling damage. The glidecloak has no effect if the falling distance is less than 15 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gliding Cloak","description":"Wondrous item, uncommon By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Glimmerbolt Hand Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Hand Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 10 charges and regains 1d6 + 4 charges daily at dawn. As part of your Attack action, you can expend a charge to create and load a piece of radiant ammunition into the crossbow. This bolt deals an extra 1d6 damage on a hit and deals radiant damage, instead of its normal piercing damage. Additionally, as an action, you can expend 3 charges to load a blinding bolt of light into the crossbow and fire it at a point you can see within 60 feet, where it detonates in a flash. Each creature within 20 feet of that point must succeed on a DC 17 Constitution saving throw or be blinded until the end of your next turn. Motes of light hang in the air around that point for the next minute, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (any crossbow)","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Glimmerbolt Hand Crossbow (rare variant)","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet. Uncommon variant: Reduce the attack and damage bonus to +1, the DC to 13, the charges to 4, and the recharge to 1d4. Rare variant: Reduce the attack and damage bonus to +2, the DC to 15, the charges to 6, and the recharge to 1d4 + 2.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Hand Crossbow (uncommon variant)","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet. Uncommon variant: Reduce the attack and damage bonus to +1, the DC to 13, the charges to 4, and the recharge to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Heavy Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Heavy Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 10 charges and regains 1d6 + 4 charges daily at dawn. As part of your Attack action, you can expend a charge to create and load a piece of radiant ammunition into the crossbow. This bolt deals an extra 1d6 damage on a hit and deals radiant damage, instead of its normal piercing damage. Additionally, as an action, you can expend 3 charges to load a blinding bolt of light into the crossbow and fire it at a point you can see within 60 feet, where it detonates in a flash. Each creature within 20 feet of that point must succeed on a DC 17 Constitution saving throw or be blinded until the end of your next turn. Motes of light hang in the air around that point for the next minute, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (any crossbow)","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Glimmerbolt Heavy Crossbow (rare variant)","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet. Uncommon variant: Reduce the attack and damage bonus to +1, the DC to 13, the charges to 4, and the recharge to 1d4. Rare variant: Reduce the attack and damage bonus to +2, the DC to 15, the charges to 6, and the recharge to 1d4 + 2.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Heavy Crossbow (uncommon variant)","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet. Uncommon variant: Reduce the attack and damage bonus to +1, the DC to 13, the charges to 4, and the recharge to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Light Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Light Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 10 charges and regains 1d6 + 4 charges daily at dawn. As part of your Attack action, you can expend a charge to create and load a piece of radiant ammunition into the crossbow. This bolt deals an extra 1d6 damage on a hit and deals radiant damage, instead of its normal piercing damage. Additionally, as an action, you can expend 3 charges to load a blinding bolt of light into the crossbow and fire it at a point you can see within 60 feet, where it detonates in a flash. Each creature within 20 feet of that point must succeed on a DC 17 Constitution saving throw or be blinded until the end of your next turn. Motes of light hang in the air around that point for the next minute, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (any crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Glimmerbolt Light Crossbow (rare variant)","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet. Uncommon variant: Reduce the attack and damage bonus to +1, the DC to 13, the charges to 4, and the recharge to 1d4. Rare variant: Reduce the attack and damage bonus to +2, the DC to 15, the charges to 6, and the recharge to 1d4 + 2.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Light Crossbow (uncommon variant)","description":"Weapon (any crossbow), very rare (requires attunement) Component: celestial hair Another weapon from Sister Victoria’s arsenal, this simple crossbow has been blessed by the gods. At your command, the slack string of the crossbow glows bright gold and snaps into its catch; a glimmering quarrel of brilliant, radiant energy coalesces in place. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Glimmerbolt. When you take the Attack action on your turn while holding this crossbow, you can speak its first command word, expending 1 charge and causing a piece of radiant ammunition to load into the crossbow. The next attack you make with the crossbow before the end of your turn deals radiant damage instead of piercing damage, and deals an extra 1d6 radiant damage on a hit. Lumoflare. As an action while holding this crossbow, you can speak its second command word and expend 3 charges to fire an especially bright bolt at a point within 60 feet of you, where it detonates. Each creature in a 20-foot radius must succeed on a DC 16 Constitution saving throw or become blinded until the end of your next turn. After this flash, the light, now dimmer, hangs in the air for 1 minute, shedding bright light for 20 feet, and dim light for an additional 20 feet. Uncommon variant: Reduce the attack and damage bonus to +1, the DC to 13, the charges to 4, and the recharge to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Glimmerbolt Repeating Crossbow","description":"Weapon (any crossbow), very rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 10 charges and regains 1d6 + 4 charges daily at dawn. As part of your Attack action, you can expend a charge to create and load a piece of radiant ammunition into the crossbow. This bolt deals an extra 1d6 damage on a hit and deals radiant damage, instead of its normal piercing damage. Additionally, as an action, you can expend 3 charges to load a blinding bolt of light into the crossbow and fire it at a point you can see within 60 feet, where it detonates in a flash. Each creature within 20 feet of that point must succeed on a DC 17 Constitution saving throw or be blinded until the end of your next turn. Motes of light hang in the air around that point for the next minute, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"Weapon (any crossbow)","Properties":"Ammuntion (100/400), Heavy, Reload (5), Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Glimmering Moonbow","description":"Glimmering Moonbow Weapon (Any Bow), Rare (Requires Attunement) This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target. While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Glimmering Moonbow Longbow","description":"Glimmering Moonbow Longbow Ranged Weapon (martial, longbow), Rare (Requires Attunement) This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target. While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Secondary Damage: 1d6 Secondary Damage Type: Radiant Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Glimmering Moonbow Shortbow","description":"Glimmering Moonbow Shortbow Ranged Weapon (simple, shortbow), Rare (Requires Attunement) This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target. While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d6+1 Damage Type: Piercing Secondary Damage: 1d6 Secondary Damage Type: Radiant Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Glistening Saucer","description":"Glaucan Deporphus, common The glistening saucer contains similar bacteria present in kombucha, but consuming the drink from a vessel made of glaucan-deporphus provides different benefits. Raw Healing. Eating a raw serving of glistening saucer begins the healing process against existing infection, poison, or disease, granting a character a saving throw to resist any ongoing conditions. Medicine Bowl. If a bowl or other vessel is carefully crafted from this fungi, it loses all it’s inherent potency, and instead reacts to any kombucha placed within it. Healing potions consumed from such a vessel grant the imbiber a saving throw with advantage to resist any ongoing conditions. A side effect of consuming kombucha from such a vessel is the rapid and rampant growth of tiny fungal saucers over the imbiber’s skin.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Glittering Necklace","description":"Wondrous item, uncommon (requires attunement) While wearing this necklace, you can use your action to cast the blindness/deafness (spell save DC 13), but you can only use the spell to blind a creature, as the necklace radiates a flash of glittering light. Once used, this property of the necklace can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Globe of Sunlight","description":"Globe of Sunlight Wondrous item, very rare This item resembles a multi-faceted yellow diamond and is about 2 inches across. You can use an action to throw the globe up to 60 feet away. When it reaches the end of its trajectory, the globe detonates in a 40-foot-radius sphere of brilliant sunlight. The globe is consumed when it detonates. Each creature in that light must make a DC 15 Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this effect makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gloomflower Corsage","description":"Wondrous item, very rare (requires attunement) This black, six-petaled flower fits neatly on a garment’s lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage’s power and cause one of the following effects: When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour. When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage. When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can’t use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gloomwhisper","description":"Weapon (Greataxe), Very Rare (Requires Attunement) This magic axe is carved with abyssal glyphs. You gain a +1 bonus to attack and damage rolls made with it and it scores a critical hit on a roll of 18–20. When you score a critical hit against a hostile creature with the axe, the axe gains 1 charge. The axe can hold up to 3 charges for the following properties: Essence Strike. When you hit a creature with the axe, you can expend 1 charge to deal an extra 2d8 Necrotic damage to the target. Doom Bringer. As a bonus action, you can expend 1 charge to force a creature you can see within 30 feet to make a DC 17 Charisma saving throw or become cursed until the end of your next turn. While cursed in this way, the creature can't regain hit points and attack rolls against it have advantage. Echoes of the Damned. As an action, you can expend 1 charge to unleash a bloodcurdling shriek from the axe. Each other creature within 10 feet of you that can hear the scream must succeed on a DC 17 Wisdom saving throw or take 4d8 Psychic damage and until the end of its next turn, it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Gloomwrought Armor","description":"Gloomwrought Armor Armor (Light, Medium, or Heavy), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Breastplate","description":"Gloomwrought Breastplate Armor (Medium), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Chain Mail","description":"Gloomwrought Chain Mail Armor (Heavy), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Chain Shirt","description":"Gloomwrought Chain Shirt Armor (Medium), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Half Plate","description":"Gloomwrought Half Plate Armor (Medium), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Hide Armor","description":"Gloomwrought Hide Armor Armor (Medium), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Leather Armor","description":"Gloomwrought Leather Armor Armor (Light), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Padded Armor","description":"Gloomwrought Padded Armor Armor (Light), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Plate Armor","description":"Gloomwrought Plate Armor Armor (Heavy), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Ring Mail","description":"Gloomwrought Ring Mail Armor (Heavy), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Scale Mail","description":"Gloomwrought Scale Mail Armor (Medium), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Splint Armor","description":"Gloomwrought Splint Armor Armor (Heavy), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gloomwrought Studded Leather Armor","description":"Gloomwrought Studded Leather Armor Armor (Light), Rare (Requires Attunement) This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15)from the armor. This armor regains 1d3 expended charges daily at dawn. Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Glove of the Woodland","description":"Wondrous Item, Very Rare (Requires Attunement) While you are wearing this glove, any beast or plant creature that targets you with an attack or harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. On a success, the creature is immune to this effect for 24 hours. Woodland Magic. This magic glove has 7 charges and regains all expended charges daily at dawn. As an action, you can expend its charges to cast one of the following spells (spell save DC 15): animal messenger (2 charges), commune with nature (5 charges), entangle (1 charge), freedom of movement (4 charges), gust of wind (2 charges), longstrider (1 charge), pass without trace (2 charges), plant growth (3 charges), speak with animals (1 charge), spike growth (2 charges), speak with plants (3 charges), tree stride (5 charges), or wall of thorns (6 charges).","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Gloves of Finger Guns","description":"Wondrous item, uncommon (requires attunement by a spellcaster) Component: fey skin For too long has the word ‘spellcaster’ been associated with decrepit wizards sporting mile-long white beards, locked in their dusty towers as they pore over ancient tomes. Widely popular among younger students of magic, these gloves are a bold attempt at bringing style and flair back into spellcasting, and provide a little extra firepower to boot. Five-Shooter. You can use these gloves as a spellcasting focus for your spells. When you do so, the spells are shot from the tips of your outstretched fingers. Quickdraw. As a reaction when you roll for initiative while wearing these gloves, you can cast a cantrip that you know with a casting time of one action or bonus action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gloves of Finger Guns (rare variant)","description":"Wondrous item, uncommon (requires attunement by a spellcaster) Component: fey skin For too long has the word ‘spellcaster’ been associated with decrepit wizards sporting mile-long white beards, locked in their dusty towers as they pore over ancient tomes. Widely popular among younger students of magic, these gloves are a bold attempt at bringing style and flair back into spellcasting, and provide a little extra firepower to boot. Five-Shooter. You can use these gloves as a spellcasting focus for your spells. When you do so, the spells are shot from the tips of your outstretched fingers. Quickdraw. As a reaction when you roll for initiative while wearing these gloves, you can cast a cantrip that you know with a casting time of one action or bonus action. Rare variant: The gloves have the Steady Aim property. Steady Aim. As a bonus action while wearing these gloves, you can stretch one of your arms fully, pointing your finger at a creature and holding your elbow with your other hand to aim carefully. You gain advantage on the next ranged spell attack roll you make before the end of your next turn. After you activate this property, roll a d6. On a 1, you can't use this property again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gloves of Fireproofing","description":"Gloves of Fireproofing Wondrous items Price: 15,000 gp These thick leather gloves were made for a blacksmith who was tired of burning himself, but he may have gone overboard with the magical effect. These gloves make the wearer completely immune to damage from fire or heat. This effect applies to their entire body, and any weapons or equipment that they may be carrying.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Gloves of Missile Snaring","description":"Gloves Of Missile Snaring Wondrous item, uncommon (r equires attunement ) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Hands","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gloves of Missile Snaring","description":"Gloves Of Missile Snaring Wondrous item, uncommon ( requires attunement ) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gloves of Missile Snaring","description":"Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Gloves of Missile Snaring"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gloves of Skill","description":"Wondrous item, uncommon (requires attunement) While attuned to these gloves, you have proficiency with one tool or instrument. The GM chooses the proficiency or determines it randomly from the options below. d10 Proficiency 1 Drum 2 Flute 3 Horn 4 Lute 5 Lyre 6 Carpenter's Tools 7 Cobbler's Tools 8 Jeweler's Tools 9 Mason's Tools 10 Smith's Tools","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gloves of Soul Catching","description":"Gloves of Soul Catching Wondrous item, legendary (requires attunement) Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Gloves of Storing","description":"Gloves of Storing Wondrous item, uncommon Gloves of storing come in pairs, each one tied to a small pocket dimension. While wearing the gloves and holding an object that weighs no more than 20 pounds and can be held in one hand, you can use a bonus action to store that object inside the glove’s extradimensional space. When an object is stored inside the extradimensional space, you can use a bonus action to summon it back into your empty hand. You can only store a single object in each glove’s extradimensional space, for a total of two items between the pair. The gloves’ weight is negligible, regardless of their contents. If a glove is pierced or torn, it ruptures and is destroyed, and the object it was storing is lost in the Astral Plane. Placing gloves of storing inside an extradimensional space created by a bag of holding , portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Gloves of Swimming and Climbing","description":"Gloves Of Swimming And Climbing Wondrous item, uncommon (r equires attunement ) While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength ( Athletics ) checks made to climb or swim.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Hands","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gloves of Swimming and Climbing","description":"Gloves Of Swimming And Climbing Wondrous item, uncommon ( requires attunement ) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gloves of Swimming and Climbing","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Gloves of Swimming and Climbing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gloves of Swimming and Climbing","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Gloves of Swimming and Climbing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Gloves of Swimming and Climbing\\\",\\\"description\\\":\\\"While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Gloves of Swimming and Climbing Attunement\",\"parent\":\"Gloves of Swimming and Climbing\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Gloves of Swimming and Climbing Climb Speed\",\"parent\":\"Gloves of Swimming and Climbing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Climb\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"},{\"name\":\"Gloves of Swimming and Climbing Swim Speed\",\"parent\":\"Gloves of Swimming and Climbing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Swim\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"},{\"name\":\"Gloves of Swimming and Climbing Bonus\",\"parent\":\"Gloves of Swimming and Climbing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Athletics\\\"],\\\"bonusDetails\\\":\\\"Modifier\\\",\\\"bonusValue\\\":5,\\\"situation\\\":\\\"You gain a +5 bonus to Strength (Athletics) checks made to climb or swim.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Gloves of Swimming and Climbing","data-description":"While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Gloves of the Bloodsoaked Hero","description":"Gloves of the Bloodsoaked Hero Wondrous item, legendary (requires attunement by a blood hunter) These worn leather gloves are dyed a deep crimson from the lifeblood of countless creatures that has sprayed upon them. While you wear the gloves, you gain the following benefits: You gain a +2 bonus to AC and saving throws. You know each rite listen in the Crimson Rite class feature, ignoring level prerequisites. When you activate a crimson rite or amplify a blood curse, you can choose not to lose hit points. When you reduce a creature to 0 hit points, if it had blood, you regain a number of hit points equal to twice your blood hunter level, one expended use of your Blood Maledict feature, and one expended use of your Brand of Castigation feature. If this ability would cause you to regain hit points above your maximum, you gain temporary hit points equal to the surplus.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a blood hunter"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Gloves of the Grappler","description":"Gloves of the Grappler Wondrous item, uncommon (requires attunement) These fingerless gloves are made of black, hardened leather. While wearing them, you have advantage on your grapple check when you attempt to grapple a creature. In addition, when you move a grappled creature your speed is not halved.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gloves of the Magister","description":"Wondrous item, rare (requires attunement) The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone’s benefits can also be dispelled from a creature as if they were a 7th-level spell. When the effect ends, the stone regains its color and provides you with its benefits once more.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gloves of the Satyr King","description":"The famed gloves of King Dasmag, the satyr lord, were the favorite garments of the late king and were stolen by the Matrons of Malice when they slew him. The gloves bestow impossible grace in combat to those who wear them. While wearing these gloves and being attuned to them, your speed increases by 10 feet, you gain a +1 bonus to your AC, and proficiency in the Performance skill. Additionally, you can take the Dodge or Disengage action as a bonus action.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Properties":"Walk +10 feet","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Gloves of the Starry Sky","description":"Gloves of the Starry Sky Wondrous item, rare (requires attunement) These supple gloves are made from black velvet and have tiny diamonds sewn into them. While wearing them, you can cast the light spell at will. The gloves have 3 charges. You can use an action and expend 1 charge to cast magic missile as a 5th-level spell. The missiles created look like a shower of falling stars. The gloves regain 3 charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gloves of the Walking Shade","description":"Wondrous item, very rare (requires attunement) Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: You have resistance to necrotic damage. You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points. You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can’t be used again until the next nightfall.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gloves of the Walking Shade","description":"Wondrous Item, Very Rare (Requires Attunement) Each glove is comprised of three black-ivory rings (fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: You have resistance to necrotic damage. You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points. You can use an action to become a living shadow. While you are a living shadow, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Gloves of Thievery","description":"Gloves Of Thievery Wondrous item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gloves of Thievery","description":"Wondrous Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Gloves of Thievery"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gloves of Thievery","description":"Wondrous Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Gloves of Thievery\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Gloves of Thievery\\\",\\\"description\\\":\\\"These gloves are imperceptible while worn. 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Every creature within 5 feet of the target space must make a DC 13 Dexterity saving throw. Those that fail take 7 (2d6) acid damage and are coated in glowing green sludge. For 1 minute, affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. An affected creature can scrape off the sludge by using its action and making a successful DC 10 Dexterity check or by washing it off with vinegar or wine.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Glow Sticks","description":"Glow Sticks Miscellaneous gear Each of these sticks glows for 30 minutes, providing dim light in a 20-foot radius. Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Glowrune Pigment","description":"Glowrune Pigment Wondrous item, rare This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with this paint. One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature: Journey Rune. Difficult terrain doesn’t cost the painted creature extra movement. Life Rune. The painted creature gains 10 temporary hit points and has advantage on death saving throws. Light Rune. The painted creature gains dark­vision to a range of 30 feet. If the painted creature already has darkvision from another source, the range of its darkvision increases by 30 feet. Mountain Rune. The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws. Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage. A creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune’s benefits last for 8 hours or until the painted creature uses its action to wipe away the rune.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Glowstone Helmet","description":"Wondrous Item, Uncommon Glowstone helmets are usually of gnomish manufacture. While wearing this helm, you can use an action to cast a particular cantrip associated with that helmet (often dancing lights , light , mending , or sometimes produce flame ). When combined with a frostglow weapon or a find the path spell, this helmet allows you to sense the direction and distance to the nearest ley line, shadow road, radiant well, and similar arcane landmarks.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Gnawing Net","description":"Gnawing Net Weapon (Net), Legendary (Requires Attunement) This net incorporates preserved mimic sinew and roper tendril into its strands. The fibers extrude teeth when they meet flesh. You gain a +2 bonus to attack rolls made with this magic weapon. Its normal range is 10 feet, and its long range is 25 feet. The net can affect formless creatures and creatures that are Huge or smaller. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this net against an adjacent creature. The gnawing net deals 2d4 + 4 piercing damage to a creature on a hit. While restraining a creature, the net deals 1d4 + 2 piercing damage at the start of each of the creature’s turns. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within reach on a success. Dealing 20 slashing damage to the net (AC 15) also frees the creature. The net magically repairs itself when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (net)","Properties":"Special, Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Gnawing Spear","description":"Weapon (spear), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can’t make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear’s command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gnomeflinger","description":"Gnomeflinger Large Object Armor Class: 15 Hit P oints: 100 Damage Immunities: poison, psychic The gnomeflinger is a catapult designed to hurl creatures, instead of projectiles, in a high arc. The gnomeflinger was designed in conjunction with the narycrash (see the “Adventuring Gear” section) to hasten transportation. The device can hold one Medium or smaller creature. Before it can be used, the gnomeflinger must be loaded and aimed. It takes 1 action to load the gnomeflinger, 1 action to aim it, and 1 action to fire it. While taking an action to aim the gnomeflinger, you set the maximum horizontal distance of the Fling Personnel action to 60 feet, 150 feet, or 300 feet. Fling Personnel. The gnomeflinger catapults a Medium or smaller creature at least 60 feet away horizontally, with a maximum horizontal distance of 60 feet, 150 feet, or 300 feet, depending on the option chosen when the catapult was aimed. During this trajectory, the creature always reaches a height of 60 feet vertically. A creature that collides with another creature or an object during this trajectory takes 3 (1d6) bludgeoning damage for every 10 feet away from the gnomeflinger it is.","properties":{"Category":"Items","Item Type":"Large Object"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Gnomesalt Taffy","description":"Potion, uncommon This sweet and sticky candy comes in a variety of flavors. When you consume this food, your reach increases by 5 feet for 1 hour. During this time, you also gain a +1 bonus to attack rolls made with melee weapons that have the Reach property.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Gnomeskin Satchel","description":"Wondrous item, uncommon (requires attunement) A gnomeskin satchel grants the ability to change the appearance of its contents; whatever is within it can be made to look like any other object of similar size or shape or overall volume. Despite the origin of the item's material, gnomeskin satchels are frequently passed down through generations of gnome families as prized heirlooms.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gnomish Hooked Hammer","description":"A strange double-headed weapon, with a hammer on one end and a pick-head on the other, gnomish hooked hammers are martial weapons that can be wielded normally, using the stats below. They may also be used with two-weapon fighting, using the normal rules for such. In that instance, the hammer-head is always the primary weapon, and the pick-head is the secondary one.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Standard"},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Gnomish Hooked Hammer","description":"","properties":{"Category":"Items","Item Type":"Weapon (gnomish hooked hammer)","Properties":"Trip, Versatile (1d12)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Goblet of Confidence","description":"Wondrous Item, Common As an action, you can speak this magic goblet’s command word and have it fill with liquid confidence, a syrupy mixture that tastes a bit like honey and fresh morning dew. When you drink from the cup, you can choose to gain advantage on one ability check using Charisma you make within the next 10 minutes. Once used, this property can’t be used again before the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Goblin Shield","description":"Armor (shield), rare (requires attunement) This shield resembles a snarling goblin’s head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin’s head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Goblin Shield","description":"Shield, rare (requires attunement) This shield is wrought to resemble a goblin’s head. Three times per day as a bonus action, the goblin’s head can be commanded to attack, biting with the owner’s attack bonus and dealing 2d4 piercing damage. The object regains all uses at the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"God's Tree Leaf","description":"Wondrous Item, Uncommon This leaf provides dim light in a 5-foot radius. It has 3 charges and loses 1 of its charges daily at dawn. As an action, you can expend 1 charge to cast one of the following spells: cure wounds (as a 2nd-level spell), lesser restoration , or zone of truth . Once it has no charges left, the leaf withers and crumbles into dust.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Goggles of Blood","description":"Wondrous item, rare Goggles of blood are special, magical goggles that are developed by those who hunt people to drain their blood. It has multiple functions that ease the hunt. While wearing the google, you have advantage on Wisdom (Perception) checks made to perceive creatures with blood within 120 feet of you. In addition, by concentrating on a creature or a bloodstain (up to 1 day old) of your choice within 120 feet of you, you can see the creature’s blood-flow or the properties of the bloodstain and understand its creature type if the creature has blood. This property pierces magical and nonmagical disguises. This google can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Goggles of Firesight","description":"Wondrous item, uncommon (requires attunement) The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally. When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Goggles of Insightful Vision","description":"Goggles of Insightful Vision Wondrous item, legendary These goggles have prismatic lenses with adjustable attachments of various colors and sizes. When you wear these goggles, you can use an action to activate one of the attachments. For the next 10 minutes, you gain your choice of the following benefits, effective out to a range of 120 feet: You can see into a plane of your choice: the Astral Plane, the Ethereal Plane, the Shadowfell, or the Feywild. You can see invisible creatures and objects. You can detect visual illusions and automatically succeed on saving throws against them. You can perceive the original form of a shapeshifter or a creature transformed by magic. You can see a faint aura around any visible creature or object within range that bears magic, and you learn its school, if any. You can use an action to activate a different attachment and gain that benefit instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Goggles of Night","description":"Goggles Of Night Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Goggles of Night","description":"Goggles Of Night Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Goggles of Night","description":"Goggles of Night Wonderous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Eyes","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Goggles of Night","description":"Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Goggles of Night"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Goggles of Night","description":"Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Goggles of Night\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Goggles of Night\\\",\\\"description\\\":\\\"While wearing these dark lenses, you have Darkvision out to 60 feet. 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While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. In addition, you can cast the identify spell using the googles. Once you do so, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Goggles of Object Reading","description":"Goggles of Object Reading Wondrous item, uncommon (requires attunement) These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. In addition, you can cast the identify spell using the googles. Once you do so, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Goggles of Shade","description":"Wondrous item, uncommon While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Goggles of Shade","description":"Goggles of Shade Wondrous item, common (requires attunement) While wearing these dark lenses, you ignore any disadvantage imposed on your attack rolls and Wisdom (Perception) checks that rely on sight due to an effect that makes your vision sensitive to bright light or sunlight, such as the Sunlight Sensitivity trait. Curse. The goggles are cursed. Attuning to them curses you until you are targeted by the remove curse spell or similar magic. Removing the goggles fails to end the curse on you. As long as you remain cursed, the distance of any darkvision you have is halved. If you don’t have darkvision, you treat areas of bright light as dim light, and you treat areas of dim light as total darkness.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Goggles of the Golden Sun","description":"Goggles of the Golden Sun Wondrous item, rare (requires attunement) These goggles are made of steel wrapped in black leather and have reflective gold lenses. While wearing them, you are immune to the blinded condition. The goggles have 3 charges. You can use an action and expend 1 charge to cast the flame strike spell. The goggles regain 3 charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gold Bloodpearl Bracelet","description":"Wondrous item, uncommon (silver) or very rare (gold) This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet’s color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can’t be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can’t be used again until the next dawn when the pearls regrow. Table: Gold Bloodpearl Bracelet d6 Ooze CR Blood Price 1 Philosopher's Ghost 4 17 (5d6) 2 Ink Guardian 4 17 (5d6) 3 Black Pudding 4 17 (5d6) 4 Corrupting Ooze 5 21 (6d6) 5 Blood Ooze 6 24 (7d6) 6 Ruby Ooze 6 24 (7d6)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Gold Canary Figurine of Wondrous Power","description":"Gold Canary Figurine of Wondrous Power Wondrous item, legendary This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows: Giant Canary Form. The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can't be used this way again until the next dawn. Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can't be used this way again until 1 year has passed. In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the description.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Gold Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Gold Dragon Scale Mail is made of the scales of a gold dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Gold Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Gold Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Golden Apple","description":"Wondrous item, very rare (requires attunement) These apples are wrought from solid gold, and are so beautiful that they inspire immense greed in anyone who sees them. On a turn, the owner of a golden apple may use an action to throw it. Everyone within a 30-foot radius of where the apple lands must make a DC 18 Wisdom saving throw. On a failure, they must use their next turn to move toward the apple and attempt to take it for themselves. This saving throw is repeated on each turn if no one has possession of the apple. No other activities are possible while wanting the golden apple. Once a creature has taken possession of the apple, they will spend the next day jealously guarding it. Weaker creatures, such as bandits or goatlings, may attempt to run away and hide it from others.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Golden Bolt","description":"Weapon (heavy crossbow), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn’t have the loading property, and it doesn’t require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Boy","description":"WARNING Golden Boy is arguably the foulest thing you will read about in this entire work. This hag weird makes use of a dead humanoid fetus and hints at herbally induced abortions. If this subject will create any difficulties for you or your players please skip this item. Golden boys are an occult item pulled from popular culture that you can learn more about if you choose to. Wondrous item, Weird, Legendary Everything about this item is evil and there are many rumors surrounding the creation of a golden boy. Peasants, nobles, and herbalists believe a hag will make one of these if a pregnant woman asks her for help with, “not being with child anymore.” A clever DM can determine the how based on what their campaign and players can handle. A golden boy, once made by a hag, is a mummified fetus that has been encased in gold and usually attached to a pedestal. These foul items can be used by the hag in two ways. She can place it within half a mile of her lair to function as a sort of focus for scrying, or she can place it in her lair as a sort of trap. The hag will decide which version the golden boy is while making it and will be unable to change it. Though called a golden boy, the gender of the fetus is irrelevant for this purpose. Scrying Focus. If used as a scrying focus then the hag will either give it to a nearby powerful evil creature as tribute or a gift for their treasure hoard or place it in a hidden place near civilization. If the hag wants the intended target to be able to communicate with her then, once per day, the golden boy can be used to cast sending , with a range of half a mile and only if the target is the hag that made the golden boy. Otherwise the golden boy allows her to extend any of her remote viewing spells like arcane eye to within 30 feet of the golden boy. If the hag casts scrying , then she can choose to view anything within 300 feet of the golden boy. The golden boy must not be covered or hidden for this to work. Trap. If placed as a trap, then the golden boy must not be covered or hidden in any way. Once the hag places a golden boy it will not be active unless it has not been disturbed for a week. Once activated as a trap the golden boy functions as a sentinel with passive Perception 15, darkvision 120 ft., and truesight 10 ft. If it perceives anything other than the hag within those ranges it will let out a terrible scream. This scream affects all within 120 feet of the golden boy, who are not deaf, as if a spell DC 15 wail of the banshee (see spells) spell was cast. After the golden boy lets out a wail, then it will immediately disintegrate. Because of this a hag will only use a golden boy to guard something very important, in a place that her minions won’t accidentally set it off. There are rumors that if the hag that created a golden boy is slain, and the item soaked in her blood that it can turn into a beneficial hob or guardian spirit for the family line that it was taken from.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Golden Dawn","description":"Potion, uncommon This amber mead is flecked with edible gold and has a sour taste. When you drink this mead, you immediately reduce your exhaustion level by one. If you don’t have any levels of exhaustion, this mead has no effect. Once consumed, you can’t benefit from golden dawn again until 24 hours have passed.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Elixir","description":"Potion, legendary The most famous of the six elixirs is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be harmed or killed through other methods such as violence, but the march of time no longer holds any threat over him or her. Ingredients. A thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 100 years old.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Golden Elixir","description":"Potion, Legendary The most famous of the six elixirs is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be harmed or killed through other methods such as violence, but the march of time no longer holds any threat over him or her. Ingredients. A thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 100 years old.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Golden Glory","description":"Wondrous item, very rare (requires attunement) Component: pouch of dragon (gold) scales This resplendent helmet radiates the regal glory of the gold dragon. A paradigm of the art of smithing, Brimbor themself can attest to having created no finer work, nor better chance of winning the Forgemaster’s contest. This helm grants its wearer the ability to inspire others and also imparts a curious appetite for gemstones. The helmet has 5 charges and regains all expended charges daily at dawn. Draconic Roar. As a bonus action while wearing this helmet, you can expend 1 charge to let out a fierce, earth-shaking roar that weakens your foes’ bodies and resolve while emboldening your allies. Each hostile creature within 15 feet of you that can hear you must make a DC 16 Wisdom saving throw. On a failed save, whenever the creature makes an attack roll before the end of its next turn, it must roll a d4 and subtract the number rolled from the result. In addition, when you roar, up to three willing creatures of your choice within 15 feet of you that can hear you are inspired and strengthened. Whenever one of those creatures makes an attack roll before the end of its next turn, it can roll a d4 and add the number rolled to the result. Wealthy Diet. While wearing this helmet, you know the location of precious gemstones worth at least 10 gp within 30 feet of you (including through total cover). In addition, you’re able to consume these gems to bolster your vitality. As an action, you can eat a gem you’re holding to regain hit points equal to one fifth of its value in gp. Once you’ve recovered 50 hit points using this property of the helmet, you can’t regain more hit points in this way until the next dawn. If eating a gem would cause the number of hit points gained to go over this limit, you only gain hit points up to the limit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Golden Glory (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: pouch of dragon (gold) scales This resplendent helmet radiates the regal glory of the gold dragon. A paradigm of the art of smithing, Brimbor themself can attest to having created no finer work, nor better chance of winning the Forgemaster’s contest. This helm grants its wearer the ability to inspire others and also imparts a curious appetite for gemstones. The helmet has 5 charges and regains all expended charges daily at dawn. Draconic Roar. As a bonus action while wearing this helmet, you can expend 1 charge to let out a fierce, earth-shaking roar that weakens your foes’ bodies and resolve while emboldening your allies. Each hostile creature within 15 feet of you that can hear you must make a DC 16 Wisdom saving throw. On a failed save, whenever the creature makes an attack roll before the end of its next turn, it must roll a d4 and subtract the number rolled from the result. In addition, when you roar, up to three willing creatures of your choice within 15 feet of you that can hear you are inspired and strengthened. Whenever one of those creatures makes an attack roll before the end of its next turn, it can roll a d4 and add the number rolled to the result. Wealthy Diet. While wearing this helmet, you know the location of precious gemstones worth at least 10 gp within 30 feet of you (including through total cover). In addition, you’re able to consume these gems to bolster your vitality. As an action, you can eat a gem you’re holding to regain hit points equal to one fifth of its value in gp. Once you’ve recovered 50 hit points using this property of the helmet, you can’t regain more hit points in this way until the next dawn. If eating a gem would cause the number of hit points gained to go over this limit, you only gain hit points up to the limit. Rare variant: Decrease the charges to 3 and the DC to 15. When you eat a gem using the Wealthy Diet property, you regain hit points equal to one tenth of its value in gp. Legendary variant: Increase the charges to 6, the DC to 18, and the maximum hit points that can be recovered using the Wealthy Diet property to 75.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Golden Glory (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: pouch of dragon (gold) scales This resplendent helmet radiates the regal glory of the gold dragon. A paradigm of the art of smithing, Brimbor themself can attest to having created no finer work, nor better chance of winning the Forgemaster’s contest. This helm grants its wearer the ability to inspire others and also imparts a curious appetite for gemstones. The helmet has 5 charges and regains all expended charges daily at dawn. Draconic Roar. As a bonus action while wearing this helmet, you can expend 1 charge to let out a fierce, earth-shaking roar that weakens your foes’ bodies and resolve while emboldening your allies. Each hostile creature within 15 feet of you that can hear you must make a DC 16 Wisdom saving throw. On a failed save, whenever the creature makes an attack roll before the end of its next turn, it must roll a d4 and subtract the number rolled from the result. In addition, when you roar, up to three willing creatures of your choice within 15 feet of you that can hear you are inspired and strengthened. Whenever one of those creatures makes an attack roll before the end of its next turn, it can roll a d4 and add the number rolled to the result. Wealthy Diet. While wearing this helmet, you know the location of precious gemstones worth at least 10 gp within 30 feet of you (including through total cover). In addition, you’re able to consume these gems to bolster your vitality. As an action, you can eat a gem you’re holding to regain hit points equal to one fifth of its value in gp. Once you’ve recovered 50 hit points using this property of the helmet, you can’t regain more hit points in this way until the next dawn. If eating a gem would cause the number of hit points gained to go over this limit, you only gain hit points up to the limit. Rare variant: Decrease the charges to 3 and the DC to 15. When you eat a gem using the Wealthy Diet property, you regain hit points equal to one tenth of its value in gp.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Golden Griffon Shield (Level 1)","description":"This kite shield has the image of a bronze griffon etched and embossed on its surface. The griffon glows with a soft, amber light. Bronwyn was a ranger renowned for his pure heart, generous nature, and courageous defense of the natural world. His closest companion was his mount, a highly intelligent and fiercely loyal griffon with golden feathers. One fateful autumn day, wyverns attacked Bronwyn and his griffon while the pair flew high above a barren plain. During the battle, Bronwyn’s griffon suffered several poisonous stings. Weakened, the animal was unable to remain aloft. Bronwyn and the griffon plummeted to the rocky ground far below. In a final, heroic act, the griffon twisted in midair so its body took the brunt of the impact. Although badly injured, Bronwyn survived the fall. His brave griffon did not. Wracked with grief and guilt, the ranger plucked a single golden feather from the dead griffon then buried his loyal mount there among the rocks where it died. Bronwyn carried that golden feather with him for many months. Eventually, he had a magical shield crafted to honor his fallen friend. Bronwyn watched as the expert craftsman’s hammer fell repeatedly on the new shield, giving it shape and form. Just as the last hammer blow fell, Brownwyn tossed the feather onto the shield. The plumage vanished as the craftsman’s hammer struck, as if the golden feather had somehow fused with the metal. At that moment, the sleek image of a griffon appeared on the shield’s surface, glowing with a soft, amber light. Bronwyn named the shield Golden Griffon . It was this shield he bore when he hunted and killed the wyverns that had slain his companion. Unfortunately, the fate of the shield is not known today. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can use an action to speak a command word, causing light to shine from the griffon on the shield. The shield sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to speak the command word again. Griffon Rider (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. When you fall, you descend 60 feet per round and take no damage from falling. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to the poisoned condition and have immunity to poison damage. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to transform the shield into a gold-feathered griffon for up to 3 hours. The griffon is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the griffon defends itself but takes no other actions. At the end of the duration, it transforms back into the golden griffon shield . It transforms back into the shield early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once used, this property can’t be used again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to call forth ghostly griffons to protect you. They fly around you to a distance of 15 feet for up to 10 minutes. You can designate any number of creatures you can see to be unaffected by these ghostly griffons. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 6d8 radiant damage. On a successful save, the creature takes half as much damage. You can’t summon these ghostly griffons again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Griffon Shield (Level 13)","description":"This kite shield has the image of a bronze griffon etched and embossed on its surface. The griffon glows with a soft, amber light. Bronwyn was a ranger renowned for his pure heart, generous nature, and courageous defense of the natural world. His closest companion was his mount, a highly intelligent and fiercely loyal griffon with golden feathers. One fateful autumn day, wyverns attacked Bronwyn and his griffon while the pair flew high above a barren plain. During the battle, Bronwyn’s griffon suffered several poisonous stings. Weakened, the animal was unable to remain aloft. Bronwyn and the griffon plummeted to the rocky ground far below. In a final, heroic act, the griffon twisted in midair so its body took the brunt of the impact. Although badly injured, Bronwyn survived the fall. His brave griffon did not. Wracked with grief and guilt, the ranger plucked a single golden feather from the dead griffon then buried his loyal mount there among the rocks where it died. Bronwyn carried that golden feather with him for many months. Eventually, he had a magical shield crafted to honor his fallen friend. Bronwyn watched as the expert craftsman’s hammer fell repeatedly on the new shield, giving it shape and form. Just as the last hammer blow fell, Brownwyn tossed the feather onto the shield. The plumage vanished as the craftsman’s hammer struck, as if the golden feather had somehow fused with the metal. At that moment, the sleek image of a griffon appeared on the shield’s surface, glowing with a soft, amber light. Bronwyn named the shield Golden Griffon . It was this shield he bore when he hunted and killed the wyverns that had slain his companion. Unfortunately, the fate of the shield is not known today. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can use an action to speak a command word, causing light to shine from the griffon on the shield. The shield sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to speak the command word again. Griffon Rider (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. When you fall, you descend 60 feet per round and take no damage from falling. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to the poisoned condition and have immunity to poison damage. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to transform the shield into a gold-feathered griffon for up to 3 hours. The griffon is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the griffon defends itself but takes no other actions. At the end of the duration, it transforms back into the golden griffon shield . It transforms back into the shield early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once used, this property can’t be used again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to call forth ghostly griffons to protect you. They fly around you to a distance of 15 feet for up to 10 minutes. You can designate any number of creatures you can see to be unaffected by these ghostly griffons. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 6d8 radiant damage. On a successful save, the creature takes half as much damage. You can’t summon these ghostly griffons again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"AC +2"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Griffon Shield (Level 17)","description":"This kite shield has the image of a bronze griffon etched and embossed on its surface. The griffon glows with a soft, amber light. Bronwyn was a ranger renowned for his pure heart, generous nature, and courageous defense of the natural world. His closest companion was his mount, a highly intelligent and fiercely loyal griffon with golden feathers. One fateful autumn day, wyverns attacked Bronwyn and his griffon while the pair flew high above a barren plain. During the battle, Bronwyn’s griffon suffered several poisonous stings. Weakened, the animal was unable to remain aloft. Bronwyn and the griffon plummeted to the rocky ground far below. In a final, heroic act, the griffon twisted in midair so its body took the brunt of the impact. Although badly injured, Bronwyn survived the fall. His brave griffon did not. Wracked with grief and guilt, the ranger plucked a single golden feather from the dead griffon then buried his loyal mount there among the rocks where it died. Bronwyn carried that golden feather with him for many months. Eventually, he had a magical shield crafted to honor his fallen friend. Bronwyn watched as the expert craftsman’s hammer fell repeatedly on the new shield, giving it shape and form. Just as the last hammer blow fell, Brownwyn tossed the feather onto the shield. The plumage vanished as the craftsman’s hammer struck, as if the golden feather had somehow fused with the metal. At that moment, the sleek image of a griffon appeared on the shield’s surface, glowing with a soft, amber light. Bronwyn named the shield Golden Griffon . It was this shield he bore when he hunted and killed the wyverns that had slain his companion. Unfortunately, the fate of the shield is not known today. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can use an action to speak a command word, causing light to shine from the griffon on the shield. The shield sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to speak the command word again. Griffon Rider (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. When you fall, you descend 60 feet per round and take no damage from falling. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to the poisoned condition and have immunity to poison damage. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to transform the shield into a gold-feathered griffon for up to 3 hours. The griffon is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the griffon defends itself but takes no other actions. At the end of the duration, it transforms back into the golden griffon shield . It transforms back into the shield early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once used, this property can’t be used again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to call forth ghostly griffons to protect you. They fly around you to a distance of 15 feet for up to 10 minutes. You can designate any number of creatures you can see to be unaffected by these ghostly griffons. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 6d8 radiant damage. On a successful save, the creature takes half as much damage. You can’t summon these ghostly griffons again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"AC +3"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Griffon Shield (Level 5)","description":"This kite shield has the image of a bronze griffon etched and embossed on its surface. The griffon glows with a soft, amber light. Bronwyn was a ranger renowned for his pure heart, generous nature, and courageous defense of the natural world. His closest companion was his mount, a highly intelligent and fiercely loyal griffon with golden feathers. One fateful autumn day, wyverns attacked Bronwyn and his griffon while the pair flew high above a barren plain. During the battle, Bronwyn’s griffon suffered several poisonous stings. Weakened, the animal was unable to remain aloft. Bronwyn and the griffon plummeted to the rocky ground far below. In a final, heroic act, the griffon twisted in midair so its body took the brunt of the impact. Although badly injured, Bronwyn survived the fall. His brave griffon did not. Wracked with grief and guilt, the ranger plucked a single golden feather from the dead griffon then buried his loyal mount there among the rocks where it died. Bronwyn carried that golden feather with him for many months. Eventually, he had a magical shield crafted to honor his fallen friend. Bronwyn watched as the expert craftsman’s hammer fell repeatedly on the new shield, giving it shape and form. Just as the last hammer blow fell, Brownwyn tossed the feather onto the shield. The plumage vanished as the craftsman’s hammer struck, as if the golden feather had somehow fused with the metal. At that moment, the sleek image of a griffon appeared on the shield’s surface, glowing with a soft, amber light. Bronwyn named the shield Golden Griffon . It was this shield he bore when he hunted and killed the wyverns that had slain his companion. Unfortunately, the fate of the shield is not known today. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can use an action to speak a command word, causing light to shine from the griffon on the shield. The shield sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to speak the command word again. Griffon Rider (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. When you fall, you descend 60 feet per round and take no damage from falling. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to the poisoned condition and have immunity to poison damage. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to transform the shield into a gold-feathered griffon for up to 3 hours. The griffon is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the griffon defends itself but takes no other actions. At the end of the duration, it transforms back into the golden griffon shield . It transforms back into the shield early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once used, this property can’t be used again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to call forth ghostly griffons to protect you. They fly around you to a distance of 15 feet for up to 10 minutes. You can designate any number of creatures you can see to be unaffected by these ghostly griffons. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 6d8 radiant damage. On a successful save, the creature takes half as much damage. You can’t summon these ghostly griffons again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Griffon Shield (Level 9)","description":"This kite shield has the image of a bronze griffon etched and embossed on its surface. The griffon glows with a soft, amber light. Bronwyn was a ranger renowned for his pure heart, generous nature, and courageous defense of the natural world. His closest companion was his mount, a highly intelligent and fiercely loyal griffon with golden feathers. One fateful autumn day, wyverns attacked Bronwyn and his griffon while the pair flew high above a barren plain. During the battle, Bronwyn’s griffon suffered several poisonous stings. Weakened, the animal was unable to remain aloft. Bronwyn and the griffon plummeted to the rocky ground far below. In a final, heroic act, the griffon twisted in midair so its body took the brunt of the impact. Although badly injured, Bronwyn survived the fall. His brave griffon did not. Wracked with grief and guilt, the ranger plucked a single golden feather from the dead griffon then buried his loyal mount there among the rocks where it died. Bronwyn carried that golden feather with him for many months. Eventually, he had a magical shield crafted to honor his fallen friend. Bronwyn watched as the expert craftsman’s hammer fell repeatedly on the new shield, giving it shape and form. Just as the last hammer blow fell, Brownwyn tossed the feather onto the shield. The plumage vanished as the craftsman’s hammer struck, as if the golden feather had somehow fused with the metal. At that moment, the sleek image of a griffon appeared on the shield’s surface, glowing with a soft, amber light. Bronwyn named the shield Golden Griffon . It was this shield he bore when he hunted and killed the wyverns that had slain his companion. Unfortunately, the fate of the shield is not known today. Armor (shield), fabled (5th-level and higher properties require attunement) While wielding this shield, you can use an action to speak a command word, causing light to shine from the griffon on the shield. The shield sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to speak the command word again. Griffon Rider (Requires Attunement). As your level increases, you gain the following benefits while wielding or holding this shield. 5th level. When you fall, you descend 60 feet per round and take no damage from falling. 9th level. You gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you are immune to the poisoned condition and have immunity to poison damage. 13th level. You now gain a +2 bonus to AC, instead of +1. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to transform the shield into a gold-feathered griffon for up to 3 hours. The griffon is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the griffon defends itself but takes no other actions. At the end of the duration, it transforms back into the golden griffon shield . It transforms back into the shield early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once used, this property can’t be used again until the next dawn. 17th level. You now gain a +3 bonus to AC, instead of +2. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use an action to call forth ghostly griffons to protect you. They fly around you to a distance of 15 feet for up to 10 minutes. You can designate any number of creatures you can see to be unaffected by these ghostly griffons. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 6d8 radiant damage. On a successful save, the creature takes half as much damage. You can’t summon these ghostly griffons again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Fabled","Requires Attunement":"AC +1"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Golden Lions Figurine of Wondrous Power","description":"Golden Lions Figurine Of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Golden Lions (Rare) . These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Golden Lions Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Golden Lions Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Golden Rise Cookie Tin","description":"Golden Rise Cookie Tin Wondrous item, very rare This round, metallic tin of cookies displays an image of the holder’s current surroundings, including anyone next to them, on its lid. Inside the container are 30 shortbread cookies nestled within fluted paper wrappers. There are six different types of cookie, each with a different symbol: King, Queen, Knight, Bishop, Rook, and Pawn. As an action on your turn, you can pull a cookie from the tin and eat it. Roll 1d8 to determine what type of cookie is pulled from the tin. On a 1, the cookie is transformed in your hand and you receive sewing supplies, such as a needle or bobbin. On an 8, if you eat the cookie, you regain 2d4 hit points, but no other effect occurs. When consumed, each cookie generates a different effect. If the cookie has not been eaten by the beginning of your next turn, it crumbles into dust. 2 - King. You summon a ghostly apparition of a crowned warrior that appears in an empty space within 10 feet of you. At the beginning of your next turn, the warrior summons a bundle of phantom swords and casts them at an enemy of yours that they can see up to 40 feet away. The target must succeed on a DC 15 Dexterity saving throw or take 3d12 piercing damage. The warrior disappears after casting its swords. 3 - Queen. You summon a ghostly apparition of a veiled woman holding an ornate cup that appears in an empty space within 10 feet of you. While within 30 feet of the apparition, you and allies of your choice that you can see can use an action to regain 2d8 hit points. You also gain +2 to attack rolls and advantage on Charisma ability checks while the apparition remains. The apparition disappears after one minute or when its healing ability has been used three times. 4 - Knight. You summon a ghostly apparition holding a spear that appears in an empty space within 10 feet of you and disappears after 1 minute. For the duration, you and up to three creatures you can touch are filled with a burning energy and gain resistance to fire damage and deal an extra 1d4 fire damage on your melee weapon attacks. 5 - Bishop. You summon a ghostly apparition of a priest that appears in an empty space within 10 feet of you. You and each of your allies that you can see within 60 feet regain 1d10 hit points and at the beginning of your next turn undead within 30 feet of the apparition must succeed on a DC 17 Wisdom saving throw or be turned as if by an 11th level cleric, with undead of CR 2 or lower being immediately destroyed if they fail this save. Before disappearing at the end of your next turn, the apparition will tell you the damage vulnerabilities of any undead or fiends you can see. 6 - Rook. You summon a ghostly fortress which surrounds you. For the duration, a spectral wall forms to protect you. The wall appears as translucent stone that is 5 feet thick, and can be a maximum of 15 feet high and up to 30 feet in length. It has 60 hit points and AC 15. The wall can either be a straight line, part of which must be no more than 5 feet from you, or a ring with you on the interior. The wall lasts for one minute or until it is destroyed. 7 - Pawn. You summon a ghostly apparition of an eager youth that appears in an empty space within 10 feet of you. The apparition functions as an unseen servant that lasts for 1 minute or until it is destroyed. If you give the apparition a command while in combat, there is a 50% chance that it will move 15 feet in a random direction instead of following your command. No more than two cookies can be consumed in one day. If a third cookie is eaten, you must make a DC18 Constitution saving throw. On a success, the cookie tin seals itself closed for one day, becoming unusable. On a failed save, you feel ill and are incapacitated until the end of your next turn and the tin’s contents are completely replaced with sewing supplies for 1d4 days. Once a total of 30 cookies are removed from the tin, the tin becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Golden Shield of Volkan","description":"Shield, very rare (requires attunement) This golden shield has a lion engraved on its front, and three times per day the user can use a bonus action to cast the spell thunderwave. The spell will be accompanied by the mighty roar of a lion and the lion carving will animate. The severed head of any medium or smaller creature can be attached to the front of the shield by wedging it in the lion’s teeth. The user can spend an action to activate this head and will gain the benefit of one of the creature’s traits for five rounds. Spellcasting of any kind will not work. This ability can only be used once per day. Once used, the head disintegrates into ash. While holding this shield, the user has advantage on initiative rolls and Wisdom (Perception) checks. In addition, while holding this shield the user can also understand and speak the Draconic tongue.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Golden Tongue","description":"Golden Tongue Wondrous item, rare (requires attunement) This charm looks like a small golden tongue. While wearing it around your neck, it grants you advantage on Charisma (Persuasion) checks—however, you are required to make your argument in rhyming couplets. If you fail to speak in rhyme when making the check, you take 1d8 psychic damage. I cannot claim to be a poet. Perhaps others will find this item of more use.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Golgari Keyrune","description":"Golgari Keyrune Wondrous item, very rare Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Goliath Sling","description":"","properties":{"Category":"Items","Item Type":"Weapon (goliath sling)","Properties":"Ammunition (100/400), Heavy, Tension, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gong of Celestial Summoning","description":"Gong of Celestial Summoning Wondrous item, very rare This gold hand-gong is 6 inches wide and has a handle made of silver twine. When struck, you summon a celestial of challenge rating 5 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when 1 hour has elapsed. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. Once the gong is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gong of Earthquakes","description":"Gong of Earthquakes Wondrous item, rare This copper hand gong is 12 inches wide and has a red rope handle. When struck, an intense tremor rips through the ground in a 60-foot-radius circle centered on the gong and shakes everything in contact with the ground in that area. The tremor lasts for 1 minute. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When the gong is struck and at the end of each turn while the tremor lasts, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. Permanent structures are not damaged, but loose items such as furniture are likely to fall over. Once used, this property of the gong can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gong of Whirlwinds","description":"Gong of Whirlwinds Wondrous item, rare This silver gong is 18 inches wide and has two holes punched in the rim that can be used to suspend it. When the gong is struck, a whirlwind appears around it that lasts for 1 minute. All creatures within 10 feet of the gong must make a DC 15 Strength saving throw. On a failure, a target takes 3d8 + 2 bludgeoning damage and is flung up 20 feet away from the gong in a random direction and knocked prone. Once used, this property of the gong can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Goo Luck Dice","description":"Wondrous item, common (socketable) A sticky string connects this pair of translucent dice, which jiggle enthusiastically with the slightest movement. Their vibrant colour is sure to turn heads, making them an excellent accessory. Lucky. These dice impart luck when socketed on weapons, mounts, or vehicles. Once they’ve been used to reroll a 1, they can’t be used again until the next dawn. Flashy Fashion . When applied to the handle of a weapon, its wielder can reroll a 1 on an attack roll and must use the new result. Pimp My Ride. When hung from a Small or larger object (or willing, non-humanoid creature) that is serving as a mount or vehicle, the vehicle/mount can reroll a 1 on an attack roll, ability check, or saving throw and must use the new result.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Goodberry Hat","description":"Wondrous Item, Common A single berry hangs on the stalk on this magical hat. A creature can pluck and eat the berry as an action. Eating the berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berry loses its potency if it hasn’t been consumed within 1 hour after being plucked. If the berry is plucked, a new berry grows on the stalk at the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Gorgon Scale","description":"Armor (scale mail), very rare (requires attunement) The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor’s petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grandblade","description":"Grandblade Melee weapon (martial) Damage : 2d6 Damage Type : slashing Properties : Heavy, two handed Weight : 6","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Heavy, two handed","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Granite fist","description":"This stone gauntlet is curled into a fist and contains an iron bar inside for the wielder to grip.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Granny Wax","description":"Wondrous item, uncommon Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Granny Wax","description":"Normally found in a small glass jar containing 1d3 applications, this foul-smelling, greasy yellow substance is made by hags living in the forests of the Blood Kingdom in accordance with an age-old secret recipe. When you rub the wax onto an ordinary broom or wooden stick, it transforms the object into a broom of flying for one hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Grapple Gun","description":"Grapple Gun Miscellaneous gear This item has 50 feet of a strong, thin climbing cable coiled within its base. It can be fired and tethered to a surface with a successful DC 12 Dexterity check and hook onto a solid ledge or against most non-metallic surfaces. When using this device, you ignore any Strength rolls required for climbing checks and have a climbing rate of 30. It can hold up to 2 people without snapping. The cable has 3 hit points and an AC of 9 while extended. If used for anything but climbing, however, skill checks may still be required up to the GM’s discretion. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Grappling hook","description":"Grappling Hook Adventuring gear Weight : 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Grappling hook","description":"Grappling Hook Adventuring gear Weight : 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Grappling Hook","description":"Grappling Hook Adventuring gear Price: 2 gp Attach to a rope in order to assist in climbing in difficult places.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Grappling Hook","description":"Adventuring Gear Weight: 4 lb. Cost: 2 GP As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Grappling Hook"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Grappling rod","description":"A miniature grappling hook sits in the hollow of this wooden rod, attached to a drum holding a spool of 100 feet of strong rope. Two buttons on the rod activate the clockwork mechanism inside. As an action, you can press one button to launch the hook at a point you can see within 100 feet of you. The hook latches onto a ledge, rock, battlement, or other protrusion at the location, securing the rope. You can launch the hook at a point you can’t see if it is an obvious location, such as a leaf-shrouded tree branch or the lip of a ledge above you. At the GM’s discretion, some locations, such as narrow battlements or a steep roof, might require an attack roll or Dexterity check to successfully launch the hook at them or might not have the appropriate features for securing the hook. As a bonus action, you can press the second button on the rod to cause the rope to retract on its spool at a rate of 50 feet per round. If the grappling hook is secured to a location and you are holding this grappling rod, you and anything you are wearing or carrying are pulled toward the hook at the same rate of speed. The grappling rod can hold up to 500 pounds.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Grasping Cap","description":"Wondrous item, legendary (requires attunement) This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round. In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grasping Cloak","description":"Wondrous item, very rare (requires attunement) Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grasping Mantle","description":"Wondrous item, very rare (requires attunement) Component: celestial (devourer) skin The soft rustling of fingers on fur is an ever-present distraction for the wearer of this cloak, as the many hands on the mantle move with a will of their own, grasping at its red velvet and caressing all they can reach in disturbing and uncomfortable ways. This item has 6 charges and regains 1d6 expended charges daily at dawn. Helping Hands. While wearing this cloak, you can cast the mage hand cantrip at will, or expend 2 charges to cast the arcane hand spell (save DC 16). When either spell is cast in this way, the hand it produces is always somehow wrong: it might lack fingernails, have extra fingers, or have its thumb on the opposite side. In addition, when you cast the arcane hand spell using the cloak, it deals necrotic damage instead of force damage, you take 1d6 necrotic damage immediately before you begin concentrating on the spell, and the spell has the following additional option that you can use as a bonus action. Sapping Finger. The hand touches a creature within 5 feet of it with one finger, attempting to drain it of energy. The target must succeed on a Constitution saving throw or fall prone and have its speed reduced to 0 feet until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Grasping Mantle","description":"Wondrous item, very rare (requires attunement) Component: celestial skin The soft rustling of fingers on fur is an ever-present distraction for the wearer of this cloak, as the many hands on the mantle move with a will of their own, grasping at its red velvet and caressing all they can reach in disturbing and uncomfortable ways. This item has 6 charges and regains 1d6 expended charges daily at dawn. Helping Hands. While wearing this cloak, you can cast the mage hand cantrip at will, or expend 2 charges to cast the arcane hand spell (save DC 16). When either spell is cast in this way, the hand it produces is always somehow wrong: it might lack fingernails, have extra fingers, or have its thumb on the opposite side. In addition, when you cast the arcane hand spell using the cloak, it deals necrotic damage instead of force damage, you take 1d6 necrotic damage immediately before you begin concentrating on the spell, and the spell has the following additional option that you can use as a bonus action. Sapping Finger. The hand touches a creature within 5 feet of it with one finger, attempting to drain it of energy. The target must succeed on a Constitution saving throw or fall prone and have its speed reduced to 0 feet until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Grasping Mantle (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial (devourer) skin The soft rustling of fingers on fur is an ever-present distraction for the wearer of this cloak, as the many hands on the mantle move with a will of their own, grasping at its red velvet and caressing all they can reach in disturbing and uncomfortable ways. This item has 6 charges and regains 1d6 expended charges daily at dawn. Helping Hands. While wearing this cloak, you can cast the mage hand cantrip at will, or expend 2 charges to cast the arcane hand spell (save DC 16). When either spell is cast in this way, the hand it produces is always somehow wrong: it might lack fingernails, have extra fingers, or have its thumb on the opposite side. In addition, when you cast the arcane hand spell using the cloak, it deals necrotic damage instead of force damage, you take 1d6 necrotic damage immediately before you begin concentrating on the spell, and the spell has the following additional option that you can use as a bonus action. Sapping Finger. The hand touches a creature within 5 feet of it with one finger, attempting to drain it of energy. The target must succeed on a Constitution saving throw or fall prone and have its speed reduced to 0 feet until the end of its next turn. Rare variant: Reduce the charges to 4, the recharge to 1d4, and the DC to 15. Increase the damage you take when you cast the arcane hand spell to 1d8. Remove the Sapping Finger option from the Helping Hands property. Legendary variant: Increase the charges to 8, the recharge to 1d8, and the DC to 17. Reduce the damage you take when you cast the arcane hand spell to 1d4.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Grasping Mantle (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial skin The soft rustling of fingers on fur is an ever-present distraction for the wearer of this cloak, as the many hands on the mantle move with a will of their own, grasping at its red velvet and caressing all they can reach in disturbing and uncomfortable ways. This item has 6 charges and regains 1d6 expended charges daily at dawn. Helping Hands. While wearing this cloak, you can cast the mage hand cantrip at will, or expend 2 charges to cast the arcane hand spell (save DC 16). When either spell is cast in this way, the hand it produces is always somehow wrong: it might lack fingernails, have extra fingers, or have its thumb on the opposite side. In addition, when you cast the arcane hand spell using the cloak, it deals necrotic damage instead of force damage, you take 1d6 necrotic damage immediately before you begin concentrating on the spell, and the spell has the following additional option that you can use as a bonus action. Sapping Finger. The hand touches a creature within 5 feet of it with one finger, attempting to drain it of energy. The target must succeed on a Constitution saving throw or fall prone and have its speed reduced to 0 feet until the end of its next turn. Rare variant: Reduce the charges to 4, the recharge to 1d4, and the DC to 15. Increase the damage you take when you cast the arcane hand spell to 1d8. Remove the Sapping Finger option from the Helping Hands property. Legendary variant: Increase the charges to 8, the recharge to 1d8, and the DC to 17. Reduce the damage you take when you cast the arcane hand spell to 1d4.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Grasping Mantle (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial (devourer) skin The soft rustling of fingers on fur is an ever-present distraction for the wearer of this cloak, as the many hands on the mantle move with a will of their own, grasping at its red velvet and caressing all they can reach in disturbing and uncomfortable ways. This item has 6 charges and regains 1d6 expended charges daily at dawn. Helping Hands. While wearing this cloak, you can cast the mage hand cantrip at will, or expend 2 charges to cast the arcane hand spell (save DC 16). When either spell is cast in this way, the hand it produces is always somehow wrong: it might lack fingernails, have extra fingers, or have its thumb on the opposite side. In addition, when you cast the arcane hand spell using the cloak, it deals necrotic damage instead of force damage, you take 1d6 necrotic damage immediately before you begin concentrating on the spell, and the spell has the following additional option that you can use as a bonus action. Sapping Finger. The hand touches a creature within 5 feet of it with one finger, attempting to drain it of energy. The target must succeed on a Constitution saving throw or fall prone and have its speed reduced to 0 feet until the end of its next turn. Rare variant: Reduce the charges to 4, the recharge to 1d4, and the DC to 15. Increase the damage you take when you cast the arcane hand spell to 1d8. Remove the Sapping Finger option from the Helping Hands property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Grasping Mantle (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: celestial skin The soft rustling of fingers on fur is an ever-present distraction for the wearer of this cloak, as the many hands on the mantle move with a will of their own, grasping at its red velvet and caressing all they can reach in disturbing and uncomfortable ways. This item has 6 charges and regains 1d6 expended charges daily at dawn. Helping Hands. While wearing this cloak, you can cast the mage hand cantrip at will, or expend 2 charges to cast the arcane hand spell (save DC 16). When either spell is cast in this way, the hand it produces is always somehow wrong: it might lack fingernails, have extra fingers, or have its thumb on the opposite side. In addition, when you cast the arcane hand spell using the cloak, it deals necrotic damage instead of force damage, you take 1d6 necrotic damage immediately before you begin concentrating on the spell, and the spell has the following additional option that you can use as a bonus action. Sapping Finger. The hand touches a creature within 5 feet of it with one finger, attempting to drain it of energy. The target must succeed on a Constitution saving throw or fall prone and have its speed reduced to 0 feet until the end of its next turn. Rare variant: Reduce the charges to 4, the recharge to 1d4, and the DC to 15. Increase the damage you take when you cast the arcane hand spell to 1d8. Remove the Sapping Finger option from the Helping Hands property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Grasping Shield","description":"Armor (shield), uncommon (requires attunement) The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Grasping Defense. When a creature you can see within 5 feet of you hits you with a melee weapon attack, you can use a reaction to animate the hand on the shield. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields, and you gain a +1 bonus to the attack roll. On a hit, the attacker is grappled (escape DC 13) by the hand. While the shield is grappling a creature, you gain no bonuses to AC from the shield. The grapple ends when you can command the shield to release the target (no action required), when the creature escapes, or when you drop the shield.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grasping Whip","description":"Grasping Whip Melee weapon (martial, whip), rare You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+1 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Grasshopper Staff","description":"The best way to avoid the eagle’s claw is to be somewhere else. Legend The Grasshopper Staff was carved by the Verdant Way ascetic Qhivdes following a communion with the spirits of his shrine. Legend says they warned that evil would soon attack and imparted the secrets of the staff’s construction. While the shrine would later be burned by marauding goblins, Qhivdes was able to use the staff to defend the monks within and all escaped alive. Location The staff was passed from master to student for a century until it was lost by an acolyte named Vorlo while attempting to drive out a nest of ankhegs . It has not been seen for decades and the monks assume it destroyed by the monstrosities’ acid. Encounter Ideas Exterminator Needed. The party is called upon by farmers to remove the threat that ankhegs have posed to their livelihood for decades. Nest of Pests. While traveling near the rebuilt Shrine of the Verdant Way, the road collapses beneath the adventurers, dropping them into the middle of a nest of ankhegs . Bulette Time. The characters learn about the disappearance of Vorlo from an old book containing a map of the area surrounding the shrine. Fortunately, the ankhegs have since been hunted to extinction in the region. Sadly, that is due to a bulette that moved into their territory. Progression The Grasshopper Staff progresses each time the creature who is attuned to it defeats a powerful insectoid Beast or Monstrosity. When the attuned wielder deals damage to such a creature with an attack using the Grasshopper Staff and the creature is reduced to 0 hit points in the same encounter, the staff progresses. To progress to rare, the creature must be CR 8 or greater, CR 13 or greater for very rare, and CR 18 for legendary. The staff cannot progress more than once per week. Statistics Weapon (Quarterstaff), Rarity Varies (Requires Attunement) Common . Rubbing the grasshopper causes the staff to emit a soft, buzzing sound. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your walking speed is increased by 5 feet. Rare . The bonus to your walking speed increases to 10 feet. Jump! The staff has 6 charges. As a bonus action, you can expend 1 charge to cast the jump spell on yourself. The staff regains 1d4 + 2 expended charges when you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2. Speed Boost. At the start of each of your turns, you can convert the staff’s power into speed. You reduce the staff’s to hit and damage modifier by 1, 2, or 3, and your walking speed and jump distance are both increased by a number of feet equal to the amount reduced x 5 until the start of your next turn. You must be holding the staff to gain the bonus to speed and jump distance. Legendary . The bonus to attack and damage rolls increases to +3, its total number of charges increases to 8, and it now regains 1d6 + 2 expended charges when you finish a long rest. In addition, you can use a bonus action to expend 2 charges to cast misty step .","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Grasshopper Staff (Common)","description":"Grasshopper Staff Weapon (Quarterstaff), Common (Requires Attunement) Rubbing the grasshopper causes the staff to emit a soft, buzzing sound. Progression The Grasshopper Staff progresses each time the creature who is attuned to it defeats a powerful insectoid Beast or Monstrosity. When the attuned wielder deals damage to such a creature with an attack using the Grasshopper Staff and the creature is reduced to 0 hit points in the same encounter, the staff progresses. To progress to rare, the creature must be CR 8 or greater, CR 13 or greater for very rare, and CR 18 for legendary. The staff cannot progress more than once per week.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Grasshopper Staff (Legendary)","description":"Grasshopper Staff Weapon (Quarterstaff), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your walking speed is increased by 10 feet. Rubbing the grasshopper causes the staff to emit a soft, buzzing sound. Jump! The staff has 8 charges. As a bonus action, you can expend 1 charge to cast the jump spell on yourself. In addition, you can use a bonus action to expend 2 charges to cast misty step . The staff regains 1d6 + 2 expended charges when you finish a long rest. Speed Boost. At the start of each of your turns, you can convert the staff’s power into speed. You reduce the staff’s to hit and damage modifier by 1, 2, or 3, and your walking speed and jump distance are both increased by a number of feet equal to the amount reduced x 5 until the start of your next turn. You must be holding the staff to gain the bonus to speed and jump distance. Progression The Grasshopper Staff progresses each time the creature who is attuned to it defeats a powerful insectoid Beast or Monstrosity. When the attuned wielder deals damage to such a creature with an attack using the Grasshopper Staff and the creature is reduced to 0 hit points in the same encounter, the staff progresses. To progress to rare, the creature must be CR 8 or greater, CR 13 or greater for very rare, and CR 18 for legendary. The staff cannot progress more than once per week.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Grasshopper Staff (Rare)","description":"Grasshopper Staff Weapon (Quarterstaff), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your walking speed is increased by 10 feet. Rubbing the grasshopper causes the staff to emit a soft, buzzing sound. Jump! The staff has 6 charges. As a bonus action, you can expend 1 charge to cast the jump spell on yourself. The staff regains 1d4 + 2 expended charges when you finish a long rest. Progression The Grasshopper Staff progresses each time the creature who is attuned to it defeats a powerful insectoid Beast or Monstrosity. When the attuned wielder deals damage to such a creature with an attack using the Grasshopper Staff and the creature is reduced to 0 hit points in the same encounter, the staff progresses. To progress to rare, the creature must be CR 8 or greater, CR 13 or greater for very rare, and CR 18 for legendary. The staff cannot progress more than once per week.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Grasshopper Staff (Uncommon)","description":"Grasshopper Staff Weapon (Quarterstaff), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your walking speed is increased by 5 feet. Rubbing the grasshopper causes the staff to emit a soft, buzzing sound. Progression The Grasshopper Staff progresses each time the creature who is attuned to it defeats a powerful insectoid Beast or Monstrosity. When the attuned wielder deals damage to such a creature with an attack using the Grasshopper Staff and the creature is reduced to 0 hit points in the same encounter, the staff progresses. To progress to rare, the creature must be CR 8 or greater, CR 13 or greater for very rare, and CR 18 for legendary. The staff cannot progress more than once per week.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Grasshopper Staff (Very Rare)","description":"Grasshopper Staff Weapon (Quarterstaff), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your walking speed is increased by 10 feet. Rubbing the grasshopper causes the staff to emit a soft, buzzing sound. Jump! The staff has 6 charges. As a bonus action, you can expend 1 charge to cast the jump spell on yourself. The staff regains 1d4 + 2 expended charges when you finish a long rest. Speed Boost. At the start of each of your turns, you can convert the staff’s power into speed. You reduce the staff’s to hit and damage modifier by 1, 2, or 3, and your walking speed and jump distance are both increased by a number of feet equal to the amount reduced x 5 until the start of your next turn. You must be holding the staff to gain the bonus to speed and jump distance. Progression The Grasshopper Staff progresses each time the creature who is attuned to it defeats a powerful insectoid Beast or Monstrosity. When the attuned wielder deals damage to such a creature with an attack using the Grasshopper Staff and the creature is reduced to 0 hit points in the same encounter, the staff progresses. To progress to rare, the creature must be CR 8 or greater, CR 13 or greater for very rare, and CR 18 for legendary. The staff cannot progress more than once per week.","properties":{"Category":"Items","Expansion":29229,"Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Grave Reagent","description":"Potion, uncommon This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie’s statistics). On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grave Ward Armor","description":"Armor (light, medium, or heavy), very rare (requires attunement) This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can’t be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Graverobber's Spade +1","description":"Weapon (shovel), uncommon (+1) (requires attunement by a necromancer) You can use this magic weapon as a spellcasting focus for your necromancer spells. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your necromancer spells. The bonus is determined by the weapon’s rarity. Additionally, you can cast the exhume spell at will without using a spell slot or material components.","properties":{"Category":"Items","Item Type":"Weapon (shovel)","Properties":"Two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a necromancer"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Graverobber's Spade +2","description":"Weapon (shovel), rare (+2) (requires attunement by a necromancer) You can use this magic weapon as a spellcasting focus for your necromancer spells. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your necromancer spells. The bonus is determined by the weapon’s rarity. Additionally, you can cast the exhume spell at will without using a spell slot or material components.","properties":{"Category":"Items","Item Type":"Weapon (shovel)","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a necromancer"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Graverobber's Spade +3","description":"Weapon (shovel), very rare (+3) (requires attunement by a necromancer) You can use this magic weapon as a spellcasting focus for your necromancer spells. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your necromancer spells. The bonus is determined by the weapon’s rarity. Additionally, you can cast the exhume spell at will without using a spell slot or material components.","properties":{"Category":"Items","Item Type":"Weapon (shovel)","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement by a necromancer"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Graveshredder","description":"Weapon (battleaxe), rare (requires attunement) Component: pouch of undead teeth Morticai Ignaceous Fiéd dreamed of superstardom. Unfortunately, Mort I. Fiéd’s father had different plans. Namely: digging graves, filling the graves, and watching the graves to make sure they didn’t undig themselves. And so, Mort cobbled together a lute from old grave-digging shovels, channelled his teen spirit into angst-filled melodies, and surprised himself by animating the whole graveyard. Thus was formed the travelling six-piece musical act: “Avenged Sixfold”. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which can also act as a lute. If you are proficient with a stringed instrument, you are proficient with this battleaxe, can use it as a spellcasting focus for your bard spells, and can use the Shredder property. The battleaxe has 4 charges and regains all expended charges daily at dawn. Shredder. While holding this axe, you can expend charges in the following ways: As an action, you can sweep-pick a sick lick, expending 2 charges to cast the speak with dead spell. Whenever you ask questions, the ‘question and answer’ takes the form of a ‘call and response’ duet between you the guitarist, and the corpse as a singer. Over the course of 1 minute, you can rip a face shredding solo, expending 2 charges to cast the animate dead spell. When the spell is cast in this way, you command creatures created by it by playing a killer riff. As an action, you can fingerpick a mournful instrumental ballad, expending 4 charges to cast the revivify spell. Casting the spell in this way requires its material components. When you expend 1 or more charges, you must make a Dexterity or Charisma (stringed instrument) check (your choice). The DC for this check equals 10 + 1 for each charge expended. On a success, the spell is cast as normal. On a failure, the spellcasting action, any material components, and the charges are wasted.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Graveshredder (very rare variant)","description":"Weapon (battleaxe), rare (requires attunement) Component: pouch of undead teeth Morticai Ignaceous Fiéd dreamed of superstardom. Unfortunately, Mort I. Fiéd’s father had different plans. Namely: digging graves, filling the graves, and watching the graves to make sure they didn’t undig themselves. And so, Mort cobbled together a lute from old grave-digging shovels, channelled his teen spirit into angst-filled melodies, and surprised himself by animating the whole graveyard. Thus was formed the travelling six-piece musical act: “Avenged Sixfold”. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which can also act as a lute. If you are proficient with a stringed instrument, you are proficient with this battleaxe, can use it as a spellcasting focus for your bard spells, and can use the Shredder property. The battleaxe has 4 charges and regains all expended charges daily at dawn. Shredder. While holding this axe, you can expend charges in the following ways: As an action, you can sweep-pick a sick lick, expending 2 charges to cast the speak with dead spell. Whenever you ask questions, the ‘question and answer’ takes the form of a ‘call and response’ duet between you the guitarist, and the corpse as a singer. Over the course of 1 minute, you can rip a face shredding solo, expending 2 charges to cast the animate dead spell. When the spell is cast in this way, you command creatures created by it by playing a killer riff. As an action, you can fingerpick a mournful instrumental ballad, expending 4 charges to cast the revivify spell. Casting the spell in this way requires its material components. When you expend 1 or more charges, you must make a Dexterity or Charisma (stringed instrument) check (your choice). The DC for this check equals 10 + 1 for each charge expended. On a success, the spell is cast as normal. On a failure, the spellcasting action, any material components, and the charges are wasted. Very rare variant: Increase the attack and damage bonus to +2.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gravitational Lens","description":"Wondrous Item, Uncommon This black, walnut-sized orb distorts the air around it. Gravitational Distortion As a Bonus Action, you can use the orb to create an area of distortion in a 15-foot radius Sphere centered on a point you can see within 60 feet. The area becomes Heavily Obscured for creatures outside the area for 1 minute (creatures inside the area can see normally). A creature can use an Action to make a DC 20 Intelligence (Investigation) check, ending the effect for itself on a success. Once used, this property can't be used again until the orb has been stored in complete darkness for 8 uninterrupted hours.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Gravitational Partisan","description":"Gravitational Partisan Trick weapon (shield & spear, glaive), rare A sanctified partisan that was reinforced using gravity magic, typically given to high ranking hunters. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the gravitational partisan is a spear and a shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a glaive. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +4 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. On a hit, as part of the attack, you can transform the weapon and a gravity barrier forms in front of you, granting you a +4 bonus to AC until the start of your next turn. Transformed. This glaive doesn't have the heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 2d4 slashing damage at the start of each of its turns, and its speed is reduced to 0. To remove the shield, the impaled target can use its action to make a DC 14 Strength check. Medium or smaller creatures have disadvantage on the check. On a success, the shield is removed and falls at the target's feet. If you are within 5 feet of the shield, you can use a bonus action to retrieve and don it. *Roll20 Note: Add the Gravitational Partisan Spear and Gravitational Partisan Shield to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Two-Handed","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravitational Partisan Shield","description":"*Roll20 Note: This item should be added to a character sheet with the Gravitational Partisan to populate attacks in its untransformed form. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +4 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. On a hit, as part of the attack, you can transform the weapon and a gravity barrier forms in front of you, granting you a +4 bonus to AC until the start of your next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravitational Partisan Spear","description":"*Roll20 Note: This weapon should be added to a character sheet with the Gravitational Partisan to populate attacks in its untransformed form. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +4 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. On a hit, as part of the attack, you can transform the weapon and a gravity barrier forms in front of you, granting you a +4 bonus to AC until the start of your next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gravitic Disaster","description":"Magical trap In the first round the chamber becomes a high gravity area with much of this increase coming from the one wall, making the room seem to tilt on an angle. Treat the room’s angle as a steep slope sloping toward that wall. The gravity increase means that all creatures in the chamber now weigh twice as much, can only move at half speed, jump only half as far as normal, and can lift and carry only half as much as normal. Freedom of movement negates these effects. The ranges of ranged weapons are halved. On the second round, the gravitational effects intensify dramatically. Treat the chamber’s gravity as if the east wall is now the ceiling and the west wall is the floor. Falling creatures now take 1d10 damage for every 10 feet fallen. All Strength and Dexterity checks take a ‒2 penalty, as do all attack rolls. Any flying creature plummets to the ground unless it succeeds at a DC 15 Strength (Athletics) check to remain in the air. On the third round, all creatures in the area must succeed at a DC 15 Dexterity saving throw or take 71 (13d10) falling damage; those that succeed take half damage. Creatures take this damage regardless of their position in the chamber and even if they are flying or otherwise unable to fall. 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You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gravity Cube","description":"Wondrous item, rare Component: construct plating Using the same dunamantic technology as powers the vessels of the astral plane, this cube is capable of manipulating gravity within a confined area. This cube has 6 charges and regains 1d4 + 2 expended charges daily at dawn. As an action, you can program and throw this cube at a surface you can see within 50 feet of you, where it sticks to the surface, expending charges to warp a 30-foot-radius sphere centred on that point in one of the ways described below. If an effect requires you to expend charges each turn, you expend them at the start of your turn. If you don’t, the effect ends. Nullify (1 Charge/Turn). Gravity in the area is nullified, causing all objects and creatures to drift freely. When the cube activates, each creature in the area must make a DC 15 Dexterity saving throw. A creature that enters the area for the first time on its turn while the effect lasts must also make this saving throw. On a failure, a creature rises vertically, up to 5 feet, and remains suspended in mid-air for the duration of the effect. On a success, a creature clings to the nearest surface. Suspended creatures can only move within the area by pushing off surfaces or other creatures. Intensify (1 Charge/Turn). Gravity in the area is intensified. For the duration, a creature that moves in the area must spend 3 feet of movement for each foot that it moves, and each creature’s jump distance is divided by 3. A flying creature that starts its turn in the area, enters the area for the first time on its turn, or tries to begin flying in the area must make a DC 15 Strength check. On a failure, it is safely pulled to the ground and has a flying speed of 0 feet until the start of its next turn. Attract (2 Charges). Each creature and unsecured object within the area must succeed on a DC 15 Strength saving throw or be pulled 20 feet towards the cube. Creatures and objects that collide as a result of this each take 1d6 bludgeoning damage. Repel (2 Charges). Each creature and unsecured object within the area must succeed on a DC 15 Strength saving throw or be pushed 20 feet directly away from the cube. Creatures and objects that collide as a result of this each take 1d6 bludgeoning damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gravity Cube (very rare variant)","description":"Wondrous item, rare Component: construct plating Using the same dunamantic technology as powers the vessels of the astral plane, this cube is capable of manipulating gravity within a confined area. This cube has 6 charges and regains 1d4 + 2 expended charges daily at dawn. As an action, you can program and throw this cube at a surface you can see within 50 feet of you, where it sticks to the surface, expending charges to warp a 30-foot-radius sphere centred on that point in one of the ways described below. If an effect requires you to expend charges each turn, you expend them at the start of your turn. If you don’t, the effect ends. Nullify (1 Charge/Turn). Gravity in the area is nullified, causing all objects and creatures to drift freely. When the cube activates, each creature in the area must make a DC 15 Dexterity saving throw. A creature that enters the area for the first time on its turn while the effect lasts must also make this saving throw. On a failure, a creature rises vertically, up to 5 feet, and remains suspended in mid-air for the duration of the effect. On a success, a creature clings to the nearest surface. Suspended creatures can only move within the area by pushing off surfaces or other creatures. Intensify (1 Charge/Turn). Gravity in the area is intensified. For the duration, a creature that moves in the area must spend 3 feet of movement for each foot that it moves, and each creature’s jump distance is divided by 3. A flying creature that starts its turn in the area, enters the area for the first time on its turn, or tries to begin flying in the area must make a DC 15 Strength check. On a failure, it is safely pulled to the ground and has a flying speed of 0 feet until the start of its next turn. Attract (2 Charges). Each creature and unsecured object within the area must succeed on a DC 15 Strength saving throw or be pulled 20 feet towards the cube. Creatures and objects that collide as a result of this each take 1d6 bludgeoning damage. Repel (2 Charges). Each creature and unsecured object within the area must succeed on a DC 15 Strength saving throw or be pushed 20 feet directly away from the cube. Creatures and objects that collide as a result of this each take 1d6 bludgeoning damage. Very rare variant: Increase the DCs to 16, the charges to 9, and the recharge to 1d6 + 3.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gravity Grenade","description":"Wondrous Item, Uncommon This fist-sized grenade shines from within with azure light and weighs several pounds. Gravity Bomb When you take the Attack action, you can replace one of your attacks with throwing the grenade at a point on the ground you can see within 60 feet, causing the grenade to explode and produce a gravitational implosion. Each creature within 20 feet of the grenade must make a DC 15 Strength save. On a failure, the creature takes 2d8 Force damage, is pulled up to 15 feet toward the point of impact, and falls Prone. On a success, the creature takes half as much damage only.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Gravity Inhibitor","description":"Gravity Inhibitor Mod (armor: any except shields), uncommon (requires affinity) While wearing armor or a PSD equipped with this mod, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Gray Bag of Tricks","description":"Gray Bag Of Tricks Wondrous item, uncommon This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature d8 Creature 1 Weasel 5 Panther 2 Giant rat 6 Giant badger 3 Badger 7 Dire wolf 4 Boar 8 Giant elk","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gray Bag of Tricks","description":"Bag of Tricks Wondrous item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points . The creature is friendly to you and your companions, and it acts on your turn . You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant Elk","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gray Bag of Tricks","description":"Wondrous Item, Uncommon This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Gray Bag of Tricks 1d8 Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Gray Bag of Tricks"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Graz'tchar, The Decadent End","description":"Graz'tchar, The Decadent End Melee weapon (martial, greatsword), legendary (requires attunement) This blade appears to be a beautiful cruciform sword of shining silver, inlaid with sparkling rubies. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the following properties. Corrosive Submission. When you hit a creature that has an Intelligence score of 4 or higher with an attack using this sword, the target takes an extra 3d6 acid damage and must succeed on a DC 17 Charisma saving throw or be charmed by you for 1 hour. If you attack the creature again while it is charmed in this way, the extra acid damage increases to 10d6 and the charmed condition ends. If the target succeeds on its saving throw or the charm ends for it, it can’t be charmed again in this way for 24 hours. Hidden Nature. The acid damage dealt by this greatsword appears to be radiant damage to all who perceive it. A true seeing spell or similar magic reveals that the sword is actually a rusted, pitted blade dripping with acid. Sentience. Graz’tchar is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The sword can speak, read, and understand Common, and can communicate with its wielder telepathically. Anyone who holds it hears the wise voice of a sorrowful king, beckoning the user to seize their destiny. A creature that succeeds on a DC 26 Wisdom (Insight) check while listening to the blade’s voice hears a sliver of malice that suggests the truth: the voice is a corrupting trick of the Demon Prince of Indulgence. Personality. Graz’tchar slowly attempts to sway its wielder to sow chaos in Exandria, telling lies and spreading malign truths about great leaders, and claiming that the members of the Tal’Dorei Council are corrupt and must be overthrown. The voice of this blade is actually the Demon Prince of Indulgence, speaking from his Abyssal prison. If the sword’s attuned wielder disobeys the urges of the weapon for an extended period of time, Graz’tchar can attempt to control the wielder, who must succeed on a DC 17 Charisma saving throw or become charmed by the sword for 24 hours. While the wielder is charmed in this way, the sword can compel them to take an action of the sword’s choice once per hour, though the wielder believes this action is taken of their own free will. If the chosen action leads to the harm of someone the wielder considers a trusted friend or ally, the charmed condition immediately ends. On a successful saving throw or if the charmed condition ends for the wielder, they are immune to this property of the sword for 24 hours. Damage: 2d6+3 Damage Type: Slashing Secondary Damage: 3d6 Secondary Damage Type: Acid Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Grease Arrow","description":"When this arrow impacts a surface, slick grease covers the ground in a 10-foot square, centered on the impact, and turns it into difficult terrain for the duration. When the grease appears, each creature standing in the radius must succeed on a DC 12 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 12 Dexterity saving throw or fall prone. This grease is flammable.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Grease Bolt","description":"When this bolt impacts a surface, slick grease covers the ground in a 10-foot square, centered on the impact, and turns it into difficult terrain for the duration. When the grease appears, each creature standing in the radius must succeed on a DC 12 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 12 Dexterity saving throw or fall prone. This grease is flammable.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Grease Bullet","description":"When this bullet impacts a surface, slick grease covers the ground in a 10-foot square, centered on the impact, and turns it into difficult terrain for the duration. When the grease appears, each creature standing in the radius must succeed on a DC 12 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 12 Dexterity saving throw or fall prone. This grease is flammable.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Greataxe","description":"Greataxe Melee weapon (martial, greataxe) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Greataxe","description":"Greataxe Melee weapon (martial, greataxe) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":7,"Subtype":"Martial, Axe","Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greataxe","description":"Greataxe Melee weapon (martial, axe) Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Greataxe","description":"Greataxe Melee weapon (martial) Damage : 1d12 Damage Type : slashing Properties : Heavy, two handed Weight : 7","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Heavy, two handed","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Greataxe","description":"Martial Melee Weapon Damage: 1d12 Slashing Properties: Heavy , Two-Handed Mastery: Cleave Weight: 7 lb. Cost: 30 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"None","Name":"Greataxe"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Greataxe","description":"Greataxe Melee weapon (martial, greataxe) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Greataxe +1","description":"Greataxe +1 Melee weapon ( martial, greataxe ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":7,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greataxe +1","description":"Greataxe +1 Weapon (greataxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greataxe +1","description":"Greataxe +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Greataxe +1","description":"Greataxe +1 Melee weapon (martial, greataxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Greataxe +1","description":"Weapon (Greataxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greataxe +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greataxe +1","description":"Weapon (Greataxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greataxe +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greataxe +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"430 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greataxe +1 Attack\",\"parent\":\"Greataxe +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greataxe +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Greataxe +1 Damage\",\"parent\":\"Greataxe +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Cleave","Name":"Greataxe +1","Weight":7,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greataxe +2","description":"Greataxe +2 M elee weapon ( martial, greataxe ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":7,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greataxe +2","description":"Greataxe +2 Weapon (greataxe), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greataxe +2","description":"Weapon (Greataxe), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greataxe +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greataxe +2","description":"Weapon (Greataxe), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greataxe +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greataxe +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4030 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greataxe +2 Attack\",\"parent\":\"Greataxe +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greataxe +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Greataxe +2 Damage\",\"parent\":\"Greataxe +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Greataxe +2","Weight":7,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greataxe +3","description":"Greataxe +3 Weapon (greataxe), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greataxe +3","description":"Greataxe +3 M elee weapon ( martial, greataxe ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":7,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greataxe +3","description":"Weapon (Greataxe), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greataxe +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greataxe +3","description":"Weapon (Greataxe), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greataxe +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greataxe +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40030 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greataxe +3 Attack\",\"parent\":\"Greataxe +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greataxe +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Greataxe +3 Damage\",\"parent\":\"Greataxe +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Cleave","Name":"Greataxe +3","Weight":7,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greataxe for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Greataxe of Agonizing Paralysis","description":"Weapon (greataxe), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Greataxe of Bloodletting","description":"Greataxe of Bloodletting Weapon (greataxe), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greataxe of Certain Death","description":"Greataxe of Certain Death Weapon (greataxe), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Greataxe of Defense","description":"Greataxe of Defense Weapon (greataxe), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. AC: 1 Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed, Defensive Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greataxe of Inverted Probability","description":"Greataxe of Inverted Probability Weapon (greataxe), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greataxe of Throne's Command","description":"Greataxe of Throne's Command Melee Weapon (martial, greataxe), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Greataxe of Warning","description":"Weapon (Greataxe), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greataxe of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatbow","description":"Greatbow Ranged weapon (martial, bow) Greatbows, or daikyū, are large composite bows designed to be fired from horseback. Conventionally around six feet long, these weapons are meant to be fired from a still horse rather than a moving one, and have incredible range and killing potential. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Special: When you attack from horseback with this weapon, if you and your horse have not moved this round, its damage profile is 1d10 piercing. If your horse has moved this round, you have disadvantage on attack rolls with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Special, Two-Handed Range: 150/600 Weight: 4","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Special, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Greatbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (greatbow)","Properties":"Ammunition (100/400), Heavy, Tension, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Greatbow arrow (5)","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Greatclub","description":"Greatclub Melee weapon (simple, greatclub) Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: bludgeoning Properties: Two-handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Greatclub","description":"Greatclub Melee weapon (simple, club) Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Greatclub","description":"Greatclub M elee weapon (simple, greatclub) Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":10,"Subtype":"Simple, Club","Item Type":"Melee Weapon","data-List":"false","Properties":"Two-Handed","Damage Type":"Bludgeoning","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatclub","description":"Simple Melee Weapon Damage: 1d8 Bludgeoning Properties: Two-Handed Mastery: Push Weight: 10 lb. Cost: 2 SP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"None","Name":"Greatclub"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Greatclub","description":"Greatclub M elee weapon (simple, greatclub) Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Greatclub +1","description":"Greatclub +1 Melee weapon (simple, greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+1 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greatclub +1","description":"Greatclub +1 M elee weapon ( simple, greatclub ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+1 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Two-Handed","Damage Type":"Bludgeoning","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatclub +1","description":"Greatclub +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Greatclub +1","description":"Greatclub Melee weapon (simple, greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: bludgeoning Properties: Two-handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Greatclub +1","description":"Weapon (Greatclub), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatclub +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatclub +1","description":"Weapon (Greatclub), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Two-Handed","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greatclub +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greatclub +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-handed\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greatclub +1 Attack\",\"parent\":\"Greatclub +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greatclub +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Greatclub +1 Damage\",\"parent\":\"Greatclub +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Push","Name":"Greatclub +1","Weight":10,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greatclub +2","description":"Greatclub +2 M elee weapon ( simple, greatclub ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+2 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Two-Handed","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatclub +2","description":"Greatclub +2 Melee weapon (simple, greatclub), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+2 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greatclub +2","description":"Weapon (Greatclub), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatclub +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatclub +2","description":"Weapon (Greatclub), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Two-Handed","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greatclub +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greatclub +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-handed\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greatclub +2 Attack\",\"parent\":\"Greatclub +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greatclub +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Greatclub +2 Damage\",\"parent\":\"Greatclub +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Greatclub +2","Weight":10,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greatclub +3","description":"Greatclub +3 Melee weapon (simple, greatclub), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+3 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greatclub +3","description":"Greatclub +3 M elee weapon ( simple, greatclub ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8+3 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Two-Handed","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatclub +3","description":"Weapon (Greatclub), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatclub +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatclub +3","description":"Weapon (Greatclub), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Two-Handed","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greatclub +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greatclub +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-handed\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greatclub +3 Attack\",\"parent\":\"Greatclub +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greatclub +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Greatclub +3 Damage\",\"parent\":\"Greatclub +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Greatclub +3","Weight":10,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greatclub of Agonizing Paralysis","description":"Weapon (greatclub), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Greatclub of Bloodletting","description":"Greatclub of Bloodletting Weapon (greatclub), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greatclub of Certain Death","description":"Greatclub of Certain Death Weapon (greatclub), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Greatclub of Defense","description":"Greatclub of Defense Weapon (greatclub), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Two-Handed. This weapon requires two hands when you attack with it. AC: 1 Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greatclub of Inverted Probability","description":"Greatclub of Inverted Probability Weapon (greatclub), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greatclub of the Cyclopes","description":"Weapon, greatclub, legendary You gain a +1 bonus to attack and damage rolls with this magic weapon. When you perform a critical hit with this weapon, your target must succeed on a DC 16 Strength saving throw or be knocked prone and become stunned until the end of its next turn.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Greatclub of Warning","description":"Weapon (Greatclub), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatclub of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greater Combat Measuring Tape","description":"Combat Measuring Tape Weapon (whip, dagger, shortsword, or longsword), Rare (requires attunement) Crafted by combat-ready technognome artificers, this item appears to be a measuring tape with an ergonomic hilt. While grasping the hilt, you can use a bonus action to cause a metal strip with measurement markings to extend out of the hilt up to its maximum length of 15 feet, adjust the strip’s extended length, or make the strip disappear. While the strip is extended, you can use it to measure lengths or distances of up to its extended length or use it as a weapon. You decide the Combat Measuring Tape’s weapon type depending on how much you choose to extend its metal strip. Regardless of weapon type, the Combat Measuring Tape always has the finesse and light properties. The tape can be used as a dagger that lacks the thrown property, as a shortsword, as a longsword that lacks the versatile property, or as a whip that adds 10 feet to your reach when you attack with it, instead of 5. You gain a +2 bonus to attack and damage rolls made with the Combat Measuring Tape when used as a weapon. Item Variant: Greater Combat Measuring Tape At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Combat Measuring Tape grants a +3 bonus to attack and damage rolls (instead of +2) and scores a critical hit on a roll of 19 or 20. Player characters may undertake a quest to upgrade a Combat Measuring Tape into a Greater Combat Measuring Tape, possibly by discovering a secret technognomish schematic.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (whip, dagger, shortsword, or longsword)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Greater Elemental Gem","description":"Greater Elemental Gem Wondrous Item, Rare This gem contains a mote of multiple combined elemental energies. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Gem Summoned Elemental Spectrolite Ice Elemental Olivine Magma Elemental Moonstone Mist Elemental Pietersite Storm Elemental","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Greater Moon Whip","description":"Moon Whip Weapon (Whip), Rare (requires attunement) Created by a relentless hunter of evil lycanthropes, polymorphist criminals, and other shapechangers, this weapon produces a luminous whip made of pure moonlight that can reveal the true form of creatures that stalk the night. When inactive, this item appears to be a whip handle. While holding it, you can use a bonus action to cause a silvery whip of pale light to spring into existence, or make the whip disappear. Made of moonlight, the Moon Whip has the light property. Lunar Lash. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit a shapechanger with it, that target takes an extra 1d8 radiant damage and instantly reverts to its original form. Moonlit Revelation. When active, the Moon Whip sheds moonlight, creating bright light in a 10-foot radius and dim light for an additional 10 feet. While in its original form, a shapechanger can’t assume a different form until it leaves the whip’s light. Item Variant: Greater Moon Whip At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Moon Whip grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 2d8 radiant damage to shapechangers (instead of 1d8). Player characters may undertake a quest to upgrade a Moon Whip into a Greater Moon Whip, possibly by defeating a mythical shapeshifter, or receiving the blessing of a moon deity.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Whip)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Greater Shielding Bracelet","description":"Greater Shielding Bracelet Wondrous item, rare (requires attunement) This metal bracelet is fashioned from a strange reddish-gold damascene metal with one or more green stones set into it. When activated as a bonus action, the bracelet generates a barrier of invisible force forming a bubble around you. While you are surrounded by the barrier created by the bracelet, all damage you take is reduced by 2d6 per attack. Each variety of shielding bracelet has a maximum amount of damage it can deflect over the course of a single activation before dissipating. Once the bracelet reaches 24 damage, it can’t absorb more and dissipates. Once you activate the bracelet, you must finish a short or long rest before you can activate it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Greater Silver Sword","description":"Greater Silver Sword Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability) This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Damage: 2d6+3 Damage Type: Slashing Properties: Heavy, Two Handed Weight: 6","properties":{"Category":"Items","Expansion":4,"Properties":"Heavy, Two Handed"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Greater Sound Whip","description":"Sound Whip Weapon (Whip), Rare (requires attunement) Crafted by a legendary storm sorceress who channeled some of her overflowing magic into arcane relics, this whip harbors the shattering power of thunder. When inactive, this item appears to be a whip handle. While holding it, you can use a bonus action to cause a whip of pure sound to spring into existence, or make the whip disappear. Made of thunderous sonic waves, the Sound Whip has the light property. When you attack with this weapon, a loud crack of thunder, audible from as far away as 1200 feet, emanates from it. Sonic Lash. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals thunder damage instead of slashing damage. When you hit a creature made of inorganic material such as stone, crystal, or metal with it, as well as a nonmagical object that isn’t being worn or carried, that target takes an extra 2d8 thunder damage. Deafening Strike. When you hit a creature with an attack with this whip, that creature must succeed on a DC 15 Constitution saving throw or be deafened until the start of your next turn. Creatures made of inorganic material such as stone, crystal, or metal have disadvantage on this saving throw. Item Variant: Greater Sound Whip At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Sound Whip grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 4d8 thunder damage to creatures made of inorganic material such as stone, crystal, or metal with it, as well as nonmagical objects that are not being worn or carried (instead of 2d8). Additionally, the Constitution saving throw DC for Deafening Strike increases to 20, and creatures that fail it are deafened for 1 minute. Player characters may undertake a quest to upgrade a Sound Whip into a Greater Sound Whip, possibly by enlisting the help of a storm sorcerer or a powerful air elemental.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Whip)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Greater Sun Whip","description":"Sun Whip Weapon (Whip), Rare (requires attunement) Created by an eccentric vampire hunter of angelic ancestry to outsmart her elusive prey, this weapon produces a luminous whip made of pure radiance that can strike foes with the power of the blazing sun. When inactive, this item appears to be a whip handle. While holding it, you can use a bonus action to cause a luminous whip of pure light to spring into existence, or make the whip disappear. Made of pure radiance, the Sun Whip has the light property. Luminous Lash. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. Radiant Reach. The luminous whip emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. Instead of a whip’s regular reach, the Sun Whip allows you to attack any target within the 15-foot-radius sphere of bright light it emits. Item Variant: Greater Sun Whip At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Sun Whip grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 2d8 radiant damage to undead (instead of 1d8). Player characters may undertake a quest to upgrade a Sun Whip into a Greater Sun Whip, possibly by defeating or redeeming a corrupt celestial creature.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Whip)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Greater Vardatch","description":"This crude, brutal weapon, with a name that translates to “cleaver” in the Orcish tongue, is a heavy, broad-bladed sword with a blunt edge and a serrated edge. It is sturdy, heavy, and cheap to produce. Built on the same principle as the vardatch, but even larger, the greater vardatch is favored by oruk shock troopers and by those orcs who disdain shields in favor of killing power. Greater vardatches use the weapon profile of a greataxe.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Greatladder","description":"Greatladder Weapon (Greatclub), Common This wooden greatclub has ten evenly spaced notches carved into opposite sides of its body. As an action, you can speak the command word to transform this magic weapon into a 15-foot-long wooden ladder. It remains a ladder until you speak the command word again to return it to its greatclub form.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"common"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Greatspear","description":"","properties":{"Category":"Items","Item Type":"Weapon (greatspear)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Greatsword","description":"Greatsword Melee weapon (simple, greatsword) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Greatsword","description":"Greatsword M elee weapon (martial, greatsword) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":6,"Subtype":"Martial, Sword","Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatsword","description":"Greatsword Melee weapon (martial, sword) Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Greatsword","description":"Greatsword Melee Weapon (martial, sword) Larger than katana, the nodachi or ōdachi and nagamaki are a long Rokugani swords more at home on the battlefield than in a city or at court. Roughly six feet long, these blades are relatively rare due to the skill and strength needed to wield them effectively. There are those who prize the raw force of these blades, however, such as members of the Matsu School. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Greatsword","description":"Martial Melee Weapon Damage: 2d6 Slashing Properties: Heavy , Two-Handed Mastery: Graze Weight: 6 lb. Cost: 50 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"None","Name":"Greatsword"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Greatsword","description":"Greatsword M elee weapon (martial, greatsword) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Greatsword +1","description":"Greatsword +1 Melee weapon (martial, greatsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greatsword +1","description":"Greatsword +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Greatsword +1","description":"Greatsword +1 M elee weapon ( martial, greatsword ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatsword +1","description":"Greatsword +1 Melee weapon (simple, greatsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Greatsword +1","description":"Weapon (Greatsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword +1","description":"Weapon (Greatsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greatsword +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greatsword +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"450 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greatsword +1 Attack\",\"parent\":\"Greatsword +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greatsword +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Greatsword +1 Damage\",\"parent\":\"Greatsword +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Graze","Name":"Greatsword +1","Weight":6,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greatsword +2","description":"Greatsword +2 Melee weapon (martial, greatsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greatsword +2","description":"Greatsword +2 M elee weapon ( martial, greatsword ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatsword +2","description":"Weapon (Greatsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword +2","description":"Weapon (Greatsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greatsword +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greatsword +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greatsword +2 Attack\",\"parent\":\"Greatsword +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greatsword +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Greatsword +2 Damage\",\"parent\":\"Greatsword +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Graze","Name":"Greatsword +2","Weight":6,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greatsword +3","description":"Greatsword +3 M elee weapon ( martial, greatsword ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Greatsword +3","description":"Greatsword +3 Melee weapon (martial, greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Greatsword +3","description":"Weapon (Greatsword), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword +3","description":"Weapon (Greatsword), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Greatsword +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Greatsword +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Greatsword +3 Attack\",\"parent\":\"Greatsword +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Greatsword +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Greatsword +3 Damage\",\"parent\":\"Greatsword +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Greatsword +3","Weight":6,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Greatsword for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Greatsword of Agonizing Paralysis","description":"Weapon (greatsword), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Greatsword of Bloodletting","description":"Greatsword of Bloodletting Weapon (greatsword), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greatsword of Certain Death","description":"Greatsword of Certain Death Weapon (greatsword), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Greatsword of Defense","description":"Greatsword of Defense Weapon (greatsword), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. AC: 1 Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed, Defensive Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greatsword of Intimidation","description":"Weapon (Greatsword), Uncommon This mammoth sword is intricately designed, inlaid with patterns and inscriptions that give off an air of power. You have advantage on Charisma (Intimidation) checks while holding this magic weapon. When swung, a magical enchantment placed on the weapon makes the whooshing cut of air even louder. As an action, you can cast the thunderwave spell (spell save DC 13) from the weapon by slamming it into the ground. Once used, this property can’t be used again until you finish a long rest. Encounter Ideas Brutish Boss. An ogre or bugbear chief uses this sword to keep their underlings in line. Doomed Last Stand. The sword is found clutched in a chainmail clad skeleton’s boney hands. The thunderwave attracted more ghouls than it destroyed. Sold for Ego. A formidable weapon steeped in history, an elderly knight offers to sell this blade to a young adventurer for a mere 500 gp, but only if the buyer sits and listens to the knight’s stories of days past, which take several days to tell.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Greatsword)","Properties":"Heavy, two-handed","Item Rarity":"Uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Greatsword of Inverted Probability","description":"Greatsword of Inverted Probability Weapon (greatsword), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Greatsword of Life Stealing","description":"Weapon (Greatsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword of Life Stealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword of Retribution","description":"Weapon (greatsword), very rare (requires attunement) You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one. The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit’s past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Greatsword of Sharpness","description":"Weapon (Greatsword), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword of Sharpness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword of the Planes","description":"Greatsword of the Planes Melee Weapon (martial, greatsword), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Greatsword of Throne's Command","description":"Greatsword of Throne's Command Melee Weapon (martial, greatsword), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Greatsword of Vengeance","description":"Weapon (Greatsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword of Vengeance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword of Warning","description":"Weapon (Greatsword), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Greatsword of Wounding","description":"Weapon (Greatsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Greatsword of Wounding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Green Chromatic Rose","description":"Green Chromatic Rose Wondrous Item, Rare This magic rose is green. While a rose is held, it gains a harmless visual effect as indicated on the table. The green rose issues green gas. While holding the rose by its stem, you gain resistance to poison damage. If you would take more than 10 damage of poison from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of poison. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Green Dragon Mask","description":"Green Dragon Mask Wondrous item, legendary (requires attunement) This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Water Breathing. You can breathe underwater. Damage Absorption. You have resistance against poison. If you already have resistance to poison from another source, you instead have immunity to poison. If you already have immunity to poison from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the poison damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Green Dragon Mask","description":"Green Dragon Mask Wondrous item, legendary (requires attunement) This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Water Breathing. You can breathe underwater. Damage Absorption. You have resistance against poison. If you already have resistance to poison from another source, you instead have immunity to poison. If you already have immunity to poison from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the poison damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Green Dragon Mask","description":"Green Dragon Mask Wondrous item, legendary (requires attunement) This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. Its damage type is poison. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Water Breathing. You can breathe underwater. Dragon Masks Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits. Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Green Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Green Dragon Scale Mail is made of the scales of a green dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Green Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Poison damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest green dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Green Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Green Mantle","description":"Wondrous item, very rare (requires attunement) This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You have resistance to radiant damage. You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature. As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can’t be used again until the next dawn. Curse. Once you don and attune to this cursed mantle, you are cursed and can’t remove it unless you are targeted by the remove curse spell or similar magic. The mantle requires at least 1 pint of water each day. If you fail to provide water to it, it draws the moisture it needs from your body, dealing 3d6 necrotic damage to you. If it is unable to gain moisture, due to its host’s immunities or magical protections or being in a dry environment on a dead host, the mantle begins to wither. After the first 24 hours it is unable to gain moisture, the Armor Class it provides is reduced by 1, and you lose resistance to radiant damage. After 48 hours without moisture, it no longer provides an Armor Class, and you lose immunity to the poisoned condition and plant-based poison damage. After 72 hours without moisture, it dies, becoming nonmagical, and you are able to remove it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Green Shard of Hateful Wasting","description":"Green Shard of Hateful Wasting Wondrous item, very rare (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Green (Very Rare). This shard melds into your chest. When you trigger this shard, one creature that you can see within 30 feet of you must succeed on a DC 17 Wisdom saving throw or become charmed by you for the duration. If you are hit by another creature, the creature you have charmed must use its turn to move within range of your attacker and make a spell attack or weapon attack against it. If you are attacked by multiple creatures, the creature you have charmed can choose which of those creatures it attacks. Each time the creature you have charmed takes damage, it can make a new saving throw, overcoming the shard’s effect on a success. If the creature you have charmed is hit, you can trigger the shard again as a reaction to give it disadvantage on its saving throw to overcome the shard’s effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Greenstone Amulet","description":"Greenstone Amulet Wondrous item, legendary (requires attunement) This green gemstone is fist-sized and is carved into the shape of a shield. While wearing this item, you are immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed, frightened, and stunned conditions. The item even foils wish spells and spells or effects of similar power used to affect your mind or to gain information about you. My peculiar philosophy means that I make many enemies and accrue few allies. I will confess to you, trusted colleagues, that I have possessed one of these items for many years, and it has been invaluable.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Gremlin's Paw","description":"Wand, rare (requires attunement) This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand’s last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grenade","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Grenade Launcher","description":"Grenade Launcher As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Weight : 7","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Grenade Launcher","description":"Grenade Launcher Melee weapon (grenade) This weapon allows you to make a ranged weapon attack using your Dexterity to launch a grenade instead of making an Athletics check. You must still be proficient in grenades to add your proficiency modifier to the attack roll. The DC versus your attack roll remains the same as listed on the Grenade Range table. The minimum required range is listed in the Launcher Range column. Properties : Recoil (1), reload, special Range : Special Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Recoil (1), reload, special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Grenade Launcher","description":"","properties":{"Category":"Items","Item Type":"Weapon (grenade launcher)","Properties":"Ammunition (80/320), Explosive, Loading, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Grenade Launcher","description":"As an action, you can use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere. Weight: 7 lb. Cost: —","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Grenade Launcher"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Grenade Launcher for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (80/320), Explosive, Loading, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Grenade, Flare","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Grenade, Flashbang","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Grenade, fragmentation","description":"Grenade, Fragmentation As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. Weight : 1","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Grenade, Fragmenting","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Grenade, smoke","description":"Grenade, Smoke As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Weight : 2","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Grenade, Smoke","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Grey Dangflu","description":"Natural intoxicant, Rare Grey dangflu is a fungus that sometimes attacks a tobacco plant. These tobacco leaves, if treated properly, can be turned into a smoked product, very similar in appearance to tobacco, but much more potent. Grey dangflu can be identified by a DC 14 Nature or Medicine skill check. If leaves with unprocessed grey dangflu fungus are eaten raw then the eater has overdosed. Initial. User will feel more alert and focused, resulting in a +1 to their initiative rolls for 1d6 minutes. Secondary Effect. User will gain advantage on all Intelligence checks and disadvantage on all Wisdom saving throws for 2d8 minutes. Side Effect. User moves slower (by 5 feet) for an hour after the end of the secondary effects. Overdose. If more than two doses are used in a six hour period, then the user is poisoned unless they succeed against a DC 12 Constitution saving throw.","properties":{"Category":"Items","Item Type":"Intoxicant","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Grieving Tree","description":"Grieving Tree Eldritch machine (requires attunement using lost techniques) A grieving tree is a giant skeletal tree made of the purest white marble, weighing thousands of pounds. One of the greatest inventions of the daashor Taruuzh, a grieving tree is part execution device, part torture device, a nearly inescapable prison that sustains victims on the very edge of death. The secrets to the tree’s construction were lost with Taruuzh’s death, as was the art of controlling them. To attune to a grieving tree , a character will have to rediscover these forgotten techniques. The grieving tree has the following features. Grab. While you are within 120 feet of the tree, you can use an action to target a creature within 20 feet of the tree. The target must make a DC 24 Dexterity saving throw as the tree reaches down to snare them. On a failed saving throw, the tree captures the creature within its branches, dealing 6d6 points of magical piercing damage, and the creature is stunned until it’s released from the tree. Eviscerate. While you are within 120 feet of the tree, you can use an action to command it to eviscerate its unfortunate prisoners, draining their life and blood as the branches shake and quiver. All creatures stunned by the tree take 8d6 points of magical piercing damage, and half of the total damage dealt is added to the tree’s Lingering Life pool. Answering for Their Crimes. While you are within 120 feet of the tree, you can use an action to cast speak with dead on the corpse of a creature imprisoned on the tree, without expending a spell slot or requiring material components. When you cast the spell in this manner, the corpse is compelled to speak truthfully. Prisoners of the Tree. The tree can hold up to four creatures (or their corpses) at one time. If it is at full capacity, you must release a prisoner before imprisoning another. Lingering Life. The tree has a Lingering Life pool of hit points. The pool begins at 20 hit points, and gains hit points when the tree uses its Eviscerate ability, to a maximum capacity of 200 hit points. As long as there are hit points in this pool, whenever an imprisoned creature drops to 0 hit points but is still alive, that creature is healed by 1d4+1 hit points and the same amount is subtracted from the Lingering Life pool. Freeing a Prisoner. While you are within 120 feet of the tree, you can use a bonus action to command it to release one of its prisoners. Additionally, another creature that is within 5 feet of a prisoner can attempt to free it from the tree by making a DC 20 Strength (Athletics) check. On a success, the prisoner is freed, and both creatures take 3d6 magical piercing damage. On a failure, the prisoner remains on the tree, and both creatures take the same damage as on a success.","properties":{"Category":"Items","Item Type":"Wondrous item (Eldritch machine)","Item Rarity":"artifact","Requires Attunement":"requires attunement using lost techniques"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Griffon's Cloak","description":"Wondrous item, rare (requires attunement) Component: pouch of monstrosity (griffon) feathers The act of crafting this feathered cloak is seen as a test of skill and patience by the followers of a powerful astral griffon. In doing so, they prove themselves worthy of carrying out the griffon’s designs across the planes, and pass down the secrets of the cloak’s creation to other like-minded souls with the heart and passion of true artisans. This cloak has 3 charges and regains 1d3 expended charges daily at dawn. Planar Passport. When this cloak visits a plane of existence, it becomes capable of acting as the material component for the plane shift spell, attuned to that particular plane. If found, the cloak is already attuned to 1d4 different planes of existence. Controlled Blink. While wearing the cloak, you can expend 1 charge to cast the blink spell. When the spell is cast in this way, you roll a second d20 at the end of each of your turns and choose which result to take.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Griffon's Cloak (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of monstrosity (griffon) feathers The act of crafting this feathered cloak is seen as a test of skill and patience by the followers of a powerful astral griffon. In doing so, they prove themselves worthy of carrying out the griffon’s designs across the planes, and pass down the secrets of the cloak’s creation to other like-minded souls with the heart and passion of true artisans. This cloak has 3 charges and regains 1d3 expended charges daily at dawn. Planar Passport. When this cloak visits a plane of existence, it becomes capable of acting as the material component for the plane shift spell, attuned to that particular plane. If found, the cloak is already attuned to 1d4 different planes of existence. Controlled Blink. While wearing the cloak, you can expend 1 charge to cast the blink spell. When the spell is cast in this way, you roll a second d20 at the end of each of your turns and choose which result to take. Uncommon variant: Remove all charges. Using the Controlled Blink property doesn’t require a charge, and once it’s been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Griffon's Cloak (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of monstrosity (griffon) feathers The act of crafting this feathered cloak is seen as a test of skill and patience by the followers of a powerful astral griffon. In doing so, they prove themselves worthy of carrying out the griffon’s designs across the planes, and pass down the secrets of the cloak’s creation to other like-minded souls with the heart and passion of true artisans. This cloak has 3 charges and regains 1d3 expended charges daily at dawn. Planar Passport. When this cloak visits a plane of existence, it becomes capable of acting as the material component for the plane shift spell, attuned to that particular plane. If found, the cloak is already attuned to 1d4 different planes of existence. Controlled Blink. While wearing the cloak, you can expend 1 charge to cast the blink spell. When the spell is cast in this way, you roll a second d20 at the end of each of your turns and choose which result to take. Uncommon variant: Remove all charges. Using the Controlled Blink property doesn’t require a charge, and once it’s been used, it can’t be used again until the next dawn. Very rare variant: The cloak regains all expended charges daily at dawn. The cloak has the One Way Ticket property. One Way Ticket. While wearing the cloak, you can cast the plane shift spell (save DC 17). After you do so, roll a d20. On a 1, the cloak loses this property. On any other result, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Grifter's Deck","description":"Wondrous item, common When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn’t already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn’t already been dealt.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grifter's Gold","description":"Wondrous Item, Common (Requires Attunement) This magic gold piece appears to be a nonmagical coin to spells and magical effects that detect magical auras, such as the Detect Magic spell. Magical Flip. When you flip this coin in the air, you decide which side it lands on. Trickster's Pay. As a bonus action, you can cause the coin to magically teleport to your hand as long as you are within 30 feet of it.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Grill of Barbecuing","description":"Wondrous item, uncommon There’s an old adage: “If you can’t stand the heat, get the hell out of the kitchen. If you can stand the heat, make the kitchen portable and take it wherever you go!” To accompany the launch of her book, Heliana commissioned the ever-useful artificer, L’Arsène Upin, to produce a line of portable kitchen backpacks. In addition to improving flavour and nutritional value, the pockets of these grill-backpacks always contain the cumin, shallots, or other ingredients that you forgot to pack. Nice! Extra-Dimensional Pantry. One pocket of this grill-backpack is a gateway to a pocket dimension that magically refills with sustenance at dawn each day. It has enough vegetables and sundries for one magical meal or for a day’s rations for one creature. The nature of the food that a creature extracts from the pocket dimension is always a reflection of what the creature desires at that moment. The pocket only allows items to be taken from it; any attempt to put something into this pocket results in the item being fired back out. Sous-Chef. The grill’s inbuilt cooking monitor adjusts its own temperature to improve the end result of foods cooked with it. When you cook a magical meal using this grill, it gains one additional boon from the Cooking Boons table at random. Tools for the Job. The grill of barbecuing comes with all the paraphernalia needed for cooking and acts as cook’s utensils.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Grim Escutcheon","description":"Armor (shield), uncommon (requires attunement) This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can’t be used this way again until the next dusk.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grim Scythe","description":"","properties":{"Category":"Items","Item Type":"Weapon (grim scythe)","Properties":"Finesse, Versatile (1d12)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Grim Verses","description":"Wondrous item, artifact (requires attunement) This loathsome tome predates the worship of the world’s dark gods and is rumored to originate from undeath-corrupted areas of the Shadow Realm. The massive book is bound in black leather made from the tenebrous skin of a dragon who was slain in the Shadow Realm. A strange sigil resembling a three-pronged claw adorns its cover, smoldering with an ultraviolet gleam as if it was burned directly onto the surface of the dark, rubbery hide. The gray sheets of its durable pages are crafted from a mineral composite of unknown origin, and the script written upon them pulses with an eerie, opalescent glow. The creature attuned to this book must spend 66 hours reading and studying it to digest its contents and reap its benefits. Afterwards, the creature can modify the book’s contents, as long as those modifications advance evil and expand the lore already contained within. Whenever a non-evil creature attunes to the Grim Verses, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to chaotic evil. The Grim Verses remains with you only as long as you strive to spread the curse of undeath. If you fail to animate or create new undead creatures within the span of 19 days, or if you willingly perform a good act, an undead entity attempts to claim the book for its own intentions. If you die while attuned to the book, an aberrant or undead entity of great evil devours your soul. Random Properties. The Grim Verses has the following random properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties 1 major detrimental property Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, your Intelligence score increases by 1, to a maximum of 24, and your Charisma score decreases by 1, to a minimum of 3. This adjustment occurs only once. Sepulchral Formulae. The Grim Verses contains a host of blasphemous spells and unholy rites, including all spells with the “shadow” qualifier next to their schools of magic in the Midgard Heroes Handbook or Deep Magic for 5th Edition. In addition, the book contains the animate dead and create undead spells. If your campaign isn’t set in Midgard or using the spells from Midgard, the book is filled with spells of the GM’s choice that relate to darkness, evil, and undeath. Mark of the Grave. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a horrid sign of your devotion to undeath. Your eyes might turn milky white, your skin might become abnormally pale or semi-translucent, your blood might flow black, or you might gain some other horrible feature of the GM’s choice. While bearing this mark, you have advantage on Charisma (Persuasion) checks when interacting with undead creatures and Charisma (Intimidation) checks when interacting with creatures that aren’t undead or constructs. Create Undead. While you are attuned to the book and holding it, you can use an action to cast the create undead spell. Once used, this property of the book can’t be used again until the next dusk. Ghastly Lore. If you spend 10 minutes referencing this book while researching the undead, the Realm Beyond, or planes of undeath or shadow, you double your proficiency bonus on Arcana, History, and Religion checks to recall lore about such subjects for the next 24 hours. If you don’t have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subjects of your research. This research can be done during a short rest. Destroying the Book. The Grim Verses allows pages to be torn from it, requiring a successful DC 10 Strength check, but any undead lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. As long as the Shadow Realm exists, the Grim Verses can never be completely destroyed. However, soaking the book in the virulent ichor of a dead god of evil, death, or shadow bleaches all writing and imagery from its pages and renders the book powerless for 666 years. If the Shadow Realm is destroyed or its connection to Midgard is permanently severed, the book is engulfed in opalescent flames and is forever destroyed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"artifact (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Grimbreaker","description":"Grimbreaker Weapon (greataxe), epic (requires affinity by a Matokai or any humanoid of lawful neutral or lawful good alignment) Few of these fabled weapons still exist, their number scattered across the galaxy. When the matokai left Bas Drasku to venture out among the stars, the greatest warriors from each clan were gifted one of these prized weapons. Those that still remain are passed down to a new clan leader or have yet to be found wherever its wielder had once ventured centuries before. Grimbreakers are dark metal greataxes with a single blade connected to long shaft handle. Its metallic surface is engraved in symbols and markings that emanate a deep red glow. A grimbreaker prefers bonding with matokai, but can also bond to a creature of great renown with a rigid sense of honor and duty. It refuses to bond with anyone who appears untrustworthy, weak-willed, or antithetical to the weapon’s own code of ethics. If the weapon deems you unworthy, your affinity attempt with it fails and you can’t attempt to gain affinity with it again for 72 hours. If you successfully gain affinity with it, you remain affined with the weapon until you die or the weapon is destroyed. Without gaining affinity, the weapon functions as a normal greataxe. The weapon has all the properties of an optimum sundering greataxe with the breach property. It also has the following additional properties. Fearless. While holding the weapon, you and any allies within 30 feet of you can’t be frightened while you’re not incapacitated. Intuitive. While you hold the weapon, you have advantage on initiative rolls and burst saves. Sentience. A grimbreaker is a sentient lawful good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 10. It can see and hear out to a range of 120 feet and has darkvision. The weapon communicates by transmitting emotions and can, on rare occasions, send brief flashes of matokai script, or share visions that relate to the wielder’s own past. A grimbreaker’s purpose is to bring honor and glory to both itself and its wielder, either through glory in battle or defending the galaxy from the forces of chaos. Personality. Each grimbreaker is haughty, fearless, and taciturn. It communicates with its wielder sparingly, but always makes certain its message is clear when it does. Though it can’t abandon its wielder, it makes every possible effort to stop them from bringing shame or disgrace upon themselves.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Grimlock Ear","description":"Grimlock Ear Spell catalyst, uncommon When you cast the blindness/deafness spell, you can choose to allow the spell to consume this spell catalyst. When you do, if a target fails its saving throw against the spell, it becomes both blinded and deafened for the duration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Grimoire Infinitus","description":"Grimoire Infinitus Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and thunderwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened . When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. Exalted. When the Grimoire Infinitus reaches an exalted state, it gains the following properties: You can now use your Arcane Recovery feature twice between long rests, rather than once. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement by a wizard)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Grimoire Infinitus","description":"Grimoire Infinitus Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and th underwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened. When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. Exalted. When the Grimoire Infinitus reaches an exalted state, it gains the following properties: You can now use your Arcane Recovery feature twice between long rests, rather than once. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grimoire Infinitus, Awakened","description":"Grimoire Infinitus, Awakened Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and thunderwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened . When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Grimoire Infinitus, Awakened","description":"Grimoire Infinitus Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and th underwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened. When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grimoire Infinitus, Dormant","description":"Grimoire Infinitus, Dormant Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and thunderwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Grimoire Infinitus, Dormant","description":"Grimoire Infinitus Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and th underwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grimoire Infinitus, Exalted","description":"Grimoire Infinitus, Exalted Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and thunderwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened . When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. Exalted. When the Grimoire Infinitus reaches an exalted state, it gains the following properties: You can now use your Arcane Recovery feature twice between long rests, rather than once. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Grimoire Infinitus, Exalted","description":"Grimoire Infinitus Wondrous item, legendary (requires attunement by a wizard) Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. Dormant. Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm , antimagic field , Bigby’s hand , blight , charm person , confusion , control weather , create undead , detect thoughts , enlarge/reduce , fear , foresight , gaseous form , glyph of warding , legend lore , Leomund’s tiny hut , mass suggestion , mislead , misty step , Mordenkainen’s faithful hound , prismatic spray , ray of enfeeblement , silent image , teleport , and th underwave . You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. Awakened. When the Grimoire Infinitus reaches an awakened state, it gains the following properties: While you carry the spellbook, you have advantage on saving throws against spells and magical effects. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. Exalted. When the Grimoire Infinitus reaches an exalted state, it gains the following properties: You can now use your Arcane Recovery feature twice between long rests, rather than once. When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grimoire of Dreams: Bedfellow","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) Bedfellow contains a mix of firsthand retellings of dreams, peculiar stories, haunting lullabies, and meditations on the symbolism of dreams. Any creature—other than the book’s owner—who attempts to read its contents quickly finds themselves lulled into a deep sleep full of incredibly vivid dreams. While holding the book, you can use it as a spellcasting focus for your spells, and it functions as a spellbook for you. Additionally, if you use the book as a pillow, you can reduce your exhaustion by two instead of one when you complete a long rest. Also, any creature sleeping on Bedfellow can’t be affected by magically induced nightmares or targeted by spells like dream while they remain asleep—unless they choose to be affected by them. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: oneiromancy*, sleep 2nd level: darkness, detect thoughts 3rd level: dream canopy*, major image 4th level: shared nightmare* 5th level: dream, seeming 6th level: phantasm* 7th level: mirage arcane Bedfellow (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. When you fail an ability check, you can instead choose to succeed as you recall a dream in which you succeeded at a similar task. Once you use this feature, you can’t do so again until you complete a long rest. 9th level. As an action, you can cause a Medium or smaller creature or object to appear in an unoccupied space within 5 feet of you. The creature or object appears exactly how it appeared in your imagination before you caused it to appear, including the way it looks, feels, smells, sounds, and tastes. A creature created in this way can speak, move, and perform other simple tasks you imagine it could do, but it can’t think for itself, cast spells, or attack. It acts on your turn in combat, and if it must make a roll of any kind, it uses your statistics. If the creature takes any damage, or suffers an effect that would harm a normal creature of its kind, it instantly disappears. An object created in this way can perform all the functions it normally could, but if it is wielded in a way that would cause a normal object to deal damage, it takes any damage, or it suffers any effect that would break or destroy a normal object of its kind, it instantly disappears. A creature or object created by this spell lasts for 1 hour, until it is forced to disappear, or until you choose to dismiss it (no action required). If you ever move more than 60 feet away from the creature or object, it instantly disappears. Once you use this feature, you can’t do so again until you complete a short or long rest. 13th level. You are immune to psychic damage and have advantage on saving throws to resist effects that would cause you to become charmed or frightened. 17th level. You automatically detect visual illusions (and succeed on saving throws against them) within 60 feet of you, and you can perceive the original form of a shapechanger or creature that is transformed by magic within that range. Additionally, once per long rest, you can cast one of the spells contained in Bedfellow without expending a spell slot. Quirks of Bedfellow. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of Bedfellow table. Quirks of Bedfellow d8 Result 1 You tend to yawn at inappropriate times. 2 You are prone to daydreaming. 3 You can’t resist an opportunity to have your fortune told. 4 You see omens and secret meanings everywhere. 5 You become extremely irritable if you don’t get at least 8 hours of sleep each night. 6 You tend to splurge on nice blankets, herbal teas, expensive camping gear, and anything else that could enhance your sleeping environment. 7 You can’t stop yourself from talking about your dreams—even when you know it bores people. 8 You become easily entranced by music and stories that spark your imagination.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of Pestilence: Codex Mortabula","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) This grimoire contains horribly illustrated pages detailing all manner of diseases. The strange ichor occasionally dripping from the tome is a spiritual reflection of the grim information lurking within. The owner of the Codex Mortabula gradually gains a sallow, pallid, or jaundiced complexion. Some who have carried the tome have become obsessed with cleanliness and preventing illness while others delight in spreading contagion. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. Moreover, you are immune to disease and have advantage on Intelligence and Wisdom checks made to recall information about or treat diseases. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: detect poison and disease 2nd level: contagious healing*, protection from poison 3rd level: stinking cloud 4th level: festering fever* 5th level: contagion 6th level: harm 7th level: mass contagious healing* 8th level: power word plague* An Unbalance of Humors (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. As a reaction when you deal poison or necrotic damage, you can give the target a disease. The target must succeed on a Constitution saving throw or be infected by your choice of disease from the list below for 1 minute. A creature can only be under the effect of one such disease at a time. At the beginning of each of its turns, a diseased creature can repeat the Constitution saving throw, ending the disease on a success. Once a creature has been subjected to this feature or succeeds on a saving throw against it, it is immune to this feature for 24 hours. You can use the following diseases: Bonebreak Fever. The creature takes 2d6 poison damage at the beginning of each of its turns. Chalkstones. The creature’s movement speed is reduced by half. Shaking Tremors. The creature has disadvantage on attack rolls and Dexterity saving throws. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. 9th level. You have resistance to poison damage, and you can add the options described in the contagion spell to your list of diseases known. In addition, you can use the following new diseases: Black Spills. If the creature takes any damage, it takes an extra 2d10 damage of the same type at the start of its next turn. If it take damage from more than one source, only the first is copied. Delirious Porting. At the beginning of each of its turns, the creature magically teleports to a random, unoccupied space within 60 feet of its previous position. Horrors. The creature hallucinates, believing its allies are horrible monsters, and must attack its nearest ally. 13th level. You are immune to poison. Moreover, when an attack or spell subjects you to poison damage, you regain hit points equal to the poison damage. In addition, you can use the following new diseases: Firespouts. At the beginning of each of its turns, the creature uncontrollably spits fire at the nearest creature, using your spell attack modifier, and on a hit, the target takes 2d10 fire damage. Jester’s Gasp. The creature is incapacitated with mad laughter. If it takes damage from any source, it gains advantage on its Constitution saving throw to remove this disease. Stonelegs. The creature is restrained and begins to turn to stone from the feet upward. If it fails three consecutive Constitution saving throws to end the disease, it is petrified for an hour. 17th level. Your Constitution score increases to 20. If your Constitution score is already 20, your Strength or Dexterity (your choice) increases by 2, to a maximum of 20. In addition, you can use the following new diseases: Beast’s Curse. Also called zoanthropalitis, this disease causes the creature to magically transform into a beast (CR 1/8 or less) of equal size, as if under the effect of a polymorph spell. At the beginning of each of its turns, the target transforms into the beast, and at the end of each of its turns, it transforms back to its normal form. Spellbuncles. The creature’s mouth and limbs erupt in boils. It can’t speak or cast spells with verbal or somatic components. The creature can still hold objects, just not make intricate gestures. Quirks of the Codex Mortabula. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Codex Mortabula table. Quirks of the Codex Mortabula d8 Result 1 You possess a deep hatred of mice and other forms of vermin. 2 You refuse to eat food or drink liquids that are prepared out of your sight. 3 You have trouble connecting to people and prefer to think of them as subjects. 4 You are haunted by smudges, stains, or messes of any kind. 5 You do everything you can to avoid large crowds or sharing confined spaces with other creatures. 6 You tend to use overly complicated clinical jargon to explain basic concepts. 7 You sometimes catch yourself washing your hands until they are painfully raw. 8 You experience great anxiety unless you have a full medical kit on your person.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of Portals: Ostium Infinitum","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) The Ostium Infinitum is a dissertation on the nature of space, filled with arcane calculations necessary for navigating it via magical means. Those tenacious enough to master the locks that protect the grimoire’s contents are rewarded with revolutionary insight into the mechanical forces that govern the universe and practical guidance for manipulating those forces in accordance with your will. While holding the book, you can use it as a spellcasting focus for your spells and it functions as a spellbook for you. Additionally, you have advantage on any checks made to open locks or other closure mechanisms of magical or mundane make. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: alarm, sanctuary 2nd level: arcane lock, knock 3rd level: dimensional shove* 4th level: rift* 5th level: teleportation circle 6th level: dimensional rending* 7th level: nexus* Ostium Infinitum (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. Whenever you take damage, you can use your reaction to teleport to an unoccupied space within 30 feet. Moving in this way does not provoke attacks of opportunity. You can use this feature a number of times per long rest equal to your proficiency bonus. 9th level. As a bonus action, you can use the Ostium Infinitum to create a portal. Choose two points you can see within 60 feet of you: an invisible and intangible gateway appears at each point. A Large or smaller creature who steps on a space with a gate can choose to remain in the same space or use their movement to step onto any of the squares adjacent to the other gate. Stepping through a gate does not provoke attacks of opportunity. The portals remain open for 1 minute or until you choose to close them (no action required). Once you use this feature, you can’t do so again until you complete a short or long rest. 13th level. Your speed increases by 10 feet, and you can no longer be moved against your will. Attempts to shove or push you automatically fail. Spells or magical effects, like banishment or maze, that would force you out of the Material Plane have no effect on you unless you wish it. 17th level. As an action, you can command the Ostium Infinitum to teleport you anywhere in the multiverse. The destination must be known to you—a place you have personally visited or thoroughly studied—and it must be a place that physically exists, though it can be located on any plane of existence. If the destination you select does not meet these conditions, the attempt fails. Once this feature is used, you can’t use it again until you complete a long rest. Quirks of the Ostium Infinitum. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Ostium Infinitum table. Quirks of the Ostium Infinitum d8 Result 1 You are fascinated by keys and feel compelled to collect them. 2 You are plagued by sudden bursts of anxiety, questioning whether or not you forgot to lock something important. 3 Whenever you see a locked door or container, you are seized by a burning desire to open it—just to prove you can. 4 You feel calmest when tinkering with machinery or other mechanical devices. 5 You can’t feel comfortable in a new space until you’ve counted every door, window, or other means of escape. 6 You experience the urge to shut out others when upset and lock yourself away when things become too intense. 7 You never feel perfectly content where you are and have a tendency to wander off. 8 You are terrified of being trapped, rendered immobile, or otherwise forced into a situation that impairs your freedom in any way.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of Saint Ovila: An Accountability of Honor","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) This book contains axioms about the twelve virtues of honor, along with handwritten notes discussing each entry. Though there only appear to be two dozen or so pages, the tome actually has an infinite number. The owner of Accountability of Honor gradually becomes very reluctant to lie, intolerant of lies told by others, and they behave under a strict moral code. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. Moreover, while this tome is in your possession, you have proficiency in Wisdom (Insight), and when you hold it, you have advantage on skill checks to detect lies. Paladins. Accountability of Honor holds great affinity for holy warriors. If you have at least two levels of paladin and you attune to this tome, you gain an additional use of your Divine Smite feature. This single use functions as a 1st-level spell slot but does not expend one of your actual spell slots. You regain any expended uses of this benefit when you finish a long rest. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: aegis of honor*, compel mercy*, heroism 2nd level: palliative censure*, spiritual weapon, warding bond 3rd level: chaotic contrition*, revivify 4th level: guardian of faith 5th level: field of retribution* 6th level: kindness of angels* 7th level: heaven’s spear* The Path of Honor (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. On your turn, you can cast a spell inscribed in this tome using a spell slot of an appropriate level without needing to prepare the spell ahead of time. 9th level. When a creature you can see casts a spell that targets a single creature (besides you), you can use your reaction to counter the spell. If the spell is of 3rd level or lower, the spell fails and has no effect as it is absorbed into the grimoire. On your next turn, you can cast the same spell using a spell slot of an appropriate level. At the end of your next turn, the spell vanishes from your tome. If the spell is 4th level or higher, you can sacrifice a spell slot of the same level to counter the spell, but it is not absorbed by the grimoire. 13th level. Your Intelligence, Wisdom, or Charisma score (your choice) increases by 2, to a maximum of 20. In addition, you are immune to being frightened. 17th level. You can use a bonus action to embody the divine grace of the celestial realms. For 1 hour, you have advantage on saving throws against the spells and effects of fiends and undead. In addition, for the duration, you can expend a spell slot to heal your companions. As an action, each creature you choose within 15 feet of you regains 1d6 hit points for every level of spell slot you expend. Once used, this property can’t be used again until the next dawn. Quirks of the Accountability of Honor. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Accountability of Honor table. Quirks of the Accountability of Honor d8 Result 1 I can’t control my temper when I see someone acting with dishonor. 2 I will bring justice down upon those who prey on the weak and defenseless. 3 I will never fail to face my fears. 4 I can’t willingly tell a falsehood or cheat. 5 I will defend those in need without concern for myself. 6 I will bring compassion to the needy and shield them from the wicked. 7 I shall never let the inglorious and dishonorable stand unchallenged. 8 I will strike down evil without mercy.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of Shadow: Ars Umbra","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) The glowing outline of the phases of the moon on the cover of Ars Umbra are formed from incredibly small crystal mosaics inlaid in the leather. Opening the cover reveals the pages of a beautifully calligraphed lunar calendar, charting the cycle of the phases of the moon (or moons) in great detail along with other relevant astronomical notations. The enchantments in the grimoire adjust the text to reflect the lunar cycle for the current plane or planet. The owner of Ars Umbra gradually comes to venerate the moon as a deity and begins to prefer darkness and shadow rather than direct sunlight. Some owners even become nocturnal. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. Moreover, you have darkvision to a range of 60 feet, or if you already have darkvision, its range increases by 30 feet. When found, the book’s pages contain the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: cloak of shadow*, lunarbolt waxing* 2nd level: clinging shadow*, darkbolt* 3rd level: obviating shadow*, shadow tendrils* 4th level: shadow monsters* 5th level: shadow passenger* 6th level: stygian eye* 7th level: dying of the light* 8th level: creeping darkness* 9th level: umbral storm* A Shadowed Circumgyration (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spellcasting DC. 5th level. As an action, you can speak the command word and cause the dark moon sigil to rise from the tome’s cover and transform into a two-inch-diameter stone sphere. This moon orbits your head at a distance of 1d3 feet for 1 hour. The moon moves with you and does not interfere with your actions. Once you summon forth the dark moon, you must finish a short or long rest before you can summon it again. While your dark moon orbits your head, you can use the following features: Darkbeam. You can use a bonus action to cause the dark moon to emit a beam of pure shadow at one creature or object within 60 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 1d6 necrotic damage plus your proficiency bonus. The damage from your darkbeam increases by 1d6 when you reach 9th level (2d6), 13th level (3d6), and 17th level (4d6). Eclipsed Form. You have advantage on Dexterity (Stealth) checks made to use the Hide action. 9th level. When you now speak the command word, the waning crescent sigil also rises from the tome’s cover and transforms into a second two-inch-diameter stone sphere. This second moon functions identically to the dark moon and allows you to use the following features: Hungry Moon. As a reaction when you take necrotic or radiant damage, you can absorb some of the energy. You gain resistance to the triggering damage type until the start of your next turn. In addition, when you hit with an attack for the first time on your next turn, the target takes an extra 1d12 damage of the triggering type. Tenebrous Aura. You gain resistance to necrotic damage. 13th level. When you now speak the command word, the waxing gibbous sigil also rises from the tome’s cover and transforms into a third two-inch-diameter stone sphere. This third moon functions identically to the dark moon and allows you to use the following features: Gloaming Glide. Your feet no longer touch the ground. Instead, a thin layer of shadow cushions your steps and allows you to glide an inch above the flat surface of any solid ground or liquid. While you are within 1 inch of any appropriate surface, you move and act as if you were standing on solid ground. You also no longer trigger traps that rely on weight or touch. When you take the Dash action, you can move vertically as part of your movement. Voidfield. As an action, your waxing gibbous moon creates a circular shadow in a number of 5-foot cubes equal to your proficiency bonus in unoccupied spaces you can see within 120 feet. The shadow cubes last for 1 minute. During this time, when you stand in one of these areas, you can use your bonus action to teleport to any other of the shadow cubes. Once you use this feature, it does not function again until you next summon the moons from the cover of the grimoire. 17th level. When you now speak the command word, the full moon sigil also rises from the tome’s cover and transforms into a fourth two-inch-diameter stone sphere. This fourth moon functions identically to the dark moon and allows you to use the following feature: Detonating Shadows. As an action, you can choose a number of creatures you can see within 90 feet to make Dexterity saving throws as their shadows wrap around them and explode. On a failed save, a creature takes 10d6 necrotic damage, 10d6 radiant damage, and 5d6 fire damage, and on a successful one, a creature takes half as much damage. Once you use this feature, it does not function again until you next summon the moons from the cover of the grimoire. Quirks of the Ars Umbra. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Ars Umbra table. Quirks of the Ars Umbra d8 Result 1 I am a glass half-empty sort of person. 2 I see omens and prophesies in every shadow. 3 I have little rituals I perform during each phase of the moon. 4 There is always time to point out the worst-case scenario. 5 Sometimes I think I might be allergic to the sunlight. 6 I make sure to always shade my face from the sun. 7 I prefer to operate at night or in darkness. 8 I regularly have dreams where the moon whispers secrets to me. ","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of Temporal Doom: The Grim Enchiridion","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) This book seems to contain nothing but blank pages. To the one attuned to it, however, the pages contain a complete history of the owner. This account is written in a dry, matter-of-fact narrative with new entries magically appearing even as the owner reads them. The owner of the Enchiridion gradually becomes obsessive about punctuality and keeping track of the passage of time. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. Moreover, while this tome is in your possession, you are immune to spells and effects that magically age you, and when you read it, you have advantage on any check to recall a fact, action, or event you heard or performed in your past. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: doom of poor fortune* 2nd level: augury 3rd level: damage echo*, haste, slow 4th level: divination 5th level: doom of antiquity* 6th level: doom of abeyant time* 7th level: doom of summer years* 8th level: frailform* 9th level: foresight, time stop Thief of Time (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spellcasting DC. 5th level. You double your proficiency bonus on Intelligence (Arcana) checks involving the nature of time. Moreover, as a reaction when combat begins, you can choose for one creature you can see to make a Wisdom saving throw. On a failed save, the target exchanges its initiative result with another creature of your choice. When you reach 10th level, you can target up to two creatures with this feature, and at 15th level, you can target up to three creatures. 9th level. When you hit with an attack that targets only one creature, you can choose to deal no damage. If you do so, the target must succeed on a Wisdom saving throw or be unable to take a bonus action, action, or reaction (your choice) on its next turn. Before the end of your next turn, you can take one bonus action, action, or reaction, whichever the target was unable to take. Once used, this feature shouldn’t be used again until you finish a long rest (see the Temporal Backlash feature). 13th level. Your Intelligence score increases by 2, to a maximum of 20. In addition, you can reach into the future to steal fragments of time from hundreds of your future selves. When you do so, you can use an action to give an additional action to a number of allies within 60 feet equal to your proficiency bonus. Your allies can use this additional action immediately as a reaction or as an action on their turn, their choice. Once used, this feature shouldn’t be used again until you finish a long rest (see the Temporal Backlash feature). 17th level. You are immune to magic that manipulates or freezes time. In addition, when you cast a spell that targets only one creature, you can choose to hold the results of the spell outside of time. You do not need to specify a target for the spell at the time of casting, but casting the spell still requires an action and expends a spell slot. Otherwise, the stored spell has no effect. You can hold up to three spells in this way. You can use an action to expunge all of your stored spells at the same time, adjudicating each spell individually. If you do not use your stored spells after 1 minute, the spells vanish from your mind and are wasted. Once used, this feature shouldn’t be used again until you finish a long rest (see the Temporal Backlash feature). Temporal Backlash. By attuning to this item, you can use some of the powers without risk, but you can also push past the bounds of safety as long as you are willing to accept the consequences. The 9th-level, 13th-level and 17th-level features of this grimoire are regained when you finish a long rest. However, you can choose to use one of these features again after the first time, but you will suffer temporal backlash for doing so. Each time you use one of these features beyond the first time, you reduce your maximum Hit Dice by 2 for 24 hours. For example, if you use the 13th-level feature three times before finishing a long rest, when you finish your next long rest, your maximum Hit Dice is four less than normal. Quirks of the Enchiridion. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Enchiridion table. Quirks of the Enchiridion d8 Result 1 You are plagued by a sense of déjà vu. 2 Usually, you can predict tomorrow’s weather. 3 Outwardly, you don’t seem to age. 4 In quiet moments, you hear a ticking sound that no one else seems to hear. 5 Sometimes, you remember memories of tomorrow. 6 Your dreams of the future occasionally come true. 7 You occasionally see a dark aura around those who are soon to die. 8 From time to time, you relive events from your past in your dreams.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of the Celestial Realms","description":"Grimoire of the Celestial Realms Wondrous item, very rare (requires attunement by a spellcaster) When you attune to this grimoire, you gain a familiar if you do not already have one. This familiar functions as if you had summoned it using the find familiar spell except that it uses the statistics of a homunculus and is a celestial, rather than a construct. If your familiar is ever destroyed, it returns to you at the next day’s dawn. In addition, you learn the light , sacred flame , and thaumaturgy cantrips and the following spells are always considered known and prepared by you while you are attuned to this magic item: bless , enhance ability , remove curse , guardian of faith , and commune . As a final benefit of attuning to this item, you have resistance to radiant and necrotic damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Grimoire of the Fey: The Perennial Florilegium","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) This tome is a florilegium (or book of flowers), detailing all manner of flowers found on the plane, including beautiful illustrations in vibrant colors. The living flowers on its cover are not easily plucked but can be removed with effort. A plucked flower crumbles to dust after 1 minute. On the next dawn, provided the grimoire is set upon natural soil the night before, new blossoms rapidly grow to replace any plucked flowers. The patterns on the cover adjust to new configurations each time a flower is removed. The owner of the Florilegium gradually becomes fixated on finding flowers and cross-referencing the specimens with the knowledge in the book. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. Moreover, you have advantage on Intelligence checks made to interact with or recall information concerning plant and fey creatures. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: entangle, florafetter* 2nd level: radiant rosette*, spike growth 3rd level: plant growth 4th level: blight 5th level: insect plague 6th level: wall of thorns 7th level: oculus blossoms* 8th level: glibness 9th level: chaotic flowerfall* Wellspring of the Garden (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spellcasting DC. 5th level. You learn the spell speak with plants and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. In addition, as an action, you create a number of companion flowers up to your proficiency bonus. A companion flower is a tall, sunflower-like blossom with white and yellow petals. It is a stationary object with AC 15 and 30 hit points. Each flower appears in an unoccupied space you can see within 60 feet of you and lasts for 1 minute. The flower has the following benefits, as well as others gained at higher levels: Curative Pollen. Whenever a friendly creature (or you) moves into a space within 5 feet of the flower for the first time on its turn or starts its turn there, it heals 2d6 hit points by breathing in the pollen (no action required). When the flowers (as a group) have healed a total of 30 hit points, they stop producing pollen. Once you use this feature, you must finish a long rest before you can use it again. 9th level. Your Curative Pollen can now heal up to 60 hit points. In addition, your flowers gain the following new benefit: Carnivorous Snap. Each flower’s petals merge into a fanged mouth. Any creature hostile to you that moves to a space within 10 feet of a flower for the first time on its turn must make a Dexterity saving throw, taking 20 radiant damage on a failed save or half as much damage on a successful one. The flowers (as a group) stop attacking after they deal a combined total of 60 damage. 13th level. Your Curative Pollen can now heal up to 70 hit points, and the Carnivorous Snap can deal a total of 70 damage. In addition, you can summon your flowers twice before resting, and your flowers gain the following new benefit: Burning Fireflies. A flame-shrouded firefly hovers around each of your flowers. As a bonus action, you can mentally command one of your flowers to send its burning firefly streaking toward one creature or object within 60 feet of it. When you do, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the firefly is expended. 17th level. Your Curative Pollen can now heal up to 80 hit points, and the Carnivorous Snap can deal a total of 80 damage. In addition, your flowers gain the following new benefit: Razorpetal Barrage. Some petals of your flowers are wreathed in shimmering energy and become impossibly sharp. As a bonus action, you can mentally command your flowers to send petals hurtling at a point within 120 feet of it. Each creature in a 40-foot-radius of that point must make a Dexterity saving throw, taking 10d12 force damage on a failed save or half as much damage on a successful one. Your flowers have enough petals for one use of Razorpetal Barrage. Quirks of the Perennial Florilegium. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Perennial Florilegium table. Quirks of the Perennial Florilegium d8 Result 1 I talk to flowers as if they are close friends. 2 My mood changes with the weather and seasons. 3 I can’t resist making bargains or pacts. 4 It amuses me to make plant and flower puns. 5 I always see pixies and other fey out of the corner of my eye. 6 Cold iron sometimes makes me itch. 7 I gather samples of seeds and flora wherever I go. 8 From time to time, I’m possessed with an overwhelming need to make everyone stop and smell the flowers.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Grimoire of the Infernal Dominions","description":"Grimoire of the Infernal Dominions Wondrous item, very rare (requires attunement by a spellcaster) When you attune to this grimoire, you gain a familiar if you do not already have one. This familiar functions as if you had summoned it using the find familiar spell except that it uses the statistics of a homunculus and is a fiend, rather than a construct. If your familiar is ever destroyed, it returns to you at the next day’s dusk. In addition, you learn the fire bolt , ray of frost , and thaumaturgy cantrips and the following spells are always considered known and prepared by you while you are attuned to this magic item: hex , crown of madness , bestow curse , evard’s black tentacles , and infernal calling XGE . As a final benefit of attuning to this item, you have resistance to fire and cold damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Grimoire of the Primeval Lands","description":"Grimoire of the Primeval Lands Wondrous item, very rare (requires attunement by a spellcaster) When you attune to this grimoire, you gain a familiar if you do not already have one. This familiar functions as if you had summoned it using the find familiar spell except that it uses the statistics of a homunculus and is a plant, rather than a construct. If your familiar is ever destroyed, it returns to you at the next day’s dawn. In addition, you learn the druidcraft , root snare UAH , and thorn whip cantrips and the following spells are always considered known and prepared by you while you are attuned to this magic item: entangle , lesser restoration , conjure animals , guardian of nature XGE , and awaken . As a final benefit of attuning to this item, you are immune to poison and disease.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Grinning Skull","description":"This strange white skull is carved from a single piece of alabaster and is as large as a human head. Strange sigils and magical symbols are etched into the skull’s forehead. One of the first white necromancers, Althaghast, espoused true necromancy—the enlightened understanding of the mysterious connection between life, death, and unlife. His deep and profound understanding of life’s eternal cycle—the necromantic triad—made him a potent healer as well as a powerful spellcaster. Althaghast dwelled in a hilltop tower within a mist-shrouded realm suddenly infested with undead. The people lived in fear, for the undead ranks were inexplicably growing unchecked. At last, Althaghast knew he had to restore the balance. He carved a gleaming skull from solid alabaster, and for many weeks worked his most powerful magic upon it. The white necromancer used his strange skull to great effect, rooting out nests of vampires, eventually dragging the screaming vampire lord into the purifying light of the sun. He defeated a powerful spectre haunting a lonely road, and he even put a terrible lich to rest. When the balance between life, death, and unlife had at last been restored, Althaghast returned to the solitude of his tower. One evening, just after sunset, a beautiful woman came to speak with him. She asked about his magical alabaster skull, which he admitted was secured elsewhere in the tower. It was then that he noticed, for the first time, her deathly pale complexion. And her fangs. Althaghast no longer protects the land. Rumors persist that his grinning skull lies in some forgotten crypt, a trophy for the vampire queen who ended the foolish white necromancer’s life. Wondrous item, fabled (5th-level and higher properties require attunement by a cleric, sorcerer, warlock, or wizard) While holding this skull, you can use an action to speak a command word, causing light to shine from the sigils and symbols etched into the skull. The skull sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. In addition, you can use an action to shrink the skull to the size of a marble for easy transport. None of the skull’s properties function when it is this size, however. You can use a bonus action to return the skull to its normal size. Necromancer’s Boon (Requires Attunement). As your level increases, you gain the following benefits while holding the skull. 5th level. The skull has 5 charges. You can expend 1 of its charges as an action to cast the protection from evil and good (undead only) spell, using your spell save DC and spellcasting ability modifier. The skull regains 1d4 + 1 expended charges daily at dawn. In addition, you can use an action to cast the detect evil and good spell from the skull without using any charges, but the spell detects only undead. 9th level. Whenever you deal damage to an undead, it takes an extra 2d6 radiant damage. If the undead has 25 hit points or fewer after taking this damage, it must succeed on a Wisdom saving throw (using your spell save DC) or be destroyed. 13th level. The list of spells you can cast from the skull expands to include: dispel evil and good (undead only, 5 charges). In addition, if you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 of the skull’s charges and turn the failed save into a successful one. 17th level. You can use an action to expend 1 of the skull’s charges to emit a flash of golden light from the skull. Each undead within 30 feet of the skull that are neither good nor evil must make a Constitution saving throw (using your spell save DC), taking 6d6 radiant damage on a failed save, or half as much damage on a successful one. Evil undead take 8d6 radiant damage instead of 6d6.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a cleric, sorcerer, warlock, or wizard)"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Grinsplitter Weapon","description":"Weapon (Any Slashing), Uncommon When you roll a 20 on your attack roll using this magic weapon, the target must make a DC 13 Wisdom saving throw or burst into laughter if it is a creature with an Intelligence score of 4 or higher. On a failure, the target falls prone, becoming incapacitated and unable to stand up. The target can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Gritless Grease","description":"Wondrous item, uncommon This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can’t reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the duration.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Gritless Grease","description":"Wondrous item, uncommon This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can’t reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell’s duration.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ground Breaker","description":"Ground Breaker Weapon (Maul), Very Rare (Requires Attunement) A stone-carved maul, its head comprised of ten fists. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you take the Attack action, you can direct one of your attacks at the ground of a space within 5 feet of you, even if it is occupied by another creature. If the result of your attack roll is 15 or higher, a 5-foot-long, 5-foot-wide, 5-foot-deep fissure opens in the space that you attack. For every 5 above 15, the length, width, and depth of the fissure each increase by 5 feet (for instance, an attack roll result of 25 will create a 15-foot long, 15-foot-wide, 15-foot-deep fissure). You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ground Gossamer Wings","description":"Ground Gossamer Wings Spell catalyst, uncommon When ground into a fine dust, the gossamer wings of the fey can enhance teleportation magic. When you cast the misty step spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell’s duration becomes “Concentration, up to 1 minute.” While you are concentrating on the spell, you can use a bonus action on each of your turns to teleport 30 feet to an unoccupied space that you can see.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Grovelthrash","description":"Grovelthrash Melee weapon (martial, warhammer), artifact (requires attunement) Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. Sentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. Personality. A covetous ultroloth named Ciria lives within Grovelthrash . The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. Dormant. The warhammer grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. Awakened. When the warhammer reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. When a creature you can see within 30 feet of you hits you with an attack while you are wielding the war­hammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can’t be used again until the next dawn. Exalted. When the warhammer reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake , meld into stone , or stone shape . Once a spell has been cast using the warhammer, that spell can’t be cast from the warhammer again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"melee weapon","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Grovelthrash","description":"Grovelthrash Weapon (warhammer), artifact (requires attunement) Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. Sentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. Personality. A covetous ultroloth named Ciria lives within Grovelthrash . The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. Dormant. The warhammer grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. Awakened. When the warhammer reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. When a creature you can see within 30 feet of you hits you with an attack while you are wielding the war­hammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can’t be used again until the next dawn. Exalted. When the warhammer reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake , meld into stone , or stone shape . Once a spell has been cast using the warhammer, that spell can’t be cast from the warhammer again until the next dawn. Damage: 1d8 + 1/2/3 (1d10 + 1/2/3) Damage Type: Bludgeoning Secondary Damage: 2d6 Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grovelthrash, Awakened","description":"Grovelthrash Weapon (warhammer), artifact (requires attunement) Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. Sentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. Personality. A covetous ultroloth named Ciria lives within Grovelthrash . The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. Dormant. The warhammer grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. Awakened. When the warhammer reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. When a creature you can see within 30 feet of you hits you with an attack while you are wielding the war­hammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can’t be used again until the next dawn. Damage: 1d8 + 2 (1d10 + 2) Damage Type: Bludgeoning Secondary Damage: 2d6 Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grovelthrash, Dormant","description":"Grovelthrash Weapon (warhammer), artifact (requires attunement) Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. Sentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. Personality. A covetous ultroloth named Ciria lives within Grovelthrash . The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. Dormant. The warhammer grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. Damage: 1d8 + 1 (1d10 + 1) Damage Type: Bludgeoning Secondary Damage: 2d6 Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Grovelthrash, Exalted","description":"Grovelthrash Weapon (warhammer), artifact (requires attunement) Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. Sentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. Personality. A covetous ultroloth named Ciria lives within Grovelthrash . The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. Dormant. The warhammer grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. Awakened. When the warhammer reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. When a creature you can see within 30 feet of you hits you with an attack while you are wielding the war­hammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can’t be used again until the next dawn. Exalted. When the warhammer reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake , meld into stone , or stone shape . Once a spell has been cast using the warhammer, that spell can’t be cast from the warhammer again until the next dawn. Damage: 1d8 + 3 (1d10 + 3) Damage Type: Bludgeoning Secondary Damage: 2d6 Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gruesome Weapon","description":"Weapon (Any), Common This rusted magic weapon bears the scars of countless battles. When you roll a 20 on your attack roll against a creature with the weapon, the target becomes cursed until the end of your next turn. While cursed in this way, the creature takes an extra 1d8 damage the first time each turn it takes damage. Cursed. When you roll a 1 on your attack roll using this weapon, you become inflicted with the weapon's curse until the end of your next turn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Gruul Keyrune","description":"Gruul Keyrune Wondrous item, rare This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Gu","description":"Ingested Gu poison is distilled from the combined venom of specific vipers, centipedes, scorpions, toads, and spiders. When properly concocted, this vile brew surprisingly has no taste or odor. A creature that ingests gu poison suffers no effect for 1d4 days. Any effect that can end the poisoned condition can remove this poison from the creature’s body. If the poison is still present when that time expires, the creature’s organs swell and burst. It must make a DC 19 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Guardian","description":"Guardian Armor (heavy) Often made of inexpensive material, this bulky armor is a combination of thick padding, rigid metal plates and mesh weaving. It is popular amongst space miners and bunker sentries. AC : 14 Stealth : Disadvantage Weight : 15","properties":{"Category":"Items","Expansion":27051,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Guardian Emblem","description":"Guardian Emblem Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin ) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Guardian's Wings","description":"Wondrous Item, Rare (Requires Attunement) This delicate cloak is fashioned from the prismatic feathers of an angelic being. Angelic Flight. As a bonus action, you can speak the cloak’s command word to transform it into a pair of angelic wings that provide you with a fly speed 60 feet for 1 minute. Once used, this property can’t be used again until the next dawn. Angelic Protection. When an attacker you can see hits you or another creature within 5 feet of you with an attack, you can use your reaction to reduce the damage taken by an amount equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Guild Artisan's Scythe","description":"Weapon (glaive), very rare (requires attunement) This masterfully crafted scythe has a handle made of petrified wood and wrapped with rings of inlaid brass. Its blade is broad and flat, inscribed with an enameled blazon of the guild. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Festering Wounds. A creature that takes damage from the scythe must make a DC 15 Constitution saving throw. On a failure, it can’t regain hit points until the end of its next turn. Slime Form. Once per day, you can use an action to lick the blade of the scythe and transform yourself into a black pudding for up to 1 hour. Your gear melds into your new form and you can’t activate, use, wield, or otherwise benefit from any of your equipment. Your game statistics are replaced by the statistics of the pudding, but you retain your alignment, personality, hit points, proficiency bonus, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the pudding. You can’t cast spells, speak, or take any other action that requires hands or speech in pudding form. If you use the Split reaction, you control all of the new black puddings. When one of your black puddings moves more than 30 feet away from another or is reduced to 0 hit points while another one of your black puddings exists, it dissolves away and is destroyed. If one of your black puddings is reduced to 0 hit points and no others remain, you revert to your normal form with 0 hit points and must make death saving throws as normal. You can revert to your normal form as a bonus action. When you do so, all the black puddings you control join together in a space one of them occupies and you have a number of hit points equal to the combined total of your puddings’ hit points when you ended your transformation.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Guild Fermenter's Sickle","description":"Weapon (sickle), uncommon This beautifully forged sickle is made entirely of silver. A branching pattern reminiscent of the underground network of a fungus colony is etched into the hilt. When you use this sickle to harvest ingredients, you can add your proficiency bonus to ability checks made to harvest and to saving throws made against poisons, enzymes, or inimical substances released while harvesting ingredients. If you are already proficient in these checks or saving throws, you add double your proficiency bonus to the check or saving throw instead of your normal proficiency bonus. As a bonus action, you transform the guild fermenter’s sickle into a weapon made of greenish slime. While in this form, all damage dealt by the weapon is poison damage, and you lose the bonus it grants to ability checks and saving throws. You can use another bonus action to change the weapon back to its metallic form.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Guild Healer's Kit","description":"This kit contains all the supplies of a healer’s kit, plus additional vinegary salves and medicated bandages that smell strongly of spices. The kit has ten uses. As an action, a creature can expend one use of the kit to attempt to stabilize a creature that has 0 hit points by making a DC 15 Intelligence (Medicine) check. On a success, the creature regains 1 hit point. On a failure, the creature is stabilized, but smells strongly of vinegar. Guild healer’s kits are awarded when members reach certain ranks. They are also provided to members undertaking dangerous missions on behalf of the guild. They aren’t normally made available for purchase even to guild members, lest they be misplaced and betray the guild’s true purpose to outsiders.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Guild Keyrune","description":"Golgari Keyrune Guild Keyrune Wondrous item, rarity by keyrune (requires attunement by a member of the relevant guild) Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild. When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block—the name of which is given in bold in the keyrune’s description—unless you’re directed to chapter 6 of this book instead. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. The creature exists for a duration specific to each keyrune. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rarity by keyrune"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Guild Signet","description":"Guild Signet Ring, uncommon (requires attunement) This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild’s recognition and favor. A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). Guild Signet Spells Guild Associated Spell Azorius ensnaring strike Boros heroism Dimir disguise self Golgari entangle Gruul compelled duel Izzet chaos bolt Orzhov command Rakdos hellish rebuke Selesnya charm person Simic expeditious retreat","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Guillotine Longsword","description":"*Roll20 Note: This weapon should be added to a character sheet with the Guillotine Shears to populate attacks in its untransformed form. Untransformed. While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Light","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guillotine Shears","description":"Guillotine Shears Trick weapon (shortsword & longsword, shears), uncommon The guillotine shears are a wonder of mechanical engineering, created to tend to Carmella’s garden. Once used to cut excess foliage, it has now been repurposed to sever limbs instead of greenery. This trick weapon was given to hunters as a means of containing the scourge—if they couldn’t kill the beasts, they could at least cripple them. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the guillotine is two one-handed weapons—a longsword and a shortsword. In its transformed state, the weapon is a single one-handed weapon—shears. As part of this bonus action, you can do the following: When transforming the swords into shears: you can make a single melee weapon attack with the shears. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative, and you can’t use the Guillotine property on this attack. When transforming the shears into swords: you can slide the longsword forward as part of dismounting it, making a single melee weapon attack with it. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you have the Two-Weapon Fighting Style, you can ignore this limitation. Untransformed. While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage. Transformed. The shears are a one-handed martial weapon that deals 1d10 slashing damage on a hit. In addition, it has the Guillotine property. Guillotine. Immediately after hitting a target with the shears, if you have a free hand, you can use your reaction to pull the lever, snapping the blades together and dealing an extra 1d12 slashing damage to the target. If the triggering attack was a critical hit, you deal an extra 1d12 slashing damage. If this attack deals more than one-quarter of a creature’s hit point maximum, you also chop off one the creature's limbs (anything but the head) at the GM’s discretion. If this attack reduces a creature to 0 hit points, it is decapitated. *Roll20 Note: Add the Guillotine Longsword and Guillotine Shortsword to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"One-Handed","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guillotine Shortsword","description":"*Roll20 Note: This weapon should be added to a character sheet with the Guillotine Shears to populate attacks in its untransformed form. Untransformed. While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guitar (or any string variation)","description":"Guitar (Or Any String Variation) Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Item","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gulgrim the Sword","description":"Gulgrim the Sword Weapon (greatsword), legendary (requires attunement) This is a magical greatsword with a +2 to attack rolls and a +2 to damage. It also delivers an additional 13 (2d12) necrotic damage to any Yoten it hits. The soul of a Vanir hero also happens to be trapped within its blade, making it an intelligent item with an Intelligence of 10, a Wisdom of 12, and a Charisma of 13. Gulgrim’s alignment is Neutral Good, it speaks (and understands) Common and can hear and see up to a range of 30 feet. Gulgrim was a valiant warrior, fighting alongside Aldyhn and the others against the Yoten. However, they were mortally wounded on the battlefield as Exodus occurred and dragged elsewhere by other survivors. Prior to their death a ritual was used, ensconcing their soul into the greatsword they once wielded. If Gulgrim sees a Yoten, they begin to shout loudly at it and goads their wielder to attack.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Gullinbursti Tusks","description":"Weapon (dagger), uncommon (requires attunement) Component: beast (giant boar) tusk Commonly found as pairs, these rough, gold-and-ivory daggers are said to have been forged using leftover materials from the forging of Gullinbursti, the great Golden Boar. A restless aura suffuses these blades, from its golden-haired hilt to its ivory points. You can attune to two of these daggers and they count as a single magic item with regard to the number of magic items you can attune to. While wielding two of these daggers, you gain a +1 bonus to attack and damage rolls made with them, and you can use the Boar’s Charge and Spirit of the Golden Boar properties. Boar’s Charge. If you move at least 20 feet straight towards a creature and then immediately hit it with an attack using this dagger, the target takes an additional 2d6 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Once this property of the daggers has been used, it can’t be used again until the next dawn. Spirit of the Golden Boar. You call forth Gullinbursti’s residual power. As an action, you can speak the command word, aim your daggers, and a golden boar charges in a 5-foot-wide, 30-foot-long line from you. Each creature in the line must make a DC 13 Dexterity saving throw, taking 3d6 radiant damage on a failure, or half as much damage on a success. Once this property of the daggers has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gullinbursti Tusks (rare variant)","description":"Weapon (dagger), uncommon (requires attunement) Component: beast (giant boar) tusk Commonly found as pairs, these rough, gold-and-ivory daggers are said to have been forged using leftover materials from the forging of Gullinbursti, the great Golden Boar. A restless aura suffuses these blades, from its golden-haired hilt to its ivory points. You can attune to two of these daggers and they count as a single magic item with regard to the number of magic items you can attune to. While wielding two of these daggers, you gain a +1 bonus to attack and damage rolls made with them, and you can use the Boar’s Charge and Spirit of the Golden Boar properties. Boar’s Charge. If you move at least 20 feet straight towards a creature and then immediately hit it with an attack using this dagger, the target takes an additional 2d6 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Once this property of the daggers has been used, it can’t be used again until the next dawn. Spirit of the Golden Boar. You call forth Gullinbursti’s residual power. As an action, you can speak the command word, aim your daggers, and a golden boar charges in a 5-foot-wide, 30-foot-long line from you. Each creature in the line must make a DC 13 Dexterity saving throw, taking 3d6 radiant damage on a failure, or half as much damage on a success. Once this property of the daggers has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15, the attack and damage bonus to +2, the damage of Boar’s Charge to 2d8, and the damage of Spirit of the Golden Boar to 4d6.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gullinbursti Tusks (very rare variant)","description":"Weapon (dagger), uncommon (requires attunement) Component: beast (giant boar) tusk Commonly found as pairs, these rough, gold-and-ivory daggers are said to have been forged using leftover materials from the forging of Gullinbursti, the great Golden Boar. A restless aura suffuses these blades, from its golden-haired hilt to its ivory points. You can attune to two of these daggers and they count as a single magic item with regard to the number of magic items you can attune to. While wielding two of these daggers, you gain a +1 bonus to attack and damage rolls made with them, and you can use the Boar’s Charge and Spirit of the Golden Boar properties. Boar’s Charge. If you move at least 20 feet straight towards a creature and then immediately hit it with an attack using this dagger, the target takes an additional 2d6 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Once this property of the daggers has been used, it can’t be used again until the next dawn. Spirit of the Golden Boar. You call forth Gullinbursti’s residual power. As an action, you can speak the command word, aim your daggers, and a golden boar charges in a 5-foot-wide, 30-foot-long line from you. Each creature in the line must make a DC 13 Dexterity saving throw, taking 3d6 radiant damage on a failure, or half as much damage on a success. Once this property of the daggers has been used, it can’t be used again until the next dawn. Rare variant: Increase the DCs to 15, the attack and damage bonus to +2, the damage of Boar’s Charge to 2d8, and the damage of Spirit of the Golden Boar to 4d6. Very rare variant: Increase the DCs to 16, the attack and damage bonus to +3, the damage of Boar’s Charge to 2d10, and the damage of Spirit of the Golden Boar to 5d6.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Gulthias Staff","description":"Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual ), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see \"Madness\" in chapter 8 of the Dungeon Master's Guide ). Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Properties: Versatile","properties":{"Category":"Items","Expansion":7388,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Gunnspier Glaive","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"glaive","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Glaive (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"glaive","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Halberd","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"halberd","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Halberd (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"halberd","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Lance","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"lance","Properties":"Reach, special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Lance (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"lance","Properties":"Reach, special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Pike","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"pike","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Pike (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"pike","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Quarterstaff","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"quarterstaff","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Quarterstaff (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"quarterstaff","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Spear","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"spear","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Spear (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"spear","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Trident","description":"Weapon (any polearm), rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"trident","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunnspier Trident (very rare variant)","description":"Weapon (any polearm), very rare “ Stab, bang, hope. ” If consulted, these are the instructions any kobold will give on using a gunnspier . With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Point Blank Shot. When you hit a target with an attack using a loaded gunnspier , you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage . As an action, you can reload the gunnspier . Very rare variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8 . Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier , you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.","properties":{"Category":"Items","Expansion":23695,"Item Type":"trident","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gunpowder (Keg)","description":"Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one. Weight: 20 lb. Cost: 250 GP","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Gunpowder (Keg)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gunpowder (Powder Horn)","description":"Setting fire to a powder horn of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one. Weight: 2 lb. Cost: 35 GP","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Gunpowder (Powder Horn)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Gunpowder Barrel","description":"Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance its more common name of “black powder.” It is a necessary ingredient in bombs and in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the gunpowder weapon property. A barrel contains enough gunpowder to fill approximately 40 gunpowder horns. Igniting a full barrel of gunpowder causes it to explode at the end of the next round. Each creature within 15 feet of the keg must make a DC 12 Dexterity saving throw, taking 2d4 piercing plus 5d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gunpowder Horn","description":"Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance its more common name of “black powder.” It is a necessary ingredient in bombs and in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the gunpowder weapon property. A horn contains enough gunpowder to create 30 paper cartridges. Igniting a full horn of gunpowder causes it to explode immediately. Each creature within 5 feet of the horn must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gunpowder Keg","description":"Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance its more common name of “black powder.” It is a necessary ingredient in bombs and in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the gunpowder weapon property. A keg contains enough gunpowder to fill approximately 20 gunpowder horns. Igniting a full keg of gunpowder causes it to explode at the end of the next round. Each creature within 10 feet of the keg must make a DC 12 Dexterity saving throw, taking 1d4 piercing plus 3d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gunpowder Ounce","description":"Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance its more common name of “black powder.” It is a necessary ingredient in bombs and in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the gunpowder weapon property.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gunpowder, keg","description":"Gunpowder, Keg Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Weight : 20","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gunpowder, powder horn","description":"Gunpowder, Powder Horn Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Weight : 2","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Gunsmith's tools","description":"This set of tools includes calipers, files, hammers, a set of iron pin punches, a pair of pliers, and a cleaning kit. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to analyze, repair, or craft firearms.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Gunsmith's Tools","description":"Gunsmith's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 6","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gunsword","description":"","properties":{"Category":"Items","Item Type":"Weapon (gunsword)","Properties":"Finesse, Versatile (1d10), Ammunition (30/120), Reload (6)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gurt's Greataxe","description":"Gurt's Greataxe Melee weapon (martial, greataxe), legendary (requires attunement) In the Year of the Icy Axe (123 DR), the frost giant Lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt barbarians—in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 3d12 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Two-handed Weight: 325","properties":{"Category":"Items","Expansion":7387,"Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Hacker's Kit","description":"Hacker's Kit Tools This set of tools enables programming specialists to create programs and generate signal frequencies on the fly. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to run spoofing programs, duplicate hardware, or pull data from a secured databank. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Haemscale Breastplate","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"breastplate","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Breastplate (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"breastplate","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Breastplate (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"breastplate","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Chain Mail","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Chain Mail (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Chain Mail (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Chain Shirt","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"chain shirt","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Chain Shirt (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"chain shirt","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Chain Shirt (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"chain shirt","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Half Plate","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"half plate","Properties":"disadvantage","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Half Plate (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"half plate","Properties":"disadvantage","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Half Plate (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"half plate","Properties":"disadvantage","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Hide Armor","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hide","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Hide Armor (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hide","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Hide Armor (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"hide","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Plate Armor","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Plate Armor (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Plate Armor (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Ring Mail","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"ring mail","Properties":"disadvantage","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Ring Mail (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"ring mail","Properties":"disadvantage","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Ring Mail (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"ring mail","Properties":"disadvantage","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Scale Mail","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scale mail","Properties":"disadvantage","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Scale Mail (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scale mail","Properties":"disadvantage","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Scale Mail (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scale mail","Properties":"disadvantage","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Splint Armor","description":"Armor (scale mail), uncommon (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Splint Armor (legendary variant)","description":"Armor (scale mail), legendary (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. Legendary variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties. Swordstorm. As an action, you can cast the blade barrier spell (save DC 17), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemscale Splint Armor (rare variant)","description":"Armor (scale mail), rare (requires attunement) Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity. This armour has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour. Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour. Rare variant: While you wear this armour, you have resistance to cold damage. Increase Arcanomagnetic Repulsion’s Aura to a 30-foot radius. The item gains the Superconductor property. Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"any medium or heavy armor","Properties":"disadvantage","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Light Hammer","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Light Hammer (rare variant)","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw. Rare variant: The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 15 , the maximum weight of a target object to 600 pounds, and the size at which a target creature automatically succeeds on its check to Huge or larger. The weapon gains the Magnetic Shockwave optional attunement property. OA: Magnetic Shockwave . Once per turn when you hit a target with haemstrike , you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw , taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Light Hammer (very rare variant)","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw. Rare variant: The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 15 , the maximum weight of a target object to 600 pounds, and the size at which a target creature automatically succeeds on its check to Huge or larger. The weapon gains the Magnetic Shockwave optional attunement property. OA: Magnetic Shockwave. Once per turn when you hit a target with haemstrike , you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw , taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw. Very rare variant: The weapon has a +2 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 16 , the maximum weight of a target object to 1000 pounds, and the size at which a target creature automatically succeeds on its check to Gargantuan or larger. The weapon gains the Dragon’s Roar and Magnetic Shockwave optional attunement properties. OA: Dragon’s Roar. While holding haemstrike , you can use a bonus action to make it release an intimidating roar. Each creature other than you within 15 feet of you must succeed on a DC 16 Wisdom saving throw or become frightened of you until the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Maul","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Maul (rare variant)","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw. Rare variant: The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 15 , the maximum weight of a target object to 600 pounds, and the size at which a target creature automatically succeeds on its check to Huge or larger. The weapon gains the Magnetic Shockwave optional attunement property. OA: Magnetic Shockwave. Once per turn when you hit a target with haemstrike , you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw , taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Maul (very rare variant)","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw. Rare variant: The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 15 , the maximum weight of a target object to 600 pounds, and the size at which a target creature automatically succeeds on its check to Huge or larger. The weapon gains the Magnetic Shockwave optional attunement property. OA: Magnetic Shockwave. Once per turn when you hit a target with haemstrike , you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw , taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw. Very rare variant: The weapon has a +2 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 16 , the maximum weight of a target object to 1000 pounds, and the size at which a target creature automatically succeeds on its check to Gargantuan or larger. The weapon gains the Dragon’s Roar and Magnetic Shockwave optional attunement properties. OA: Dragon’s Roar. While holding haemstrike , you can use a bonus action to make it release an intimidating roar. Each creature other than you within 15 feet of you must succeed on a DC 16 Wisdom saving throw or become frightened of you until the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Warhammer","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw.","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Warhammer (rare variant)","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw. Rare variant: The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 15 , the maximum weight of a target object to 600 pounds, and the size at which a target creature automatically succeeds on its check to Huge or larger. The weapon gains the Magnetic Shockwave optional attunement property. OA: Magnetic Shockwave. Once per turn when you hit a target with haemstrike , you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw , taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw.","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Haemstrike Warhammer (very rare variant)","description":"Weapon (any hammer), uncommon (optional attunement) This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. You gain a +2 bonus to attack and damage rolls made with this magic weapon against targets made of ferrous metal or wearing ferrous armour. Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4 . On a 1 , haemstrike’s optional attunement properties can’t be activated until the next dawn. OA: Attraction. As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 300 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on the saving throw. Large or larger creatures automatically succeed on this saving throw. Rare variant: The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 15 , the maximum weight of a target object to 600 pounds, and the size at which a target creature automatically succeeds on its check to Huge or larger. The weapon gains the Magnetic Shockwave optional attunement property. OA: Magnetic Shockwave. Once per turn when you hit a target with haemstrike , you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw , taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw. Very rare variant: The weapon has a +2 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armour, increase the bonus to +3 . Increase the DC to 16 , the maximum weight of a target object to 1000 pounds, and the size at which a target creature automatically succeeds on its check to Gargantuan or larger. The weapon gains the Dragon’s Roar and Magnetic Shockwave optional attunement properties. OA: Dragon’s Roar. While holding haemstrike , you can use a bonus action to make it release an intimidating roar. Each creature other than you within 15 feet of you must succeed on a DC 16 Wisdom saving throw or become frightened of you until the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hag Dust","description":"Wondrous item, Weird, Rare Hags will often go to great lengths to recover the remains of slain hags, not as a means to honor the dead, but for the alchemical and magical properties found in a hag corpse. Hags have even been known to not seek vengeance on the slayer of a hag, if the body is promptly delivered to a living hag. The most famous use of a hag corpse is to make what hags call hag dust. Hag dust is usually used right before battle, for the hag can toss a handful of dust and it will magically levitate in a light cloud for thirty minutes before it falls to the ground. If a hag can see the suspended dust then she can cast any spell and use the dust as the casting point of origin. This would allow a hag to cast a spell with the range of touch against anything in contact with the cloud. Clever hags have used this for a wide variety of creative uses. The only spells that do not have their target changed are spells with a range of self. Any non hag that attempts to use the dust must make a DC 15 Charisma saving throw or be struck blind and deaf permanently.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hag Eye","description":"Hag Eye A hag coven can craft a magic item called a hag eye , which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hag Eye","description":"Hag Eye Spell catalyst, very rare In addition to having the uses and effects detailed in the Monster Manual , this item can be used as a spell catalyst. When you cast the detect magic spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for the full duration without concentration, and when you use your action to see the faint aura around any visible creature or object in the area that bears magic, you also learn the magic’s properties, as though you had cast the identify spell targeting it. Consuming the hag eye this way destroys it, causing the psychic damage and blinded condition to the coven who made it, as described in the Monster Manual .","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hag Eye","description":"Wondrous Item, Uncommon A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility . The Hag Eye regains all expended charges daily at dawn. Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously. Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Hag Eye"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hag Eye","description":"Wondrous item, Hag, Uncommon, (attunement) This hag item works even if it is concealed or hidden. A coven of hags can make a hag eye in nine days. A hag on her own can make one in 101 days. These are made out of gems no less than 50gp in value and they retain the illusion of the original stone. Anyone looking at a hag eye with truesight will see it as a mutilated eye of an indeterminate race. The use of a hag eye is not evil and they tend to be given to creatures that a hag wants to keep track of. A hag will either work the gem into a piece of jewelry or toss it in a bag of other gems in an attempt to conceal it. A hag eye lets the hag (or person attuned to it) spy near the eye’s location, even if it is locked in a chest or put in a pocket. The hag will spy on the bearer of the eye as if a constant clairvoyance spell, with both sight and sound, were cast on the bearer. The range of this effect is 100 miles. Hag Eye This hag eye replaces the hag eye described in the hag section of the Monster Manual .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hag's Delight","description":"Wondrous Item, Rare If you spend at least 1 minute continually smoking this pipe, you can use the pipe to cast the modify memory spell (save DC 21) on any creatures of your choice who have remained within 20 feet of you for the past minute. The spell functions as usual, except that any memory you eliminate, change, or create must be shared by all creatures targeted by the spell, and must have happened within the last 10 minutes. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Hag’s Loom ","description":"Wondrous item, very rare (requires attunement) This magical loom weighs 1000 pounds and is used to divine the future. The loom can cast a commune spell once per day, but this takes an hour, as the answer must be woven into cloth made by the loom. In addition to its divination powers, certain individuals can also use the loom to create magic items. There is, however, only a 1% chance for any individual to have this power. The loom can only be used to weave each of the magic items on the table below. The person weaving the magic items must have all of the appropriate components. The Doomed One also has the power to use this loom. Once all three items have been woven the loom becomes non-magical.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Hair of the Dog","description":"A famous officinal distillate usually made by monks and religious folks. Some also call it “Cinquerbe\" (five herbs), because in theory it would be a Centerbe (a hundred herbs) but these days, you gotta be parsimonious and save those herbs for even harder times… Effect : When you take this concoction, you can re-roll a saving throw against disease or poison.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Hair Pick of Protection","description":"Wondrous item, very rare This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Halaster","description":"Halaster Elder Rune of the Mad Mage Bane Effect: The target must make a Constitution saving throw, taking 20d6 force damage on a failed save, or half as much damage on a successful one. Boon Effect: The target recovers its expended spell slots of 6th level and lower. If the target has no spell slots to recover, a magical shield surrounds the target for 1 hour instead. This shield grants the target resistance to all damage and can’t be dispelled, though contact with an antimagic field destroys it.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Halberd","description":"Halberd Melee weapon (martial, halberd) Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":4415,"Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Halberd","description":"Halberd Melee weapon (martial, halberd) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Halberd","description":"Halberd Melee weapon (martial, halberd) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Subtype":"Martial, Halberd","Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Halberd","description":"Martial Melee Weapon Damage: 1d10 Slashing Properties: Heavy , Reach , Two-Handed Mastery: Cleave Weight: 6 lb. Cost: 20 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"None","Name":"Halberd"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Halberd","description":"Halberd Melee weapon (martial, halberd) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Halberd +1","description":"Halberd +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Halberd +1","description":"Halberd +1 Melee weapon (martial, halberd ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Halberd +1","description":"Halberd + 1 Melee weapon (martial, halberd), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Halberd +1","description":"Halberd +1 Melee weapon (martial, halberd), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Halberd +1","description":"Weapon (Halberd), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Halberd +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Halberd +1","description":"Weapon (Halberd), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Halberd +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Halberd +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"420 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Halberd +1 Attack\",\"parent\":\"Halberd +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Halberd +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Halberd +1 Damage\",\"parent\":\"Halberd +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Cleave","Name":"Halberd +1","Weight":6,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Halberd +2","description":"Halberd +2 Melee weapon (martial, halberd), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+2 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Reach, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Halberd +2","description":"Halberd +2 Melee weapon (martial, halberd ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+2 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Halberd +2","description":"Weapon (Halberd), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Halberd +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Halberd +2","description":"Weapon (Halberd), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Halberd +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Halberd +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4020 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Halberd +2 Attack\",\"parent\":\"Halberd +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Halberd +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Halberd +2 Damage\",\"parent\":\"Halberd +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Cleave","Name":"Halberd +2","Weight":6,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Halberd +3","description":"Halberd +3 Melee weapon (martial, halberd), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+3 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Reach, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Halberd +3","description":"Halberd +3 Melee weapon (martial, halberd ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+3 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Halberd +3","description":"Weapon (Halberd), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Halberd +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Halberd +3","description":"Weapon (Halberd), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Halberd +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Halberd +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40020 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Halberd +3 Attack\",\"parent\":\"Halberd +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Halberd +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Halberd +3 Damage\",\"parent\":\"Halberd +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Cleave","Name":"Halberd +3","Weight":6,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Halberd for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Halberd of Agonizing Paralysis","description":"Weapon (halberd), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Halberd of Bloodletting","description":"Halberd of Bloodletting Weapon (halberd), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see Making an Attack). Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Halberd of Certain Death","description":"Halberd of Certain Death Weapon (halberd), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Halberd of Defense","description":"Halberd of Defense Weapon (halberd), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see Making an Attack). Two-Handed. This weapon requires two hands when you attack with it. AC: 1 Damage: 1d10 Damage Type: Slashing Properties: Heavy, Reach, Two-Handed, Defensive Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Halberd of Inverted Probability","description":"Halberd of Inverted Probability Weapon (halberd), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see Making an Attack). Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Halberd of Throne's Command","description":"Halberd of Throne's Command Melee Weapon (martial, halberd), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Halberd of Warning","description":"Weapon (Halberd), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Halberd of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate","description":"Half Plate Armor (medium) Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"Standard","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate","description":"Half Plate Armor (medium) Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Half Plate","description":"Half Plate Armor (medium) AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":4415,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Half Plate","description":"Half Plate Armor (medium) Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":5,"Item Type":"Medium Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Half Plate +1","description":"Half Plate +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate +2","description":"Half Plate +2 Armor (medium), very rare You have a +2 bonus to AC while wearing this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate +3","description":"Half Plate +3 Armor (medium), legendary You have a +3 bonus to AC while wearing this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 18 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor","description":"Medium Armor Armor Class: 15 + Dex modifier (max 2) Strength: — Stealth: Disadvantage Weight: 40 lb. Cost: 750 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage","Item Rarity":"None","Name":"Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Half Plate Armor +1","description":"Half Plate Armor +1 Armor (medium) , rare You have a +1 bonus to AC while wearing this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor +1","description":"Armor (Half Plate Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor +1","description":"Armor (Half Plate Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor +1 Base AC\",\"parent\":\"Half Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor +1 Magic Bonus to AC\",\"parent\":\"Half Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Half Plate Armor +1 Stealth Disadvantage\",\"parent\":\"Half Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor +1","Weight":40,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor +2","description":"Half Plate Armor +2 Armor (medium) , very rare You have a +2 bonus to AC while wearing this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor +2","description":"Armor (Half Plate Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor +2","description":"Armor (Half Plate Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"40750 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor +2 Base AC\",\"parent\":\"Half Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor +2 Magic Bonus to AC\",\"parent\":\"Half Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Half Plate Armor +2 Stealth Disadvantage\",\"parent\":\"Half Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Very Rare","Name":"Half Plate Armor +2","Weight":40,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor +3","description":"Half Plate Armor +3 Armor (medium) , legendary You have a +3 bonus to AC while wearing this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 18 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor +3","description":"Armor (Half Plate Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor +3","description":"Armor (Half Plate Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor +3 Base AC\",\"parent\":\"Half Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor +3 Magic Bonus to AC\",\"parent\":\"Half Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"},{\"name\":\"Half Plate Armor +3 Stealth Disadvantage\",\"parent\":\"Half Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Legendary","Name":"Half Plate Armor +3","Weight":40,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Acid Resistance","description":"Half Plate Armor Of Acid Resistance Armor (medium) , rare (r equires attunement ) You have resistance to acid damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Acid Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Acid Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Acid Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Acid Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Acid Resistance Attunement\",\"parent\":\"Half Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Acid Resistance\",\"parent\":\"Half Plate Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Acid Resistance","Weight":40,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Air Elemental Aura","description":"Half Plate Armor of Air Elemental Aura Armor (half plate armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Armor of Arcane Absorption","description":"Half Plate Armor of Arcane Absorption Armor (half plate armor), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Armor of Blood Drinking","description":"Half Plate Armor of Blood Drinking Armor (half plate armor), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Armor of Cold Resistance","description":"Half Plate Armor Of Cold Resistance Armor (medium) , rare (r equires attunement ) You have resistance to cold damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Cold Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Cold Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Cold Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Cold Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Cold Resistance Attunement\",\"parent\":\"Half Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Cold Resistance\",\"parent\":\"Half Plate Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Cold Resistance","Weight":40,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Earth Elemental Aura","description":"Half Plate Armor of Earth Elemental Aura Armor (half plate armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Armor of Etherealness","description":"Armor (Half Plate Armor), Legendary (Requires Attunement) While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Etherealness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Fire Elemental Aura","description":"Half Plate Armor of Fire Elemental Aura Armor (half plate armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. AC : 16 + Dex modifier (max 2) Damage: 1d10 Damage Type: Fire Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Armor of Fire Resistance","description":"Half Plate Armor Of Fire Resistance Armor (medium) , rare (r equires attunement ) You have resistance to fire damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Fire Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Fire Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Fire Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Fire Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Fire Resistance Attunement\",\"parent\":\"Half Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Fire Resistance\",\"parent\":\"Half Plate Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Fire Resistance","Weight":40,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Force Resistance","description":"Half Plate Armor Of Force Resistance Armor (medium) , rare (r equires attunement ) You have resistance to force damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Force Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Force Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Force Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Force Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Force Resistance Attunement\",\"parent\":\"Half Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Force Resistance\",\"parent\":\"Half Plate Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Force Resistance","Weight":40,"data-description":"You have Resistance to Force damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Gleaming","description":"Half Plate Armor of Gleaming Armor (medium), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Half Plate Armor of Gleaming","description":"Armor (Half Plate Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Lightning Resistance","description":"Half Plate Armor Of Lightning Resistance Armor (medium) , rare (r equires attunement ) You have resistance to lightning damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Lightning Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Lightning Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Lightning Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Lightning Resistance Attunement\",\"parent\":\"Half Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Lightning Resistance\",\"parent\":\"Half Plate Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Lightning Resistance","Weight":40,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Necrotic Resistance","description":"Half Plate Armor Of Necrotic Resistance Armor (medium) , rare (r equires attunement ) You have resistance to necrotic damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Necrotic Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Necrotic Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Necrotic Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Necrotic Resistance Attunement\",\"parent\":\"Half Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Necrotic Resistance\",\"parent\":\"Half Plate Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Necrotic Resistance","Weight":40,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Poison Resistance","description":"Half Plate Armor Of Poison Resistance Armor (medium) , rare (r equires attunement ) You have resistance to poison damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Poison Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Poison Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Poison Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Poison Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Poison Resistance Attunement\",\"parent\":\"Half Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Poison Resistance\",\"parent\":\"Half Plate Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Poison Resistance","Weight":40,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Psychic Resistance","description":"Half Plate Armor Of Psychic Resistance Armor (medium) , rare (r equires attunement ) You have resistance to psychic damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Psychic Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Psychic Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Psychic Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Psychic Resistance Attunement\",\"parent\":\"Half Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Psychic Resistance\",\"parent\":\"Half Plate Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Psychic Resistance","Weight":40,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Radiant Resistance","description":"Half Plate Armor Of Radiant Resistance Armor (medium) , rare (r equires attunement ) You have resistance to radiant damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Radiant Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Radiant Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Radiant Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Radiant Resistance Attunement\",\"parent\":\"Half Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Radiant Resistance\",\"parent\":\"Half Plate Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Radiant Resistance","Weight":40,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of the Holy Crusade","description":"Half Plate Armor of the Holy Crusade Armor (half plate armor), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Armor of Thunder Resistance","description":"Half Plate Armor Of Thunder Resistance Armor (medium) , rare (r equires attunement ) You have resistance to thunder damage while you wear this armor. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half Plate Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Half Plate Armor of Thunder Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Thunder Resistance","description":"Armor (Half Plate Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Half Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Thunder Resistance Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Thunder Resistance Attunement\",\"parent\":\"Half Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor Thunder Resistance\",\"parent\":\"Half Plate Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Thunder Resistance","Weight":40,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Vulnerability (Bludgeoning)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Vulnerability (Bludgeoning)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Half Plate Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Vulnerability (Bludgeoning)","Weight":40,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Vulnerability (Piercing)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Vulnerability (Piercing)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Stealth Disadvantage\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Half Plate Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Vulnerability (Piercing)","Weight":40,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Vulnerability (Slashing)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Half Plate Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Half Plate Armor of Vulnerability (Slashing)","description":"Armor (Half Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Half Plate Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Half Plate Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. 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Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Half Plate Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Half Plate Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Half Plate Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Half Plate Armor of Vulnerability (Slashing)","Weight":40,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":15,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Half Plate Armor of Water Elemental Aura","description":"Half Plate Armor of Water Elemental Aura Armor (half plate armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half Plate Cast-Off Armor","description":"Half Plate Cast-Off Armor Armor (medium), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Half Plate Chaos Armor","description":"Half Plate Chaos Armor Armor (medium), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Half Plate Living Armor","description":"Half Plate Living Armor Armor (half plate), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 16 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Half Plate of Ease","description":"The illithid around here tell me they prefer their meals with a crunchy coating. — Xanathar Half Plate of Ease Armor (medium), uncommon While the magic of this armor doesn't provide any additional protection, half plate of ease can be slept in with no detrimental effects. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Half Plate of Fungal Spores","description":"Half Plate of Fungal Spores Armor (Medium), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Half Plate of the Fallen","description":"Half Plate of the Fallen Armor (Medium), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Half Plate of Versatile Resistance","description":"Armor of Versatile Resistance Armor (half plate), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Medium Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Half Plate of Weightlessness","description":"Half Plate of Weightlessness Armor (Medium), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Half Plate Smoldering Armor","description":"Half Plate Smoldering Armor Armor (medium), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Half Plate Suit of Heroic Prowess","description":"Half Plate Suit of Heroic Prowess Armor (half plate armor), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Half-Sword of the Margreve Knights","description":"Weapon, unique (requires attunement) The story of the ill-fated Margreve Knights, adventurers who perished in the heart of the woods, is little remembered except in the name of this strange sword. To all appearances, this sword that has been shorn down the middle of the blade. It functions as a +1 longsword that’s light enough to be used as a finesse weapon. The half-sword of the Margreve Knights scores a critical hit on a roll of 19–20. Legend says that the second half of the blade lies forgotten in the Margreve and, if the halves are rejoined, it becomes a vorpal blade.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile","Item Rarity":"unique"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Halfing Lance","description":"While the halflings have learned to use their steeds’ momentum to make more damaging attacks, their favored weapons are not the gaudy lances of medieval lore. Rather, halfling wogren riders have adapted their culture’s preference for the spear and created a light lance that is simpler but just as effective. Halfling lances are often bound with rawhide and a complex web sheath to the wogren saddle, such that the rider need only pivot the lance upward with one hand to use it effectively. A halfling lance uses the weapon profile of a lance.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Halfling Chocolate Coins","description":"Halfling Chocolate Coins Wondrous Item, Common (Gold Coins), or Uncommon (Platinum Coins) Crafted by master halfling chefs, these beautifully minted coins are prized by adventurers, coin collectors, and gourmands who realize their true value. A halfling chocolate coin looks, weighs, and feels like a regular coin in mint condition with depictions of halfling heroes on one side, and farm animals on the other. However, when placed in a creature’s mouth, it melts into delicious and magically nourishing chocolate. The coin emits a faint aura of transmutation magic if targeted by detect magic . An identify spell reveals its true nature. Culinary Currency. Two varieties of Halfling Chocolate Coins exist. A gold chocolate coin tastes like milk chocolate and provides enough nourishment to sustain a medium-sized creature for one day. A platinum chocolate coin tastes like white chocolate and provides enough nourishment to sustain a medium-sized creature for ten days. Legal Tender Fondue. Halfling Chocolate Coins never go bad. If they are broken, crushed, pierced, or submitted to heat or other conditions that would melt nonmagical metal coins, they turn into delicious chocolate fondue and are destroyed. Orelyn on Hafling Chocolate Coins “Look closely. A domestic Overworld animal (a sheep, if I am not mistaken) on one side, and a presentable merryfolk (also known as halfling in the common tongue) lady on the other side. The inscription over the head reads: ‘Melt-In-Your-Mouth-Money, by N.F.’. It is safe to assume this is a so-called halfling chocolate coin. No, you may not eat it. It is part of the treasure. Here, have a spider-cake instead.”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"common (gold coins), or uncommon (platinum coins)"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Hallowed Effigy","description":"Wondrous item, rare (requires attunement) This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can’t regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hallowstone","description":"Hallowstone Wondrous item, very rare (requires attunement) While holding this smooth, obsidian stone, you can use an action to cast the spell hallow , with no material components required. The spell lasts for as long as you are within the area of its effect and maintain concentration on it, or until it is dispelled. Once used, this feature can’t be used again until seven days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Hallucinatory Dust","description":"Wondrous item, rare This small packet contains black pollen from a gloomflower (see Creature Codex ). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can’t make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust’s psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Halo of the Heavens","description":"Wondrous item, very rare (requires attunement by a druid) This shimmering halo floats slightly above the wearer’s head, illuminating their features in a golden glow. While wearing this halo, you can expend a use of your Wild Shape feature to transform into a pegasus, or expend two uses of your Wild Shape feature to transform into a unicorn. Additionally, while wearing this halo, you have advantage on Charisma checks made to interact with celestials. Story Hook: Halo of the Heavens A wounded unicorn named Ciela staggers through a thicket, entreating the party with an urgent request: help her save her mate, Estelle, who was captured by a coven of night hags planning to slowly drain her blood to make new heartstones . If the characters defeat the hags, the unicorns reward them with a halo of the heavens . Alternatively, if the characters are already motivated to help the unicorns, Ciela gives them the halo of the heavens in advance to help them with their mission.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Hammer","description":"Hammer Adventuring gear Weight : 3","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hammer","description":"Hammer Adventuring gear Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hammer","description":"Hammer Miscellaneous gear Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Hammer","description":"Hammer Adventuring gear Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hammer of Chimes","description":"Hammer of Chimes Melee weapon Price: 4,000 gp This warhammer is well worn and simple. Each strike of the hammer sounds like a bell is being rung, regardless of the material that the hammer hits. When a character makes an attack with the Hammer of Chimes, they may add 1d8 sonic damage to their attacks. Doing this extra damage can never be done in a quiet way, and anyone within a 300 foot radius can hear the chimes from the attack. Once per Short Rest, when an attack successfully deals damage to a target, the wielder may add one of these two effects to the attack. Dispel Silence - Any magical silence in the area is immediately dispelled. Deafen - All creatures—including the wielder of the hammer and teammates—within 50 feet become deafened for 1d4 rounds. Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Light. Light weapons can be wielded with finesse in one hand, leaving the other hand free to carry other essentials, like a torch or a shield. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Damage: 1d6 Secondary Damage: 1d8 Damage Type: Bludgeoning","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Hammer of Decrees","description":"Wondrous item, rare (requires attunement by a creature of lawful alignment) This adamantine hammer was part of a set of smith’s tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith’s tools, and the time it takes you to craft an item with your smith’s tools is halved.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature of lawful alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hammer of Runic Focus","description":"Hammer of Runic Focus Melee Weapon (martial, warhammer), Very Rare (Requires Attunement) This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Hammer of Throwing","description":"Weapon (light hammer), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hammer of Thunderbolts","description":"Hammer Of Thunderbolts Melee weapon (martial, maul) , legendary You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant’s Bane (Requires Attunement) . You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+1 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hammer of Thunderbolts","description":"Hammer Of Thunderbolts Melee weapon ( martial, maul ), legendary (requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement ). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges . While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+1 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":10,"Subtype":"Martial, Maul, Hammer","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Bludgeoning","Item Rarity":"Legendary","Secondary Damage":"2d6","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hammer of Thunderbolts (Template)","description":"Weapon (Maul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"martial","Properties":"Thrown","Item Rarity":"Yes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hammer Time Light hammer","description":"Weapon (any hammer), uncommon Never has the saying “smash something into next week” been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilises the dreamholder’s command over time dilation to throw its victims forward in time. This weapon has 3 charges and regains all expended charges daily at dawn. Chronal Blink. As a bonus action, you can twist the weapon’s pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 15 Charisma saving throw . On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hammer Time Light Hammer (very rare variant)","description":"Weapon (any hammer), very rare Never has the saying “smash something into next week” been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilises the dreamholder’s command over time dilation to throw its victims forward in time. This weapon has 3 charges and regains all expended charges daily at dawn. Chronal Blink. As a bonus action, you can twist the weapon’s pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 15 Charisma saving throw . On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn. Very rare variant: Increase the number of charges to 7 , Chronal Blink’s DC to 16 , and add the Detachable Eye property. Detachable Eye . As an action, you can detach the eye from the centre of the weapon’s shaft, placing it on a surface to which it adheres for the next hour. The eye relays a constant stream of visual information to the larger eye on the weapon, which transforms to become a screen through which you can view what the smaller eye can see. At the end of the hour, the smaller eye teleports back to the weapon. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hammer Time Maul","description":"Weapon (any hammer), uncommon Never has the saying “smash something into next week” been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilises the dreamholder’s command over time dilation to throw its victims forward in time. This weapon has 3 charges and regains all expended charges daily at dawn. Chronal Blink. As a bonus action, you can twist the weapon’s pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 15 Charisma saving throw . On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"maul","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hammer Time Maul (very rare variant)","description":"Weapon (any hammer), very rare Never has the saying “smash something into next week” been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilises the dreamholder’s command over time dilation to throw its victims forward in time. This weapon has 3 charges and regains all expended charges daily at dawn. Chronal Blink. As a bonus action, you can twist the weapon’s pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 15 Charisma saving throw . On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn. Very rare variant: Increase the number of charges to 7 , Chronal Blink’s DC to 16 , and add the Detachable Eye property. Detachable Eye . As an action, you can detach the eye from the centre of the weapon’s shaft, placing it on a surface to which it adheres for the next hour. The eye relays a constant stream of visual information to the larger eye on the weapon, which transforms to become a screen through which you can view what the smaller eye can see. At the end of the hour, the smaller eye teleports back to the weapon. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"maul","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hammer Time Warhammer","description":"Weapon (any hammer), uncommon Never has the saying “smash something into next week” been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilises the dreamholder’s command over time dilation to throw its victims forward in time. This weapon has 3 charges and regains all expended charges daily at dawn. Chronal Blink. As a bonus action, you can twist the weapon’s pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 15 Charisma saving throw . On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hammer Time Warhammer (very rare variant)","description":"Weapon (any hammer), very rare Never has the saying “smash something into next week” been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilises the dreamholder’s command over time dilation to throw its victims forward in time. This weapon has 3 charges and regains all expended charges daily at dawn. Chronal Blink. As a bonus action, you can twist the weapon’s pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 15 Charisma saving throw . On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn. Very rare variant: Increase the number of charges to 7 , Chronal Blink’s DC to 16 , and add the Detachable Eye property. Detachable Eye . As an action, you can detach the eye from the centre of the weapon’s shaft, placing it on a surface to which it adheres for the next hour. The eye relays a constant stream of visual information to the larger eye on the weapon, which transforms to become a screen through which you can view what the smaller eye can see. At the end of the hour, the smaller eye teleports back to the weapon. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hammer, sledge","description":"Hammer, Sledge Miscellaneous gear Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Hammersphere","description":"Hammersphere Wondrous item, rare (requires attunement) This 3-inch silver sphere is engraved with dozens of small hammer-shaped symbols. While holding the sphere, you can speak its command word as a bonus action, causing a floating, spectral hammer to appear within 60 feet of you. When you summon the hammer, you can make a melee spell attack against a creature within 5 feet of the weapon. When you make the attack, you do so with an attack bonus of +5. On a hit, the target takes 3d8 + 5 force damage. As a bonus action on your turn, you can move the hammer up to 20 feet and repeat the attack against a creature within 5 feet of it. The hammer disappears after 1 minute and can’t be summoned again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Hand Cannon","description":"Hand Cannon Ranged weapon (martial, hand cannon) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black Powder, Loading Range: 30/90 Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Loading"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Cannon of Bloodletting","description":"Hand Cannon of Bloodletting Weapon (hand cannon), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black Powder, Loading Range: 30/90 Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Cannon of Defense","description":"Hand Cannon of Defense Weapon (hand cannon), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. AC: 1 Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black Powder, Loading, Defensive Range: 30/90 Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Loading, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Cannon of Inverted Probability","description":"Hand Cannon of Inverted Probability Weapon (hand cannon), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black Powder, Loading Range: 30/90 Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Loading","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Cannon of Stopping","description":"Hand Cannon of Stopping Weapon (hand cannon), rare When you make a ranged weapon attack with this weapon, its thunderous boom is audible to double its normal range. If the attack hits, the target is pushed up to 10 feet away from you. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black Powder, Loading Range: 30/90 Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Loading","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Crossbow","description":"Hand Crossbow Ranged weapon (martial, hand crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Subtype":"Martial, Crossbow","Item Type":"Ranged Weapon","data-List":"false","Properties":"Light, Loading, Range","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hand Crossbow","description":"Hand Crossbow Ranged weapon (martial, crossbow) Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":4415,"Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading, Range","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hand Crossbow","description":"Hand Crossbow Ranged weapon (martial, hand crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Loading Range: 30/120 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Hand Crossbow","description":"Martial Ranged Weapons Damage: 1d6 Piercing Properties: Ammunition ( Range 30/120; Bolt ), Light , Loading Mastery: Vex Weight: 3 lb. Cost: 75 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading","Item Rarity":"None","Name":"Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hand Crossbow","description":"Hand Crossbow Ranged weapon (martial, hand crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Light, Loading, Range","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hand Crossbow +1","description":"Hand Crossbow +1 Ranged weapon (martial, hand crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+1 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Light, Loading, Range","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hand Crossbow +1","description":"Hand Crossbow +1 Ranged weapon (martial, hand crossbow ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+1 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Light, Loading, Range","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hand Crossbow +1","description":"Hand Crossbow +1 Ranged weapon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":4415,"Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading, Range"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hand Crossbow +1","description":"Hand Crossbow +1 Ranged weapon (martial, hand crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Loading Range: 30/120 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Hand Crossbow +1","description":"Weapon (Hand Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Hand Crossbow +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hand Crossbow +1","description":"Weapon (Hand Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hand Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hand Crossbow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition (Range 30/120; Bolt)\\\",\\\"Light\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"475 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Hand Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hand Crossbow +1 Attack\",\"parent\":\"Hand Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Hand Crossbow +1\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Hand Crossbow +1 Damage\",\"parent\":\"Hand Crossbow +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Hand Crossbow +1 (Off-Hand) Attack\",\"parent\":\"Hand Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Hand Crossbow +1 (Off-Hand)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Hand Crossbow +1 (Off-Hand) Damage\",\"parent\":\"Hand Crossbow +1 (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Hand Crossbow +1","Weight":3,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"30/120","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hand Crossbow +2","description":"Hand Crossbow +2 Ranged weapon (martial, hand crossbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+2 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading, Range","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hand Crossbow +2","description":"Hand Crossbow +2 Ranged weapon (martial, hand crossbow ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+2 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Light, Loading, Range","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hand Crossbow +2","description":"Weapon (Hand Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Hand Crossbow +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hand Crossbow +2","description":"Weapon (Hand Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hand Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hand Crossbow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition (Range 30/120; Bolt)\\\",\\\"Light\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"4075 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Hand Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hand Crossbow +2 Attack\",\"parent\":\"Hand Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Hand Crossbow +2\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Hand Crossbow +2 Damage\",\"parent\":\"Hand Crossbow +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Hand Crossbow +2 (Off-Hand) Attack\",\"parent\":\"Hand Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Hand Crossbow +2 (Off-Hand)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Hand Crossbow +2 (Off-Hand) Damage\",\"parent\":\"Hand Crossbow +2 (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Hand Crossbow +2","Weight":3,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"30/120","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hand Crossbow +3","description":"Hand Crossbow +3 Ranged weapon (martial, hand crossbow ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+3 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Light, Loading, Range","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hand Crossbow +3","description":"Hand Crossbow +3 Ranged weapon (martial, hand crossbow), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+3 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading, Range","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hand Crossbow +3","description":"Weapon (Hand Crossbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Hand Crossbow +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hand Crossbow +3","description":"Weapon (Hand Crossbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hand Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hand Crossbow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition (Range 30/120; Bolt)\\\",\\\"Light\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"40075 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Hand Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hand Crossbow +3 Attack\",\"parent\":\"Hand Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Hand Crossbow +3\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Hand Crossbow +3 Damage\",\"parent\":\"Hand Crossbow +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Hand Crossbow +3 (Off-Hand) Attack\",\"parent\":\"Hand Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Hand Crossbow +3 (Off-Hand)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Hand Crossbow +3 (Off-Hand) Damage\",\"parent\":\"Hand Crossbow +3 (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Hand Crossbow +3","Weight":3,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"30/120","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hand Crossbow for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition, Loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hand Crossbow of Bloodletting","description":"Hand Crossbow of Bloodletting Weapon (hand crossbow), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Crossbow of Certain Death","description":"Hand Crossbow of Certain Death Weapon (hand crossbow), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hand Crossbow of Defense","description":"Hand Crossbow of Defense Weapon (hand crossbow), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. AC: 1 Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range, Defensive Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Crossbow of Inverted Probability","description":"Hand Crossbow of Inverted Probability Weapon (hand crossbow), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hand Crossbow of Throne's Command","description":"Hand Crossbow of Throne's Command Ranged Weapon (martial, hand crossbow), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+1 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading, Range","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Hand Crossbow of Warning","description":"Weapon (Hand Crossbow), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Hand Crossbow of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hand Drum","description":"Hand Drum Musical instrument A double-headed skin drum fitted with handles along its side.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Hand of Glory","description":"Hand of Glory Wondrous Item, very rare A hand of glory is crafted from the hand of a hanged scourgeborne after it was covered in corpse wax and left to ferment in a casket. While holding the hand of glory , you can attune to one additional magical item. This magical item can only be a ring, and must be worn on the hand of glory . While holding the hand, you can use an action to set a digit of the hand ablaze and cast the invisibility spell on yourself. While a finger is ablaze, it casts bright light in a 10-foot radius that is only visible to the wearer of the hand. The spell ends early if the flame is extinguished by the wearer (no action required). In addition, while a finger is ablaze, you can cast the knock spell at will on objects within the radius of the light. The hand has 5 digits and regenerates 1 burnt digit daily at dusk.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Hand of Glory","description":"Wondrous item, very rare (requires attunement) This mummified hand is worn around the neck with a leather cord. While attuned to the hand, you can attune to two additional magic items beyond the normal limit, which must be magic rings worn on the hand’s digits. If your attunement with the hand ends, your attunement with the magic rings worn on it also ends.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hand of Glory","description":"Wondrous item, Weird, Very Rare The hag weird, hand of glory, is a preserved hag’s hand that is often worn as a pendant or attached to a hag’s belt. Once per day, as a bonus action, the hag can mentally command the hand of glory to cast one of her spells so long as it does not require any components more expensive than a gold piece. The spell functions normally, uses the hags spell attack and spell DC statistics, but the hand will move on its own, fulfilling any somatic component requirements of the spell. Spells cast by the hand are cast without the need for verbal components. Hags often become attached to a hand of glory that they own, often giving it a name and having one-sided conversations with it. It is rumored that a hand of glory can only be made with Cegilune’s blessing, and usually as a terrible punishment to whichever hag must lose a hand in the process of crafting this item. Any creature, other than a hag attempting to use one of these will find that 1 in 3 of their spells, whether cast through the hand or otherwise, has the target switched to the caster. This effect will remain until a dispel evil and good or remove curse spell is cast on the victim.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hand of the King Greatsword","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Greatsword","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Greatsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Greatsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Greatsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Greatsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Longsword","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Longsword","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Longsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Longsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Longsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Longsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Rapier","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Rapier","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Rapier (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Rapier (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Rapier (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Rapier (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Scimitar","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Scimitar","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Scimitar (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Scimitar (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Scimitar (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Scimitar (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Shortsword","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Shortsword","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level).","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Shortsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Shortsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level. Legendary variant: Increase the charges to 8, the recharge to 1d6 + 2, and the Eldritch Empowerment property's spell level maximum to 6th level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the King Shortsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: celestial (devourer) brain When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hand of the King Shortsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement by a spellcaster) Component: phial of celestial blood When fresh blood is spilled on the pristine blade of this sword, its true, corroded appearance is unveiled, a reminder that a glamorous appearance doesn’t guarantee noble intentions. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Decaying Smite. When you hit a creature with an attack using this sword, you can expend 1 charge and one spell slot to deal necrotic damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 7d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 8d8. Eldritch Empowerment. You can hold this sword by the blade to use it as a spellcasting focus, taking 1d8 slashing damage when you do so, casting the spell out of the pointing finger on the hilt. When you do so, you can expend 1 charge to cause the spell to be cast at one level higher (up to a maximum of 5th level). Rare variant: Reduce the charges to 4, the recharge to 1d4, the damage dice of the Decaying Smite property to d6s, and the Eldritch Empowerment property's spell level maximum to 4th level.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hand of the Spellbinder","description":"Wondrous Item, Very Rare (Requires Attunement) This magic glove holds three tiny, tightly-wound scrolls on its back. Scrollbound. A creature can cast a spell into one of the glove's scrolls by touching the scroll as the spell is cast. The spell must be of 3rd level or lower, have a casting time of an action or a bonus action, and affect only one target. The spell has no effect, other than to be stored in the glove. The glove can hold up to three spells at a time. While at least one spell is stored in the glove's scrolls, you gain the following benefits: Unarmed strikes you make using the hand wearing the glove and attacks you make with a weapon held in that hand, deal an extra 1d6 Force damage on a hit. Once per turn, when you hit with an unarmed strike using the hand wearing the glove or a weapon held in that hand, you can cast one of the spells stored in the glove's scroll on the target as part of the attack. The spell uses the slot level, spell save DC, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. If the spell requires a spell attack, it automatically hits the target. The spell is no longer stored in the scroll.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Hand of the Spellthief","description":"Wondrous Item, Very Rare (Requires Attunement) This magical glove is imbued with arcane glyphs. Glyphcarved. When another creature casts a spell of 7th level or lower that targets only you or makes a spell attack against you, you can use your reaction to attempt to absorb the spell. You gain advantage on your first saving throw against the spell or the spell attack against you is made with disadvantage. If you succeed on your saving throw or the spell attack misses you, the spell has no effect on you and becomes stored in the glove, erasing any other spell stored within it. While a spell is stored in the glove, you gain the following benefits: You gain a +1 bonus to AC and saving throws. When you hit with an unarmed strike using the hand wearing the glove or a weapon held in that hand, you can cast the spell stored in the glove on the target as part of the attack. The spell uses the slot level, spell save DC, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. If the spell requires a spell attack, it automatically hits the target. The spell is no longer stored in the glove.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Hand of Vecna","description":"Hand Of Vecna Wondrous item, artifact (requires attunement) Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties . The Eye of Vecna and the Hand of Vecna each have the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Properties of the Hand . Your alignment changes to neutral evil, and you gain the following benefits: Your Strength score becomes 20, unless it is already 20 or higher. Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. Properties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits: You are immune to disease and poison. Using the eye’s X-ray vision never causes you to suffer exhaustion. You experience premonitions of danger and, unless you are incapacitated, can’t be surprised. If you start your turn with at least 1 hit point, you regain 1d10 hit points. If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna . You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. You can use an action to cast wish . This property can’t be used again until 30 days have passed. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas , both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hand of Vecna","description":"Wondrous Item, Artifact (Requires Attunement) Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich. A treacherous lieutenant named Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna’s will in the world. The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity. Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see “Artifacts” ): 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits: Great Strength. Your Strength becomes 20 unless it is already 20 or higher. Icy Touch. Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra 2d8 Cold damage on a hit. Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts Suggestion on you (save DC 18; no Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. Hand of Vecna Spells Spell Charge Cost Finger of Death 5 Sleep 1 Slow 2 Teleport 3 Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits: Danger Sense. You have Advantage on Initiative rolls. Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3 ) that covers the ground in its space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime. Poison Immunity. You have Immunity to Poison damage and the Poisoned condition. Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points. Wish. You can cast W ish . Once used, this property can’t be used again until 30 days have passed. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas , both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Hand of Vecna"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hand trebuchet","description":"The metal pocket of a hand trebuchet can be loaded with a small container of acid, alchemist’s fire, holy water, or other liquid. See the appropriate entry for the ammunition used to determine damage and other effects. As a melee weapon, a hand trebuchet deals damage as a club.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Ammunition, special"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Handaxe","description":"Handaxe Melee weapon (simple, handaxe) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Handaxe","description":"Handaxe Melee weapon (simple, axe) Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Range, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Handaxe","description":"Handaxe Melee weapon (simple, handaxe) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple, Axe","Item Type":"Melee Weapon","data-List":"false","Properties":"Light, Range, Thrown","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Handaxe","description":"Handaxe Melee weapon (simple) Damage : 1d6 Damage Type : slashing Properties : Light, thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Light, thrown","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Handaxe","description":"Simple Melee Weapon Damage: 1d6 Slashing Properties: Light , Thrown ( Range 20/60) Mastery: Vex Weight: 2 lb. Cost: 5 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"None","Name":"Handaxe"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Handaxe","description":"Handaxe Melee weapon (simple, handaxe) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Light, Range, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Handaxe +1","description":"Handaxe +1 Melee weapon (simple, axe) You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Range, Thrown"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Handaxe +1","description":"Handaxe +1 Melee weapon (simple, handaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+1 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light, Range, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Handaxe +1","description":"Handaxe +1 Melee weapon (simple, handaxe ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+1 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +1, Weapon Damage +1","data-List":"false","Properties":"Light, Range, Thrown","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Handaxe +1","description":"Handaxe +1 Melee weapon (simple, handaxe) You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Handaxe +1","description":"Weapon (Handaxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Handaxe +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Handaxe +1","description":"Weapon (Handaxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Handaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Handaxe +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"405 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Handaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Handaxe +1 Attack\",\"parent\":\"Handaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Handaxe +1 Damage\",\"parent\":\"Handaxe +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Handaxe +1 Attack (Off-hand)\",\"parent\":\"Handaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Handaxe +1 Damage (Off-hand)\",\"parent\":\"Handaxe +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Handaxe +1 Attack (Thrown)\",\"parent\":\"Handaxe +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +1 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Handaxe +1 Damage (Thrown)\",\"parent\":\"Handaxe +1 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Handaxe +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Handaxe +2","description":"Handaxe +2 Melee weapon (simple, handaxe), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+2 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Handaxe +2","description":"Handaxe +2 Melee weapon (simple, handaxe ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+2 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +2, Weapon Damage +2","data-List":"false","Properties":"Light, Range, Thrown","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Handaxe +2","description":"Weapon (Handaxe), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Handaxe +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Handaxe +2","description":"Weapon (Handaxe), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Handaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Handaxe +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Handaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Handaxe +2 Attack\",\"parent\":\"Handaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Handaxe +2 Damage\",\"parent\":\"Handaxe +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Handaxe +2 Attack (Off-hand)\",\"parent\":\"Handaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Handaxe +2 Damage (Off-hand)\",\"parent\":\"Handaxe +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Handaxe +2 Attack (Thrown)\",\"parent\":\"Handaxe +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +2 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Handaxe +2 Damage (Thrown)\",\"parent\":\"Handaxe +2 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Handaxe +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Handaxe +3","description":"Handaxe +3 Melee weapon (simple, handaxe), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+3 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +3, Weapon Damage +3","data-List":"false","Properties":"Light, Range, Thrown","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Handaxe +3","description":"Handaxe +3 Melee weapon (simple, handaxe), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+3 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light, Range, Thrown","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Handaxe +3","description":"Weapon (Handaxe), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Handaxe +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Handaxe +3","description":"Weapon (Handaxe), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Handaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Handaxe +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Handaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Handaxe +3 Attack\",\"parent\":\"Handaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Handaxe +3 Damage\",\"parent\":\"Handaxe +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Handaxe +3 Attack (Off-hand)\",\"parent\":\"Handaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Handaxe +3 Damage (Off-hand)\",\"parent\":\"Handaxe +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Handaxe +3 Attack (Thrown)\",\"parent\":\"Handaxe +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Handaxe +3 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Handaxe +3 Damage (Thrown)\",\"parent\":\"Handaxe +3 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Handaxe +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Handaxe of Agonizing Paralysis","description":"Weapon (handaxe), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Handaxe of Bloodletting","description":"Handaxe of Bloodletting Weapon (handaxe), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Handaxe of Certain Death","description":"Handaxe of Certain Death Weapon (handaxe), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Handaxe of Defense","description":"Handaxe of Defense Weapon (handaxe), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. AC: 1 Damage: 1d6 Damage Type: Slashing Properties: Light, Thrown, Defensive Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Handaxe of Inverted Probability","description":"Handaxe of Inverted Probability Weapon (handaxe), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Handaxe of Warning","description":"Weapon (Handaxe), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Handaxe of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Handgun","description":"","properties":{"Category":"Items","Item Type":"Weapon (handgun)","Properties":"Ammunition (60/240), Reload (10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Handheld Bomb","description":"These small bombs are the most common and deal 1d6 fire damage on a hit.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Handkerchief of Length","description":"Handkerchief of Length Wondrous item, uncommon This item appears to be a normal silk handkerchief. However, when you place it in your pocket and speak the command word, you can then pull from your pocket a 50-foot-long line of multi-colored handkerchiefs tied to each other. This functions exactly like a regular piece of rope. When you stuff the handkerchiefs back in your pocket, they revert to the original handkerchief.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Handy Haversack","description":"Handy Haversack Wondrous item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turn up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate . Placing the haversack inside an extradimensional space created by a bag of holding , portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane . The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Handy Scroll Quiver","description":"Wondrous item, common This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding , handy haversack , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Handygnome’s Precision Gloves","description":"Handygnome’s Precision Gloves Wondrous item, Rare (requires attunement) Created by gnome artificers who value efficiency, these sturdy gloves have been imbued with potent and practical transmutation magic that helps tinkerers fix things under pressure, but also allows locksmiths and shady characters pick locks more efficiently. While wearing these gloves, you gain a +5 bonus to any ability checks related to repairing objects and constructs, disarming traps, and picking locks. Remote Rapid Repairs. While wearing these gloves, you can use an action to cast the mending cantrip from them. When cast that way, mending has a range of 30 feet.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Hanging Rotter","description":"Wondrous item, Hag, Rare (attunement) A hanging rotter is a simple woven vine noose, hung from a tree until activated by a hag or whoever is attuned to it. As long as the attuned user is within sight of the hanging rotter, then they can activate it as a bonus action. The hanging rotter will stay activated for up to one hour per day and if any humanoid comes within thirty feet of the hanging rotter its power activates against the target. A target will see an illusion of their own rotting body, hung from the tree. The target makes a DC 13 Charisma saving throw or gains the frightened condition for 1d10 rounds. Those who fail their saving throw will also see a thin red yarn leading from their neck to the noose. The line can stretch out to 60 feet if the victim moves away from the hanging rotter. If the victim is reduced to 0 hit point and they are within 60 feet of the hanging rotter, then their body is teleported and hung from the noose; they automatically fail all death saves. Anyone who sees this must make a DC 13 Charisma save or gain the frightened condition for 1 round and take 7 (2d6) psychic damage. The hanging rotter loses all magical power once a creature dies while hanging from its noose. Hags can make a hanging rotter if they kill a sentient creature while it sleeps. Within a minute of the victim's death, the hag must start to wrestle with the victim’s soul. If the hag is interrupted during the next ten minutes, then she has failed to capture the soul. In order to succeed the hag must win a Charisma contest against the target’s Charisma ability that they had in life. If she succeeds then she will place the spirit in a loop of rope. The spirit is finally freed once the hanging rotter teleports a dying creature into its loop. A hag must spend ten minutes each month tending a hanging rotter or the spirit departs and the noose rots into dust. In game terms this means that a hag cannot have more than three hanging rotters around her lair. An evil creature that understands what a hanging rotter is can make use of one it finds or buys from a hag. But they must make a DC 10 Charisma save each month or the item loses its power and the spirit escapes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hangman's Noose","description":"Wondrous item, rare (requires attunement) Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman’s noose affects only undead. It regains 1d3 charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Happy Healper","description":"Wondrous item, rare Component: celestial liver When the wards are packed, healpers are deployed. Each of these temporarily-sentient constructs act as an extra pair of hands for an overwhelmed sister of the Night Hospitaller, administering aid and stabilising those on the brink of death. Healping Hand. As an action while holding the healper, you can speak the command phrase “Healp! Healp!” followed by one of the commands below. The bundle of alchemical paraphernalia springs into life for 1 minute. It is a Tiny construct with AC 13, 20 hit points, a walking speed of 30 feet, a Strength score of 3, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It has 3 charges and regains 1d3 expended charges daily at dawn. The healper takes its turn immediately after yours. As part of the action to activate it, and as a bonus action on subsequent turns, you can give it one of the following instructions to use as its action on its next turn, which expends the listed number of charges: Stabilise (0 charges). The healper casts the spare the dying cantrip. Heal (1 charge). The healper pours a healing draught into the mouth of a willing creature within its reach, restoring 2d4 + 2 hit points to the creature. Restore (2 charges). The healper performs a minor surgery on a willing creature within its reach, ending one of the following conditions on that creature: blinded, deafened, paralysed, or poisoned.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Happy Healper (legendary variant)","description":"Wondrous item, rare Component: celestial liver When the wards are packed, healpers are deployed. Each of these temporarily-sentient constructs act as an extra pair of hands for an overwhelmed sister of the Night Hospitaller, administering aid and stabilising those on the brink of death. Healping Hand. As an action while holding the healper, you can speak the command phrase “Healp! Healp!” followed by one of the commands below. The bundle of alchemical paraphernalia springs into life for 1 minute. It is a Tiny construct with AC 13, 20 hit points, a walking speed of 30 feet, a Strength score of 3, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It has 3 charges and regains 1d3 expended charges daily at dawn. The healper takes its turn immediately after yours. As part of the action to activate it, and as a bonus action on subsequent turns, you can give it one of the following instructions to use as its action on its next turn, which expends the listed number of charges: Stabilise (0 charges). The healper casts the spare the dying cantrip. Heal (1 charge). The healper pours a healing draught into the mouth of a willing creature within its reach, restoring 2d4 + 2 hit points to the creature. Restore (2 charges). The healper performs a minor surgery on a willing creature within its reach, ending one of the following conditions on that creature: blinded, deafened, paralysed, or poisoned. Very rare variant: Increase the healper’s AC to 16, its hit points to 40, and its speed to 45 feet. Increase the charges to 4, the recharge to 1d4, and the hit points restored by the Heal command to 4d4 + 4. The Restore command can alternatively end the charmed condition, remove one effect reducing the target’s hit point maximum, or reduce the target’s exhaustion level by 1. Legendary variant: Increase the healper’s AC to 19, its hit points to 60, and its speed to 60 feet. Increase the charges to 5, the recharge to 1d4 + 1, and the hit points restored by the Heal command to 8d4 + 8. The Restore command can alternatively end the charmed or petrified condition, remove one curse effect, undo any reduction to one of the target’s ability scores, remove one effect reducing the target’s hit point maximum, or reduce the target’s exhaustion level by 1.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Happy Healper (very rare variant)","description":"Wondrous item, rare Component: celestial liver When the wards are packed, healpers are deployed. Each of these temporarily-sentient constructs act as an extra pair of hands for an overwhelmed sister of the Night Hospitaller, administering aid and stabilising those on the brink of death. Healping Hand. As an action while holding the healper, you can speak the command phrase “Healp! Healp!” followed by one of the commands below. The bundle of alchemical paraphernalia springs into life for 1 minute. It is a Tiny construct with AC 13, 20 hit points, a walking speed of 30 feet, a Strength score of 3, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It has 3 charges and regains 1d3 expended charges daily at dawn. The healper takes its turn immediately after yours. As part of the action to activate it, and as a bonus action on subsequent turns, you can give it one of the following instructions to use as its action on its next turn, which expends the listed number of charges: Stabilise (0 charges). The healper casts the spare the dying cantrip. Heal (1 charge). The healper pours a healing draught into the mouth of a willing creature within its reach, restoring 2d4 + 2 hit points to the creature. Restore (2 charges). The healper performs a minor surgery on a willing creature within its reach, ending one of the following conditions on that creature: blinded, deafened, paralysed, or poisoned. Very rare variant: Increase the healper’s AC to 16, its hit points to 40, and its speed to 45 feet. Increase the charges to 4, the recharge to 1d4, and the hit points restored by the Heal command to 4d4 + 4. The Restore command can alternatively end the charmed condition, remove one effect reducing the target’s hit point maximum, or reduce the target’s exhaustion level by 1.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Harbinger's Blade","description":"Weapon (Dagger), Rare (Requires Attunement) This magic dagger is crafted from darksteel and engraved with necrotic glyphs. You have a +1 bonus to attack and damage rolls made with this magic weapon. Soul Internment. The dagger has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using the dagger, you can expend 1 charge to deal an additional 2d8 Necrotic damage to the creature, and it must succeed on a DC 15 Charisma saving throw or become cursed until the end of its next turn. While cursed in this way, the creature can’t regain hit points and if it dies, its soul is severed from its body and it can only be restored to life by means of a true resurrection or wish spell.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Hardened Delerium-tipped Arrows","description":"Hardened Delerium-tipped Arrows Weapon (any arrow or bolt), rare This piece of ammunition has a refined delerium arrowtip. A creature hit by a ranged attack using one of these arrows takes an extra 3d6 necrotic damage and must succeed on a DC 15 Constitution saving throw or gain one level of contamination. Once it hits a target, the delerium tip crumbles to dust and the arrow becomes nonmagical.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (any arrow or bolt)","Item Rarity":"rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Hardening Polish","description":"Potion, uncommon This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hare Mask","description":"Hare Mask Wondrous item, (requires attunement ) +1 to Arcana Disadvantage on Strength checks Mage Fire: Once a day, you can detect the presence and location of a spellcaster of any alignment.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Harkon's Bite","description":"Harkon's Bite Wondrous item, uncommon (requires attunement) A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws. Curse . Attuning to Harkon’s Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace. Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual . The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Harmonizing Instrument","description":"Wondrous item, rare (requires attunement by a bard) Any stringed instrument can be a harmonizing instrument , and you must be proficient with stringed instruments to use a harmonizing instrument . This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn. Consonance. When a spellcaster you can see within 30 feet of you casts a spell with a verbal component, you can use a reaction to expend 1 charge to create a consonant harmony. The spellcaster has advantage on the spell attack roll, or the spell’s save DC is increased by 1, whichever is most appropriate. Dissonance. When a spellcaster you can see within 30 feet of you casts a spell with a verbal component, you can use a reaction to expend 1 charge to create a dissonant harmony. The spellcaster must succeed on a DC 15 Constitution saving throw or have disadvantage on the spell attack roll, or the spell’s save DC is reduced by 1, whichever is most appropriate.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Harp of Charming","description":"Wondrous Item, Rare (Requires Attunement) While you're playing the harp, you have advantage on Persuasion checks, and creatures that can hear you have disadvantage on checks or saving throws they make against being Charmed by you. Enchanting Performance. As an action, you can speak the harp's command word and cause it to hover in the air while playing an enchanting tune for up to 1 hour. On each of your turns, you can mentally command the harp to move up to 30 feet (no action required) in any direction. Any creature of your choice that starts its turn within 30 feet of the harp and can hear it, must succeed on a DC 13 Wisdom saving throw or it becomes Charmed by the harp until it can't hear the harp's tune or it takes damage. While Charmed in this way, the creature spends its movement on its turn moving to within 5 feet of the harp; it can't take other actions or reactions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The harp's performance stops if it is ever more than 120 feet away from you or if you use a bonus action to end it. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Harp of Gilded Plenty","description":"Harp of Gilded Plenty Wondrous item, legendary (requires attunement) This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself. Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you. Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10. Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes’ feast spell from it. Once this property is used, it can’t be used again until 1d10 + 10 days have passed. Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn. Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet. The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it. The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Harp of Questing","description":"Harp of Questing Wondrous item, rare (requires attunement) You must be proficient with a string instrument to use this small lap harp. When you use an action to play this item, you can place a magical command on a creature that can hear and understand you, forcing it to carry out some service that you decide. The creature must succeed on a DC 15 Wisdom saving throw or become charmed by you for 30 days. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. The only way to end the effect early is by a remove curse , greater restoration , or wish spell. Once the harp has been used, it can’t be used again until 7 days have passed. There was a time when I would destroy any magic item that I had no use for, believing this was the best way to preserve the Balance. An immature belief. I destroyed one of these harps during that period, and I regret it now, for they are remarkable devices.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Harp of Silence","description":"Harp of Silence Wondrous item, uncommon You must be proficient with a string instrument to use this small lap harp. When you use an action to play this item, you cast the silence spell with the area of effect centered on yourself. Once used, this property of the harp can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Harp of Thunder","description":"Harp of Thunder Wondrous item, very rare You must be proficient with a string instrument to use this small lap harp. When you use an action to play this item, it emits a thunderous blast in a 20-foot cone. Each creature in the cone must succeed on a DC 15 Constitution saving throw or become stunned until the end of your next turn. Once used, this property of the harp can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Harpoon","description":"Harpoon The harpoon is a versatile weapon that originated as a fisherman’s tool. Spear-like with a barbed tip, the harpoon has a heavy rope attached to the end and is used to catch large fish or marine mammals by pulling them in after a successful hit. As a weapon, the harpoon can be used as a ranged weapon by a character with proficiency or in melee like a spear. If the target is a large or smaller creature, it must succeed on a Strength contest against the wielder or be pulled up to 20 feet toward the wielder after a successful hit. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d10 Damage Type : Piercing Properties: Thrown Range: 20/60 Weight : 12","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Harpoon","description":"You can use an action to tie a rope to the end of a harpoon before it is thrown. If a rope-tied harpoon hits a target, it becomes embedded in the target, and you can use an action on subsequent turns to hold fast to the rope and make an opposed Strength (Athletics) check against the target to pull it up to 10 feet closer to you. Additionally, when the target moves, you can use your reaction to make an opposed Strength (Athletics) check against it, preventing its movement on a success. If you use your action to do anything else, you lose your grip on the rope. If the target has hands, it can remove the harpoon as an action.","properties":{"Category":"Items","Item Type":"Weapon (harpoon), ammuntion","Properties":"Special, Thrown (20/60)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Harpoon for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Special, Thrown (20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Harpoon Gun","description":"","properties":{"Category":"Items","Item Type":"Weapon (harpoon gun)","Properties":"Ammunition (30/120), Loading","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Harpoon Gun for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (30/120), Loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Harvester","description":"Weapon (sickle), very rare (requires attunement) This +1 sickle (attunement is not required to benefit from the magical bonus) is made of ancient wood, bleached and smoothed by time, and it is actually a part of the Singing Tree itself. The sickle is a heavy, two-handed weapon that weighs 10 pounds. It deals slashing damage equal to 5 (2d4) plus the wielder’s Strength modifier. Harvester is draped with the remains of ancient corn dolls and mummified rodents as well as recently killed animals. The fresh kills come from the Hollow Man’s recent visits to the village and offer a valuable clue to reaching the singing tree. The sickle directs the Hollow Man to the Singing Tree’s chosen victims as though the wielder had cast the find the path spell. An attuned wielder can cast tree stride once per day, requiring no components. Any wooden construct wielding the weapon returns to full hit points at midnight. Upon the death of the Singing Tree, Harvester reverts to a +1 sickle, losing all other powers.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hasp of Locking","description":"Hasp of Locking Wondrous item, uncommon When you place this brass hasp on a closed door, window, gate, chest, or other entryway, it becomes locked for the duration. Only you can remove the hasp, although casting knock on the locked object suppresses the magic of the hasp for 10 minutes. Otherwise, the locked object cannot be opened except by breaking it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Hat of Conjuring","description":"Hat of Conjuring Wondrous Item, rare (requires attunement by a spellcaster) Weight: 1 lb. This green, ordinary looking pointed hat is full of surprises. As an action, you can reach into the hat to activate a random conjuration. Roll a d12. d12 Conjuration 1 You pull out a friendly white rabbit. Use the rat statistics. 2 You cast Entangle . 3 Harmless glitter bursts out of the hat. 4 You cast Flaming Sphere at 2nd level. 5 A geyser of water erupts like a Decanter of Endless Water . 6 You cast Conjure Animals . 7 You pull out a Hell Bunny . It is not friendly. 8 You cast Stinking Cloud . 9 You pull out a pouch containing 50 gold pieces. 10 You cast Conjure Minor Ele mentals . 11 You cast Insect Plague at 5th level. 12 You gain 1 effect from Table 4: Rare Scroll and Potion Effects The hat can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Hat of Disguise","description":"Hat Of Disguise Wondrous item, uncommon (requires a ttunement ) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Head","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hat of Disguise","description":"Hat Of Disguise Wondrous item, uncommon ( requires attunement ) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hat of Disguise","description":"Hat Of Disguise Wondrous item, uncommon ( requires attunement ) Price: 5,000 gp This hat looks like a regular simple cap. It looks old enough to have been worn regularly, with slightly tattered edges. While wearing this hat, the wearer can use a Main Action to cast the Halfling Bard’s Disguise Self spell at will. The spell ends if the hat is removed. Disguise Self (main action) - You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for up to 1 hour or until the spell ends. You can appear 1 foot shorter or taller, thin, fat, or in between. You can’t change your general body shape, so you must adopt a form that has the same basic arrangement of limbs.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Hat of Disguise","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Hat of Disguise"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hat of Disguise","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hat of Disguise\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hat of Disguise\\\",\\\"description\\\":\\\"While wearing this hat, you can cast the Disguise\\\\nSelf spell. The spell ends if the hat is removed.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hat of Disguise Attunement\",\"parent\":\"Hat of Disguise\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hat of Disguise - Disguise Self\",\"parent\":\"Hat of Disguise Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Disguise Self\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Hat of Disguise","data-description":"While wearing this hat, you can cast the Disguise\nSelf spell. The spell ends if the hat is removed.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hat of Many Spells","description":"Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire ; on a 4, Fireball ; on a 5, Gust of Wind ; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt ; on an 8, Phantasmal Force ; on a 9, Polymorph ; on a 10, Stinking Cloud . 51–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56–60 A harmless swarm of butterflies fills a 10- foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch. 66–70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour. 71–75 You have the Petrified condition until the end of your next turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel ; on a 2, a Constrictor Snake ; on a 3, an Elephant ; on a 4, a Mule . 86–90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you. 91–95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then. Presto creates a lightning bolt using his Hat of Many Spells.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Hat of Many Spells"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hat of Many Spells","description":"Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire ; on a 4, Fireball ; on a 5, Gust of Wind ; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt ; on an 8, Phantasmal Force ; on a 9, Polymorph ; on a 10, Stinking Cloud . 51–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56–60 A harmless swarm of butterflies fills a 10- foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch. 66–70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour. 71–75 You have the Petrified condition until the end of your next turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel ; on a 2, a Constrictor Snake ; on a 3, an Elephant ; on a 4, a Mule . 86–90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you. 91–95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then. Presto creates a lightning bolt using his Hat of Many Spells.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"No","filter-Lists":"Clothing, Spell Focus, Arcane Focus, Special- Class Requirement","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hat of Many Spells\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hat of Many Spells\\\",\\\"description\\\":\\\"Requires Attunement by a Wizard\\\\nThis pointed hat has the following properties.\\\\nSpellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.\\\\nUnknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus.\\\\n1d100 Effect\\\\n01-50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.\\\\n51-55 You have the Stunned condition until the end of your next turn, believing something awesome just happened.\\\\n56-60 A harmless swarm of butterflies fills a 10- foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.\\\\n61-65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.\\\\n66-70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour.\\\\n71-75 You have the Petrified condition until the end of your next turn.\\\\n76-80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.\\\\n81-85 A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.\\\\n86-90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.\\\\n91-95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads.\\\\n96-00 You pull a magic item out of the hat. Roll 1d6 to determine the item's rarity: on a 1-3, Common; on a 4-5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hat of Many Spells Attunement\",\"parent\":\"Hat of Many Spells\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"}]","filter-Attunement":"Very Rare","Name":"Hat of Many Spells","data-description":"Requires Attunement by a Wizard\nThis pointed hat has the following properties.\nSpellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.\nUnknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus.\n1d100 Effect\n01-50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.\n51-55 You have the Stunned condition until the end of your next turn, believing something awesome just happened.\n56-60 A harmless swarm of butterflies fills a 10- foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.\n61-65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.\n66-70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour.\n71-75 You have the Petrified condition until the end of your next turn.\n76-80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.\n81-85 A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.\n86-90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.\n91-95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads.\n96-00 You pull a magic item out of the hat. Roll 1d6 to determine the item's rarity: on a 1-3, Common; on a 4-5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hat of Mental Acuity","description":"Wondrous item, rare (requires attunement) This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hat of Naivety","description":"Wondrous Item, Common While wearing this magic hat, you have disadvantage on Wisdom (Insight) checks. Fool’s Charm. When you roll a skill check using Charisma while wearing this hat, you can choose to gain advantage on the roll. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Hat of the Hermit Hag","description":"Wondrous item, uncommon (requires attunement) Component: fey (hag) brain Though this headpiece may easily be mistaken for an average conch, its external dimensions bely its roomy interior; it is much bigger on the inside. Hermit hags love to decorate their hats with trophies and trinkets traded, tricked, or otherwise taken from unfortunate adventurers. Hag’s Magic. While wearing this hat, you can use it to cast the following spells (save DC 13): disguise self and suggestion . When you use the hat to cast a spell, roll a d3. If the result is equal to or lower than the spell’s level, the hat can’t be used to cast any spells until the next dawn. Hermit. As a bonus action while wearing the hat, you can hide inside of it, causing it to expand in order to accommodate you. Until you emerge, you gain total cover from attacks and effects originating from outside the hat, your speed can’t exceed 5 feet, you are blinded, you have disadvantage on Wisdom (Perception) checks, and you automatically fail Dexterity saving throws. You can use your action to emerge from the hat. If you are knocked prone while within the hat, your underbelly is exposed, and you no longer have total cover.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hat of the Hermit Hag (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey (hag) brain Though this headpiece may easily be mistaken for an average conch, its external dimensions bely its roomy interior; it is much bigger on the inside. Hermit hags love to decorate their hats with trophies and trinkets traded, tricked, or otherwise taken from unfortunate adventurers. Hag’s Magic. While wearing this hat, you can use it to cast the following spells (save DC 13): disguise self and suggestion . When you use the hat to cast a spell, roll a d3. If the result is equal to or lower than the spell’s level, the hat can’t be used to cast any spells until the next dawn. Hermit. As a bonus action while wearing the hat, you can hide inside of it, causing it to expand in order to accommodate you. Until you emerge, you gain total cover from attacks and effects originating from outside the hat, your speed can’t exceed 5 feet, you are blinded, you have disadvantage on Wisdom (Perception) checks, and you automatically fail Dexterity saving throws. You can use your action to emerge from the hat. If you are knocked prone while within the hat, your underbelly is exposed, and you no longer have total cover. Rare variant: Increase the DC to 15 and the d3 to a d6. Add the bends * to the list of spells you can cast using the hat. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hat of the Hermit Hag (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fey (hag) brain Though this headpiece may easily be mistaken for an average conch, its external dimensions bely its roomy interior; it is much bigger on the inside. Hermit hags love to decorate their hats with trophies and trinkets traded, tricked, or otherwise taken from unfortunate adventurers. Hag’s Magic. While wearing this hat, you can use it to cast the following spells (save DC 13): disguise self and suggestion . When you use the hat to cast a spell, roll a d3. If the result is equal to or lower than the spell’s level, the hat can’t be used to cast any spells until the next dawn. Hermit. As a bonus action while wearing the hat, you can hide inside of it, causing it to expand in order to accommodate you. Until you emerge, you gain total cover from attacks and effects originating from outside the hat, your speed can’t exceed 5 feet, you are blinded, you have disadvantage on Wisdom (Perception) checks, and you automatically fail Dexterity saving throws. You can use your action to emerge from the hat. If you are knocked prone while within the hat, your underbelly is exposed, and you no longer have total cover. Rare variant: Increase the DC to 15 and the d3 to a d6. Add the bends * to the list of spells you can cast using the hat. Very rare variant: Increase the DC to 16 and the d3 to a d8. Add lungburst * and the bends * to the list of spells you can cast using the hat. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hat of Vermin","description":"Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat , a frog , or a rat . The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Hat of Vermin","description":"Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat , a Frog , or a R at . The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is Indifferent toward you and other creatures, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Hat of Vermin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hat of Wizardry","description":"Hat of Wizardry Wondrous item, common (requires attunement by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:\nYou can use the hat as a spellcasting focus for your wizard spells.\nYou can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hat of Wizardry","description":"Hat of Wizardry Wondrous item, common (requires attunement by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Hat of Wizardry","description":"Wondrous Item, Common (Requires Attunement by a Wizard) This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits. Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Hat of Wizardry"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hatchet","description":"Hatchet Melee Weapon (simple, hatchet) Developed from farming implements, these axes are menacing despite their origins as tools of agriculture and can deliver vicious cuts to flesh as easily as they can to trees. Such axes are an ordinary sight among peasant militia and rōnin who cannot afford a more prestigious weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d6 Damage Type: Slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Hatred Bracelets","description":"Wondrous item, Weird, Very Rare Hatred bracelets allow a hag to cast and store any spell, with a range of touch, in the bracelet for up to an hour. The hag can choose to cast the spell on a target that she successfully hits with her claws or hands. If the spell is not used after an hour then the spell dissipates. This weird can only be used to store a spell once per moonrise. This weird also increases the hag’s claw attack damage by 3 (1d6) necrotic damage if the target is in moonlight. Any creature, other than a hag, foolish enough to put these on will find themselves stuck fast to the nearest surface. They will be unable to move until they take the hatred bracelets off or succeed on a DC 15 Strength (Athletics) ability check. This check must be made each turn if the wearer wishes to move. If the wearer fails the check then they gain the restrained condition and can attempt another check at the beginning of their next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hazelwood Wand","description":"Wand, common (requires attunement by a druid) You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand’s charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common","Requires Attunement":"requires attunement by a Druid"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hazewalker Plate","description":"Hazewalker Plate Armour (plate), very rare This plate armour includes a helmet and is hermetically sealed when worn. You gain the following benefits when its worn and the helmet visor is closed: You are immune to diseases and the poisoned condition, and gain advantage on saving throws against any effect that causes contamination. You have resistance to necrotic and poison damage. You don’t need to breathe.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Armour (plate)","Item Rarity":"very rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Hazirawn","description":"Hazirawn Melee weapon (martial, greatsword), legendary (requires attunement) A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you aren't attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Modifiers: Weapon Attacks +1, Weapon Damage +1 Secondary Damage: 1d6","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Hazirawn","description":"Hazirawn Weapon (greatsword), legendary (requires attunement) A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this magic weapon. If you aren’t attuned to Hazirawn , you deal an extra 1d6 necrotic damage when you hit with it. Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"two-handed, heavy","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Head of the Loveless","description":"Wondrous item, Weird, Legendary The worst punishment for a hag, short of being carried away to the Burning Bright, is to be caught, tried, and found guilty for being in love. Such trials are rare, because it requires a neutral coven to determine guilt, and if the accused can prove she is not in love, then the accuser loses a hand or is torn to shreds depending on how the trial went. If the accused is found guilty then she is restrained and her head is ripped from her body. The head is then fashioned into a head of the loveless and given to the accuser as a reward for betraying her sister’s terrible secret (or crafting a lie the accused couldn’t discount). The head of the loveless is a perfectly preserved hag’s head with sewn shut eyes, mouth, and neck. In order to be used the hag must, as an action, hold the head up high and verbally shout, “love is a disease!” The stitches on the head of the loveless will stretch and every creature within 60 feet must make a DC 15 Charisma saving throw or take 21 (6d6) psychic damage as the head screams in agony, or half as much on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Headband of Intellect","description":"Headband Of Intellect Wondrous item, uncommon ( requires attunement ) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Headband of Intellect","description":"Headband Of Intellect Wondrous item, uncommon (requires a ttunement ) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Head","Item Type":"Adventuring Gear","Modifiers":"Intelligence: 19","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Headband of Intellect","description":"Wondrous Item, Uncommon (Requires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Headband of Intellect"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Headband of Intellect","description":"Wondrous Item, Uncommon (Requires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Headband of Intellect\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Headband of Intellect\\\",\\\"description\\\":\\\"Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Headband of Intellect Attunement\",\"parent\":\"Headband of Intellect\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Headband of Intellect Intelligence \",\"parent\":\"Headband of Intellect Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Intelligence\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":19}}\"}]","filter-Attunement":"Uncommon","Name":"Headband of Intellect","data-description":"Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Headband of Magical Arts","description":"Wondrous Item, Uncommon (Requires Attunement) While you wear this headband, you know Arcane Echo, Reflect Magic, and Whirling Magic maneuvers, even if you don’t meet the usual prerequisites. When a maneuver calls for your spellcasting ability modifier, you use your Constitution modifier if you don’t have one.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Headband of the Sifu's Favor +0","description":"Headband of the Sifu's Favor +0 Wondrous item, uncommon (+0) In dojos around the multiverse, martial arts sifus have been known to grant these headbands to their most promising students. Each headband bears the emblem and colors of the dojo to which it belongs. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. You have a bonus to the attack and damage rolls of your unarmed strikes. The bonus is determined by the wondrous item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Headband of the Sifu's Favor +1","description":"Headband of the Sifu's Favor +1 Wondrous item, rare (+1) In dojos around the multiverse, martial arts sifus have been known to grant these headbands to their most promising students. Each headband bears the emblem and colors of the dojo to which it belongs. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. You have a bonus to the attack and damage rolls of your unarmed strikes. The bonus is determined by the wondrous item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Headband of the Sifu's Favor +2","description":"Headband of the Sifu's Favor +2 Wondrous item, very rare (+2) In dojos around the multiverse, martial arts sifus have been known to grant these headbands to their most promising students. Each headband bears the emblem and colors of the dojo to which it belongs. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. You have a bonus to the attack and damage rolls of your unarmed strikes. The bonus is determined by the wondrous item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Headband of the Sifu's Favor +3","description":"Headband of the Sifu's Favor +3 Wondrous item, legendary (+3) In dojos around the multiverse, martial arts sifus have been known to grant these headbands to their most promising students. Each headband bears the emblem and colors of the dojo to which it belongs. Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. You have a bonus to the attack and damage rolls of your unarmed strikes. The bonus is determined by the wondrous item’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Headbanger Lute Club","description":"Club or greatclub, uncommon (requires attunement) The shapechanging abilities of the mimic infuse this musical instrument, a lute, with the propensity to subtly alter its shape and produce excellent acoustics. It also exudes a corrosive acid that can be a useful addition when the musician’s plan to charm a foe with a sweet serenade doesn’t go to plan. This magic weapon deals an additional 1d8 acid damage to the first target that it hits on a turn. If you have proficiency with lutes, you’re considered proficient with this weapon as well. Ventriloquism. As a bonus action while holding the lute, you can command it to mimic simple sounds it has been exposed to, such as a person whispering, swords clashing, or simple melodies. You can choose for the sounds to originate from any point within 30 feet of you that you can see. A creature that hears the sounds can tell they’re imitations with a successful DC 13 Intelligence (Investigation) check .","properties":{"Category":"Items","Expansion":23695,"Item Type":"club","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Headbanger Lute Club (very rare variant)","description":"Club or greatclub, uncommon (requires attunement) The shapechanging abilities of the mimic infuse this musical instrument, a lute, with the propensity to subtly alter its shape and produce excellent acoustics. It also exudes a corrosive acid that can be a useful addition when the musician’s plan to charm a foe with a sweet serenade doesn’t go to plan. This magic weapon deals an additional 1d8 acid damage to the first target that it hits on a turn. If you have proficiency with lutes, you’re considered proficient with this weapon as well. Ventriloquism. As a bonus action while holding the lute, you can command it to mimic simple sounds it has been exposed to, such as a person whispering, swords clashing, or simple melodies. You can choose for the sounds to originate from any point within 30 feet of you that you can see. A creature that hears the sounds can tell they’re imitations with a successful DC 13 Intelligence (Investigation) check. Very rare variant: Increase the DC to 16 . The lute has the Club Music property. Club Music . As an action while holding the lute, you can play one of two brief but powerful songs. Once a song has been played, you can’t play that song again until the next dawn. Panic! at the Tavern . You let loose a fast, chaotic melody that sows panic in the minds of your foes, forcing each creature of your choice within 15 feet of you that can hear you to make a DC 16 Wisdom saving throw . On a failed save, a creature takes 6d6 psychic damage and is frightened of you for 1 minute . On a success, a creature takes half as much damage and isn’t frightened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Mithrallica. You unleash an ear-shattering power chord that blows your foes away, forcing each creature in a 25-foot cone to make a DC 16 Strength saving throw . On a failed save, a creature takes 6d6 thunder damage and is pushed 20 feet away from you, knocked prone , and deafened for 1 minute . On a successful save, a creature takes half as much damage and suffers no other effects. A creature can repeat this saving throw at the end of each of its turns, ending the deafened condition on itself on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"club","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Headbanger Lute Greatclub","description":"Club or greatclub, uncommon (requires attunement) The shapechanging abilities of the mimic infuse this musical instrument, a lute, with the propensity to subtly alter its shape and produce excellent acoustics. It also exudes a corrosive acid that can be a useful addition when the musician’s plan to charm a foe with a sweet serenade doesn’t go to plan. This magic weapon deals an additional 1d8 acid damage to the first target that it hits on a turn. If you have proficiency with lutes, you’re considered proficient with this weapon as well. Ventriloquism. As a bonus action while holding the lute, you can command it to mimic simple sounds it has been exposed to, such as a person whispering, swords clashing, or simple melodies. You can choose for the sounds to originate from any point within 30 feet of you that you can see. A creature that hears the sounds can tell they’re imitations with a successful DC 13 Intelligence (Investigation) check .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatclub","Properties":"Two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Headbanger Lute Greatclub (very rare variant)","description":"Club or greatclub, uncommon (requires attunement) The shapechanging abilities of the mimic infuse this musical instrument, a lute, with the propensity to subtly alter its shape and produce excellent acoustics. It also exudes a corrosive acid that can be a useful addition when the musician’s plan to charm a foe with a sweet serenade doesn’t go to plan. This magic weapon deals an additional 1d8 acid damage to the first target that it hits on a turn. If you have proficiency with lutes, you’re considered proficient with this weapon as well. Ventriloquism. As a bonus action while holding the lute, you can command it to mimic simple sounds it has been exposed to, such as a person whispering, swords clashing, or simple melodies. You can choose for the sounds to originate from any point within 30 feet of you that you can see. A creature that hears the sounds can tell they’re imitations with a successful DC 13 Intelligence (Investigation) check. Very rare variant: Increase the DC to 16 . The lute has the Club Music property. Club Music . As an action while holding the lute, you can play one of two brief but powerful songs. Once a song has been played, you can’t play that song again until the next dawn. Panic! at the Tavern . You let loose a fast, chaotic melody that sows panic in the minds of your foes, forcing each creature of your choice within 15 feet of you that can hear you to make a DC 16 Wisdom saving throw . On a failed save, a creature takes 6d6 psychic damage and is frightened of you for 1 minute . On a success, a creature takes half as much damage and isn’t frightened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Mithrallica. You unleash an ear-shattering power chord that blows your foes away, forcing each creature in a 25-foot cone to make a DC 16 Strength saving throw . On a failed save, a creature takes 6d6 thunder damage and is pushed 20 feet away from you, knocked prone , and deafened for 1 minute . On a successful save, a creature takes half as much damage and suffers no other effects. A creature can repeat this saving throw at the end of each of its turns, ending the deafened condition on itself on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatclub","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Headdress of Majesty","description":"Wondrous item, rare (requires attunement) This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems. Command. While wearing the headdress, you can use an action to expend 1 or more charges to cast the command spell (save DC 15) from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Enchanting Sovereign. When you cast an enchantment spell while wearing the headdress, you can use a bonus action to expend 1 of its charges to strengthen the spell. While the spell is strengthened, each target has disadvantage on the saving throw. If you are also attuned to and holding a scepter of majesty , the save DC of the strengthened spell increases by 1.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Headrest of the Cattle Queens","description":"Wondrous item, uncommon This polished and curved wooden headrest is designed to keep the user’s head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Headrest of the Cattle Queens","description":"Wondrous item, uncommon This polished and curved wooden headrest is designed to keep the user’s head comfortably elevated while sleeping. If you sleep for at least 6 hours while using the headrest, you regain an extra spent Hit Die, and your exhaustion level is reduced by 2 (rather than the usual 1) when you finish a long rest under the proper conditions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Headscarf of the Oasis","description":"Wondrous item, uncommon This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Headscarf of the Oasis","description":"Wondrous item, uncommon This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Healer's Crossbow","description":"Healer's Crossbow Weapon (any crossbow), very rare (requires attunement) Made from the wood of yew trees charred by lighting, this crossbow is studded with hearts carved of rose zircon. You gain a +1 bonus to attack and damage rolls made with the crossbow. Before shooting the crossbow you may turn a nonmagical bolt loaded in the weapon into a healing bolt (no action required). If you don't use the bolt by the end of your turn, it reverts back into a normal bolt. When struck with a healing bolt, the target takes damage as normal and then heals a number of hit points equal to 4d10 + 4. You can't shoot another healing bolt from the crossbow until you complete a short or long rest.","properties":{"Category":"Items","Expansion":23171},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Healer's Hand Amulet","description":"This simple amulet has the raised image of an open hand within a circle upon it. The hand glows ever so slightly with a soft, golden light. Jhana the healer was a study in contrast. She had the gift of powerful divine healing and unmatched abilities in natural healing. Jhana was also a warrior, skilled with weapons and trained in the art of war. While there are many tales of Jhana efficiently dispatching enemies, even more tell of her tireless efforts to heal those that were in need, all in the name of the deity of life and healing. On the eve of what was to be a terrible battle, Jhana was visited in dream by the voice of her deity. In the dream, she was told to heal as many of the wounded as possible in the coming battle, regardless of their allegiance. Jhana awoke instantly, her body bathed in sweat. Around her neck was a strange, yet wonderous amulet. Jhana recognized it at once as the divine hand of her deity! The ensuing battle was one of the most brutal in history. When it was over, Jhana stood amid the sea of bodies and listened to the cries of the wounded. The magnitude of death was overwhelming. Bloodied and exhausted, Jhana moved among the bodies, healing every soul she could. As she went about her divinely appointed task, the hand upon her amulet glowed brightly. Jhana could feel her deity within her as the healing magic flowed through her hands. From that day forward, Jhana dedicated herself entirely to her deity. Although she continued to carry weapons, she used them only as a last resort. She spent the remainder of her days helping others and spreading messages of life and healing. Jhana’s amulet is thought to be buried with her, though none know the location of her marble tomb. Wondrous item, fabled (5th-level and higher properties require attunement by a cleric of non-evil alignment) While wearing this amulet, you can cast the spare the dying cantrip from it at will. Healer’s Helper (Requires Attunement). As your level increases, you gain the following benefits while wearing the amulet. 5th level. You can use Channel Divinity one additional time between rests. In addition, when you cast a spell that restores hit points and roll a 1 on the die, you can reroll the die. You must use the new roll, even if the new roll is a 1. 9th Level. By praying with up to two creatures for 1 minute, you can magically bind the creatures to you. Whenever you use a spell of 1st level or higher that restores hit points to a bound creature, the spell’s range is doubled. If the spell’s range is normally Touch, it is 30 feet if the target is a bound creature. You don’t have to see or hear a bound creature to restore hit points to it. 13th Level. You can now bind yourself to up to three creatures, instead of two. In addition, when you cast a spell that restores hit points to a target that is below half its hit point maximum, you roll 1 additional die. For example, if you cast healing word using a 1st-level slot on a creature that is below half its hit point maximum, you restore 2d4 hit points instead of 1d4. 17th Level. You can now bind yourself to up to four creatures, instead of three, and you can bind to creatures as an action, instead of as a 1-minute prayer. In addition, when you use a spell of 1st level or higher to restore hit points to a bound creature, the creature regains additional hit points equal to your level (minimum of 1).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a cleric of non-evil alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Healer's Hand Crossbow","description":"Healer's Hand Crossbow Ranged weapon (martial, hand crossbow), very rare (requires attunement) Made from the wood of yew trees charred by lighting, this crossbow is studded with hearts carved of rose zircon. You gain a +1 bonus to attack and damage rolls made with the crossbow. Before shooting the crossbow you may turn a nonmagical bolt loaded in the weapon into a healing bolt (no action required). If you don't use the bolt by the end of your turn, it reverts back into a normal bolt. When struck with a healing bolt, the target takes damage as normal and then heals a number of hit points equal to 4d10 + 4. You can't shoot another healing bolt from the crossbow until you complete a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6+1 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Healer's Heavy Crossbow","description":"Healer's Heavy Crossbow Ranged weapon (martial, heavy crossbow), very rare (requires attunement) Made from the wood of yew trees charred by lighting, this crossbow is studded with hearts carved of rose zircon. You gain a +1 bonus to attack and damage rolls made with the crossbow. Before shooting the crossbow you may turn a nonmagical bolt loaded in the weapon into a healing bolt (no action required). If you don't use the bolt by the end of your turn, it reverts back into a normal bolt. When struck with a healing bolt, the target takes damage as normal and then heals a number of hit points equal to 4d10 + 4. You can't shoot another healing bolt from the crossbow until you complete a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+1 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Healer's kit","description":"Healer's Kit Adventuring gear This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Weight : 3","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Healer's Kit","description":"Healer's Kit Adventuring gear This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check . Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Healer's Kit","description":"Healer's Kit Adventuring gear Cost 5 gp Weight 3 lb This kit is a pouch containing bandages, salves, and splints. It has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Healer's Kit","description":"Adventuring Gear Weight: 3 lb. Cost: 5 GP A Healer’s Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Healer's Kit"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Healer's Kit","description":"Healer's Kit Adventuring gear This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check . Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Healer's Light Crossbow","description":"Healer's Light Crossbow Ranged weapon (simple, light crossbow), very rare (requires attunement) Made from the wood of yew trees charred by lighting, this crossbow is studded with hearts carved of rose zircon. You gain a +1 bonus to attack and damage rolls made with the crossbow. Before shooting the crossbow you may turn a nonmagical bolt loaded in the weapon into a healing bolt (no action required). If you don't use the bolt by the end of your turn, it reverts back into a normal bolt. When struck with a healing bolt, the target takes damage as normal and then heals a number of hit points equal to 4d10 + 4. You can't shoot another healing bolt from the crossbow until you complete a short or long rest. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Healer's Mace","description":"Mace, uncommon (requires attunement) This mace functions as a holy symbol for a servant of a deity associated with life or healing. You gain +1 to attack and damage rolls made with this weapon. Font of Life. If the mace is on your person, when you cast a healing spell (such as cure wounds), the mace gains a charge. The mace holds up to 3 charges. While holding the mace you can expend 3 charges to cast mass healing word, 2 charges to cast prayer of healing, or 1 charge to cast cure wounds.","properties":{"Category":"Items","Item Type":"Mace","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Healing ampoule","description":"Healing Ampoule Miscellaneous gear (compound) A creature that drinks or is injected with this liquid regains 2d4 + 2 hit points. Drinking or administering this medical vial takes an action. Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Healing Ampoule","description":"Healing Ampoule Compound, varies You regain hit points when you imbibe or are injected with this red, liquid compound. The number of hit points depends on the compound’s potency label, as shown on the following table. Label Rarity HP Regained Healing Common 2d4 + 2 Super healing Uncommon 4d4 + 4 Hyper healing Rare 8d4 + 8 Ultra healing Very rare 10d4 + 20","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Healing Focus","description":"Healing Focus Focus, varies (requires affinity by an engineer or sentinel ) The focus has 3 charges. While holding it, you can expend 1 charge as an action to activate the mend power with it, using your esper ability modifier. The focus regains 1d3 of its charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. As an action, you can expend a number of its charges to activate one of the following powers from it, using your power save DC and esper ability modifier: minor remedy (2 charges) or mass mend (5 charges). Superior. When the focus reaches this grade, it gains the following properties. The number of charges increases to 20. The number of charges regained after a long rest increases to 1d8 + 4. As an action, you can use the focus and expend 6 charges to activate the celluar renewal power with it. Optimum. As an action, you can expend 7 charges to activate the full revive power with the focus. Also as an action, you can expend all of the focus’s charges to activate the full restore or mass renewal power with it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Healthful Honeypot","description":"Wondrous item, very rare This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can’t produce more honey until the next dawn. Bear’s Banquet. While holding the honeypot, you can use an action to create a resplendent honey-based banquet, which includes an exquisite mead. The banquet takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to 12 creatures can feast on this banquet. A creature that feasts on the banquet gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. These benefits last for 24 hours. If the honeypot is used in this way, it can’t produce any honey again, for this banquet or for its other property, until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Heart of Hearing","description":"Heart of Hearing Wondrous item, uncommon (requires attunement) While holding this small, heart-shaped ruby, you have advantage on Wisdom (Perception) checks that rely on hearing.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Heart of Steel","description":"Donor: Any Construct Slot: Internal You have replaced your heart with the core from a Construct. As a result, you can ignore the effects of 1 level of exhaustion, and you can finish a long rest in 4 hours.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Heart of Stone","description":"Heart of Stone Wondrous item, rare (requires attunement) While holding this small, heart-shaped piece of granite, you cannot be frightened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Heart of Stone","description":"Wondrous item, rare (requires attunement) Component: fiend soul When a fiend dies near this fist-sized lump of obsidian, its soul is incarcerated within its inky confines. A creature that attunes to this petrified devil’s heart learns the name of any soul imprisoned within it and can drain the soul’s lifeforce to create powerful magic. However, with each interaction, there is always a chance that the fiend can break free of this stony jail. The heart can be used as a spellcasting focus for your spells. Soultrap. When a fiend of CR 12 or lower dies within 10 feet of the heart and the heart doesn’t already have a soul trapped within it, the fiend’s soul becomes trapped within the heart. The heart gains a number of charges equal to the maximum number of Hit Dice the fiend possessed. If all these charges are expended, the soul is shredded and destroyed. While you hold the stone, you can communicate telepathically with the imprisoned soul, if it is willing. You can release an imprisoned soul back to the Lower Planes as an action. Soulshred. While you hold the heart, you can expend charges from it to cast the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), calm emotions (2 charges), enrage * (2 charges), remove curse (3 charges). After you cast a spell in this way, you must make a Charisma check contested by the imprisoned fiend’s. On a failure, the fiend’s soul escapes and is released back to the Lower Planes, and the heart loses all its remaining charges. If a soul escapes or is released while you’re on one of the Lower Planes, the fiend can immediately materialise with all of its hit points in an unoccupied space within 10 feet of the heart. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heart of Stone (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fiend soul When a fiend dies near this fist-sized lump of obsidian, its soul is incarcerated within its inky confines. A creature that attunes to this petrified devil’s heart learns the name of any soul imprisoned within it and can drain the soul’s lifeforce to create powerful magic. However, with each interaction, there is always a chance that the fiend can break free of this stony jail. The heart can be used as a spellcasting focus for your spells. Soultrap. When a fiend of CR 12 or lower dies within 10 feet of the heart and the heart doesn’t already have a soul trapped within it, the fiend’s soul becomes trapped within the heart. The heart gains a number of charges equal to the maximum number of Hit Dice the fiend possessed. If all these charges are expended, the soul is shredded and destroyed. While you hold the stone, you can communicate telepathically with the imprisoned soul, if it is willing. You can release an imprisoned soul back to the Lower Planes as an action. Soulshred. While you hold the heart, you can expend charges from it to cast the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), calm emotions (2 charges), enrage * (2 charges), remove curse (3 charges). After you cast a spell in this way, you must make a Charisma check contested by the imprisoned fiend’s. On a failure, the fiend’s soul escapes and is released back to the Lower Planes, and the heart loses all its remaining charges. If a soul escapes or is released while you’re on one of the Lower Planes, the fiend can immediately materialise with all of its hit points in an unoccupied space within 10 feet of the heart. Uncommon variant: Reduce the fiend’s maximum CR to 6, and the DC to 13. Remove bestow curse and remove curse from the list of spells. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heart of Stone (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fiend soul When a fiend dies near this fist-sized lump of obsidian, its soul is incarcerated within its inky confines. A creature that attunes to this petrified devil’s heart learns the name of any soul imprisoned within it and can drain the soul’s lifeforce to create powerful magic. However, with each interaction, there is always a chance that the fiend can break free of this stony jail. The heart can be used as a spellcasting focus for your spells. Soultrap. When a fiend of CR 12 or lower dies within 10 feet of the heart and the heart doesn’t already have a soul trapped within it, the fiend’s soul becomes trapped within the heart. The heart gains a number of charges equal to the maximum number of Hit Dice the fiend possessed. If all these charges are expended, the soul is shredded and destroyed. While you hold the stone, you can communicate telepathically with the imprisoned soul, if it is willing. You can release an imprisoned soul back to the Lower Planes as an action. Soulshred. While you hold the heart, you can expend charges from it to cast the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), calm emotions (2 charges), enrage * (2 charges), remove curse (3 charges). After you cast a spell in this way, you must make a Charisma check contested by the imprisoned fiend’s. On a failure, the fiend’s soul escapes and is released back to the Lower Planes, and the heart loses all its remaining charges. If a soul escapes or is released while you’re on one of the Lower Planes, the fiend can immediately materialise with all of its hit points in an unoccupied space within 10 feet of the heart. Uncommon variant: Reduce the fiend’s maximum CR to 6, and the DC to 13. Remove bestow curse and remove curse from the list of spells. Very rare variant: Increase the fiend’s maximum CR to 18, and the DC to 16. Add the stoneskin spell (4 charges) to the list of spells. When this spell is cast using this item, the target’s skin resembles the obsidian of the heart. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heart Rob","description":"Weapon (dagger), rare Component: monstrosity (shapechanger) heart When this blade comes into contact with cardiac tissue, it immediately sends it into spasms, causing a heart attack and preventing pulmonary circulation. Such weapons are especially useful for preventing the spread of lycanthropy and vampirism by inhibiting the cursed toxins from spreading throughout a potential host’s body. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to piercing damage. Heartbreaking. When you attack a creature that has at least one heart with this weapon and roll a 20 on the attack roll, you stab the creature directly in the heart. The creature immediately gains 1 level of exhaustion and begins suffocating. If its heart is healed with the greater restoration spell or similar magic, it stops suffocating. A creature is immune to this effect if it is immune to piercing damage, doesn’t have or need a heart, has legendary actions, or the GM decides that the creature is too big for its heart to be punctured with this weapon. Such a creature instead takes an extra 14 piercing damage from the hit.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heart Rob (legendary variant)","description":"Weapon (dagger), rare Component: monstrosity (shapechanger) heart When this blade comes into contact with cardiac tissue, it immediately sends it into spasms, causing a heart attack and preventing pulmonary circulation. Such weapons are especially useful for preventing the spread of lycanthropy and vampirism by inhibiting the cursed toxins from spreading throughout a potential host’s body. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to piercing damage. Heartbreaking. When you attack a creature that has at least one heart with this weapon and roll a 20 on the attack roll, you stab the creature directly in the heart. The creature immediately gains 1 level of exhaustion and begins suffocating. If its heart is healed with the greater restoration spell or similar magic, it stops suffocating. A creature is immune to this effect if it is immune to piercing damage, doesn’t have or need a heart, has legendary actions, or the GM decides that the creature is too big for its heart to be punctured with this weapon. Such a creature instead takes an extra 14 piercing damage from the hit. Very rare variant: Increase the attack and damage bonus to +2 and the damage to 21. Legendary variant: Increase the attack and damage bonus to +3, the damage to 28, and the levels of exhaustion gained to 2.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heart Rob (very rare variant)","description":"Weapon (dagger), rare Component: monstrosity (shapechanger) heart When this blade comes into contact with cardiac tissue, it immediately sends it into spasms, causing a heart attack and preventing pulmonary circulation. Such weapons are especially useful for preventing the spread of lycanthropy and vampirism by inhibiting the cursed toxins from spreading throughout a potential host’s body. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to piercing damage. Heartbreaking. When you attack a creature that has at least one heart with this weapon and roll a 20 on the attack roll, you stab the creature directly in the heart. The creature immediately gains 1 level of exhaustion and begins suffocating. If its heart is healed with the greater restoration spell or similar magic, it stops suffocating. A creature is immune to this effect if it is immune to piercing damage, doesn’t have or need a heart, has legendary actions, or the GM decides that the creature is too big for its heart to be punctured with this weapon. Such a creature instead takes an extra 14 piercing damage from the hit. Very rare variant: Increase the attack and damage bonus to +2 and the damage to 21.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heart Weaver's Primer","description":"Heart Weaver's Primer Wondrous item, rare (requires attunement by a wizard ) This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy , charm person , dominate person , enthrall , hypnotic pattern , modify memory , and suggestion . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school. When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Heartbeater","description":"Weapon (flail), rare (requires attunement) Component: ooze (amalgamooze) heart Carrying a heartbeater is an honour bestowed upon the most devoted of the Knights Penitent. It symbolises their eternal punishment, which is both an agonising cage and a source of great power. Only those willing to suffer for their convictions and sacrifice their own humanity can unlock the true power of this macabre weapon. This flail has 3 charges and regains 1d3 expended charges daily at dawn. Rip Cage. While holding the flail, you can use an action to magically rip your own heart from your chest and transfer it to the cage in the weapon without killing yourself, taking 2d6 necrotic damage in the process. This damage can’t be reduced or prevented in any way. While your heart is in the cage, your creature type is undead, and the flail deals an extra 1d6 necrotic damage on a hit. Your heart remains in the cage until you use a bonus action to take it back into yourself, or until you finish a short or long rest. Hollow Beat. While your heart is in the cage, you can cast the chill touch cantrip at will (+7 to hit). When cast in this way, the spell creates a ghostly heart with writhing blood vessels instead of a skeletal hand. In addition, when you hit a creature with an attack using the flail, you can expend 1 charge to immediately cast the chill touch cantrip targeting that creature (+7 to hit, no action required).","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heartbeater","description":"Weapon (flail), rare (requires attunement) Component: humanoid heart Carrying a heartbeater is an honour bestowed upon the most devoted of the Knights Penitent. It symbolises their eternal punishment, which is both an agonising cage and a source of great power. Only those willing to suffer for their convictions and sacrifice their own humanity can unlock the true power of this macabre weapon. This flail has 3 charges and regains 1d3 expended charges daily at dawn. Rip Cage. While holding the flail, you can use an action to magically rip your own heart from your chest and transfer it to the cage in the weapon without killing yourself, taking 2d6 necrotic damage in the process. This damage can’t be reduced or prevented in any way. While your heart is in the cage, your creature type is undead, and the flail deals an extra 1d6 necrotic damage on a hit. Your heart remains in the cage until you use a bonus action to take it back into yourself, or until you finish a short or long rest. Hollow Beat. While your heart is in the cage, you can cast the chill touch cantrip at will (+7 to hit). When cast in this way, the spell creates a ghostly heart with writhing blood vessels instead of a skeletal hand. In addition, when you hit a creature with an attack using the flail, you can expend 1 charge to immediately cast the chill touch cantrip targeting that creature (+7 to hit, no action required).","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Heartbeater (uncommon variant)","description":"Weapon (flail), rare (requires attunement) Component: ooze (amalgamooze) heart Carrying a heartbeater is an honour bestowed upon the most devoted of the Knights Penitent. It symbolises their eternal punishment, which is both an agonising cage and a source of great power. Only those willing to suffer for their convictions and sacrifice their own humanity can unlock the true power of this macabre weapon. This flail has 3 charges and regains 1d3 expended charges daily at dawn. Rip Cage. While holding the flail, you can use an action to magically rip your own heart from your chest and transfer it to the cage in the weapon without killing yourself, taking 2d6 necrotic damage in the process. This damage can’t be reduced or prevented in any way. While your heart is in the cage, your creature type is undead, and the flail deals an extra 1d6 necrotic damage on a hit. Your heart remains in the cage until you use a bonus action to take it back into yourself, or until you finish a short or long rest. Hollow Beat. While your heart is in the cage, you can cast the chill touch cantrip at will (+7 to hit). When cast in this way, the spell creates a ghostly heart with writhing blood vessels instead of a skeletal hand. In addition, when you hit a creature with an attack using the flail, you can expend 1 charge to immediately cast the chill touch cantrip targeting that creature (+7 to hit, no action required). Uncommon variant: The flail doesn’t have any charges or the Hollow Beat property. Reduce the extra damage dealt by the flail to 1d4 and the damage to yourself to 2d4.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heartbeater (uncommon variant)","description":"Weapon (flail), rare (requires attunement) Component: humanoid heart Carrying a heartbeater is an honour bestowed upon the most devoted of the Knights Penitent. It symbolises their eternal punishment, which is both an agonising cage and a source of great power. Only those willing to suffer for their convictions and sacrifice their own humanity can unlock the true power of this macabre weapon. This flail has 3 charges and regains 1d3 expended charges daily at dawn. Rip Cage. While holding the flail, you can use an action to magically rip your own heart from your chest and transfer it to the cage in the weapon without killing yourself, taking 2d6 necrotic damage in the process. This damage can’t be reduced or prevented in any way. While your heart is in the cage, your creature type is undead, and the flail deals an extra 1d6 necrotic damage on a hit. Your heart remains in the cage until you use a bonus action to take it back into yourself, or until you finish a short or long rest. Hollow Beat. While your heart is in the cage, you can cast the chill touch cantrip at will (+7 to hit). When cast in this way, the spell creates a ghostly heart with writhing blood vessels instead of a skeletal hand. In addition, when you hit a creature with an attack using the flail, you can expend 1 charge to immediately cast the chill touch cantrip targeting that creature (+7 to hit, no action required). Uncommon variant: The flail doesn’t have any charges or the Hollow Beat property. Reduce the extra damage dealt by the flail to 1d4 and the damage to yourself to 2d4.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Heartbeater (very rare variant)","description":"Weapon (flail), rare (requires attunement) Component: ooze (amalgamooze) heart Carrying a heartbeater is an honour bestowed upon the most devoted of the Knights Penitent. It symbolises their eternal punishment, which is both an agonising cage and a source of great power. Only those willing to suffer for their convictions and sacrifice their own humanity can unlock the true power of this macabre weapon. This flail has 3 charges and regains 1d3 expended charges daily at dawn. Rip Cage. While holding the flail, you can use an action to magically rip your own heart from your chest and transfer it to the cage in the weapon without killing yourself, taking 2d6 necrotic damage in the process. This damage can’t be reduced or prevented in any way. While your heart is in the cage, your creature type is undead, and the flail deals an extra 1d6 necrotic damage on a hit. Your heart remains in the cage until you use a bonus action to take it back into yourself, or until you finish a short or long rest. Hollow Beat. While your heart is in the cage, you can cast the chill touch cantrip at will (+7 to hit). When cast in this way, the spell creates a ghostly heart with writhing blood vessels instead of a skeletal hand. In addition, when you hit a creature with an attack using the flail, you can expend 1 charge to immediately cast the chill touch cantrip targeting that creature (+7 to hit, no action required). Uncommon variant: The flail doesn’t have any charges or the Hollow Beat property. Reduce the extra damage dealt by the flail to 1d4 and the damage to yourself to 2d4. Very rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the extra damage dealt by the flail to 1d8, and the damage to yourself to 2d8.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heartbeater (very rare variant)","description":"Weapon (flail), rare (requires attunement) Component: humanoid heart Carrying a heartbeater is an honour bestowed upon the most devoted of the Knights Penitent. It symbolises their eternal punishment, which is both an agonising cage and a source of great power. Only those willing to suffer for their convictions and sacrifice their own humanity can unlock the true power of this macabre weapon. This flail has 3 charges and regains 1d3 expended charges daily at dawn. Rip Cage. While holding the flail, you can use an action to magically rip your own heart from your chest and transfer it to the cage in the weapon without killing yourself, taking 2d6 necrotic damage in the process. This damage can’t be reduced or prevented in any way. While your heart is in the cage, your creature type is undead, and the flail deals an extra 1d6 necrotic damage on a hit. Your heart remains in the cage until you use a bonus action to take it back into yourself, or until you finish a short or long rest. Hollow Beat. While your heart is in the cage, you can cast the chill touch cantrip at will (+7 to hit). When cast in this way, the spell creates a ghostly heart with writhing blood vessels instead of a skeletal hand. In addition, when you hit a creature with an attack using the flail, you can expend 1 charge to immediately cast the chill touch cantrip targeting that creature (+7 to hit, no action required). Uncommon variant: The flail doesn’t have any charges or the Hollow Beat property. Reduce the extra damage dealt by the flail to 1d4 and the damage to yourself to 2d4. Very rare variant: Increase the charges to 8, the recharge to 1d6 + 2, the extra damage dealt by the flail to 1d8, and the damage to yourself to 2d8.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Heartglow Lantern","description":"Wondrous item, rarity varies Fashioned from a single piece of specially grown, hexagonal crystal fitted within a metal frame, a heartglow lantern doesn’t use burning fuel or ignited material to generate light, making it ideal in caverns where air supplies can be precious. You can use an action while holding one of these lanterns to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word or until the lantern is no longer being held or carried by a living creature. Each lantern can create an additional effect when it is infused with vitality. Any creature touching a lantern can use an action to infuse it with some of the creature’s vitality. The creature’s hit-point maximum is reduced by an amount equal to the creature’s proficiency bonus, and the lantern gains charges equal to that amount. This reduction lasts until the creature finishes a long rest. Each lantern can hold any number of charges from any number of creatures, but each creature can infuse a lantern with vitality only once between long rests. Deadbane (Uncommon). While holding this lantern, you can use an action and expend 1 or more of its charges to cause the lantern to detect undead for 1 hour. When an undead is within 20 feet of the lantern, the light it sheds changes to blue, growing brighter the closer the undead is to the lantern. For each charge you spend beyond the first, the duration increases by 30 minutes, and the distance the lantern can detect undead increases by 5 feet. Increasing this distance doesn’t increase the radius of the light shed by the lantern. Floodmote (Very Rare). If you are submerged while holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to create a small bubble of air for yourself for 1 hour. For each charge you spend beyond the first, the duration increases by 1 hour, and you can choose one additional creature within 30 feet of you to also be protected with a bubble of air. The bubble of air surrounds only a creature’s head or other air-breathing organ and provides breathable air to the creature for the duration. Tumblesafe (Rare). If you or a friendly creature you can see within 40 feet of you falls while you are holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to slow the fall. For each charge you spend beyond the first, you can extend the light shed by the lantern by 5 feet. Each falling creature and object in the lantern’s light descends at a rate of 60 feet per round and takes no damage from falling. It continues to descend at this rate until it lands, even if it exits the lantern’s light before it lands.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Hearthstone","description":"Hearthstones are a common elven magic that is so old, their origin is long forgotten. Hearthstones are vital to the elven way of life, as they allow elves to heat their dwellings and cook their food without the need for firewood and with less risk of burning down their wooden homes. Hearthstones are flat, palm-size blocks of obsidian dug from the southern Highhorns and enchanted to release the elemental “heat of the earth” trapped within. They are lit and extinguished with the words eailin and eailone , respectively, and they shed heat with no flame. Most stones of any quality last for several days of continual use. Contact with hearthstones ignites dry wood and other flammable materials.","properties":{"Category":"Items"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Heartlock Armor","description":"Armor (Studded Leather), Uncommon (Requires Attunement) This magic studded leather armor comes with a golden key. While wearing it, you automatically succeed your saving throw against any spell or effect that would alter your form. Heartlock. This armor has 3 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge and turn the armor’s key to a specific position in the lock in the armor’s centerpiece to cause one of the following effects: You gain the “enlarge” effect of the enlarge/reduce spell for 1 minute (no concentration required). You gain the “reduce” effect of the enlarge/reduce spell for 1 minute (no concentration required). You cast the spell knock .","properties":{"Category":"Items","Expansion":27826,"Item Type":"Armor","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Heartseeker Spear","description":"Heartseeker Spear Weapon (spear), very rare (requires attunement) Damage: 1d6+2 piercing Weight: 3 lbs. Properties: Thrown (range 20/60), Versatile (1d8+2) The head of this magic spear hovers above the shaft. You have a +2 bonus to attack and damage rolls made with this magic weapon. Heartseeker. If an attack roll is 5 or more above a target creature's AC, the target takes an additional 1d10 piercing damage and the spearhead detaches. It moves through the target’s body towards its heart for 3 rounds or until the creature is dead. At the start of each of its turns, the creature must make a DC 15 Constitution saving throw, taking 2d6 piercing damage on a failed save or half as much damage on a successful one. As an action, you can remove the spearhead with a successful DC 15 Wisdom (Medicine) check. This check is rolled at disadvantage if you are trying to remove the spearhead from yourself. Creatures without hearts such as plants or constructs are immune to the Heartseeker attack. After 3 rounds, the spearhead teleports back to the end of the spear. While the heartseeker spearhead is detached, the spear can be used as a Quarterstaff +2.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), Versatile (1d8+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Heartstone","description":"Heartstone This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.","properties":{"Category":"Items","Item Type":"Wondrous"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Heat","description":"Journeyman weapon property Components: Masterwork martial or exotic ranged weapon with the Firearm property This weapon gains the Heat property and its damage die increases by one step. Heat. This weapon gains 1 heat point whenever an attack is made with it, and it loses 1 heat point at the start of each of your turns. If the weapon has 3 heat points, it overheats and loses all heat points. An overheated weapon can’t be used to make an attack again until the end of your next turn.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Heat Stone","description":"Wondrous item, common Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as -20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -50 degrees Fahrenheit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Heavy","description":"Apprentice weapon property Components: Masterwork martial or exotic weapon with the Two-Handed property that doesn’t have the Double property This weapon gains the Heavy property. If it is a melee weapon, its damage die increases by one step. If it is ranged, its normal range increases by 20 feet and its long range increases accordingly.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Heavy Crossbow","description":"Heavy Crossbow Ranged weapon (martial, crossbow) Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Damage : 1d10 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Heavy Crossbow","description":"Heavy Crossbow Ranged weapon (martial, heavy crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Range":"100/400","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Subtype":"Martial, Crossbow","Item Type":"Ranged Weapon","data-List":"false","Properties":"Heavy, Loading, Range, Two-Handed","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heavy Crossbow","description":"Heavy Crossbow Ranged weapon (martial, heavy crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Ammunition, Heavy, Loading, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Heavy Crossbow","description":"Heavy Crossbow Ranged Weapon (martial, crossbow) Developed out of necessity to bring down Shadowlands horrors too tough for lighter projectiles, a heavy crossbow consists of a recurve or traditional bow laid horizontally on a long, stout stock. Held to the shoulder, it is fired by squeezing a long lever on the bottom of the stock, unleashing a quarrel that can pierce through even thick hides. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Heavy Crossbow","description":"Martial Ranged Weapons Damage: 1d10 Piercing Properties: Ammunition ( Range 100/400; Bolt ), Heavy , Loading , Two-Handed Mastery: Push Weight: 18 lb. Cost: 50 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"None","Name":"Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Heavy Crossbow","description":"Heavy Crossbow Ranged weapon (martial, heavy crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Heavy Crossbow +1","description":"Heavy Crossbow +1 Ranged weapon (martial, heavy crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, y ou expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Heavy Crossbow +1","description":"Heavy Crossbow +1 Ranged weapon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage : 1d10 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Heavy Crossbow +1","description":"Heavy Crossbow +1 Ranged weapon (martial, heavy crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+1 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Range":"100/400","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Heavy, Loading, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heavy Crossbow +1","description":"Heavy Crossbow +1 Ranged weapon (martial, heavy crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Ammunition, Heavy, Loading, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Heavy Crossbow +1","description":"Weapon (Heavy Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Heavy Crossbow +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Heavy Crossbow +1","description":"Weapon (Heavy Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Heavy Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Heavy Crossbow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"450 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Heavy Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Heavy Crossbow +1 Attack\",\"parent\":\"Heavy Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Heavy Crossbow +1\\\",\\\"range\\\":\\\"100/400\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Heavy Crossbow +1 Damage\",\"parent\":\"Heavy Crossbow +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Push","Name":"Heavy Crossbow +1","Weight":18,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"100/400","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Heavy Crossbow +2","description":"Heavy Crossbow +2 Ranged weapon (martial, heavy crossbow) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+2 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Range":"100/400","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Heavy, Loading, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heavy Crossbow +2","description":"Heavy Crossbow +2 Ranged weapon (martial, heavy crossbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition fro m a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as a n improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+2 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Heavy Crossbow +2","description":"Weapon (Heavy Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Heavy Crossbow +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Heavy Crossbow +2","description":"Weapon (Heavy Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Heavy Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Heavy Crossbow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Heavy Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Heavy Crossbow +2 Attack\",\"parent\":\"Heavy Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Heavy Crossbow +2\\\",\\\"range\\\":\\\"100/400\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Heavy Crossbow +2 Damage\",\"parent\":\"Heavy Crossbow +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Heavy Crossbow +2","Weight":18,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"100/400","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Heavy Crossbow +3","description":"Heavy Crossbow +3 Ranged weapon (martial, heavy crossbow), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+3 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Heavy Crossbow +3","description":"Heavy Crossbow +3 Ranged weapon (martial, heavy crossbow) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10+3 Damage Type : Piercing Properties : Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Range":"100/400","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Heavy, Loading, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Heavy Crossbow +3","description":"Weapon (Heavy Crossbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Heavy Crossbow +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Heavy Crossbow +3","description":"Weapon (Heavy Crossbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Heavy Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Heavy Crossbow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Heavy Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Heavy Crossbow +3 Attack\",\"parent\":\"Heavy Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Heavy Crossbow +3\\\",\\\"range\\\":\\\"100/400\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Heavy Crossbow +3 Damage\",\"parent\":\"Heavy Crossbow +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Heavy Crossbow +3","Weight":18,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"100/400","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Heavy Crossbow for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Heavy Crossbow of Bloodletting","description":"Heavy Crossbow of Bloodletting Weapon (heavy crossbow), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Piercing Properties : Ammunition, Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Heavy Crossbow of Certain Death","description":"Heavy Crossbow of Certain Death Weapon (heavy crossbow), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Heavy Crossbow of Defense","description":"Heavy Crossbow of Inverted Probability Weapon (heavy crossbow), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Piercing Properties : Ammunition, Heavy, Loading, Range, Two-Handed, Defensive Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Heavy Crossbow of Inverted Probability","description":"Heavy Crossbow of Inverted Probability Weapon (heavy crossbow), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Piercing Properties : Ammunition, Heavy, Loading, Range, Two-Handed Range : 100/400 Weight : 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Heavy Crossbow of Throne's Command","description":"Heavy Crossbow of Throne's Command Ranged Weapon (martial, heavy crossbow), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+1 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Loading, Range, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Heavy Crossbow of Warning","description":"Weapon (Heavy Crossbow), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Heavy Crossbow of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Heavy large Mantlet","description":"This portable, miniature wall is typically made of wood or wicker, is “U” or “L” shaped, and provides protection to those behind it. A mantlet can have spikes on the bottom for planting it in the ground or wheels for rolling it along the ground. You can move and set a mantlet as part of your movement, but you move at half your speed. A damaged mantlet can be repaired during a long rest, provided it isn’t destroyed and you have woodcarver’s tools. This large, wooden mantlet has three wheels and is designed to protect multiple creatures on a battlefield, allowing soldiers to steadily gain ground on their opponents. This mantlet can protect up to two Medium or smaller creatures or one Large creature. A creature protected by this mantlet has three-quarters cover from attacks on the other side of the mantlet. A heavy large mantlet has 25 hit points, an Armor Class of 15, and a damage threshold of 5.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Heavy Melee Weapon","description":"Heavy Melee Weapon Melee weapon Price: 75 gp A large weapon used to attack at close range. (See rules for weapons in the Combat section) Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Heavy. Heavy weapons require both hands to wield and often require significant Strength to use effectively. Heavy melee weapons must use Strength for the Attack Bonus and Damage Bonus. Damage: 1d12","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Heavy Mobile Drill","description":"Wondrous item, rare (requires attunement) Component: elemental core of earth A wonder of mining technology, this drill can turn even the most meagre gnome into a walking excavator. While wearing this item, you can’t jump. However, you can use the drill arm to raise you up to 10 feet off of the ground (no action required). You can’t use the drill’s properties while raised. Weapon. While wearing this item, you can use it as a simple melee weapon that doesn’t require the use of your hands. You are proficient with this weapon, which deals 1d10 piercing damage on a hit. You have advantage on melee attack rolls made with the drill against creatures made of inorganic material such as stone, crystal, or metal, and it deals double damage to structures. Excavate. As an action, you can choose a portion of non magical soil, sand, or rock within 5 feet of you that fits within a 10-foot cube and excavate it, depositing it up to 10 feet away. Drill! As an action, you can make a melee attack with the drill against a creature within 10 feet of you. On a hit, you deal piercing damage equal to 3d10 + your Strength modifier. If the creature is wearing armour made of an inorganic substance such as stone, crystal, or metal, its armour takes a permanent and cumulative -1 penalty to its AC. The armour is destroyed if the penalty reduces its AC to 10. Power. The crystals that power this device are temperamental, often discharging when too much power is drawn. Whenever you use the Drill! property, roll a d4. On a 1, the crystals go dark and the drill becomes a dead weight; while wearing it, you can’t use it as a weapon, use any of its properties, and your walking speed is halved. The crystals must take 10 lightning or radiant damage in order to recharge and resume normal function. Uncommon variant: Remove the Drill! and Power properties.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heavy Mobile Drill (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: elemental core of earth A wonder of mining technology, this drill can turn even the most meagre gnome into a walking excavator. While wearing this item, you can’t jump. However, you can use the drill arm to raise you up to 10 feet off of the ground (no action required). You can’t use the drill’s properties while raised. Weapon. While wearing this item, you can use it as a simple melee weapon that doesn’t require the use of your hands. You are proficient with this weapon, which deals 1d10 piercing damage on a hit. You have advantage on melee attack rolls made with the drill against creatures made of inorganic material such as stone, crystal, or metal, and it deals double damage to structures. Excavate. As an action, you can choose a portion of non magical soil, sand, or rock within 5 feet of you that fits within a 10-foot cube and excavate it, depositing it up to 10 feet away. Drill! As an action, you can make a melee attack with the drill against a creature within 10 feet of you. On a hit, you deal piercing damage equal to 3d10 + your Strength modifier. If the creature is wearing armour made of an inorganic substance such as stone, crystal, or metal, its armour takes a permanent and cumulative -1 penalty to its AC. The armour is destroyed if the penalty reduces its AC to 10. Power. The crystals that power this device are temperamental, often discharging when too much power is drawn. Whenever you use the Drill! property, roll a d4. On a 1, the crystals go dark and the drill becomes a dead weight; while wearing it, you can’t use it as a weapon, use any of its properties, and your walking speed is halved. The crystals must take 10 lightning or radiant damage in order to recharge and resume normal function. Uncommon variant: Remove the Drill! and Power properties.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Heavy personal Mantlet","description":"This portable, miniature wall is typically made of wood or wicker, is “U” or “L” shaped, and provides protection to those behind it. A mantlet can have spikes on the bottom for planting it in the ground or wheels for rolling it along the ground. You can move and set a mantlet as part of your movement, but you move at half your speed. A damaged mantlet can be repaired during a long rest, provided it isn’t destroyed and you have woodcarver’s tools. This wooden mantlet has three wheels and is considerably heavier than its wicker counterpart. It can’t be folded, but it provides superior protection. A Medium or smaller creature behind this mantlet has three-quarters cover from attacks on the other side of the mantlet. A heavy personal mantlet has 20 hit points, an Armor Class of 15, and a damage threshold of 2.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Heavy Ranged Weapon","description":"Heavy Ranged Weapon Ranged weapon Price: 75 gp A large weapon used to attack from a distance. (See rules for weapons in the Combat section) Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Heavy. Heavy weapons require both hands to wield and often require significant Strength to use effectively. Heavy melee weapons must use Strength for the Attack Bonus and Damage Bonus. Damage: 1d8","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Heavy Spider Egg","description":"Adoptable Spider Eggs Dark elves customarily gift each other spider eggs that hatch on Spidermas, a significant holiday celebrated across the Sunken World. Spidermas honors the Great Spider, the mysterious and benevolent dark elf deity also affectionately known as the Old Spider or Granny Spider. On Spidermas Day, dark elves watch in awe as eggs of magically significant and benign spiders crack open and baby spiders crawl out. With love and care, a baby spider can grow to be a faithful companion to anyone who takes the time to raise it. Many different spider eggs exist, and expert arachnologists can tell what type of baby spider will hatch from each. On Spidermas Day, or at the gamemaster’s discretion, a spider egg hatches and an adoptable baby spider crawls into the world. Regardless of type, all baby spiders are defenseless and require daily care and food depending on their size to grow. Different baby spiders grow at different speeds. An adoptable baby spider is two size categories smaller than its adult form and completely defenseless, relying on you for nourishment and protection. When a spider reaches maturity, it may choose to stay with you if you treated it well, becoming a companion. At the gamemaster’s discretion, characters proficient in Animal Handling may train their adult spiders to fight alongside them in battle, serve as mounts, and perform other tasks. Gamemaster Tip: Spider Stat Blocks You can find stat blocks for the spider , the giant wolf spider , the giant spider , and the phase spider in either the SRD or the core 5e rulebooks! Cute Spider Egg Wondrous Item, Common This fist-sized egg is pleasantly warm to the touch. As it gets closer to Spidermas, you can hear tiny clacking noises coming out of it. After it hatches, the cute baby spider likes to cling to your clothes and only climb off to feed on crumbs of food and tiny bugs if those are not available on your person. With care and nurture, the cute baby spider grows into a spider (CR 0) after 30 days. This spider is friendly to you and your companions. It will do its best to keep your equipment free from bugs. Unless trained to fight, it avoids combat and prefers to snuggle inside your backpack or in the folds of your clothes, but it will defend itself from hostile creatures. Smooth Spider Egg Wondrous Item, Uncommon This head-sized egg is silky-smooth to the touch. As it gets closer to Spidermas, you can hear screeching noises coming out of it. After it hatches, the smooth baby spider likes to skitter around and climb on walls. It requires as much food and water as a medium-sized creature each day. With care and nurture, the smooth baby spider grows into a giant wolf spider (CR 1/4) after 60 days. This giant wolf spider is friendly to you and your companions. It likes to follow you anywhere you go and rub up against your legs to get your attention. Unless trained to fight, it tries to avoid combat by climbing up walls or hiding in crevices, but it will defend itself from hostile creatures. Heavy Spider Egg Wondrous Item, Rare This gnome-sized egg is heavier than it looks. As it gets closer to Spidermas, you can hear a steady hum coming out of it. After it hatches, the heavy baby spider likes to weave webs in dark corners. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the heavy baby spider grows into a giant spider (CR 1) after 180 days. This giant spider is friendly to you and your companions. It likes to hang out on its webs and gaze at people coming and going, and it loves to watch over you and your companions while you sleep. Unless trained to fight, it prefers to climb out of reach and use its Web ranged weapon attack to restrain enemies during combat, but it will defend itself from hostile creatures. Iridescent Spider Egg Wondrous Item, Very Rare This barrel-sized egg is almost weightless and glows faintly when touched. As it gets closer to Spidermas, you can hear otherworldly plinks and plonks coming out of it. After it hatches, the iridescent baby spider likes to relax in the mist between dimensions, also known as the ethereal plane, and shift back to reality whenever it feels lonely or gets hungry. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the iridescent baby spider grows into a phase spider (CR 3) after a year. This phase spider is friendly to you and your companions. It will keep an eye out for enemies trying to sneak up on you and your companions through the ethereal plane. Unless trained to fight, it prefers to hide in the ethereal plane during combat, but it will defend itself from hostile creatures. Massive Fluffy Spider Egg Wondrous Item, Legendary This human-sized egg is covered in a fluffy, wool-like substance. As it gets closer to Spidermas, you can hear rumbling sounds coming out of it, and the egg sometimes trembles when touched. After it hatches, the massive fluffy baby spider likes to follow you around and will attempt to play harmless pranks with its webs on you and your companions. It requires sixteen times as much food and water as a medium-sized creature each day. With care and nurture, the massive fluffy baby spider grows into an enormous wooly spider (CR 8) after two years. This enormous wooly spider is friendly to you and your companions. It will happily carry friendly creatures, as well as equipment up to its carrying capacity, holding everything in its thick wool. Unless trained to fight, it tries to pick up you and your companions on its huge back and run away from any perceived danger as soon as combat begins. It typically does not attack unless trained to, but it will defend itself from hostile creatures. Humongous Spider Egg (The Arachniarch’s Egg) Wondrous Item, Artifact This horse-sized egg looks like an ancient boulder and is completely impervious to damage. As it gets closer to Spidermas, nothing seems to happen, but if this is indeed the egg of the legendary Arachniarch, it might one day hatch into a tremendously powerful and massive spider! After it hatches, the humongous baby spider likes to gently nudge smaller creatures with its head and pick up and carry random items and even small buildings around, trying to be helpful. It requires sixty-four times as much food and water as a medium-sized creature each day. With care and nurture, the humongous baby spider grows into the Arachniarch (CR 21) after four years. The Arachniarch is friendly to you and your companions. Thanks to its massive size, it can carry entire buildings on its back as long as they fit in a 50-foot cube, and it will happily do so for you and your companions. Unless trained to fight, it tries to shield you and your companions from harm during combat, placing its enormous body between you and your enemies to grant you full cover. It typically does not attack unless trained to, but it will defend itself from hostile creatures.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Heavy Trooper","description":"Heavy Trooper Armor (heavy) This is a full suit of reinforced mesh underneath a layer of interlocking plates made from hardened composite. Armored gloves and boots are included as well. AC : 16 Stealth : Disadvantage Weight : 20","properties":{"Category":"Items","Expansion":27051,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Heavy Weathervane","description":"Wondrous Object, Uncommon This simple stone and wood weathervane is shaped like a rolling pile of rocks. It can be affixed to a shield or sewn to the front of armor or robes. Bearing this weathervane, you have advantage on all grappling checks. In addition, whenever you cast a spell that forces a creature to move, you can choose to move that creature an additional 5 feet.","properties":{"Category":"Items","Item Type":"Wondrous Object","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Hecate's Dagger","description":"Weapon (Dagger), Legendary (Requires Attunement by a Cleric or Wizard) This adamantine dagger has a blue leather hilt wrapped with gold wire, a star opal as its pommel. Its blade is etched with the phases of the moon and a triangle similar to Hecate's holy symbol. It is said to be one of the daggers the goddess used when she parted and shaped raw shadow to create the Shadow Realm for her devoted followers. Several such daggers may exist. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Counterspell. When you speak Hecate's name while wielding the dagger, your counterspell rolls are all made with advantage. Geas. Once per day, you may cast the geas spell on any cleric, paladin, or devout follower of Hecate. Control Shadows. Once per day, you may cast either the ebon tide spell (see Chapter 4 ) or the dimension door spell.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Requires Attunement":"Requires Attunement by a Cleric or Wizard"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Hecate's Lantern","description":"Wondrous Item, Legendary (Requires Attunement by a Cleric or Wizard) Hecate's lantern is said to have been used to divide darkness and light during the creation of the Shadow Realm. It is made of gold and mithral with panes of amber and clear crystal, and it can be held by an ornate loop at its top. A single ever-burning candle shines within, though the panes of the lantern often make it appear as three candles. You must be brandishing the lantern to use it. This lantern has 12 charges for the following properties. It regains 1d12 + 1 expended charges daily at dawn. If you expend the lantern's last charge, roll a d20. On a 1, the lantern vanishes and returns to a high priestess of Hecate or to the goddess herself. Create Mire . As an action, you can expend 5 charges to create shadow mire (see The Nature of Shadow ) with a 40-foot radius centered on you. Force Shift. As an action, you can expend 3 charges to force any shapeshifter you can see within 120 feet to shift their form. If unwilling, the target gains a DC 13 Charisma saving throw to negate the effect. Spells. As an action, you can cast the moonbeam spell (2 charges) with a range encompassing any point you can see or the child of light and darkness spell (8 charges, see Magic in the Shadow Realm ).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement by a Cleric or Wizard"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Heightened Mind Crystal","description":"Heightened Mind Crystal Wondrous Item, Rare These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Helena's Brand","description":"Weapon (spear), artifact This three foot long metal spear is covered in sigils written in Elvish. The weapon has 2 charges and regains all expended charges at dawn. The command word, 'Flame', is written on the side. When spoken, the spear expends a single charge, heating up to a glowing red temperature, and will remain hot for 4 rounds. As an action, a creature may attack with it. On a successful hit, the target must succeed on a DC 16 Constitution saving throw. On a failed save the target loses concentration on all spells, is magically silenced for 1d4 rounds, and is stamped with Helena’s Brand.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Range, Thrown, Versatile","Item Rarity":"Unique"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Helhelm","description":"Helhelm Wondrous item, rare This is an item created in the Lost Lands. It allows the wearer to charm and command undead. It has a maximum of 5 charges and regains 1d4 expended charges once a day, at nightfall. As an action, the wearer may expend a charge and select one undead creature within 30 feet of them. That creature must make a DC 20 Charisma saving throw. If it fails, the undead creature is permanently charmed if it has an Intelligence of 8 or lower. If it fails, but has an intelligence higher than 8, it repeats the check at twilight of each day. If the wearer harms the charmed creature directly, the charm ends. If the saving throw was successful, the creature can never be charmed by the helm again. The helhelm does not require attunement and can be used by any creature wearing it. The moment another creature wears it any undead controlled by the previous wearer are no longer controlled and will have advantage on any checks to resist being controlled again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Heliana’s Guide to Monster Hunting","description":"Wondrous item, uncommon Full of useful knowledge and heavy enough to crush a skull, Heliana’s Guide to Monster Hunting is nothing if not handy. The personalised quotes from Heliana, Peeper’s deft proofing and editing, and the numerous ink stains and spilled watercolours give this hefty tome a homemade feel. Fantastic Phalanges and Where to Find Them. As an action, you can open this book and stare intently at its pages, which turn of their own accord to settle on an anatomical diagram of the corpse nearest to the book. You immediately learn all the harvestable parts of the corpse, as well as their Component DCs. Know Thy Enemy. As an action, you can place an object that belonged to a creature—such as its scat, scales, or clothing—between the pages of this book. One minute later, the book tells you one piece of information about the creature. At the GM’s discretion, this may be: its saving throw proficiencies, damage resistances, immunities, and vulnerabilities; condition immunities; creature’s type; one of its traits; or one of the clues acquired during a hunt. Placing more objects that belonged to that creature (or a creature with the same statblock) yields no further results. Weapon of the Learned. This book can be used as a simple melee weapon that deals 1d6 bludgeoning damage on a hit. If you are proficient in Arcana, History, Nature, or Religion, you are proficient with this weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Heliana’s Guide to Monster Hunting (very rare variant)","description":"Wondrous item, very rare Full of useful knowledge and heavy enough to crush a skull, Heliana’s Guide to Monster Hunting is nothing if not handy. The personalised quotes from Heliana, Peeper’s deft proofing and editing, and the numerous ink stains and spilled watercolours give this hefty tome a homemade feel. Fantastic Phalanges and Where to Find Them. As an action, you can open this book and stare intently at its pages, which turn of their own accord to settle on an anatomical diagram of the corpse nearest to the book. You immediately learn all the harvestable parts of the corpse, as well as their Component DCs. Know Thy Enemy. As an action, you can place an object that belonged to a creature—such as its scat, scales, or clothing—between the pages of this book. One minute later, the book tells you one piece of information about the creature. At the GM’s discretion, this may be: its saving throw proficiencies, damage resistances, immunities, and vulnerabilities; condition immunities; creature’s type; one of its traits; or one of the clues acquired during a hunt. Placing more objects that belonged to that creature (or a creature with the same statblock) yields no further results. Weapon of the Learned. This book can be used as a simple melee weapon that deals 1d6 bludgeoning damage on a hit. If you are proficient in Arcana, History, Nature, or Religion, you are proficient with this weapon. Very rare variant: The deluxe, leatherbound version of this book imparts some of Heliana’s own wisdom to those that read it regularly; it has the Anatomiser property and Know Thy Enemy reveals two pieces of information. Anatomiser. If you read this book for 1 hour, you gain proficiency in one of the following skills of your choice for the next 24 hours : Arcana, Investigation, Nature, Medicine, Religion, or Survival. Once you use this feature, you can’t use it again for 24 hours.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Helicopter","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Heliotrope Heart","description":"Wondrous item, uncommon (requires attunement) This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can’t be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can’t be used again until the next dusk. Curse. This orb is cursed, a fact that is revealed only when an identify spell is cast on the orb or you attune to it. Attuning to the orb curses you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. While cursed, your shadow seems abnormally gaunt and sometimes moves of its own volition as though alive. As a result, you have disadvantage on Charisma (Performance) and Charisma (Persuasion) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Heliotropic Seeds","description":"Heliotropic Seeds Wondrous item, rare This small pouch has a sun and moon design on it. Inside are six seeds. When one of the seeds is planted during the day, a sunflower grows, reaching full size in 1 minute. When planted at night, a moonflower grows in the same amount of time. Each time a hostile creature enters within a 15-foot radius of the sunflower during its turn, it is attacked with a scorching ray . Upon the same conditions, the moonflower attacks with moonbeam . The flower’s spell save DC is 15. In all other ways, these flowers act normally: they have AC 5 and 1 hit point, and their seeds are normal seeds for the type of flower they are.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Hell Hound Cloak","description":"Hell Hound Cloak Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. ( Against the Giants )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Hellfire Armor","description":"Armor (any metal), rarity varies This spiked armor is a dark, almost black crimson when inactive. Hellfire Armor (Common). While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn’t emit heat. The effect lasts until you use a bonus action to end it. Molten Hellfire Armor (Uncommon). This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common, uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hellfire Battleaxe","description":"Hellfire Battleaxe Melee weapon (martial, battleaxe), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Blowgun","description":"Hellfire Blowgun Ranged weapon (martial, blowgun), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1 Damage Type: piercing Properties: Ammunition, Loading Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Cannon","description":"Hellfire Cannon Wondrous item, very rare Damage: Variable Weight: 2,000 lbs. Properties: Large Object, Loading, (Range 600/2,400 ft) This heavy iron cannon was forged in the lower planes to battle the enemies of Hell. It shoots streams of searing hellfire or shrieking, flaming skulls. It takes one action to load and aim the cannon and one action to fire it. Hellfire Blast. The cannon discharges hellfire in a line 600 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The hellfire ignites any flammable objects in the area that aren't being worn or carried. Skull Blast. The cannon fires a flaming, shrieking undead skull in a line up to 2,400 ft. The skull explodes upon striking a creature or object. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 22 (4d10) piercing and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Siege Weapon. The cannon deals double damage to objects and structures. After the cannon has fired 3 times, it must cool for 1 minute before it can be fired again. If it is fired again without cooling, roll 1d6 each time it is fired. On a 1, the cannon explodes. Each creature in a 20-foot-radius must make a DC 15 Dexterity saving throw, taking 22 (4d10) piercing and 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Hellfire Club","description":"Hellfire Club Melee weapon (simple, club), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type: bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Dagger","description":"Hellfire Dagger Melee weapon (simple, dagger), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Dart","description":"Hellfire Dart Ranged weapon (simple, dart), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Flail","description":"Hellfire Flail Melee weapon (martial, flail), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Damage: 1d8 Damage Type: bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Glaive","description":"Hellfire Glaive Melee weapon (martial, glaive), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Greataxe","description":"Hellfire Greataxe Melee weapon (martial, greataxe), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Greatclub","description":"Hellfire Greatclub Melee weapon (simple, greatclub), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: bludgeoning Properties: Two-handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Greatsword","description":"Hellfire Greatsword Melee weapon (martial, greatsword), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Halberd","description":"Hellfire Halberd Melee weapon (martial, halberd), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Hand Crossbow","description":"Hellfire Hand Crossbow Ranged weapon (martial, hand crossbow), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Loading Range: 30/120 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Handaxe","description":"Hellfire Handaxe Melee weapon (simple, handaxe), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Heavy Crossbow","description":"Hellfire Heavy Crossbow Ranged weapon (martial, heavy crossbow), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Ammunition, Heavy, Loading, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Javelin","description":"Hellfire Javelin Melee weapon (simple, javelin), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Lance","description":"Hellfire Lance Melee weapon (martial, lance), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Damage: 1d12 Damage Type: piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Light Crossbow","description":"Hellfire Light Crossbow Ranged weapon (simple, light crossbow), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Light Hammer","description":"Hellfire Light Hammer Melee weapon (simple, light hammer), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Longbow","description":"Hellfire Longbow Ranged weapon (martial, longbow), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Longsword","description":"Hellfire Longsword Melee weapon (martial, longsword), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Mace","description":"Hellfire Mace Melee weapon (martial, mace), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Damage: 1d6 Damage Type: bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Maul","description":"Hellfire Maul Melee weapon (martial, maul), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Morningstar","description":"Hellfire Morningstar Melee weapon (martial, morningstar), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Damage: 1d8 Damage Type: piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Net","description":"Hellfire Net Ranged weapon (martial, net), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Pike","description":"Hellfire Pike Melee weapon (martial, pike), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Quarterstaff","description":"Hellfire Quarterstaff Melee weapon (simple, quarterstaff), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Rapier","description":"Hellfire Rapier Melee weapon (martial, rapier), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Scimitar","description":"Hellfire Scimitar Melee weapon (martial, scimitar), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Shortbow","description":"Hellfire Shortbow Ranged weapon (simple, shortbow), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Shortsword","description":"Hellfire Shortsword Melee weapon (martial, shortsword), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Sickle","description":"Hellfire Sickle Melee weapon (simple, sickle), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Sling","description":"Hellfire Sling Ranged weapon (simple, sling), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Spear","description":"Hellfire Spear Melee weapon (simple, spear), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Trident","description":"Hellfire Trident Melee weapon (martial, trident), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire War Pick","description":"Hellfire War Pick Melee Weapon (martial, war pick), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Damage: 1d8 Damage Type: piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Warhammer","description":"Hellfire Warhammer Melee weapon (martial, warhammer), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellfire Weapon","description":"Weapon (any), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Hellfire Whip","description":"Hellfire Whip Melee Weapon (martial, whip), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monste r Manual ). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Hellish Grappler","description":"Nothing binds quite like the chains of Hell. Legend The Hellish Grappler is a favorite among many devils in their ongoing war with opposing fiends. Few, however, manage to unleash the weapon’s full potential. A handful of these maces escape the lower planes and find their way into mortal lands. Location Hellish Grapplers have often been wielded by mortals who were ignorant of their infernal origin. Only a scholar of fiendish artifice or warfare would recognize this mace as something other than a finely crafted weapon. A character who learns of these weapons and desires one will most likely need to descend into the lower planes to procure it. Encounter Ideas High Crime. The adventurers run across a thief using an unusual, but highly effective, grappling hook to aid them in their heists. Hellraiser. Infernal cultists have summoned a hellspawn which the party run afoul of. Death from Above. A brutish assassin is on the loose, snatching victims off their feet with a peculiar weapon. Progression The Hellish Grappler progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Common . If you tie a rope to the end of this weapon, it functions as a grappling hook. You have advantage on checks made to use it as such. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals an extra 1 piercing damage. Rare . The extra piercing damage increases to 1d4. Throw It! This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with this weapon, it flies back to your hand. Devil’s Sweep. When you hit a creature with a ranged attack using this weapon, you can force the target to make a DC 14 Strength saving throw. On a failed save, the target is knocked prone. Very Rare . The bonus to attack and damage rolls increases to +2, the extra piercing damage increases to 1d6, and the save DC of Devil’s Sweep increases to 16. Infernal Chain. When you hit a Large or smaller creature with a ranged attack using this weapon, you can cause a mystical chain, glowing red with the fires of Hell, to appear from the end of the weapon. The target must succeed on a DC 16 Strength saving throw or be pulled 10 feet toward you. Legendary . The bonus to attack and damage rolls increases to +3, the extra piercing damage increases to 1d8, and the save DCs of both the Devil’s Sweep and Infernal Chain features increases to 18. In addition, when a creature fails their saving throw against Infernal Chain, it is knocked prone. You can choose not to have the Hellish Grappler return to your hand, in which case the target is also grappled (escape DC 18).","properties":{"Category":"Items","Item Type":"Weapon (mace)","Properties":"Thrown","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Hellish Grappler (Common)","description":"Hellish Grappler Weapon (Mace), Common (Requires Attunement) If you tie a rope to the end of this weapon, it functions as a grappling hook. You have advantage on checks made to use it as such. Progression The Hellish Grappler progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Hellish Grappler (Legendary)","description":"Hellish Grappler Weapon (Mace), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals an extra 1d8 piercing damage. If you tie a rope to the end of this weapon, it functions as a grappling hook. You have advantage on checks made to use it as such. Throw It! This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with this weapon, it flies back to your hand. Devil’s Sweep. When you hit a creature with a ranged attack using this weapon, you can force the target to make a DC 18 Strength saving throw. On a failed save, the target is knocked prone. Infernal Chain. When you hit a Large or smaller creature with a ranged attack using this weapon, you can cause a mystical chain, glowing red with the fires of Hell, to appear from the end of the weapon. The target must succeed on a DC 18 Strength saving throw or be pulled 10 feet toward you, landing prone. You can choose not to have the Hellish Grappler return to your hand, in which case the target is also grappled (escape DC 18). Progression The Hellish Grappler progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Properties":"Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Hellish Grappler (Rare)","description":"Hellish Grappler Weapon (Mace), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals an extra 1d4 piercing damage. If you tie a rope to the end of this weapon, it functions as a grappling hook. You have advantage on checks made to use it as such. Throw It! This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with this weapon, it flies back to your hand. Devil’s Sweep. When you hit a creature with a ranged attack using this weapon, you can force the target to make a DC 14 Strength saving throw. On a failed save, the target is knocked prone. Progression The Hellish Grappler progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Hellish Grappler (Uncommon)","description":"Hellish Grappler Weapon (Mace), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals an extra 1 piercing damage. If you tie a rope to the end of this weapon, it functions as a grappling hook. You have advantage on checks made to use it as such. Progression The Hellish Grappler progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Hellish Grappler (Very Rare)","description":"Hellish Grappler Weapon (Mace), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals an extra 1d6 piercing damage. If you tie a rope to the end of this weapon, it functions as a grappling hook. You have advantage on checks made to use it as such. Throw It! This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with this weapon, it flies back to your hand. Devil’s Sweep. When you hit a creature with a ranged attack using this weapon, you can force the target to make a DC 16 Strength saving throw. On a failed save, the target is knocked prone. Infernal Chain. When you hit a Large or smaller creature with a ranged attack using this weapon, you can cause a mystical chain, glowing red with the fires of Hell, to appear from the end of the weapon. The target must succeed on a DC 16 Strength saving throw or be pulled 10 feet toward you. Progression The Hellish Grappler progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Hellish Sacrificial Dagger","description":"This curved and serrated magical dagger is made in the furnaces in Hell and crafted from steel hardened by blood from the sacrifices of mortals. You gain a +1 bonus to attack and damage rolls made with this weapon. If you use it against a creature with 0 hit points or kill a creature using the dagger, it automatically dies, its soul sent to Hell. Creatures slain in such a manner cannot be brought back to life, except by a spell like resurrection or wish . When killing a creature with an Intelligence score of 6 or more with this weapon, the wielder gains the benefits of an aid spell for 1 hour. When you hit a celestial with it, that target takes an extra 1d8 damage. If a good-aligned creature touches the dagger, it suffers 1d8 necrotic damage at the start of its turn as long as it remains in contact with it.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (dagger) ","Item Rarity":"rare ","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Hellrider's Sling","description":"Weapon (Sling), Common This sling is made from hide, hair, and sinew of a hell hound and its pouch is marked with an abyssal rune. Hellfire Strike. When you make a ranged weapon attack using this sling, you can imbue the ammunition with hellfire. On a hit, the target ignites with flames and takes 1d4 Fire damage at the start of each of its turns. A creature can extinguish the flames on itself or another creature within 5 feet of it by using its action and succeeding on a DC 10 Dexterity check. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Ammunition","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Hellscape Chatterbane Battleaxe","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Battleaxe (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Battleaxe (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Chakram","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Chakram (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Chakram (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Claw","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Claw (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Claw (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Club","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Club (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Club (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Dagger","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Dagger (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Dagger (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Flail","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Flail (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Flail (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Glaive","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Glaive (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Glaive (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greataxe","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greataxe (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greataxe (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greatclub","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greatclub (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greatclub (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greatsword","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greatsword (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Greatsword (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Halberd","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Halberd (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Halberd (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Handaxe","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Handaxe (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Handaxe (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Javelin","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Javelin (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Javelin (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Knuckle Duster","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Knuckle Duster (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Knuckle Duster (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Lance","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Lance (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Lance (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Light Hammer","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Light Hammer (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Light Hammer (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Longsword","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Longsword (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Longsword (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Mace","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Mace (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Mace (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Maul","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Maul (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Maul (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Morningstar","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Morningstar (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Morningstar (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Nunchaku","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Nunchaku (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Nunchaku (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Pike","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Pike (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Pike (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Quarterstaff","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Quarterstaff (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Quarterstaff (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Rapier","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Rapier (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Rapier (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Scimitar","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Scimitar (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Scimitar (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Shortsword","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Shortsword (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Shortsword (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Sickle","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Sickle (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Sickle (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spear","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spear (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spear (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spiked Cestus","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spiked Cestus (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spiked Cestus (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spiked Knuckle Duster","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spiked Knuckle Duster (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Spiked Knuckle Duster (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Starknife","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Starknife (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Starknife (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Tetherhook","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Tetherhook (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Tetherhook (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Trident","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Trident (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Trident (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Twinblade","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Twinblade (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Twinblade (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane War Crescent","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane War Crescent (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane War Crescent (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane War Pick","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane War Pick (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane War Pick (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Warhammer","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Warhammer (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Warhammer (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Whip","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Whip (rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellscape Chatterbane Whip (very rare variant)","description":"Weapon (any melee), uncommon Component: pouch of fiend teeth When metal is in short supply, devils and demons alike turn to more plentiful resources of the Lower Planes: teeth, bones, and molten rock. The skull of a hellscape chatterbane is often the focus of the magical enchantments weaved into it, producing flame from its eye sockets and laughter from its mouth. While holding this magic weapon, you can use an action to cast the produce flame cantrip (+5 to hit). Posthumous Mirth. As an action, you can shake the weapon to cast the hideous laughter spell (save DC 13), causing the skull’s jaw to rattle up and down, and a malevolent cackling sound to fill the air. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: Increase the attack modifier to +7 and the DC to 15. The produce flame cantrip is cast as a 5th-level caster. Posthumous Mirth can be used four times, regaining all expended uses daily at dawn. Very rare variant: Increase the attack modifier to +8 and the DC to 16. The produce flame cantrip is cast as an 11th-level caster. Posthumous Mirth can be used seven times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hellwatch Order Shield","description":"Armor (shield), very rare (requires attunement) Properties Armor Class (AC): While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Heavy Duty: This shield can only be attuned to a creature with a Strength score of 16 or higher. Defender from Evil: While holding this shield you gain an advantage on saves against spells and other magical effects cast by evil creatures. Banish: As an action, you can target a Medium or smaller creature within 5ft. That creature must make a DC CON SAVE 16 or be pushed back up to 30ft and be knocked Prone. They also receive 4 (1d8) force damage. Once you use this feature, you can't use it again until you finish a long rest. Defender of the Order: As a Bonus Action you can provide every ally within 5ft of you a +1 bonus to AC until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Armor (Shield)","Properties":"Heavy Duty","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Helm of Awe","description":"Halm of Awe Wondrous item, legendary (requires attunement) This helm grants a +1 bonus to the wearer’s armor class and a +1 bonus to their Persuasion skill. The wearer of this helm is also able to use a bonus action to conjure a magical symbol that appears 5 feet above their head. Any creatures of the wearer’s choice within 60 feet is affected by the symbol. The wearer selects one of three symbols when they activate this ability. Symbol of the Defeated. Each target must make a Charisma saving throw against a DC of 20. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with abilities, spells, or other magical effects. Symbol of the Steadfast. The target must make a Charisma saving throw against a DC of 18. If they fail, the target cannot die if their hit points are reduced to zero (they can still die from effects that kill them outright). After 1 minute the effect ends and the target suffers one level of exhaustion. Symbol of the Valiant. For every ally of the target within 30 feet, the target gains a +1 bonus to attack rolls and damage, to a maximum of +3. After 1 minute the effect ends. Once activated this feature may not be used again until the wearer completes a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Helm of Brilliance","description":"Helm Of Brilliance Wondrous item, very rare ( requires attunement ) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Helm of Brilliance","description":"Helm Of Brilliance Wondrous item, very rare (requires a ttunement ) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Head","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Helm of Brilliance","description":"Wondrous Item, Very Rare (Requires Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Helm of Brilliance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Helm of Comprehending Languages","description":"Helm of Comprehending Languages Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Helm of Comprehending Languages","description":"Helm Of Comprehending Languages Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Head","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Helm of Comprehending Languages","description":"Wondrous Item, Uncommon While wearing this helm, you can cast Comprehend Language s from it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Helm of Comprehending Languages"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Helm of Comprehending Languages","description":"Wondrous Item, Uncommon While wearing this helm, you can cast Comprehend Language s from it.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Adventuring Gear, Clothing, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Helm of Comprehending Languages\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Helm of Comprehending Languages\\\",\\\"description\\\":\\\"While wearing this helm, you can cast Comprehend Languages from it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Helm of Comprehending Languages Spell Attach\",\"parent\":\"Helm of Comprehending Languages\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Comprehend Languages\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Helm of Comprehending Languages","data-description":"While wearing this helm, you can cast Comprehend Languages from it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Helm of Darkness","description":"Wondrous item, legendary (requires attunement) Magical darkness spreads from the helmet when it is worn and fills a 15-foot-radius sphere; the darkness will even spread around corners. A creature with darkvision can’t see through the Helm’s darkness, and nonmagical light will not pierce it. The magical darkness is not dispelled by light from magical effects. The Helm’s wearer, on the other hand, has darkvision to a range of 60 feet. This darkvision is not affected by darkness from the helmet or another source. Completely covering the helmet with something opaque blocks the darkness: think of the darkness as “negative light”.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Helm of Devil Command","description":"Wondrous item, very rare (requires attunement by a creature that can speak Infernal) This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement by a creature that can speak Infernal)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Helm of Devil Command","description":"Helm of Devil Command Wondrous item, very rare (requires attunement by a creature that can speak Infernal) This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature that can speak Infernal"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Helm of Dwarvenkind","description":"Helm Of Dwarvenkind Wondrous item, common You have advantage on Charisma (Persuasion) checks made to interact with dwarves.","properties":{"Category":"Items","Item Type":"adventuring gear (wondrous item, head)","Item Rarity":"common"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Helm of Exsanguination","description":"Helm of Exsanguination Wondrous item, legendary While wearing this helm, you instantly know the hit points of any creature you see, and you can always perceive a creature’s physical form and location while it is within 60 feet of you, ignoring magical darkness, invisibility, and illusions. A creature without blood is immune to these effects, and if they are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Sanguine Ascension (Requires Attunement). You must be attuned to a set of armor of blood drinking and a weapon of bloodletting to attune to this item. The attunement ends if you end your attunement to either of these items. While you are attuned to this item and wearing it, you can use your action to take necrotic damage equal to half your hit point maximum and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. You can’t use this ability if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. If you take necrotic damage this way, you gain the following benefits for 24 hours, or until you take the helm off: You can use the abilities of your armor of blood drinking and weapon of bloodletting without taking necrotic damage, as though you had taken the maximum amount of necrotic damage. Whenever you deal damage with your weapon of bloodletting to a creature with blood, you regain a number of hit points equal to half the damage dealt. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Helm of Iron Will","description":"Wondrous item, rare (requires attunement) Component: monstrosity pelt In honour of Iron Will, an adventuring trainer of legend, the beards on these helms are kept magically dry and magnificent at all times. It’s said that he helped countless eager rookies achieve their full potential by teaching them obscure strategies and underutilised skills, and that a glorious new hair grew on his chin for each warrior that survived due to his teachings. Dungeoneering 101. When you first attune to this helm, choose one of the following skills: Investigation, Perception, Stealth, or Survival. While wearing the helm, you are proficient in the chosen skill and have advantage on ability checks that use it. Helpful Nudge. Such was the legendary trainer’s mastery of the dungeoneering game that he could turn any dangerous situation into a victory. While wearing the helm, when a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to turn the d20 to one of the faces adjacent to the original result, taking the number on it as the result of the roll. For example, if a creature rolls a 14, you can turn it into a 4, 6, or 20. Once this property of the helm has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helm of Iron Will (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: monstrosity pelt In honour of Iron Will, an adventuring trainer of legend, the beards on these helms are kept magically dry and magnificent at all times. It’s said that he helped countless eager rookies achieve their full potential by teaching them obscure strategies and underutilised skills, and that a glorious new hair grew on his chin for each warrior that survived due to his teachings. Dungeoneering 101. When you first attune to this helm, choose one of the following skills: Investigation, Perception, Stealth, or Survival. While wearing the helm, you are proficient in the chosen skill and have advantage on ability checks that use it. Helpful Nudge. Such was the legendary trainer’s mastery of the dungeoneering game that he could turn any dangerous situation into a victory. While wearing the helm, when a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to turn the d20 to one of the faces adjacent to the original result, taking the number on it as the result of the roll. For example, if a creature rolls a 14, you can turn it into a 4, 6, or 20. Once this property of the helm has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the Dungeoneering 101 property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helm of Iron Will (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: monstrosity pelt In honour of Iron Will, an adventuring trainer of legend, the beards on these helms are kept magically dry and magnificent at all times. It’s said that he helped countless eager rookies achieve their full potential by teaching them obscure strategies and underutilised skills, and that a glorious new hair grew on his chin for each warrior that survived due to his teachings. Dungeoneering 101. When you first attune to this helm, choose one of the following skills: Investigation, Perception, Stealth, or Survival. While wearing the helm, you are proficient in the chosen skill and have advantage on ability checks that use it. Helpful Nudge. Such was the legendary trainer’s mastery of the dungeoneering game that he could turn any dangerous situation into a victory. While wearing the helm, when a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to turn the d20 to one of the faces adjacent to the original result, taking the number on it as the result of the roll. For example, if a creature rolls a 14, you can turn it into a 4, 6, or 20. Once this property of the helm has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the Dungeoneering 101 property. Very rare variant: You gain a +1 bonus to AC while wearing the helm.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helm of Patron Saints","description":"Helm of Patron Saints Wondrous item, rare (requires attunement by a spellcaster) While wearing this helm, you can see invisible creatures and objects within 60 feet of you. In addition, you gain a +2 bonus to spell attack rolls, and increase your spell saving throw DC by 2.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Helm of Perfect Potential","description":"Helm Of Perfect Potential Wondrous item, artifact (requires attunement) This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says ­Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father. Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Maste r’s Guide : 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and Wisdom (Insight) checks. Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage. Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Helm of Telepathy","description":"Helm Of Telepathy Wondrous item, uncommon ( requires attunement ) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts , you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Helm of Telepathy","description":"Helm Of Telepathy Wondrous item, uncommon (requires a ttunement ) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Head","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Helm of Telepathy","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this helm, you have telepathy with a range of 30 feet, and you can cast D etect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Helm of Telepathy"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Helm of Teleportation","description":"Helm of Teleportation Wondrous item, rare ( requires attunement ) This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Helm of Teleportation","description":"Helm Of Teleportation Wondrous item, rare (requires a ttunement ) This helm has 3 charges . While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Head","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Helm of Teleportation","description":"Wondrous Item, Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Helm of Teleportation"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Helm of Teleportation","description":"Wondrous Item, Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Theme":"Rare","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Helm of Teleportation\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Helm of Teleportation\\\",\\\"description\\\":\\\"This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. 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While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Helm of the Gods","description":"Helm of the Gods Wondrous item, rare (requires attunement) While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover. Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn. Helm of the Gods God Spell Athreos protection from evil and good Ephara sanctuary Erebos inflict wounds Heliod guiding bolt Iroas heroism Karametra goodberry Keranos thunderous smite Klothys entangle Kruphix dissonant whispers Mogis hellish rebuke Nylea faerie fire Pharika lesser restoration Phenax charm person Purphoros searing smite Thassa identify","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Helm of the Scavenger","description":"Helm of the Scavenger Wondrous item, legendary (requires attunement by a spellcaster) This ornate chair is designed to propel and maneuver a ship through space. Passive Properties. The following properties of the helm come into play even when no creature is attuned to it: When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit. When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel’s beam. Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it: You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot. You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot × 10. Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship. Whenever you like, you can see what’s happening on and around the vessel as though you were standing in a location of your choice aboard it. Drawback. While attuned to the helm, you cannot expend your own spell slots.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Helm of the Sentinel","description":"Helm of the Sentinel Wondrous item, rare (requires attunement by a creature with the Mark of Sentinel) This helm has 3 charges for the following properties. It regains all expended charges daily at dawn. Counterspell. You can use an action to expend 1 charge and establish a defensive ward with a contingent counterspell spell. The next time you can see an unfriendly creature within 60 feet of you casting any spell that either targets you or causes you to make a saving throw, the counterspell spell immediately takes effect whether or not you want it to, as if you had cast it using your reaction. Wisdom is your spellcasting ability for this spell. The ward ends immediately after counterspell takes effect or at dawn. Protection. You can use an action to expend 1 charge and cast the protection from energy spell on yourself. Deflection Field. You can use a bonus action to expend 1 charge and cast the shield of faith spell on yourself.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with the Mark of Sentinel"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Helm of the Slashing Fin","description":"Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect. Fin Slash. The helm has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to swing your head in the direction of a target you can see within 10 feet of you. The helm’s fin extends and makes an attack roll with a +5 bonus. On a hit, the target takes 2d6 slashing damage. If you move at least 20 feet straight toward the target and the fin hits on the same turn, the hit is a critical hit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Helm of Thunder","description":"Helm of Thunder Wondrous Item, rare Weight: 2 lbs. While wearing this helm, you have resistance to thunder damage. Thunder Strike. When you hit with a melee weapon attack that deals bludgeoning damage, your weapon booms with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature that is medium size or smaller, it must succeed on a DC 12 Strength saving throw or be pushed 10 feet away from you and knocked prone. This ability can be used once per round and can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Helm of Underwater Action","description":"Helm of Underwater Action Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. (Danger at Dunwater, Tammeraut’s Fate)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Helm of Velamish","description":"This impressive great helm is trimmed with ornate gold filigree. Bold images of wings are etched into each side. Perhaps no paladin was more famous or more beloved by the people than Sir Velamish. A warrior of humble beginnings, Velamish grew to become one of the land’s most valiant crusaders against evil. Many brave and glorious deeds are attributed to the great paladin. He even single-handedly saved an aged cleric from the very jaws of the ancient red dragon Balmortigyrn. In time, however, death must come to all mortals, even those as brave and valiant as Sir Velamish, whose death came at the hands of a vile pit fiend. Velamish and the pit fiend had been locked in combat for hours on a barren field just outside a city which the paladin was sworn to protect. Though terribly wounded himself, the paladin prepared to deliver the killing blow to the mortally wounded pit fiend. Before Velamish’s blade could bite into the evil creature’s flesh, however, it unleashed a violent ball of flame which engulfed them both. When the flames finally died out, both Velamish and the pit fiend were gone. All that remained on the barren ground was Sir Velamish’s dented helm. The people wept in sadness and gratitude at Sir Velamish’s sacrifice. Lifting their eyes to the heavens, they gave thanks to the gods of good. Then, a miracle occurred. A blinding flash emanated from the helm. When their sight returned, the people marveled. Sir Velamish’s helm was no longer damaged! It had been returned to pristine condition! The city’s elderly high priest lifted the helm above his head and vowed to all those present that it would be forever a symbol of sacrifice and valor in the unending crusade against evil. The helm was given a place of honor in the city’s cathedral, where it remained for decades, until the city was sacked by foreign invaders. The current whereabouts of the helm of Velamish are unknown. Wondrous item, fabled (5th-level and higher properties require attunement by a paladin of good alignment) While wearing this helm, you have advantage on initiative rolls. Fiend Bane (Requires Attunement). As your level increases, you gain the following benefits while wearing this helm. 5th level. You can cast the protection from evil and good spell on yourself as a bonus action at will, but the spell affects only fiends. 9th level. You have resistance to fire damage. 13th level. As an action, you can cause the helm to emit a flash of bright light. Each evil creature within 60 feet of you must make a DC 17 Wisdom saving throw, taking 7d6 radiant damage on a failed save, or half as much damage on a successful one. Fiends have disadvantage on this saving throw. Once used, the helm can’t be used in this way again until the next dawn. 17th level. You can use an action to imbue a sword you are holding with divine power for 10 minutes. While imbued with divine power, the sword emits an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. In addition, you gain a +3 bonus to attack and damage rolls made with the magic sword, and, when you hit a fiend with it, the fiend takes an extra 2d10 radiant damage. The sword immediately loses the divine power if wielded by anyone but you. Once used, you can’t imbue a sword with divine power again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a paladin of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Helm of Warlord's Sacrifice","description":"Helm of Warlord’s Sacrifice Wondrous item (helmet), very rare (requires attunement) While you are wearing this helmet, allies within 60 feet of you gain advantage on death saving throws. In addition, it has the following ability: Brave Camaraderie. If a creature you can see reduces one of your allies to 0 hit points, you can use your reaction to make one melee attack with advantage against the creature. If the creature is not within your reach, you can—as part of your reaction—momentarily double your speed and take the Dash action if doing so allows you to make the melee attack. Attacks of opportunity against you during your dash are made with advantage, but you gain a bonus to your attack roll equal to the number of attacks of opportunity you provoke.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Helmet of Disjunction","description":"Helmet of Disjunction Wondrous item, legendary (requires attunement) While wearing this helmet, you can use an action to speak its power word and activate its ability. When activated, the helm disables all enchantments within 100 feet if you. This instantaneous effect cancels all spells and magic item effects that belong to the Enchantment spell school. For concentration spells, they are automatically dispelled and must be cast again for the effect to be resumed. For magic items with Enchantment spells, the effect is disabled for 2 hours, after which the magic item’s power returns to normal. Once used, the helm can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Helmet of the Dino Slayer","description":"Wondrous item, rare (requires attunement) Component: pouch of beast (dinosaur) scales This helmet is made from various dinosaur parts by an expert craftsperson. It offers protection against otherwise deadly blows from creatures larger than you. Wearing such a helmet is proof of superior hunting and survival skills in the deadly jungle. While wearing this helmet, you have advantage on Intimidation checks. Saurian Resilience. When a creature whose size is larger than yours reduces you to 0 hit points with a melee attack while you’re wearing this helm, make a Constitution saving throw with a DC of 10 or half the damage taken (whichever is higher). On a successful save, you instead drop to 1 hit point. Success or failure, this property can’t be used again until the next dawn. One with Nature. You have mastered survival in hostile jungles. While wearing this helm, you can cast the animal friendship , speak with animals , and locate animals or plants spells from it (save DC 13). Once the helmet has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helmet of the Dino Slayer (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of beast (dinosaur) scales This helmet is made from various dinosaur parts by an expert craftsperson. It offers protection against otherwise deadly blows from creatures larger than you. Wearing such a helmet is proof of superior hunting and survival skills in the deadly jungle. While wearing this helmet, you have advantage on Intimidation checks. Saurian Resilience. When a creature whose size is larger than yours reduces you to 0 hit points with a melee attack while you’re wearing this helm, make a Constitution saving throw with a DC of 10 or half the damage taken (whichever is higher). On a successful save, you instead drop to 1 hit point. Success or failure, this property can’t be used again until the next dawn. One with Nature. You have mastered survival in hostile jungles. While wearing this helm, you can cast the animal friendship , speak with animals , and locate animals or plants spells from it (save DC 13). Once the helmet has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Very rare variant: This item has the Big Game Hunter property. Big Game Hunter. While wearing this helmet, your weapon attacks deal an extra 1d10 damage to creatures whose size is larger than yours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helmet of the Hammerhead Knight","description":"Hammerhead Knight’s Legacy Item Set. While attuned to the helmet of the hammerhead knight and sharktooth, you gain advantage on Dexterity saving throws against effects you can see or smell, and you can’t be surprised. In addition, you can use your action to grow gills and morph your legs into a tail, or to reverse this transformation. While morphed, you gain a swimming speed of 40 feet, your walking speed can’t exceed 5 feet, and you can breathe both air and water. Helmet of the Hammerhead Knight Wondrous item, rare (requires attunement) Component: pouch of beast (giant shark) scales A legend of the seven seas spoken of only in hushed tones, the Hammerhead Knight is said to be a strange hybrid of man and shark. Lingering mists of blood in the water are often interpreted as signs of his passage, and though tales invariably describe him vanquishing pirates and scoundrels, most prefer to avoid him… just in case. Shark Senses. While wearing this helmet, your peripheral vision extends behind you and your sense of smell is enhanced, granting you advantage on initiative rolls and Wisdom (Perception) checks that involve smell. In addition, you can inhale deeply as an action, gaining blindsight to a range of 30 feet until the start of your next turn. This blindsight can only detect a creature that has blood and is below its hit point maximum. Blood Frenzy. While wearing this helmet, you can cast the blood frenzy * spell on yourself. When you do, roll a d6. On a 3 or lower, this property of the helm can’t be used again until the next dawn. Curse. This helmet is cursed with the essence of its former occupant, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to remove the helmet. Over the course of a week, you begin to develop shark-like features. First, your skin develops small patches of tough, iridescent scales. Next, your fingers and toes become webbed, and small fins appear on your elbow and neck. Lastly are the teeth. They become a jagged conveyor belt of razors, a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier. Once you grow these shark teeth, the curse is complete and you are constantly under the effects of the blood frenzy spell. A remove curse spell or similar magic ends the curse and the effects of the blood frenzy spell, but doesn’t undo any changes to your appearance that have already occurred, including the natural weapon.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helmet of the Hammerhead Knight (uncommon variant)","description":"Hammerhead Knight’s Legacy Item Set. While attuned to the helmet of the hammerhead knight and sharktooth, you gain advantage on Dexterity saving throws against effects you can see or smell, and you can’t be surprised. In addition, you can use your action to grow gills and morph your legs into a tail, or to reverse this transformation. While morphed, you gain a swimming speed of 40 feet, your walking speed can’t exceed 5 feet, and you can breathe both air and water. Helmet of the Hammerhead Knight Wondrous item, rare (requires attunement) Component: pouch of beast (giant shark) scales A legend of the seven seas spoken of only in hushed tones, the Hammerhead Knight is said to be a strange hybrid of man and shark. Lingering mists of blood in the water are often interpreted as signs of his passage, and though tales invariably describe him vanquishing pirates and scoundrels, most prefer to avoid him… just in case. Shark Senses. While wearing this helmet, your peripheral vision extends behind you and your sense of smell is enhanced, granting you advantage on initiative rolls and Wisdom (Perception) checks that involve smell. In addition, you can inhale deeply as an action, gaining blindsight to a range of 30 feet until the start of your next turn. This blindsight can only detect a creature that has blood and is below its hit point maximum. Blood Frenzy. While wearing this helmet, you can cast the blood frenzy * spell on yourself. When you do, roll a d6. On a 3 or lower, this property of the helm can’t be used again until the next dawn. Curse. This helmet is cursed with the essence of its former occupant, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to remove the helmet. Over the course of a week, you begin to develop shark-like features. First, your skin develops small patches of tough, iridescent scales. Next, your fingers and toes become webbed, and small fins appear on your elbow and neck. Lastly are the teeth. They become a jagged conveyor belt of razors, a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier. Once you grow these shark teeth, the curse is complete and you are constantly under the effects of the blood frenzy spell. A remove curse spell or similar magic ends the curse and the effects of the blood frenzy spell, but doesn’t undo any changes to your appearance that have already occurred, including the natural weapon. Uncommon variant: Once the Blood Frenzy property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Helmet of the Harbinger","description":"Wondrous Item, Rare (Requires Attunement) This magic helmet was forged from dull steel and is worn from centuries of use. While wearing the helmet, you have resistance to Poison damage and advantage on saving throws you make to avoid or end the Poisoned condition on yourself. The helmet has 3 charges and regains all expended charges daily at dawn. As a reaction, you can expend 1 charge to cause one of the following effects: Decay. When a creature you can see within 30 feet regains hit points, it regains only half as many hit points. Despair. When a creature you can see within 30 feet rolls an attack roll, ability check, or saving throw, you can have it make the roll with disadvantage. Doom. When you or another creature you can see within 30 feet makes an attack, you can have it make the attack roll with advantage. If both rolls of the d20 would be enough to hit the target, the attack is a critical hit.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Hempen rope","description":"Hempen Rope Adventuring gear Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Weight : 10","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hempen Rope","description":"Hempen Rope (50 feet) Adventuring gear Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Weight : 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hempen Rope","description":"Hempen Rope Adventuring Gear Cost 1 gp Weight 10 lb This rope is 50 feet long, has 2 hit points, and can be burst with a DC 17 Strength check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Hempen Rope","description":"Hempen Rope (50 feet) Adventuring gear Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Weight : 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Herbalism Kit","description":"Herbalism Kit Tools This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to Identify or apply herbs. Also, proficiency with this kit is required to create Antitoxin and potions of healing . Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Herbalism Kit","description":"Herbalism Kit Tools This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and ointments. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit may be used to create antitoxins and solutions that may be used as substitutes for healing ampoules. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Herbalism Kit","description":"Tool Ability: Intelligence Weight: 3 lb. Cost: 5 GP Utilize: Identify a plant (DC 10) Craft: Antitoxin , Candle , Healer’s Kit , Potion of Healing","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Herbalism Kit"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Herbalism Kit","description":"Herbalism Kit Tools This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to Identify or apply herbs. Also, proficiency with this kit is required to create Antitoxin and potions of healing . Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Herculean Horn","description":"Weapon (lance), rare Component: monstrosity horn Hardened by alchemical processes and complex enchantments alike, the chitinous tip of this lance, fashioned in the likeness of the hercules beetle, has been known to perforate inch-thick plates of pure adamantine. This lance has 2 charges and regains all expended charges daily at dawn. Aerial Agility. You only need one hand to wield this lance if you’re flying. Additionally, if you fly at least 15 feet straight toward a target and immediately attack it using this lance, you gain advantage on the attack roll. Slinging Scarab. When you hit a Medium or smaller creature with an attack using this lance, you can expend 1 charge to try to throw it behind you, forcing the creature to make a DC 15 Strength saving throw. On a failed save, the creature is tossed onto an unoccupied space within 15 feet of you and lands prone.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Herculean Horn","description":"Weapon (lance), rare Component: monstrosity horn Hardened by alchemical processes and complex enchantments alike, the chitinous tip of this lance, fashioned in the likeness of the hercules beetle, has been known to perforate inch-thick plates of pure adamantine. This lance has 2 charges and regains all expended charges daily at dawn. Aerial Agility. You only need one hand to wield this lance if you’re flying. Additionally, if you fly at least 15 feet straight toward a target and immediately attack it using this lance, you gain advantage on the attack roll. Slinging Scarab. When you hit a Medium or smaller creature with an attack using this lance, you can expend 1 charge to try to throw it behind you, forcing the creature to make a DC 15 Strength saving throw. On a failed save, the creature is tossed onto an unoccupied space within 15 feet of you and lands prone.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Herculean Horn (uncommon variant)","description":"Weapon (lance), rare Component: monstrosity horn Hardened by alchemical processes and complex enchantments alike, the chitinous tip of this lance, fashioned in the likeness of the hercules beetle, has been known to perforate inch-thick plates of pure adamantine. This lance has 2 charges and regains all expended charges daily at dawn. Aerial Agility. You only need one hand to wield this lance if you’re flying. Additionally, if you fly at least 15 feet straight toward a target and immediately attack it using this lance, you gain advantage on the attack roll. Slinging Scarab. When you hit a Medium or smaller creature with an attack using this lance, you can expend 1 charge to try to throw it behind you, forcing the creature to make a DC 15 Strength saving throw. On a failed save, the creature is tossed onto an unoccupied space within 15 feet of you and lands prone. Uncommon variant: Reduce the DC to 13. The lance doesn’t have the Aerial Agility property.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Herculean Horn (uncommon variant)","description":"Weapon (lance), rare Component: monstrosity horn Hardened by alchemical processes and complex enchantments alike, the chitinous tip of this lance, fashioned in the likeness of the hercules beetle, has been known to perforate inch-thick plates of pure adamantine. This lance has 2 charges and regains all expended charges daily at dawn. Aerial Agility. You only need one hand to wield this lance if you’re flying. Additionally, if you fly at least 15 feet straight toward a target and immediately attack it using this lance, you gain advantage on the attack roll. Slinging Scarab. When you hit a Medium or smaller creature with an attack using this lance, you can expend 1 charge to try to throw it behind you, forcing the creature to make a DC 15 Strength saving throw. On a failed save, the creature is tossed onto an unoccupied space within 15 feet of you and lands prone. Uncommon variant: Reduce the DC to 13. The lance doesn’t have the Aerial Agility property.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Herculean Horn (very rare variant)","description":"Weapon (lance), rare Component: monstrosity horn Hardened by alchemical processes and complex enchantments alike, the chitinous tip of this lance, fashioned in the likeness of the hercules beetle, has been known to perforate inch-thick plates of pure adamantine. This lance has 2 charges and regains all expended charges daily at dawn. Aerial Agility. You only need one hand to wield this lance if you’re flying. Additionally, if you fly at least 15 feet straight toward a target and immediately attack it using this lance, you gain advantage on the attack roll. Slinging Scarab. When you hit a Medium or smaller creature with an attack using this lance, you can expend 1 charge to try to throw it behind you, forcing the creature to make a DC 15 Strength saving throw. On a failed save, the creature is tossed onto an unoccupied space within 15 feet of you and lands prone. Uncommon variant: Reduce the DC to 13. The lance doesn’t have the Aerial Agility property. Very rare variant: Increase the charges to 5 and the DC to 16. You can use the Slinging Scarab property on Large or smaller creatures.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Herculean Horn (very rare variant)","description":"Weapon (lance), rare Component: monstrosity horn Hardened by alchemical processes and complex enchantments alike, the chitinous tip of this lance, fashioned in the likeness of the hercules beetle, has been known to perforate inch-thick plates of pure adamantine. This lance has 2 charges and regains all expended charges daily at dawn. Aerial Agility. You only need one hand to wield this lance if you’re flying. Additionally, if you fly at least 15 feet straight toward a target and immediately attack it using this lance, you gain advantage on the attack roll. Slinging Scarab. When you hit a Medium or smaller creature with an attack using this lance, you can expend 1 charge to try to throw it behind you, forcing the creature to make a DC 15 Strength saving throw. On a failed save, the creature is tossed onto an unoccupied space within 15 feet of you and lands prone. Uncommon variant: Reduce the DC to 13. The lance doesn’t have the Aerial Agility property. Very rare variant: Increase the charges to 5 and the DC to 16. You can use the Slinging Scarab property on Large or smaller creatures.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Heretic","description":"Heretic Weapon (longsword), legendary (requires attunement by a non-good creature) The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains 1d4 + 1 charges daily at dawn: Destroy Devotion. Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the paralyzed condition until the start of your next turn. Celestials have disadvantage on the save. Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges). Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of 17, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically. Its voice is soft and deep but rises in a wild furor when it’s aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every language you know. Personality. Heretic craves the destruction of good-aligned gods and their supporters. The blade is condescending and snobby, especially in the company of priests and other pious folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a non-good creature"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Hero Plate","description":"","properties":{"Category":"Items","Item Type":"Armor (hero plate)","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hero's Shield","description":"Hero’s Shield Shield, uncommon This silvered metal shield has a faint glow to it, and around the edge is inscribed the name “PERSEUS.” The front of it can be used as a reflective surface, and it provides a +1 to AC when equipped. AC : 3 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"uncommon"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Hew","description":"Hew Melee weapon (martial, battleaxe) Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type : Slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7385,"Item Type":"Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Heward's Handy Haversack","description":"Heward's Handy Haversack Wondrous item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding , portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Heward's Handy Haversack","description":"Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding , Portable Hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Heward's Handy Haversack"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Heward's Handy Spice Pouch","description":"Heward's Handy Spice Pouch Wondrous item, common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Heward's Handy Spice Pouch","description":"Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Heward's Handy Spice Pouch"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hewer's Draught","description":"Potion, uncommon When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion’s translucent amber liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hex Runners","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused) gears Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.) This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet. Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hex Runners","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused) gears Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.) This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet. Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hex Runners (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused) gears Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.) This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet. Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn. Rare variant: This item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Pulse Kick. When you make an unarmed strike using your legs, you can expend 1 charge (no action required) to eject a pulse of energy from the crystals and propel your leg, adding more speed and power to your attack. On a hit, the attack deals an extra 1d8 bludgeoning damage and, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hex Runners (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused) gears Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.) This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet. Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn. Rare variant: This item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Pulse Kick. When you make an unarmed strike using your legs, you can expend 1 charge (no action required) to eject a pulse of energy from the crystals and propel your leg, adding more speed and power to your attack. On a hit, the attack deals an extra 1d8 bludgeoning damage and, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hex Runners (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused) gears Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.) This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet. Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn. Rare variant: This item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Pulse Kick. When you make an unarmed strike using your legs, you can expend 1 charge (no action required) to eject a pulse of energy from the crystals and propel your leg, adding more speed and power to your attack. On a hit, the attack deals an extra 1d8 bludgeoning damage and, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Very rare variant: The item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Increase the DC of Pulse Kick to 16 and the speed increase of Kick into Overdrive to 20 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hex Runners (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: construct (divine-infused) gears Fast. Sleek. Powerful. Cast off your feeble flesh legs for Branton Quark’s brand new hex runnersTM, and get a ‘leg up’ on your competition today! (Self-mutilation is not necessary to enjoy this product. Branton Quark is not responsible for any accidents or injuries that may occur as a result of this advertisement.) This item can function as a pair of prosthetic legs or can encase already existing legs. Either way, it can’t be removed against your will while you remain attuned to it. While wearing the legs, your walking speed is increased by 5 feet. Kick into Overdrive. As a bonus action while wearing this item, you can force the arcane crystals to pump even more energy into them. You take 1d4 fire damage as they overheat, and your walking speed increases by 15 feet until the start of your next turn. Rare variant: This item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Pulse Kick. When you make an unarmed strike using your legs, you can expend 1 charge (no action required) to eject a pulse of energy from the crystals and propel your leg, adding more speed and power to your attack. On a hit, the attack deals an extra 1d8 bludgeoning damage and, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Very rare variant: The item has 4 charges and regains all expended charges daily at dawn. The legs have the Pulse Kick and Hextech Recharge properties. Increase the DC of Pulse Kick to 16 and the speed increase of Kick into Overdrive to 20 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hexaminator","description":"Wondrous item, rare (requires attunement) Component: aberration eye Knowledge is power — just look at Branton Quark! And to share this incredible gift with his loyal clients, he’s developed a mask that filters visual data through an advanced arcantificial intelligence modelled after his own remarkable brain, allowing its user to gain valuable information from the simple act of observing their surroundings! This mask has 3 charges and regains all expended charges daily at dawn. Detect Everything. While wearing this mask, you can expend 1 charge to cast one of the following spells: detect evil and good, detect magic, detect poison and disease, or find traps. When you cast the find traps spell in this way, you can see the location of traps within range, which appear surrounded by a red glow. Spells cast in this way don’t require concentration and end early if you remove the mask. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the mask, which immediately destroys the gemstone and regains 1 charge. Once this property of the mask has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hexaminator (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: aberration eye Knowledge is power — just look at Branton Quark! And to share this incredible gift with his loyal clients, he’s developed a mask that filters visual data through an advanced arcantificial intelligence modelled after his own remarkable brain, allowing its user to gain valuable information from the simple act of observing their surroundings! This mask has 3 charges and regains all expended charges daily at dawn. Detect Everything. While wearing this mask, you can expend 1 charge to cast one of the following spells: detect evil and good, detect magic, detect poison and disease, or find traps. When you cast the find traps spell in this way, you can see the location of traps within range, which appear surrounded by a red glow. Spells cast in this way don’t require concentration and end early if you remove the mask. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the mask, which immediately destroys the gemstone and regains 1 charge. Once this property of the mask has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the charges to 2.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hexaminator (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: aberration eye Knowledge is power — just look at Branton Quark! And to share this incredible gift with his loyal clients, he’s developed a mask that filters visual data through an advanced arcantificial intelligence modelled after his own remarkable brain, allowing its user to gain valuable information from the simple act of observing their surroundings! This mask has 3 charges and regains all expended charges daily at dawn. Detect Everything. While wearing this mask, you can expend 1 charge to cast one of the following spells: detect evil and good, detect magic, detect poison and disease, or find traps. When you cast the find traps spell in this way, you can see the location of traps within range, which appear surrounded by a red glow. Spells cast in this way don’t require concentration and end early if you remove the mask. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the mask, which immediately destroys the gemstone and regains 1 charge. Once this property of the mask has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the charges to 2. Very rare variant: The item has the Hex Marks the Spot property. Hex Marks the Spot. While wearing this mask, you can cast find the path. When you cast the spell in this way, you see a faint trail of glowing haze leading you to the destination. The spell doesn’t require concentration, and ends early if you remove the mask. Once this property of the mask has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hexecutioner Blade","description":"Weapon (shortsword), uncommon Component: construct plating Driven by an inflated ego and an obsession for supplanting L'Arsène Upin as the premier inventor of magical items, Branton Quark developed a new product line tentatively dubbed Hextech. Built to appeal to a more modern, fashionable adventurer, Hextech is characterised by an avant-garde design and the ability to draw its power from special arcane crystals. This sword has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Growing Pains. As a bonus action, you can expend 1 charge to cause an oversized energy blade to form around the sword until the end of your turn. While this blade exists, the sword becomes a greatsword without the two-handed and heavy properties, and with the light and finesse properties. You are considered proficient with this greatsword. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the sword, which immediately destroys the gemstone and regains 2 charges. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hexecutioner Blade (rare variant)","description":"Weapon (shortsword), uncommon Component: construct plating Driven by an inflated ego and an obsession for supplanting L'Arsène Upin as the premier inventor of magical items, Branton Quark developed a new product line tentatively dubbed Hextech. Built to appeal to a more modern, fashionable adventurer, Hextech is characterised by an avant-garde design and the ability to draw its power from special arcane crystals. This sword has 12 charges and regains 1d8 + 4 expended charges daily at dawn. Growing Pains. As a bonus action, you can expend 1 charge to cause an oversized energy blade to form around the sword until the end of your turn. While this blade exists, the sword becomes a greatsword without the two-handed and heavy properties, and with the light and finesse properties. You are considered proficient with this greatsword. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the sword, which immediately destroys the gemstone and regains 2 charges. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: While the energy blade from the Growing Pains property is active, the sword deals an extra 1d6 force damage to the first target it hits each turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hexen Blade","description":"Weapon (shortsword), rare (requires attunement) The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hidden Armament","description":"Weapon (any melee weapon that isn’t two-handed), uncommon (requires attunement) While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hide Armor","description":"Hide Armor Armor (medium) This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Subtype":"Armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor","description":"Hide Armor Armor (medium) Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Hide Armor","description":"Hide Armor Armor (medium) AC : 12 + Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Expansion":4415,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hide Armor","description":"Medium Armor Armor Class: 12 + Dex modifier (max 2) Strength: — Stealth: — Weight: 12 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"None","Name":"Hide Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hide Armor","description":"Hide Armor Armor (medium) This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Expansion":5,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hide Armor +1","description":"Hide Armor +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor +1","description":"Hide Armor +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 13 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor +1","description":"Armor (Hide Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor +1","description":"Armor (Hide Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor +1 Base AC\",\"parent\":\"Hide Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor +1 Magic Bonus to AC\",\"parent\":\"Hide Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Hide Armor +1","Weight":12,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor +2","description":"Hide Armor +2 Armor (medium), very rare You have a +2 bonus to AC while wearing this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC: 14 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor +2","description":"Hide Armor +2 Armor (medium) , very rare You have a +2 bonus to AC while wearing this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 14 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","Modifiers":"Ac +2","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor +2","description":"Armor (Hide Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor +2","description":"Armor (Hide Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":12,\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor +2 Base AC\",\"parent\":\"Hide Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor +2 Magic Bonus to AC\",\"parent\":\"Hide Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Hide Armor +2","Weight":12,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor +3","description":"Hide Armor +3 Armor (medium), legendary You have a +3 bonus to AC while wearing this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC: 15 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor +3","description":"Hide Armor +3 Armor (medium) , legendary You have a +3 bonus to AC while wearing this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 15 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","Modifiers":"Ac +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor +3","description":"Armor (Hide Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor +3","description":"Armor (Hide Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor +3 Base AC\",\"parent\":\"Hide Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor +3 Magic Bonus to AC\",\"parent\":\"Hide Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Hide Armor +3","Weight":12,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Acid Resistance","description":"Hide Armor Of Acid Resistance Armor (medium), rare (requires a ttunement ) You have resistance to acid damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Acid Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Acid Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Acid Resistance Base Armor Class\",\"parent\":\"Hide Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Acid Resistance Attunement\",\"parent\":\"Hide Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Acid Resistance\",\"parent\":\"Hide Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Acid Resistance","Weight":12,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Air Elemental Aura","description":"Hide Armor of Air Elemental Aura Armor (hide armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Arcane Absorption","description":"Hide Armor of Arcane Absorption Armor (hide armor), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. AC: 12 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Blood Drinking","description":"Hide Armor of Blood Drinking Armor (hide armor), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. AC: 12 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Cold Resistance","description":"Hide Armor Of Cold Resistance Armor (medium), rare (requires a ttunement ) You have resistance to cold damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Cold Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Cold Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Cold Resistance Base Armor Class\",\"parent\":\"Hide Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Cold Resistance Attunement\",\"parent\":\"Hide Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Cold Resistance\",\"parent\":\"Hide Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Cold Resistance","Weight":12,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Earth Elemental Aura","description":"Hide Armor of Earth Elemental Aura Armor (hide armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Ease","description":"The illithid around here tell me they prefer their meals with a crunchy coating. — Xanathar Hide Armor of Ease Armor (medium), uncommon While the magic of this armor doesn't provide any additional protection, hide armor of ease can be slept in with no detrimental effects. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Hide Armor of Fire Elemental Aura","description":"Hide Armor of Fire Elemental Aura Armor (hide armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Fire Resistance","description":"Hide Armor Of Fire Resistance Armor (medium), rare (requires a ttunement ) You have resistance to fire damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Fire Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Fire Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Fire Resistance Base Armor Class\",\"parent\":\"Hide Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Fire Resistance Attunement\",\"parent\":\"Hide Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Fire Resistance\",\"parent\":\"Hide Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Fire Resistance","Weight":12,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Force Resistance","description":"Hide Armor Of Force Resistance Armor (medium), rare (requires a ttunement ) You have resistance to force damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Force Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Force Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Force Resistance Base Armor Class\",\"parent\":\"Hide Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Force Resistance Attunement\",\"parent\":\"Hide Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Force Resistance\",\"parent\":\"Hide Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Force Resistance","Weight":12,"data-description":"You have Resistance to Force damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Fungal Spores","description":"Hide Armor of Fungal Spores Armor (Medium), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Hide Armor of Gleaming","description":"Hide Armor of Gleaming Armor (medium), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Hide Armor of Gleaming","description":"Armor (Hide Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Lightning Resistance","description":"Hide Armor Of Lightning Resistance Armor (medium), rare (requires a ttunement ) You have resistance to lightning damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Lightning Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Lightning Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Hide Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Lightning Resistance Attunement\",\"parent\":\"Hide Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Lightning Resistance\",\"parent\":\"Hide Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Lightning Resistance","Weight":12,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Necrotic Resistance","description":"Hide Armor Of Necrotic Resistance Armor (medium), rare (requires a ttunement ) You have resistance to necrotic damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Necrotic Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Necrotic Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Hide Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Necrotic Resistance Attunement\",\"parent\":\"Hide Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Necrotic Resistance\",\"parent\":\"Hide Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Necrotic Resistance","Weight":12,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Poison Resistance","description":"Hide Armor Of Poison Resistance Armor (medium), rare (requires a ttunement ) You have resistance to poison damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Poison Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Poison Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Poison Resistance Base Armor Class\",\"parent\":\"Hide Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Poison Resistance Attunement\",\"parent\":\"Hide Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Poison Resistance\",\"parent\":\"Hide Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Poison Resistance","Weight":12,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Psychic Resistance","description":"Hide Armor Of Psychic Resistance Armor (medium), rare (requires a ttunement ) You have resistance to psychic damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Psychic Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Psychic Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Hide Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Psychic Resistance Attunement\",\"parent\":\"Hide Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Psychic Resistance\",\"parent\":\"Hide Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Psychic Resistance","Weight":12,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Radiant Resistance","description":"Hide Armor Of Radiant Resistance Armor (medium), rare (requires a ttunement ) You have resistance to radiant damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Radiant Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Radiant Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Hide Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Radiant Resistance Attunement\",\"parent\":\"Hide Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Radiant Resistance\",\"parent\":\"Hide Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Radiant Resistance","Weight":12,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of the Fallen","description":"Hide Armor of the Fallen Armor (Medium), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Hide Armor of the Holy Crusade","description":"Hide Armor of the Holy Crusade Armor (hide armor), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. AC: 12 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Thunder Resistance","description":"Hide Armor Of Thunder Resistance Armor (medium), rare (requires a ttunement ) You have resistance to thunder damage while you wear this armor. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":12,"Item Type":"Medium Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hide Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hide Armor of Thunder Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Thunder Resistance","description":"Armor (Hide Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Hide Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Thunder Resistance Attunement\",\"parent\":\"Hide Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor Thunder Resistance\",\"parent\":\"Hide Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Thunder Resistance","Weight":12,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Vulnerability (Bludgeoning)","description":"Armor (Hide Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Vulnerability (Bludgeoning)","description":"Armor (Hide Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Hide Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Hide Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Hide Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Hide Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Bludgeoning)Piercing Vulnerability\",\"parent\":\"Hide Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Hide Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Vulnerability (Bludgeoning)","Weight":12,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Vulnerability (Piercing)","description":"Armor (Hide Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Vulnerability (Piercing)","description":"Armor (Hide Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Hide Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Hide Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Hide Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Hide Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Hide Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Hide Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Vulnerability (Piercing)","Weight":12,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Vulnerability (Slashing)","description":"Armor (Hide Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Medium Armor","Item Rarity":"No","Name":"Hide Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hide Armor of Vulnerability (Slashing)","description":"Armor (Hide Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Hide Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Hide Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":12,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Hide Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Hide Armor of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Hide Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Hide Armor of Vulnerability (Slashing) Attunement\",\"parent\":\"Hide Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Hide Armor of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Hide Armor of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Hide Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Hide Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Hide Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Hide Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Hide Armor of Vulnerability (Slashing)","Weight":12,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Hide Armor of Water Elemental Aura","description":"Hide Armor of Water Elemental Aura Armor (hide armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hide Armor of Weightlessness","description":"Hide Armor of Weightlessness Armor (Medium), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Hide Cast-Off Armor","description":"Hide Cast-Off Armor Armor (medium), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Hide Chaos Armor","description":"Hide Chaos Armor Armor (medium), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Hide Armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. AC : 12 +Dex modifier (max 2) Weight : 12 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Hide Living Armor","description":"Hide Living Armor Armor (hide armor), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 13 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Resistance: Necrotic, Poison, Psychic","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Hide of the Feral Guardian","description":"Hide Of The Feral Guardian Armor (medium, studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). Exalted. When the armor reaches an exalted state, it gains the following properties: The AC bonus of the armor increases to +3. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). When you cast the polymorph spell using this armor, you can transform into a guardian wolf . AC: 14 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"armor (studded leather)","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Hide of the Feral Guardian","description":"Hide of the Feral Guardian Armor (studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). Exalted. When the armor reaches an exalted state, it gains the following properties: The AC bonus of the armor increases to +3. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). When you cast the polymorph spell using this armor, you can transform into a guardian wolf (see the accompanying stat block). AC: 13/14/15 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hide of the Feral Guardian, Awakened","description":"Hide Of The Feral Guardian, Awakened Armor (medium, studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). For more information, see Vestiges of Divergence . AC: 16 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":5016,"Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Hide of the Feral Guardian, Awakened","description":"Hide of the Feral Guardian Armor (studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). AC: 14 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hide of the Feral Guardian, Dormant","description":"Hide Of The Feral Guardian, Dormant Armor (medium, studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. For more information, see Vestiges of Divergence . AC: 15 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":5016,"Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Hide of the Feral Guardian, Dormant","description":"Hide of the Feral Guardian Armor (studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. AC: 13 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hide of the Feral Guardian, Exalted","description":"Hide Of The Feral Guardian Armor (medium, studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). Exalted. When the armor reaches an exalted state, it gains the following properties: The AC bonus of the armor increases to +3. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). When you cast the polymorph spell using this armor, you can transform into a guardian wolf . For more information, see Vestiges of Divergence . AC: 17 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":5016,"Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Hide of the Feral Guardian, Exalted","description":"Hide of the Feral Guardian Armor (studded leather), legendary (requires attunement) It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits: The armor grants you a +1 bonus to AC. While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn. Awakened. When the armor reaches an awakened state, it gains the following properties: The AC bonus of the armor increases to +2. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). Exalted. When the armor reaches an exalted state, it gains the following properties: The AC bonus of the armor increases to +3. While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). When you cast the polymorph spell using this armor, you can transform into a guardian wolf (see the accompanying stat block). AC: 15 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hide Smoldering Armor","description":"Hide Smoldering Armor Armor (medium), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Hide Suit of Heroic Prowess","description":"Hide Suit of Heroic Prowess Armor (hide armor), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. AC: 12 + Dex modifier (max 2) Weight: 12","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"High Noon Straightshooter","description":"High Noon Straightshooter Ranged weapon (martial, six shooter), legendary (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. While you are attuned to this weapon and not in combat, you can use the command phrase (often something like, “I’m calling you out”) and choose one enemy creature who can see and hear you. You and the chosen creature roll initiative for special round of combat, during which only the two of you get a turn. During your turn on this special round of combat, you have advantage on all attack rolls with this weapon against that creature. After this special round of combat, other creatures can join the combat as normal. You can’t use this property again until 1 week has passed. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black Powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in \"Making an Attack\" section. Damage: 1d8+3 Damage Type : Piercing Properties: Ammunition, Black Powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black Powder, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Highforged Asterite Ring","description":"The Elven Craft of Highforging Before the Elven Diaspora thousands of years ago, arcane crafters used the unending magic of creation and unlocked the secrets of highforging to oppose two then-newly ascended warring gods. Highforged weapons and armor empowered ancient heroes to adjust their arsenal and counter each gods’ magic, giving elves a glorious albeit brief triumph. Millennia later, decadent sun elf nobles became interested in and revived the art of highforging, looking to express themselves and impress each other through never-before-seen combinations of magic. However, most of the revived ancient art was forgotten once more when entire sun elf nations disappeared one by one during the mysterious world-altering event known as the Elven Exodus. Now, the magic of both ancient and more contemporary highforged items awaits to be rediscovered and used against the warring gods in defense of Naam once again. Using Highforged Items in Your Games Highforged items give gamemasters a new tool to add another layer of excitement and gameplay, allowing the creation of balanced items with a range of customizable abilities. Many magic items can be created as or converted to highforged. A highforged magic item has its original properties in addition to one, two, or three arcane slots that can be fitted with magic gemstones that further enhance its power. This optional mechanic gives an alternative, more permanent use for uncommon consumable items such as Elemental Gems and the Gem of Brightness and allows players to combine the effects of more rare and permanent items that require attunement, such as Aeon (Ioun) Stones and the Stone of Good Luck. For example, a Blue Sapphire Elemental Gem can be fitted into a highforged magic weapon for additional thunder damage, or into a highforged magic armor for a permanent feather falling effect. Characters attuned to a highforged item can add or remove magic gems from its arcane slots as part of a short or long rest. If a character is attuned to more than one highforged items, they can add or remove magic gems from all their highforged items as part of the same rest. Magic gems with active effects, including consumable gems and certain Aeon (Ioun) Stones such as the Aeon (Ioun) Stone of Absorption, can be activated normally while inside highforged items as if they were being held, worn, or carried. When such a gem loses its magic, it stops granting highforging benefits and falls off the item it was slotted into. Arcane Slots and Highforged Item Rarity The rarity of a highforged item increases by one for each arcane slot it has compared to its non-highforged counterpart. For example, a Weapon +1 is uncommon, while a Highforged Weapon +1 with one arcane slot is rare. Similarly, a Sword of Wounding is rare, while a Highforged Sword of Wounding with two arcane slots is legendary, and a Highforged Sword of Wounding with three arcane slots is considered an artifact. This increase in rarity happens whether the arcane slot is empty or fitted with a magic gem. If a gem fitted in an arcane slot is rarer than the highforged item itself, the item’s rarity increases to match the rarity of the gem for as long as the gem is fitted. For example, an Armor +1 with one slot is very rare, but if a legendary Aeon (Ioun) Stone of Mastery is fitted into the armor’s slot, the armor’s rarity becomes legendary as well for as long as the Aeon (Ioun) Stone of Mastery is fitted in the armor’s arcane slot. Highforged items have the capacity to become artifacts, and regular artifacts can be highforged as well. When creating highforged artifacts, replace one randomly determined beneficial property for each arcane slot the artifact has, up to the three arcane slot limit. Highforged Item Eligibility and Attunement Use common sense to determine whether an item can be created as highforged and how many arcane slots it can have. Consumable items and wondrous items that are not worn or wielded in combat, such as Bag of Holding, Instant Fortress, and Mirror of Life Trapping, cannot be highforged. Amulets and rings can typically have only one arcane slot due to size. Nonmagical items that receive an arcane slot become common highforged magic items. Without a magic gem fitted, these items have no additional properties but count as magic items for the purpose of bypassing damage resistances in the case of weapons or resisting certain effects (such as a rust monster’s rust metal trait) in the case of armor. All highforged items require attunement regardless of how many arcane slots they have. Aeon (Ioun) Stones and the Stone of Good Luck can be fitted into a highforged item and attuned to using a single attunement slot for the highforged item and any of these gems. Converting Existing Items into Highforged At your discretion, characters may undergo epic quests to find ways to add one or more arcane slots to an existing item, converting it into highforged. The exact details of these quests are left up to you. When measuring the difficulty and the cost of highforging an existing item, consider the final rarity of the item after it has been highforged. For example, adding an arcane slot to an uncommon item, such as a Wand of Magic Missiles, should be as difficult and cost as much as creating a rare item. Highforging: Elemental Gems, Gems of Brightness, and Gems of Darkness A number of different magic gems can be fitted into a highforged item’s arcane slots. The most common such stones include the four types of Elemental Gems that contain motes of elemental energy, as well as Gems of Brightness and Gems of Darkness (which can be found in this book). Such gems bestow different benefits depending on the type of item they are fitted into, and multiple gems of the same color bestow additional and stacking benefits. If an item has more than one type, like a magical staff that is also a quarterstaff weapon or a Rod of Lordly Might, the character attuned to that item decides which type of the item it counts as for the purpose of determining the benefits it gains from highforging each time they add magic gems into that item’s arcane slots. You can see the different benefits each type of item gains depending on the type and number of Elemental Gems and Gems of Brightness in the tables below: Elemental Gem: Blue Sapphire (air elemental magic) Number of blue sapphires Rods, Staves, and Wands Weapons Armor and Wondrous Items One blue sapphire When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 thunder damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 thunder damage to any target it hits. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Two blue sapphires When you cast a spell that deals thunder damage using this item as your spellcasting focus, that spell ignores thunder resistance. You can attack twice when making opportunity attacks with this weapon. You gain resistance to thunder damage. Three blue sapphires The extra thunder damage increases to 2d8. The extra thunder damage increases to 2d6. You gain a flying speed of 30 feet. Elemental Gem: Yellow Diamond (earth elemental magic) Number of yellow diamonds Rods, Staves, and Wands Weapons Armor and Wondrous Items One yellow diamond You gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells cast using this item as your spellcasting focus. This weapon deals an extra 1d6 bludgeoning, piercing, or slashing damage (depending on the weapon’s base damage type) to any target it hits. You gain a +1 bonus to AC and saving throws. Two yellow diamonds You have advantage on Constitution saving throws to maintain concentration on spells cast using this item as your spellcasting focus. You can’t be disarmed of this weapon unless you are incapacitated. You gain resistance to bludgeoning damage. Three yellow diamonds The bonus to spell attack rolls and to the saving throw DCs of spells cast through this item increases to +2. The extra bludgeoning, piercing, or slashing damage increases to 2d6. The bonus to AC and saving throws increases to +2. Elemental Gem: Red Corundum (fire elemental magic) Number of red corundums Rods, Staves, and Wands Weapons Armor and Wondrous Items One red corundum When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 fire damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 fire damage to any target it hits. Creatures you are grappling and creatures subjecting you to the grappled condition suffer 1d8 fire damage at the end of their turn. Two red corundums When you cast a spell that deals fire damage using this item as your spellcasting focus, that spell ignores fire resistance. Instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. You gain resistance to fire damage. Three red corundums The extra fire damage increases to 2d8. The extra fire damage increases to 2d6. You are immune to the heat metal spell, and creatures you are grappling and creatures subjecting you to the grappled condition suffer 2d8 fire damage at the end of their turn. Elemental Gem: Emerald (water elemental magic) Number of emeralds Rods, Staves, and Wands Weapons Armor and Wondrous Items One emerald When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 cold damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 cold damage to any target it hits. You can stand on and move across any liquid surface as if it were solid ground. Two emeralds When you cast a spell that deals cold damage using this item as your spellcasting focus, that spell ignores cold resistance. Each successful attack with this weapon reduces the target’s speed by 10 feet, up to a maximum of 30 feet, until the start of your next turn. Creatures immune to cold are unaffected. You gain resistance to cold damage. Three emeralds The extra cold damage increases to 2d8. The extra cold damage increases to 2d6. You gain a swimming speed equal to double your walking speed and can breathe underwater. Gem of Brightness Number of Gems of Brightness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Brightness You can cast dancing lights and light at will through this item. Creatures and objects hit by an attack with this weapon shed dim light in a 5-foot radius and can’t benefit from being invisible until the start of your next turn. You can use a bonus action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can end this effect at any time (no action required). Two Gems of Brightness You can cast sacred flame at will through this item. The radius of the dim light increases to 10-feet and attack rolls against an affected creature or object are made with advantage until the start of your next turn if the attacker can see it. Invisible creatures and objects are visible as long as they are in the bright light created by this effect. Three Gems of Brightness You can cast faerie fire at will through this item. Creatures hit by an attack with this weapon must succeed on a DC 15 Constitution saving throw or become blinded until the start of your next turn. The light from this effect is sunlight. Gem of Darkness Number of Gems of Darkness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Darkness When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 necrotic damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 necrotic damage to any target it hits. Your hit point maximum can't be reduced. Two Gems of Darkness When you cast a spell that deals necrotic damage using this item as your spellcasting focus, that spell ignores necrotic resistance. Hit points lost to this weapon's necrotic damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. You gain resistance to necrotic damage. Three Gems of Darkness The extra necrotic damage increases to 2d8. The extra necrotic damage increases to 2d6. You gain advantage on saving throws against necromancy spells and harmful effects originating from undead creatures, and immunity to the power word kill spell. Highforging: Aeon (Ioun) Stones, Stones of Good Luck, Evil Eye Charms, Skycrystal Shards, and Soul Diamonds Aeon (Ioun) Stones and Stones of Good Luck, as well as Evil Eye Charms, Skycrystal Shards, and Soul Diamonds (all three of which can be found in this book), retain their original effects and do not bestow additional abilities when fitted into a highforged item, but characters can attune to any such gems using a single attunement slot for the highforged item and the gems fitted in it. Additionally, as long as they remain in an arcane slot, Aeon (Ioun) Stones can be used without having to orbit around a character’s head and holding the highforged item counts as holding the gems fitted in its slots for the purposes of using activated abilities. However, the effects of two magic gems with the same name do not stack even if one is fitted into an arcane slot and the other worn or wielded normally. For example, a character can attune to a Highforged Mace of Smiting with three arcane slots (an artifact-level item) and fit a Stone of Good Luck, an Aeon (Ioun) Stone of Fortitude, and an Evil Eye Charm using a single attunement slot, but the character cannot benefit from additional copies of these magic gems even if they attune to them separately. Highforged Item Examples Highforged Belt of Elvenkind (1 arcane slot) Wondrous item, Very Rare, Highforged (1 arcane slot, requires attunement) Nobles from the elven nation of Khemhotep customarily gave these belts to trusted therianthrope servants and allies of non-elven lineage, aiming to help them see the elven point of view. While wearing this belt you gain the following benefits: Your Dexterity score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with elves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of your beard falling off if you have one. If you aren't an elf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have darkvision out to a range of 60 feet. You can speak, read, and write Elvish. Highforged. This item has 1 arcane slot fitted with a Gem of Brightness , granting it the following additional property: One Gem of Brightness. You can use an action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can use a bonus action to end this effect. Highforged Longsword +1 (2 arcane slots) Weapon (Longsword), Very Rare, Highforged (2 arcane slots, requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. Highforged. This item has 2 arcane slots fitted with two: Red Corundums , granting it the following additional properties: Two Red Corundums. This weapon deals an extra 1d6 fire damage to any target it hits. Additionally, instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. Highforged Asterite Ring (1 arcane slot) Wondrous item, Legendary, Highforged (1 arcane slot, requires attunement by a spellcaster) Crafted from asterite, a rare and innately magical meteoric metal, this ring has been further imbued with enduring magic. While wearing this ring, you can use a bonus action and roll 1d6 + 1. You gain a temporary spell slot of that level. This temporary spell slot lasts until it is used, until you finish a long rest, or until the next dawn. The ring can’t be used this way again until the next dawn. Highforged. This item has 1 arcane slot fitted with a Blue Sapphire , granting it the following additional property: One Blue Sapphire. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Highforged Shadow Dragon Scale Mail (3 arcane slots) Armor (Scale Mail), Artifact, Highforged (3 arcane slots, requires attunement) Crafted from the scales of a dragon that embraced the shadows, this magic scale mail protects the wearer while imparting some of the dark power of shadow dragons to them. Mighty heroes might claim these scales from a shadow dragon they defeated. Rarely, shadow dragons might give their scales away willingly to mortals they deem worthy. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to necrotic damage. Shadow Stealth. While you are in dim light or darkness, you can take the Hide action as a bonus action. Dragonsense. You can focus your senses as an action to magically discern the distance and direction to the closest shadow dragon within 30 miles of you. This special action can't be used again until the next dawn. Highforged. This item has 3 arcane slots fitted with a Yellow Diamond and two Emeralds , granting it the following additional properties: One Yellow Diamond. You gain a +1 bonus to AC and saving throws. Two Emeralds. You can stand on and move across any liquid surface as if it were solid ground. Additionally, you gain resistance to cold damage.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Highforged Belt of Elvenkind","description":"The Elven Craft of Highforging Before the Elven Diaspora thousands of years ago, arcane crafters used the unending magic of creation and unlocked the secrets of highforging to oppose two then-newly ascended warring gods. Highforged weapons and armor empowered ancient heroes to adjust their arsenal and counter each gods’ magic, giving elves a glorious albeit brief triumph. Millennia later, decadent sun elf nobles became interested in and revived the art of highforging, looking to express themselves and impress each other through never-before-seen combinations of magic. However, most of the revived ancient art was forgotten once more when entire sun elf nations disappeared one by one during the mysterious world-altering event known as the Elven Exodus. Now, the magic of both ancient and more contemporary highforged items awaits to be rediscovered and used against the warring gods in defense of Naam once again. Using Highforged Items in Your Games Highforged items give gamemasters a new tool to add another layer of excitement and gameplay, allowing the creation of balanced items with a range of customizable abilities. Many magic items can be created as or converted to highforged. A highforged magic item has its original properties in addition to one, two, or three arcane slots that can be fitted with magic gemstones that further enhance its power. This optional mechanic gives an alternative, more permanent use for uncommon consumable items such as Elemental Gems and the Gem of Brightness and allows players to combine the effects of more rare and permanent items that require attunement, such as Aeon (Ioun) Stones and the Stone of Good Luck. For example, a Blue Sapphire Elemental Gem can be fitted into a highforged magic weapon for additional thunder damage, or into a highforged magic armor for a permanent feather falling effect. Characters attuned to a highforged item can add or remove magic gems from its arcane slots as part of a short or long rest. If a character is attuned to more than one highforged items, they can add or remove magic gems from all their highforged items as part of the same rest. Magic gems with active effects, including consumable gems and certain Aeon (Ioun) Stones such as the Aeon (Ioun) Stone of Absorption, can be activated normally while inside highforged items as if they were being held, worn, or carried. When such a gem loses its magic, it stops granting highforging benefits and falls off the item it was slotted into. Arcane Slots and Highforged Item Rarity The rarity of a highforged item increases by one for each arcane slot it has compared to its non-highforged counterpart. For example, a Weapon +1 is uncommon, while a Highforged Weapon +1 with one arcane slot is rare. Similarly, a Sword of Wounding is rare, while a Highforged Sword of Wounding with two arcane slots is legendary, and a Highforged Sword of Wounding with three arcane slots is considered an artifact. This increase in rarity happens whether the arcane slot is empty or fitted with a magic gem. If a gem fitted in an arcane slot is rarer than the highforged item itself, the item’s rarity increases to match the rarity of the gem for as long as the gem is fitted. For example, an Armor +1 with one slot is very rare, but if a legendary Aeon (Ioun) Stone of Mastery is fitted into the armor’s slot, the armor’s rarity becomes legendary as well for as long as the Aeon (Ioun) Stone of Mastery is fitted in the armor’s arcane slot. Highforged items have the capacity to become artifacts, and regular artifacts can be highforged as well. When creating highforged artifacts, replace one randomly determined beneficial property for each arcane slot the artifact has, up to the three arcane slot limit. Highforged Item Eligibility and Attunement Use common sense to determine whether an item can be created as highforged and how many arcane slots it can have. Consumable items and wondrous items that are not worn or wielded in combat, such as Bag of Holding, Instant Fortress, and Mirror of Life Trapping, cannot be highforged. Amulets and rings can typically have only one arcane slot due to size. Nonmagical items that receive an arcane slot become common highforged magic items. Without a magic gem fitted, these items have no additional properties but count as magic items for the purpose of bypassing damage resistances in the case of weapons or resisting certain effects (such as a rust monster’s rust metal trait) in the case of armor. All highforged items require attunement regardless of how many arcane slots they have. Aeon (Ioun) Stones and the Stone of Good Luck can be fitted into a highforged item and attuned to using a single attunement slot for the highforged item and any of these gems. Converting Existing Items into Highforged At your discretion, characters may undergo epic quests to find ways to add one or more arcane slots to an existing item, converting it into highforged. The exact details of these quests are left up to you. When measuring the difficulty and the cost of highforging an existing item, consider the final rarity of the item after it has been highforged. For example, adding an arcane slot to an uncommon item, such as a Wand of Magic Missiles, should be as difficult and cost as much as creating a rare item. Highforging: Elemental Gems, Gems of Brightness, and Gems of Darkness A number of different magic gems can be fitted into a highforged item’s arcane slots. The most common such stones include the four types of Elemental Gems that contain motes of elemental energy, as well as Gems of Brightness and Gems of Darkness (which can be found in this book). Such gems bestow different benefits depending on the type of item they are fitted into, and multiple gems of the same color bestow additional and stacking benefits. If an item has more than one type, like a magical staff that is also a quarterstaff weapon or a Rod of Lordly Might, the character attuned to that item decides which type of the item it counts as for the purpose of determining the benefits it gains from highforging each time they add magic gems into that item’s arcane slots. You can see the different benefits each type of item gains depending on the type and number of Elemental Gems and Gems of Brightness in the tables below: Elemental Gem: Blue Sapphire (air elemental magic) Number of blue sapphires Rods, Staves, and Wands Weapons Armor and Wondrous Items One blue sapphire When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 thunder damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 thunder damage to any target it hits. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Two blue sapphires When you cast a spell that deals thunder damage using this item as your spellcasting focus, that spell ignores thunder resistance. You can attack twice when making opportunity attacks with this weapon. You gain resistance to thunder damage. Three blue sapphires The extra thunder damage increases to 2d8. The extra thunder damage increases to 2d6. You gain a flying speed of 30 feet. Elemental Gem: Yellow Diamond (earth elemental magic) Number of yellow diamonds Rods, Staves, and Wands Weapons Armor and Wondrous Items One yellow diamond You gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells cast using this item as your spellcasting focus. This weapon deals an extra 1d6 bludgeoning, piercing, or slashing damage (depending on the weapon’s base damage type) to any target it hits. You gain a +1 bonus to AC and saving throws. Two yellow diamonds You have advantage on Constitution saving throws to maintain concentration on spells cast using this item as your spellcasting focus. You can’t be disarmed of this weapon unless you are incapacitated. You gain resistance to bludgeoning damage. Three yellow diamonds The bonus to spell attack rolls and to the saving throw DCs of spells cast through this item increases to +2. The extra bludgeoning, piercing, or slashing damage increases to 2d6. The bonus to AC and saving throws increases to +2. Elemental Gem: Red Corundum (fire elemental magic) Number of red corundums Rods, Staves, and Wands Weapons Armor and Wondrous Items One red corundum When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 fire damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 fire damage to any target it hits. Creatures you are grappling and creatures subjecting you to the grappled condition suffer 1d8 fire damage at the end of their turn. Two red corundums When you cast a spell that deals fire damage using this item as your spellcasting focus, that spell ignores fire resistance. Instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. You gain resistance to fire damage. Three red corundums The extra fire damage increases to 2d8. The extra fire damage increases to 2d6. You are immune to the heat metal spell, and creatures you are grappling and creatures subjecting you to the grappled condition suffer 2d8 fire damage at the end of their turn. Elemental Gem: Emerald (water elemental magic) Number of emeralds Rods, Staves, and Wands Weapons Armor and Wondrous Items One emerald When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 cold damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 cold damage to any target it hits. You can stand on and move across any liquid surface as if it were solid ground. Two emeralds When you cast a spell that deals cold damage using this item as your spellcasting focus, that spell ignores cold resistance. Each successful attack with this weapon reduces the target’s speed by 10 feet, up to a maximum of 30 feet, until the start of your next turn. Creatures immune to cold are unaffected. You gain resistance to cold damage. Three emeralds The extra cold damage increases to 2d8. The extra cold damage increases to 2d6. You gain a swimming speed equal to double your walking speed and can breathe underwater. Gem of Brightness Number of Gems of Brightness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Brightness You can cast dancing lights and light at will through this item. Creatures and objects hit by an attack with this weapon shed dim light in a 5-foot radius and can’t benefit from being invisible until the start of your next turn. You can use a bonus action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can end this effect at any time (no action required). Two Gems of Brightness You can cast sacred flame at will through this item. The radius of the dim light increases to 10-feet and attack rolls against an affected creature or object are made with advantage until the start of your next turn if the attacker can see it. Invisible creatures and objects are visible as long as they are in the bright light created by this effect. Three Gems of Brightness You can cast faerie fire at will through this item. Creatures hit by an attack with this weapon must succeed on a DC 15 Constitution saving throw or become blinded until the start of your next turn. The light from this effect is sunlight. Gem of Darkness Number of Gems of Darkness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Darkness When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 necrotic damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 necrotic damage to any target it hits. Your hit point maximum can't be reduced. Two Gems of Darkness When you cast a spell that deals necrotic damage using this item as your spellcasting focus, that spell ignores necrotic resistance. Hit points lost to this weapon's necrotic damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. You gain resistance to necrotic damage. Three Gems of Darkness The extra necrotic damage increases to 2d8. The extra necrotic damage increases to 2d6. You gain advantage on saving throws against necromancy spells and harmful effects originating from undead creatures, and immunity to the power word kill spell. Highforging: Aeon (Ioun) Stones, Stones of Good Luck, Evil Eye Charms, Skycrystal Shards, and Soul Diamonds Aeon (Ioun) Stones and Stones of Good Luck, as well as Evil Eye Charms, Skycrystal Shards, and Soul Diamonds (all three of which can be found in this book), retain their original effects and do not bestow additional abilities when fitted into a highforged item, but characters can attune to any such gems using a single attunement slot for the highforged item and the gems fitted in it. Additionally, as long as they remain in an arcane slot, Aeon (Ioun) Stones can be used without having to orbit around a character’s head and holding the highforged item counts as holding the gems fitted in its slots for the purposes of using activated abilities. However, the effects of two magic gems with the same name do not stack even if one is fitted into an arcane slot and the other worn or wielded normally. For example, a character can attune to a Highforged Mace of Smiting with three arcane slots (an artifact-level item) and fit a Stone of Good Luck, an Aeon (Ioun) Stone of Fortitude, and an Evil Eye Charm using a single attunement slot, but the character cannot benefit from additional copies of these magic gems even if they attune to them separately. Highforged Item Examples Highforged Belt of Elvenkind (1 arcane slot) Wondrous item, Very Rare, Highforged (1 arcane slot, requires attunement) Nobles from the elven nation of Khemhotep customarily gave these belts to trusted therianthrope servants and allies of non-elven lineage, aiming to help them see the elven point of view. While wearing this belt you gain the following benefits: Your Dexterity score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with elves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of your beard falling off if you have one. If you aren't an elf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have darkvision out to a range of 60 feet. You can speak, read, and write Elvish. Highforged. This item has 1 arcane slot fitted with a Gem of Brightness , granting it the following additional property: One Gem of Brightness. You can use an action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can use a bonus action to end this effect. Highforged Longsword +1 (2 arcane slots) Weapon (Longsword), Very Rare, Highforged (2 arcane slots, requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. Highforged. This item has 2 arcane slots fitted with two: Red Corundums , granting it the following additional properties: Two Red Corundums. This weapon deals an extra 1d6 fire damage to any target it hits. Additionally, instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. Highforged Asterite Ring (1 arcane slot) Wondrous item, Legendary, Highforged (1 arcane slot, requires attunement by a spellcaster) Crafted from asterite, a rare and innately magical meteoric metal, this ring has been further imbued with enduring magic. While wearing this ring, you can use a bonus action and roll 1d6 + 1. You gain a temporary spell slot of that level. This temporary spell slot lasts until it is used, until you finish a long rest, or until the next dawn. The ring can’t be used this way again until the next dawn. Highforged. This item has 1 arcane slot fitted with a Blue Sapphire , granting it the following additional property: One Blue Sapphire. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Highforged Shadow Dragon Scale Mail (3 arcane slots) Armor (Scale Mail), Artifact, Highforged (3 arcane slots, requires attunement) Crafted from the scales of a dragon that embraced the shadows, this magic scale mail protects the wearer while imparting some of the dark power of shadow dragons to them. Mighty heroes might claim these scales from a shadow dragon they defeated. Rarely, shadow dragons might give their scales away willingly to mortals they deem worthy. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to necrotic damage. Shadow Stealth. While you are in dim light or darkness, you can take the Hide action as a bonus action. Dragonsense. You can focus your senses as an action to magically discern the distance and direction to the closest shadow dragon within 30 miles of you. This special action can't be used again until the next dawn. Highforged. This item has 3 arcane slots fitted with a Yellow Diamond and two Emeralds , granting it the following additional properties: One Yellow Diamond. You gain a +1 bonus to AC and saving throws. Two Emeralds. You can stand on and move across any liquid surface as if it were solid ground. Additionally, you gain resistance to cold damage.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Highforged Longsword +1","description":"The Elven Craft of Highforging Before the Elven Diaspora thousands of years ago, arcane crafters used the unending magic of creation and unlocked the secrets of highforging to oppose two then-newly ascended warring gods. Highforged weapons and armor empowered ancient heroes to adjust their arsenal and counter each gods’ magic, giving elves a glorious albeit brief triumph. Millennia later, decadent sun elf nobles became interested in and revived the art of highforging, looking to express themselves and impress each other through never-before-seen combinations of magic. However, most of the revived ancient art was forgotten once more when entire sun elf nations disappeared one by one during the mysterious world-altering event known as the Elven Exodus. Now, the magic of both ancient and more contemporary highforged items awaits to be rediscovered and used against the warring gods in defense of Naam once again. Using Highforged Items in Your Games Highforged items give gamemasters a new tool to add another layer of excitement and gameplay, allowing the creation of balanced items with a range of customizable abilities. Many magic items can be created as or converted to highforged. A highforged magic item has its original properties in addition to one, two, or three arcane slots that can be fitted with magic gemstones that further enhance its power. This optional mechanic gives an alternative, more permanent use for uncommon consumable items such as Elemental Gems and the Gem of Brightness and allows players to combine the effects of more rare and permanent items that require attunement, such as Aeon (Ioun) Stones and the Stone of Good Luck. For example, a Blue Sapphire Elemental Gem can be fitted into a highforged magic weapon for additional thunder damage, or into a highforged magic armor for a permanent feather falling effect. Characters attuned to a highforged item can add or remove magic gems from its arcane slots as part of a short or long rest. If a character is attuned to more than one highforged items, they can add or remove magic gems from all their highforged items as part of the same rest. Magic gems with active effects, including consumable gems and certain Aeon (Ioun) Stones such as the Aeon (Ioun) Stone of Absorption, can be activated normally while inside highforged items as if they were being held, worn, or carried. When such a gem loses its magic, it stops granting highforging benefits and falls off the item it was slotted into. Arcane Slots and Highforged Item Rarity The rarity of a highforged item increases by one for each arcane slot it has compared to its non-highforged counterpart. For example, a Weapon +1 is uncommon, while a Highforged Weapon +1 with one arcane slot is rare. Similarly, a Sword of Wounding is rare, while a Highforged Sword of Wounding with two arcane slots is legendary, and a Highforged Sword of Wounding with three arcane slots is considered an artifact. This increase in rarity happens whether the arcane slot is empty or fitted with a magic gem. If a gem fitted in an arcane slot is rarer than the highforged item itself, the item’s rarity increases to match the rarity of the gem for as long as the gem is fitted. For example, an Armor +1 with one slot is very rare, but if a legendary Aeon (Ioun) Stone of Mastery is fitted into the armor’s slot, the armor’s rarity becomes legendary as well for as long as the Aeon (Ioun) Stone of Mastery is fitted in the armor’s arcane slot. Highforged items have the capacity to become artifacts, and regular artifacts can be highforged as well. When creating highforged artifacts, replace one randomly determined beneficial property for each arcane slot the artifact has, up to the three arcane slot limit. Highforged Item Eligibility and Attunement Use common sense to determine whether an item can be created as highforged and how many arcane slots it can have. Consumable items and wondrous items that are not worn or wielded in combat, such as Bag of Holding, Instant Fortress, and Mirror of Life Trapping, cannot be highforged. Amulets and rings can typically have only one arcane slot due to size. Nonmagical items that receive an arcane slot become common highforged magic items. Without a magic gem fitted, these items have no additional properties but count as magic items for the purpose of bypassing damage resistances in the case of weapons or resisting certain effects (such as a rust monster’s rust metal trait) in the case of armor. All highforged items require attunement regardless of how many arcane slots they have. Aeon (Ioun) Stones and the Stone of Good Luck can be fitted into a highforged item and attuned to using a single attunement slot for the highforged item and any of these gems. Converting Existing Items into Highforged At your discretion, characters may undergo epic quests to find ways to add one or more arcane slots to an existing item, converting it into highforged. The exact details of these quests are left up to you. When measuring the difficulty and the cost of highforging an existing item, consider the final rarity of the item after it has been highforged. For example, adding an arcane slot to an uncommon item, such as a Wand of Magic Missiles, should be as difficult and cost as much as creating a rare item. Highforging: Elemental Gems, Gems of Brightness, and Gems of Darkness A number of different magic gems can be fitted into a highforged item’s arcane slots. The most common such stones include the four types of Elemental Gems that contain motes of elemental energy, as well as Gems of Brightness and Gems of Darkness (which can be found in this book). Such gems bestow different benefits depending on the type of item they are fitted into, and multiple gems of the same color bestow additional and stacking benefits. If an item has more than one type, like a magical staff that is also a quarterstaff weapon or a Rod of Lordly Might, the character attuned to that item decides which type of the item it counts as for the purpose of determining the benefits it gains from highforging each time they add magic gems into that item’s arcane slots. You can see the different benefits each type of item gains depending on the type and number of Elemental Gems and Gems of Brightness in the tables below: Elemental Gem: Blue Sapphire (air elemental magic) Number of blue sapphires Rods, Staves, and Wands Weapons Armor and Wondrous Items One blue sapphire When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 thunder damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 thunder damage to any target it hits. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Two blue sapphires When you cast a spell that deals thunder damage using this item as your spellcasting focus, that spell ignores thunder resistance. You can attack twice when making opportunity attacks with this weapon. You gain resistance to thunder damage. Three blue sapphires The extra thunder damage increases to 2d8. The extra thunder damage increases to 2d6. You gain a flying speed of 30 feet. Elemental Gem: Yellow Diamond (earth elemental magic) Number of yellow diamonds Rods, Staves, and Wands Weapons Armor and Wondrous Items One yellow diamond You gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells cast using this item as your spellcasting focus. This weapon deals an extra 1d6 bludgeoning, piercing, or slashing damage (depending on the weapon’s base damage type) to any target it hits. You gain a +1 bonus to AC and saving throws. Two yellow diamonds You have advantage on Constitution saving throws to maintain concentration on spells cast using this item as your spellcasting focus. You can’t be disarmed of this weapon unless you are incapacitated. You gain resistance to bludgeoning damage. Three yellow diamonds The bonus to spell attack rolls and to the saving throw DCs of spells cast through this item increases to +2. The extra bludgeoning, piercing, or slashing damage increases to 2d6. The bonus to AC and saving throws increases to +2. Elemental Gem: Red Corundum (fire elemental magic) Number of red corundums Rods, Staves, and Wands Weapons Armor and Wondrous Items One red corundum When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 fire damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 fire damage to any target it hits. Creatures you are grappling and creatures subjecting you to the grappled condition suffer 1d8 fire damage at the end of their turn. Two red corundums When you cast a spell that deals fire damage using this item as your spellcasting focus, that spell ignores fire resistance. Instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. You gain resistance to fire damage. Three red corundums The extra fire damage increases to 2d8. The extra fire damage increases to 2d6. You are immune to the heat metal spell, and creatures you are grappling and creatures subjecting you to the grappled condition suffer 2d8 fire damage at the end of their turn. Elemental Gem: Emerald (water elemental magic) Number of emeralds Rods, Staves, and Wands Weapons Armor and Wondrous Items One emerald When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 cold damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 cold damage to any target it hits. You can stand on and move across any liquid surface as if it were solid ground. Two emeralds When you cast a spell that deals cold damage using this item as your spellcasting focus, that spell ignores cold resistance. Each successful attack with this weapon reduces the target’s speed by 10 feet, up to a maximum of 30 feet, until the start of your next turn. Creatures immune to cold are unaffected. You gain resistance to cold damage. Three emeralds The extra cold damage increases to 2d8. The extra cold damage increases to 2d6. You gain a swimming speed equal to double your walking speed and can breathe underwater. Gem of Brightness Number of Gems of Brightness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Brightness You can cast dancing lights and light at will through this item. Creatures and objects hit by an attack with this weapon shed dim light in a 5-foot radius and can’t benefit from being invisible until the start of your next turn. You can use a bonus action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can end this effect at any time (no action required). Two Gems of Brightness You can cast sacred flame at will through this item. The radius of the dim light increases to 10-feet and attack rolls against an affected creature or object are made with advantage until the start of your next turn if the attacker can see it. Invisible creatures and objects are visible as long as they are in the bright light created by this effect. Three Gems of Brightness You can cast faerie fire at will through this item. Creatures hit by an attack with this weapon must succeed on a DC 15 Constitution saving throw or become blinded until the start of your next turn. The light from this effect is sunlight. Gem of Darkness Number of Gems of Darkness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Darkness When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 necrotic damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 necrotic damage to any target it hits. Your hit point maximum can't be reduced. Two Gems of Darkness When you cast a spell that deals necrotic damage using this item as your spellcasting focus, that spell ignores necrotic resistance. Hit points lost to this weapon's necrotic damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. You gain resistance to necrotic damage. Three Gems of Darkness The extra necrotic damage increases to 2d8. The extra necrotic damage increases to 2d6. You gain advantage on saving throws against necromancy spells and harmful effects originating from undead creatures, and immunity to the power word kill spell. Highforging: Aeon (Ioun) Stones, Stones of Good Luck, Evil Eye Charms, Skycrystal Shards, and Soul Diamonds Aeon (Ioun) Stones and Stones of Good Luck, as well as Evil Eye Charms, Skycrystal Shards, and Soul Diamonds (all three of which can be found in this book), retain their original effects and do not bestow additional abilities when fitted into a highforged item, but characters can attune to any such gems using a single attunement slot for the highforged item and the gems fitted in it. Additionally, as long as they remain in an arcane slot, Aeon (Ioun) Stones can be used without having to orbit around a character’s head and holding the highforged item counts as holding the gems fitted in its slots for the purposes of using activated abilities. However, the effects of two magic gems with the same name do not stack even if one is fitted into an arcane slot and the other worn or wielded normally. For example, a character can attune to a Highforged Mace of Smiting with three arcane slots (an artifact-level item) and fit a Stone of Good Luck, an Aeon (Ioun) Stone of Fortitude, and an Evil Eye Charm using a single attunement slot, but the character cannot benefit from additional copies of these magic gems even if they attune to them separately. Highforged Item Examples Highforged Belt of Elvenkind (1 arcane slot) Wondrous item, Very Rare, Highforged (1 arcane slot, requires attunement) Nobles from the elven nation of Khemhotep customarily gave these belts to trusted therianthrope servants and allies of non-elven lineage, aiming to help them see the elven point of view. While wearing this belt you gain the following benefits: Your Dexterity score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with elves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of your beard falling off if you have one. If you aren't an elf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have darkvision out to a range of 60 feet. You can speak, read, and write Elvish. Highforged. This item has 1 arcane slot fitted with a Gem of Brightness , granting it the following additional property: One Gem of Brightness. You can use an action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can use a bonus action to end this effect. Highforged Longsword +1 (2 arcane slots) Weapon (Longsword), Very Rare, Highforged (2 arcane slots, requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. Highforged. This item has 2 arcane slots fitted with two: Red Corundums , granting it the following additional properties: Two Red Corundums. This weapon deals an extra 1d6 fire damage to any target it hits. Additionally, instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. Highforged Asterite Ring (1 arcane slot) Wondrous item, Legendary, Highforged (1 arcane slot, requires attunement by a spellcaster) Crafted from asterite, a rare and innately magical meteoric metal, this ring has been further imbued with enduring magic. While wearing this ring, you can use a bonus action and roll 1d6 + 1. You gain a temporary spell slot of that level. This temporary spell slot lasts until it is used, until you finish a long rest, or until the next dawn. The ring can’t be used this way again until the next dawn. Highforged. This item has 1 arcane slot fitted with a Blue Sapphire , granting it the following additional property: One Blue Sapphire. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Highforged Shadow Dragon Scale Mail (3 arcane slots) Armor (Scale Mail), Artifact, Highforged (3 arcane slots, requires attunement) Crafted from the scales of a dragon that embraced the shadows, this magic scale mail protects the wearer while imparting some of the dark power of shadow dragons to them. Mighty heroes might claim these scales from a shadow dragon they defeated. Rarely, shadow dragons might give their scales away willingly to mortals they deem worthy. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to necrotic damage. Shadow Stealth. While you are in dim light or darkness, you can take the Hide action as a bonus action. Dragonsense. You can focus your senses as an action to magically discern the distance and direction to the closest shadow dragon within 30 miles of you. This special action can't be used again until the next dawn. Highforged. This item has 3 arcane slots fitted with a Yellow Diamond and two Emeralds , granting it the following additional properties: One Yellow Diamond. You gain a +1 bonus to AC and saving throws. Two Emeralds. You can stand on and move across any liquid surface as if it were solid ground. Additionally, you gain resistance to cold damage.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Longsword)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Highforged Shadow Dragon Scale Mail","description":"The Elven Craft of Highforging Before the Elven Diaspora thousands of years ago, arcane crafters used the unending magic of creation and unlocked the secrets of highforging to oppose two then-newly ascended warring gods. Highforged weapons and armor empowered ancient heroes to adjust their arsenal and counter each gods’ magic, giving elves a glorious albeit brief triumph. Millennia later, decadent sun elf nobles became interested in and revived the art of highforging, looking to express themselves and impress each other through never-before-seen combinations of magic. However, most of the revived ancient art was forgotten once more when entire sun elf nations disappeared one by one during the mysterious world-altering event known as the Elven Exodus. Now, the magic of both ancient and more contemporary highforged items awaits to be rediscovered and used against the warring gods in defense of Naam once again. Using Highforged Items in Your Games Highforged items give gamemasters a new tool to add another layer of excitement and gameplay, allowing the creation of balanced items with a range of customizable abilities. Many magic items can be created as or converted to highforged. A highforged magic item has its original properties in addition to one, two, or three arcane slots that can be fitted with magic gemstones that further enhance its power. This optional mechanic gives an alternative, more permanent use for uncommon consumable items such as Elemental Gems and the Gem of Brightness and allows players to combine the effects of more rare and permanent items that require attunement, such as Aeon (Ioun) Stones and the Stone of Good Luck. For example, a Blue Sapphire Elemental Gem can be fitted into a highforged magic weapon for additional thunder damage, or into a highforged magic armor for a permanent feather falling effect. Characters attuned to a highforged item can add or remove magic gems from its arcane slots as part of a short or long rest. If a character is attuned to more than one highforged items, they can add or remove magic gems from all their highforged items as part of the same rest. Magic gems with active effects, including consumable gems and certain Aeon (Ioun) Stones such as the Aeon (Ioun) Stone of Absorption, can be activated normally while inside highforged items as if they were being held, worn, or carried. When such a gem loses its magic, it stops granting highforging benefits and falls off the item it was slotted into. Arcane Slots and Highforged Item Rarity The rarity of a highforged item increases by one for each arcane slot it has compared to its non-highforged counterpart. For example, a Weapon +1 is uncommon, while a Highforged Weapon +1 with one arcane slot is rare. Similarly, a Sword of Wounding is rare, while a Highforged Sword of Wounding with two arcane slots is legendary, and a Highforged Sword of Wounding with three arcane slots is considered an artifact. This increase in rarity happens whether the arcane slot is empty or fitted with a magic gem. If a gem fitted in an arcane slot is rarer than the highforged item itself, the item’s rarity increases to match the rarity of the gem for as long as the gem is fitted. For example, an Armor +1 with one slot is very rare, but if a legendary Aeon (Ioun) Stone of Mastery is fitted into the armor’s slot, the armor’s rarity becomes legendary as well for as long as the Aeon (Ioun) Stone of Mastery is fitted in the armor’s arcane slot. Highforged items have the capacity to become artifacts, and regular artifacts can be highforged as well. When creating highforged artifacts, replace one randomly determined beneficial property for each arcane slot the artifact has, up to the three arcane slot limit. Highforged Item Eligibility and Attunement Use common sense to determine whether an item can be created as highforged and how many arcane slots it can have. Consumable items and wondrous items that are not worn or wielded in combat, such as Bag of Holding, Instant Fortress, and Mirror of Life Trapping, cannot be highforged. Amulets and rings can typically have only one arcane slot due to size. Nonmagical items that receive an arcane slot become common highforged magic items. Without a magic gem fitted, these items have no additional properties but count as magic items for the purpose of bypassing damage resistances in the case of weapons or resisting certain effects (such as a rust monster’s rust metal trait) in the case of armor. All highforged items require attunement regardless of how many arcane slots they have. Aeon (Ioun) Stones and the Stone of Good Luck can be fitted into a highforged item and attuned to using a single attunement slot for the highforged item and any of these gems. Converting Existing Items into Highforged At your discretion, characters may undergo epic quests to find ways to add one or more arcane slots to an existing item, converting it into highforged. The exact details of these quests are left up to you. When measuring the difficulty and the cost of highforging an existing item, consider the final rarity of the item after it has been highforged. For example, adding an arcane slot to an uncommon item, such as a Wand of Magic Missiles, should be as difficult and cost as much as creating a rare item. Highforging: Elemental Gems, Gems of Brightness, and Gems of Darkness A number of different magic gems can be fitted into a highforged item’s arcane slots. The most common such stones include the four types of Elemental Gems that contain motes of elemental energy, as well as Gems of Brightness and Gems of Darkness (which can be found in this book). Such gems bestow different benefits depending on the type of item they are fitted into, and multiple gems of the same color bestow additional and stacking benefits. If an item has more than one type, like a magical staff that is also a quarterstaff weapon or a Rod of Lordly Might, the character attuned to that item decides which type of the item it counts as for the purpose of determining the benefits it gains from highforging each time they add magic gems into that item’s arcane slots. You can see the different benefits each type of item gains depending on the type and number of Elemental Gems and Gems of Brightness in the tables below: Elemental Gem: Blue Sapphire (air elemental magic) Number of blue sapphires Rods, Staves, and Wands Weapons Armor and Wondrous Items One blue sapphire When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 thunder damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 thunder damage to any target it hits. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Two blue sapphires When you cast a spell that deals thunder damage using this item as your spellcasting focus, that spell ignores thunder resistance. You can attack twice when making opportunity attacks with this weapon. You gain resistance to thunder damage. Three blue sapphires The extra thunder damage increases to 2d8. The extra thunder damage increases to 2d6. You gain a flying speed of 30 feet. Elemental Gem: Yellow Diamond (earth elemental magic) Number of yellow diamonds Rods, Staves, and Wands Weapons Armor and Wondrous Items One yellow diamond You gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells cast using this item as your spellcasting focus. This weapon deals an extra 1d6 bludgeoning, piercing, or slashing damage (depending on the weapon’s base damage type) to any target it hits. You gain a +1 bonus to AC and saving throws. Two yellow diamonds You have advantage on Constitution saving throws to maintain concentration on spells cast using this item as your spellcasting focus. You can’t be disarmed of this weapon unless you are incapacitated. You gain resistance to bludgeoning damage. Three yellow diamonds The bonus to spell attack rolls and to the saving throw DCs of spells cast through this item increases to +2. The extra bludgeoning, piercing, or slashing damage increases to 2d6. The bonus to AC and saving throws increases to +2. Elemental Gem: Red Corundum (fire elemental magic) Number of red corundums Rods, Staves, and Wands Weapons Armor and Wondrous Items One red corundum When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 fire damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 fire damage to any target it hits. Creatures you are grappling and creatures subjecting you to the grappled condition suffer 1d8 fire damage at the end of their turn. Two red corundums When you cast a spell that deals fire damage using this item as your spellcasting focus, that spell ignores fire resistance. Instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. You gain resistance to fire damage. Three red corundums The extra fire damage increases to 2d8. The extra fire damage increases to 2d6. You are immune to the heat metal spell, and creatures you are grappling and creatures subjecting you to the grappled condition suffer 2d8 fire damage at the end of their turn. Elemental Gem: Emerald (water elemental magic) Number of emeralds Rods, Staves, and Wands Weapons Armor and Wondrous Items One emerald When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 cold damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 cold damage to any target it hits. You can stand on and move across any liquid surface as if it were solid ground. Two emeralds When you cast a spell that deals cold damage using this item as your spellcasting focus, that spell ignores cold resistance. Each successful attack with this weapon reduces the target’s speed by 10 feet, up to a maximum of 30 feet, until the start of your next turn. Creatures immune to cold are unaffected. You gain resistance to cold damage. Three emeralds The extra cold damage increases to 2d8. The extra cold damage increases to 2d6. You gain a swimming speed equal to double your walking speed and can breathe underwater. Gem of Brightness Number of Gems of Brightness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Brightness You can cast dancing lights and light at will through this item. Creatures and objects hit by an attack with this weapon shed dim light in a 5-foot radius and can’t benefit from being invisible until the start of your next turn. You can use a bonus action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can end this effect at any time (no action required). Two Gems of Brightness You can cast sacred flame at will through this item. The radius of the dim light increases to 10-feet and attack rolls against an affected creature or object are made with advantage until the start of your next turn if the attacker can see it. Invisible creatures and objects are visible as long as they are in the bright light created by this effect. Three Gems of Brightness You can cast faerie fire at will through this item. Creatures hit by an attack with this weapon must succeed on a DC 15 Constitution saving throw or become blinded until the start of your next turn. The light from this effect is sunlight. Gem of Darkness Number of Gems of Darkness Rods, Staves, and Wands Weapons Armor and Wondrous Items One Gem of Darkness When you cast a spell using this item as your spellcasting focus, you add an extra 1d8 necrotic damage to one of the spell’s damage rolls. This weapon deals an extra 1d6 necrotic damage to any target it hits. Your hit point maximum can't be reduced. Two Gems of Darkness When you cast a spell that deals necrotic damage using this item as your spellcasting focus, that spell ignores necrotic resistance. Hit points lost to this weapon's necrotic damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. You gain resistance to necrotic damage. Three Gems of Darkness The extra necrotic damage increases to 2d8. The extra necrotic damage increases to 2d6. You gain advantage on saving throws against necromancy spells and harmful effects originating from undead creatures, and immunity to the power word kill spell. Highforging: Aeon (Ioun) Stones, Stones of Good Luck, Evil Eye Charms, Skycrystal Shards, and Soul Diamonds Aeon (Ioun) Stones and Stones of Good Luck, as well as Evil Eye Charms, Skycrystal Shards, and Soul Diamonds (all three of which can be found in this book), retain their original effects and do not bestow additional abilities when fitted into a highforged item, but characters can attune to any such gems using a single attunement slot for the highforged item and the gems fitted in it. Additionally, as long as they remain in an arcane slot, Aeon (Ioun) Stones can be used without having to orbit around a character’s head and holding the highforged item counts as holding the gems fitted in its slots for the purposes of using activated abilities. However, the effects of two magic gems with the same name do not stack even if one is fitted into an arcane slot and the other worn or wielded normally. For example, a character can attune to a Highforged Mace of Smiting with three arcane slots (an artifact-level item) and fit a Stone of Good Luck, an Aeon (Ioun) Stone of Fortitude, and an Evil Eye Charm using a single attunement slot, but the character cannot benefit from additional copies of these magic gems even if they attune to them separately. Highforged Item Examples Highforged Belt of Elvenkind (1 arcane slot) Wondrous item, Very Rare, Highforged (1 arcane slot, requires attunement) Nobles from the elven nation of Khemhotep customarily gave these belts to trusted therianthrope servants and allies of non-elven lineage, aiming to help them see the elven point of view. While wearing this belt you gain the following benefits: Your Dexterity score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with elves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of your beard falling off if you have one. If you aren't an elf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have darkvision out to a range of 60 feet. You can speak, read, and write Elvish. Highforged. This item has 1 arcane slot fitted with a Gem of Brightness , granting it the following additional property: One Gem of Brightness. You can use an action to cause this item to shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can use a bonus action to end this effect. Highforged Longsword +1 (2 arcane slots) Weapon (Longsword), Very Rare, Highforged (2 arcane slots, requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. Highforged. This item has 2 arcane slots fitted with two: Red Corundums , granting it the following additional properties: Two Red Corundums. This weapon deals an extra 1d6 fire damage to any target it hits. Additionally, instead of rolling dice for fire damage, you deal maximum fire damage when you score a critical hit with this weapon. Highforged Asterite Ring (1 arcane slot) Wondrous item, Legendary, Highforged (1 arcane slot, requires attunement by a spellcaster) Crafted from asterite, a rare and innately magical meteoric metal, this ring has been further imbued with enduring magic. While wearing this ring, you can use a bonus action and roll 1d6 + 1. You gain a temporary spell slot of that level. This temporary spell slot lasts until it is used, until you finish a long rest, or until the next dawn. The ring can’t be used this way again until the next dawn. Highforged. This item has 1 arcane slot fitted with a Blue Sapphire , granting it the following additional property: One Blue Sapphire. When you fall while wearing this item, you descend 60 feet per round and take no damage from falling. Highforged Shadow Dragon Scale Mail (3 arcane slots) Armor (Scale Mail), Artifact, Highforged (3 arcane slots, requires attunement) Crafted from the scales of a dragon that embraced the shadows, this magic scale mail protects the wearer while imparting some of the dark power of shadow dragons to them. Mighty heroes might claim these scales from a shadow dragon they defeated. Rarely, shadow dragons might give their scales away willingly to mortals they deem worthy. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to necrotic damage. Shadow Stealth. While you are in dim light or darkness, you can take the Hide action as a bonus action. Dragonsense. You can focus your senses as an action to magically discern the distance and direction to the closest shadow dragon within 30 miles of you. This special action can't be used again until the next dawn. Highforged. This item has 3 arcane slots fitted with a Yellow Diamond and two Emeralds , granting it the following additional properties: One Yellow Diamond. You gain a +1 bonus to AC and saving throws. Two Emeralds. You can stand on and move across any liquid surface as if it were solid ground. Additionally, you gain resistance to cold damage.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Scale Mail)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Hinge Spear","description":"","properties":{"Category":"Items","Item Type":"Weapon (hinge spear)","Properties":"Double, Two-Handed, Heavy","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hither-Thither Staff","description":"Hither-Thither Staff Weapon (quarterstaff), very rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This staff has 6 charges and regains all expended charges daily at dawn . While holding this staff, you may use an action or bonus action to speak its command word, expend a charge, and point it at a spot you can see within 1500 feet. A portal opens at that spot. When the staff is used a second time, another portal opens at the newly targeted spot. The two portals are connected and any object or creature that enters one portal then exits from the connected portal. The portals work in both directions and remain open until a bonus action is used to close them, the staff is used again to create another portal (which then closes the first portal that was opened), or 48 hours pass, at which point both portals close. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Expansion":25140,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Hive's Sting","description":"Weapon (Any Crossbow), Rare (Requires Attunement) This magic crossbow is crafted from gold-plated mahogany. Hive Strike. When you roll a 20 on your attack roll with the crossbow, the attack doesn't deal extra damage; instead, you can immediately make two ranged attacks against the target using the crossbow. Sting. As a bonus action, you can cause a missile loaded in the crossbow to become coated in poison until the end of your next turn. If the missile is used to make a ranged weapon attack and hits a creature, the target must succeed on a DC 13 Constitution saving throw or until the end of its next turn, it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Hoary Valerian","description":"Magic plant, uncommon Themes: Dreams private and shared, relaxation, and sleep Environments: Campsites, near forest altars, where enchantments were cast Hoary valerian is a tall, flowering plant with narrow leaves growing in several close pairs along its frond-like leaf stalks. Its long, tall stems boast tiny flowers bunched together on the ends of smaller, off-shoot stems. Minor Wort. As an action, you can crush the leaves of a sprig of hoary valerian and blow them at a creature you can see up to 10 feet away from you. The target must succeed on a Constitution saving throw or fall unconscious for 1d10 minutes. This effect ends for the creature if it takes damage or someone uses an action to wake it. Ceremony Wort (9th Level). If you steep hoary valerian roots in a pot of hot water for 1 minute, you can pour the liquid in a ring with a radius no larger than 20 feet. Small bushes of hoary valerian sprout and rapidly grow along the ring in 10 minutes. The plants last for 4 hours. A creature that takes a long rest inside the ring finishes its long rest in 4 hours rather than 8 and regains twice as many Hit Dice at the end of the long rest. This wort requires 4 cuttings of hoary valerian. Cultivated Wort. A garden of hoary valerian that has been cultivated for 4 weeks causes humanoids that sleep within 1 mile of it to have shared, lucid dreams at least once each week. The dreams typically involve ordinary or peaceful daily life, but they sometimes contain minor prophetic elements.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Holo Mask","description":"Holo Mask Utility, uncommon (requires affinity) This curved device is worn around the back of the ear. While wearing it, you can use an action to activate the alter appearance power with it at will. The effect ends if the device is removed.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Holo-projector","description":"Holo-Projector Miscellaneous gear Linking this item to a SIM Unit or Recording Unit allows you to create three-dimensional recordings within a 10-foot square which include both video and audio. The recordings can last up to 3 minutes and are saved onto recording chips which can be played again on any holo-projector.","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Holo-Sphere","description":"As an action, you can activate this 6-inch wide sphere and deploy it within 15 feet of you. The sphere then captures a 5-foot cube holographic recording of the events of the next 30 seconds, which can be replayed on it later. In spite of the high technology, the image leaves something to be desired: the sphere produces a roughly onefoot high monochromatic hologram of the subject it recorded, often with a considerable amount of static. High volumes of magic disrupt recording with even more static, often creating an unrecognizable holographic mess.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Holster","description":"A holster is a specially-made holder which allows a blaster which lacks the Two-Handed property to be carried on a belt or under the arm.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Holster Compartment","description":"Holster Compartment Augment (limb), common You have a small compartment in one of your limbs with enough space to hold a light weapon such as a light pistol or combat knife. You can draw or holster the stored weapon as a bonus action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Holy Avenger","description":"Holy Avenger Weapon (any sword), legendary (r equires attunement by a paladin ) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Weapon (any sword)","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Holy Avenger","description":"Holy A venger Weapon (any sword), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Secondary Damage: 2d10 Secondary Damage Type: Radiant","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"legendary","Requires Attunement":"requires attunement from a paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Holy Avenger (Template)","description":"Weapon (Any Simple or Martial), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Battleaxe","description":"Weapon (Battleaxe), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Holy Avenger Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Blowgun","description":"Weapon (Blowgun), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Holy Avenger Blowgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Club","description":"Weapon (Club), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Holy Avenger Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Dagger","description":"Weapon (Dagger), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Holy Avenger Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Dart","description":"Weapon (Dart), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Holy Avenger Dart"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Flail","description":"Weapon (Flail), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Holy Avenger Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Glaive","description":"Weapon (Glaive), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Greataxe","description":"Weapon (Greataxe), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Holy Avenger Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Greatclub","description":"Weapon (Greatclub), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-handed","Item Rarity":"No","Name":"Holy Avenger Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Greatsword","description":"Ho ly Avenger Greatsword Weapon (greatsword), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+3 Damage Type: Slashing Properties: Heavy, Two-Handed Secondary Damage: 2d10 Secondary Damage Type: Radiant Weight: 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Holy Avenger Greatsword","description":"Weapon (Greatsword), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Holy Avenger Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Halberd","description":"Weapon (Halberd), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Hand Crossbow","description":"Weapon (Hand Crossbow), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"No","Name":"Holy Avenger Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Handaxe","description":"Weapon (Handaxe), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"No","Name":"Holy Avenger Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Heavy Crossbow","description":"Weapon (Heavy Crossbow), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Javelin","description":"Weapon (Javelin), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Holy Avenger Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Lance","description":"Weapon (Lance), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Holy Avenger Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Light Crossbow","description":"Weapon (Light Crossbow), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Light Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Light Hammer","description":"Weapon (Light Hammer), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Holy Avenger Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Longbow","description":"Weapon (Longbow), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Longsword","description":"Holy Avenger Longsword Weapon (longsword), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Secondary Damage: 2d10 Secondary Damage Type: Radiant Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Holy Avenger Longsword","description":"Weapon (Longsword), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Holy Avenger Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Mace","description":"Weapon (Mace), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Holy Avenger Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Maul","description":"Weapon (Maul), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Holy Avenger Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Morningstar","description":"Weapon (Morningstar), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Holy Avenger Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Musket","description":"Weapon (Musket), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Musket"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Pike","description":"Weapon (Pike), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Holy Avenger Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Pistol","description":"Weapon (Pistol), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Holy Avenger Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Quarterstaff","description":"Weapon (Quarterstaff), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Holy Avenger Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Rapier","description":"Holy Avenger Rapier Weapon (rapier), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8+3 Damage Type: Piercing Properties: Finesse Secondary Damage: 2d10 Secondary Damage Type: Radiant Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Holy Avenger Rapier","description":"Weapon (Rapier), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Holy Avenger Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Scimitar","description":"Holy Avenger Scimitar Weapon (scimitar), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+3 Damage Type: Slashing Properties: Finesse, Light Secondary Damage: 2d10 Secondary Damage Type: Radiant Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Holy Avenger Scimitar","description":"Weapon (Scimitar), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Holy Avenger Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Shortbow","description":"Weapon (Shortbow), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Holy Avenger Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Shortsword","description":"Holy Avenger Shortsword Weapon (shortsword), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+3 Damage Type: Piercing Properties: Finesse, Light Secondary Damage: 2d10 Secondary Damage Type: Radiant Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Holy Avenger Shortsword","description":"Weapon (Shortsword), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Holy Avenger Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Sickle","description":"Weapon (Sickle), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Holy Avenger Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Sling","description":"Weapon (Sling), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Holy Avenger Sling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Spear","description":"Weapon (Spear), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Holy Avenger Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Trident","description":"Weapon (Trident), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Holy Avenger Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger War Pick","description":"Weapon (War Pick), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Holy Avenger War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Warhammer","description":"Weapon (Warhammer), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Holy Avenger Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Avenger Whip","description":"Weapon (Whip), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Holy Avenger Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Holy Bomb","description":"By adding a few drops of holy water to your bomb’s explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage, and its damage dice are d8s, unless the target is a Celestial, Fiend, or Undead. The bomb’s damage dice are d6s against Celestials and d12s against Fiends and Undead.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Holy Droplet","description":"Holy Droplet Spell catalyst, common This small drop of holy water can be used as a seed by spellcasters to create more. When you cast the create or destroy water spell and choose its Create Water effect, you can choose to allow the spell to consume this spell catalyst. When you do, all of the created water is holy water .","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Holy Robes of Sister Adelind","description":"Wondrous item, legendary (requires attunement by a creature of good alignment) This priceless relic is a round, golden locket about two inches in diameter, engraved with the holy symbol of the goddess Sif, a brace of arrows. The locket hangs on a gold chain fashioned from delicate, hexagonal links and acts as a reliquary. A grubby scrap of blue cloth sits inside the locket. This scrap of cloth is from the robes of the martyr Sister Adelind, who killed the vampire lord Otmar the Sallow at Yarosbirg before dying at the hands of a large pack of ghouls. While wearing the Holy Robes of Sister Adelind, you can't be charmed or frightened by undead creatures. It has the following additional properties: Holy Protection. You have advantage on saving throws against spells cast by undead creatures. Once you have succeeded on five such saving throws, this property goes dormant and doesn't provide you with its benefit again until the next dawn. Sacred Flame. You can use an action to cast the sacred flame cantrip from it at will, using your character level and your spell save DC or DC 15, whichever is higher. Radiant Burst. The relic also has 5 charges. You can expend 1 charge and use your action to unleash a burst of sunlight. Any magical darkness within 30 feet of you is dispelled, and each undead creature within 15 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. The relic regains 1d4 + 1 expended charges daily at dawn. Using the Holy Robes in Empire of the Ghouls This item is a major relic of Sif’s faith in Midgard and becomes available to the characters early in Empire of the Ghouls. It is intended to be with the characters as they journey through the adventure, providing them aid in many encounters. As a legendary item, it is more powerful than the average item characters of that level should possess. The item’s Radiant Burst feature alone gives the characters some firepower that could prove powerful in certain parts of the adventure. To balance the power of the item with the level of the characters, we recommend changing the Holy Robes’ maximum charges to 2 when the characters first receive it and increasing that maximum by 1 at the conclusion of chapters 3, 4, and 5, putting the item at its full strength as the characters head into Chapter 6.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement by a creature of good alignment)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Holy Symbol of Ravenkind","description":"Holy Symbol Of Ravenkind Wondrous item, legendary (requires attunement by a cleric or paladin of good alignment) The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven-or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself. Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric or paladin of good alignment"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Holy Tonic","description":"Holy Tonic Potion, uncommon The mostly-clear tonic in this vial is slightly milky and sparkles when light shines through. It was originally created by a secretive branch of the Radiant Church. When you drink this tonic, you regain 4d4 + 4 hit points and are cured of all diseases you currently suffer from. Side Effects Depending on the lore your game implements, the holy tonic can have one or more of the following side effects. These effects are hidden from player characters and no magic can reveal them. If you fall unconscious within 1d12 minutes after drinking the holy tonic , you must succeed a DC 12 Wisdom saving throw or gain a long-term madness when you regain consciousness. 1 hour after you drink the holy tonic , you hear whispering voices urging you toward violence and chaos. You must succeed on a DC 10 Wisdom saving throw or have disadvantage on any Persuasion checks for the next 1d4 hours. Additionally, for the duration, you are compelled to act on aggressive impulses as determined by the GM. 24 hours after you drink the holy tonic , you must succeed on a DC 10 Wisdom saving throw or gain a short-term madness. 24 hours after you drink the holy tonic , you must succeed on a DC 11 Wisdom saving throw or crave more holy tonic. For the next 1d4 hours, you desperately search for a holy tonic and drink the first one you find. If you do not drink one within this time, you gain 1 level of exhaustion and the craving goes away. Each subsequent holy tonic you drink in a 7-day period increases the DCs for the saving throws you must make by 1. Each three holy tonics you drink in a 7-day period increases any exhaustion levels the tonic causes by 1. If you fail five Wisdom saving throws caused by a holy tonic within a 7-day period, a curse fully takes hold. You undergo a horrifying transformation into a monstrous beast, losing control of your actions and permanently becoming a beast or monstrosity of the GM’s choice under their control. GM Note: Alternatively the holy tonic can restore 6d4+6 or 8d4+8 hit points.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Holy Verdant Bat Droppings","description":"Wondrous item, rare This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: Cured of paralysis or petrification Reduces exhaustion level by one Regains 50 hit points","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Holy Verdant Bat Droppings","description":"Wondrous item, rare This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: Cured of paralysis or petrification Reduces exhaustion level by one Regains 50 hit points","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Holy Water","description":"Holy Water (flask) Adventuring gear As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon . If the target is a fiend or undead , it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Damage : 2d6 Damage Type : Radiant Properties : Improvised Weapons Range : 20/60 Weight : 1","properties":{"Category":"Items","Range":"20/60","Damage":"2d6","Source":"5th Edition SRD","Weight":1,"Subtype":"Consumable","Item Type":"Adventuring Gear","data-List":"false","Properties":"Improvised Weapons","Damage Type":"Radiant","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Holy Water","description":"Holy Water Adventuring gear (consumable) As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Damage : 2d6 Damage Type : Radiant Properties : Improvised Weapons Range : 20/60 Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"Improvised Weapons","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Holy Water","description":"Holy Water Adventuring gear Cost 25 gp Weight 1 lb As an action, you can splash this water onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a Fiend or an Undead, it takes 2d6 radiant damage on a hit.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Holy Water","description":"Holy Water Ranged weapon Price: 25 gp Quantity: flask As a Main Action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature. If the target is a fiend or undead, it takes 2d6 radiant damage. Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus.","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Holy Water","description":"Adventuring Gear Weight: 1 lb. Cost: 25 GP When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus ) or take 2d8 Radiant damage if it is a Fiend or an Undead.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Holy Water"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Holy Water","description":"Holy Water (flask) Adventuring gear As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon . If the target is a fiend or undead , it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Damage : 2d6 Damage Type : Radiant Properties : Improvised Weapons Range : 20/60 Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Properties":"Improvised Weapons","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Homing pigeon","description":"This tiny two-tone gray bird has black speckles on its wings, black bands on its body, and a piercingly intelligent look in its eyes. As it moves, the small feathers on its neck take on an almost metallic sheen. Military field commanders have used homing pigeons to send messages from the front to their superiors for centuries. The animals are prized for their relative intelligence and their uncanny ability to navigate to message delivery sites. A homing pigeon doesn’t obey commands from designated humanoids. Instead, it can be trained to remember particular humanoids or locations, and it can deliver messages to these humanoids or locations with its Messenger trait. Any humanoid can attach a message to a homing pigeon and send it to one of the pigeon’s remembered humanoids or locations. A homing pigeon can be trained to remember up to three humanoids or locations, and it takes one week of training with a particular humanoid or in a particular location for the pigeon to remember it. If you train a pigeon to remember a new humanoid or location when it already knows three, it forgets the humanoid or location it has not visited the longest and remembers the new one in its place.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Honey Buckle, Black","description":"Wondrous item, uncommon (requires attunement) While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey Buckle, Brown","description":"Wondrous item, rare (requires attunement) While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey Buckle, White","description":"Wondrous item, very rare (requires attunement) While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey Lamp","description":"Wondrous item, uncommon Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey Lamp","description":"Wondrous item, uncommon Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed side stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Honey of Ancient Meadows","description":"Potion, rare This spirit honey is made from flowers found in ancient magical forests and meadows that have seen little to no humanoid traffic or influence. When you consume this honey, you are immune to the charmed condition, and you have advantage on Charisma checks to interact socially with fey for the duration. In addition, you have blindsight out to a range of 30 feet while you are in contact with bare ground or plant life. Insight. At the end of the spirit honey’s duration, you can name or describe a person, place, or object and gain a brief summary of the significant lore about the thing you named. This works like the legend lore spell, except the thing you name doesn’t have to be of legendary importance.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey of Dead Fields","description":"Potion, uncommon This spirit honey is made from flowers that bloom in undead-filled graveyards, on battlefields, and in other areas filled with undead or that are ripe grounds for creating undead. When you consume this honey, you have resistance to necrotic damage for the duration. In addition, when you roll a 20 on an attack roll made with a melee weapon against a creature that isn’t a construct or undead, you regain hit points equal to half the damage dealt. Insight. At the end of the spirit honey’s duration, choose a corpse within 10 feet of you. You give the corpse a semblance of life and intelligence, allowing it to answer your questions. This works like the speak with dead spell, except the corpse must answer truthfully, even if it recognizes you as an enemy.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey of Gloomy Flowers","description":"Potion, rare This spirit honey is made from flowers growing in the Shadow Realm, in areas where the veil between the Material Plane and the Shadow Realm is thin, or in areas infused with shadow magic. When you consume this honey, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. In addition, you can use an action to force shadows to cover the eyes of a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. You can’t blind another creature in this way again until you finish a short or long rest. Insight. At the end of the spirit honey’s duration, the terrain in a 150-foot cube around you changes to your liking. This works like the hallucinatory terrain spell, except its duration is equal to the number of hours you spent under the effects of this spirit honey.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey of Planar Flora","description":"Potion, very rare This spirit honey is created using nectar produced by planar flora (see Creature Codex ) and is infused with hints of the Upper and Lower Planes. When you consume this honey, you have resistance to fire, poison, and radiant damage, and you are immune to the poisoned condition. In addition, you can use an action to call on the planar power within you and exude the scent of sulfur, cause your eyes to glow, or similar extraplanar effect, scaring a creature you can see within 60 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can’t frighten another creature in this way again until you finish a long rest. Insight. At the end of the spirit honey’s duration, you can contact a planar entity and ask it questions. This works like the contact other plane spell, except you automatically succeed on the Intelligence saving throw caused by the mental strain of contact with the extraplanar intelligence.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey of the Hungry Flower","description":"Potion, uncommon This spirit honey is made from the nectar of carnivorous plants and plant creatures. When you consume this honey, you have advantage on Dexterity (Stealth) checks as long as you remain motionless. In addition, when you would regain hit points from the rolling of one or more dice, you regain the highest number possible for each die. Insight. At the end of the spirit honey’s duration, you can name or describe a specific kind of beast or plant to learn the distance and direction to the closest creature or plant of that kind within 5 miles. This works like the locate animals or plants spell, except you can locate up to three different kinds of beasts or plants instead of one.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey of the Master Vine","description":"Potion, rare This spirit honey is made from poisonous vines and other poisonous, strangling plants. When you consume this honey, you have resistance to poison damage, and moving through nonmagical difficult terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you can use an action to cause grasping weeds and vines to sprout from the ground beneath a creature you can see within 60 feet of you. The target must succeed on a DC 15 Strength saving throw or be restrained by the entangling plants for 1 minute. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. You can’t entangle another creature in this way again until you finish a long rest. Insight. At the end of the spirit honey’s duration, you briefly become one with nature and gain knowledge of the surrounding territory. This works like the commune with nature spell, except you can learn up to five facts about the area instead of three.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey of Warped Wildflowers","description":"Potion, very rare This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard’s tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature’s turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn’t. You can’t warp the reality around another creature in this way again until you finish a long rest. Insight. At the end of the spirit honey’s duration, the terrain in an area up to 1 mile square around you changes to your liking. This works like the mirage arcane spell, except its duration is a number of days equal to the number of hours you spent under the effects of this spirit honey.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honey Trap","description":"Wondrous item, rare This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar’s last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). On a success, the creature is no longer restrained by the honey.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honeyed Halfheart","description":"Potion, uncommon This small cake in the shape of a heart permeates the air with the scent of honey, roasted nuts, and sun-warmed berries. It doesn’t rot in your backpack, remaining fresh and delicious until you consume it. The cake has two portions. You can use an action to split and eat one portion of the cake. When you split the cake, the cake’s honeyed smell clings to you, and you gain a +2 bonus to Charisma checks to interact socially with humanoids for 24 hours. Eating one portion of the cake provides enough nourishment to sustain a creature for one day. When you eat one portion of the cake, you can share the other portion with another creature that knows at least one language. If that creature eats the other portion within 1 hour of you eating your portion, the cake creates a magical bond between the two of you that allows you both to communicate via a secret language for the next 24 hours. You can choose whether this secret language is verbal or non-verbal, and the two of you must be able to see or smell (if non-verbal) or hear (if verbal) each other to communicate.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honeypot of Awakening","description":"Wondrous item, uncommon If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Honor's Last Stand","description":"Honor's Last Stand Armor (shield), legendary (requires attunement by a creature of non-evil alignment) This massive silvered shield bears the crest of the Platinum Dragon and never tarnishes. Its metal is always warm to the touch. Dormant While Honor’s Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield’s normal bonus to AC. You also can’t be knocked prone while bearing this shield. Awakened When Honor’s Last Stand reaches an awakened state, you gain the following benefits: The shield’s bonus to AC increases to +2. If you successfully shove a creature while holding this shield, that creature takes 2d6 force damage. When a creature within 5 feet of you misses you with an attack, you can attempt to shove that creature as a reaction. Exalted When Honor’s Last Stand reaches an exalted state, you gain the following benefits: The shield’s bonus to AC increases to +3. When you successfully shove a creature while holding this shield, you can move it up to 15 feet away from you. As a bonus action, you can protect an ally within 5 feet of you, granting that ally a +3 bonus to AC until the start of your next turn or until they are no longer within 5 feet of you. Rules Tip: Pushing and Shoving Certain character options, such as the Path of the Juggernaut barbarian in chapter 4, grant the ability to push other creatures around the battlefield with your attacks. But this is just one way to push a creature. If you want to move a creature without hurting it, there’s a special shove attack available to all characters. The Vestige of Divergence Honor’s Last Stand encourages you to shove your foes away while you valiantly stand your ground. Shoving a Creature. Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Honor's Last Stand, Awakened","description":"Honor's Last Stand, Awakened Armor (shield), legendary (requires attunement by a creature of non-evil alignment) This massive silvered shield bears the crest of the Platinum Dragon and never tarnishes. Its metal is always warm to the touch. Dormant While Honor’s Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield’s normal bonus to AC. You also can’t be knocked prone while bearing this shield. Awakened When Honor’s Last Stand reaches an awakened state, you gain the following benefits: The shield’s bonus to AC increases to +2. If you successfully shove a creature while holding this shield, that creature takes 2d6 force damage. When a creature within 5 feet of you misses you with an attack, you can attempt to shove that creature as a reaction. Rules Tip: Pushing and Shoving Certain character options, such as the Path of the Juggernaut barbarian in chapter 4, grant the ability to push other creatures around the battlefield with your attacks. But this is just one way to push a creature. If you want to move a creature without hurting it, there’s a special shove attack available to all characters. The Vestige of Divergence Honor’s Last Stand encourages you to shove your foes away while you valiantly stand your ground. Shoving a Creature. Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. AC : 4 Damage: 2d6 Damage Type: Force Weight : 6","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Honor's Last Stand, Dormant","description":"Honor's Last Stand, Dormant Armor (shield), legendary (requires attunement by a creature of non-evil alignment) This massive silvered shield bears the crest of the Platinum Dragon and never tarnishes. Its metal is always warm to the touch. Dormant While Honor’s Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield’s normal bonus to AC. You also can’t be knocked prone while bearing this shield. AC : 3 Weight : 6","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Honor's Last Stand, Exalted","description":"Honor's Last Stand, Exalted Armor (shield), legendary (requires attunement by a creature of non-evil alignment) This massive silvered shield bears the crest of the Platinum Dragon and never tarnishes. Its metal is always warm to the touch. Dormant While Honor’s Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield’s normal bonus to AC. You also can’t be knocked prone while bearing this shield. Awakened When Honor’s Last Stand reaches an awakened state, you gain the following benefits: The shield’s bonus to AC increases to +2. If you successfully shove a creature while holding this shield, that creature takes 2d6 force damage. When a creature within 5 feet of you misses you with an attack, you can attempt to shove that creature as a reaction. Exalted When Honor’s Last Stand reaches an exalted state, you gain the following benefits: The shield’s bonus to AC increases to +3. When you successfully shove a creature while holding this shield, you can move it up to 15 feet away from you. As a bonus action, you can protect an ally within 5 feet of you, granting that ally a +3 bonus to AC until the start of your next turn or until they are no longer within 5 feet of you. Rules Tip: Pushing and Shoving Certain character options, such as the Path of the Juggernaut barbarian in chapter 4, grant the ability to push other creatures around the battlefield with your attacks. But this is just one way to push a creature. If you want to move a creature without hurting it, there’s a special shove attack available to all characters. The Vestige of Divergence Honor’s Last Stand encourages you to shove your foes away while you valiantly stand your ground. Shoving a Creature. Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. AC : 5 Damage: 2d6 Damage Type: Force Weight : 6","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Hood of Hearing","description":"Hood of Hearing Wondrous item, legendary This hood hugs the head tightly and muffles all sound, preventing its wearer from hearing. While wearing the hood, you suffer the deafened condition. The hood can’t be removed unless you are attuned to it or dead. Transcend Material (Requires Attunement). You must be attuned to a blindfold of seeing and a muffle of speech to attempt to attune to the hood. If you are attuned to it, the attunement ends if you end your attunement to either of these items. While you are attuned to and wearing this hood, you gain a flying speed equal to your base walking speed and can hover; you no longer need to eat, drink, or breathe, though you can still choose to do so; and the range of the blindsight from your blindfold of seeing and the telepathy from your muffle of speech increases to 300 feet. In that radius, you also know the position of each creature of Intelligence 4 or higher, though not its type or identity, and can read such a creature’s surface thoughts as an action on your turn. This effect can penetrate barriers, but is blocked by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hooded lantern","description":"Hooded Lantern Adventuring gear A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. Duration : 6 Hours Range : 30/60 Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hooded Lantern","description":"Hooded Lantern Adventuring gear A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil . As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. Weight : 2","properties":{"Category":"Items","Range":"30/60","Source":"5th Edition SRD","Weight":2,"Duration":"6 Hours","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hooded Lantern","description":"Adventuring Gear Weight: 2 lb. Cost: 5 GP A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action , you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Hooded Lantern"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hooded Lantern","description":"Hooded Lantern Adventuring gear A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil . As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hook Hand","description":"This is a one-handed weapon, usable only if you are missing a hand or have a special cuff designed to fit over your hand. Any Humanoid that is missing a hand and regularly wears a hook has proficiency with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (hook hand)","Properties":"Finesse, Light, Special","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hook of Fisher's Delight","description":"This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn. d20 Fish Color Magical Property 1-10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. 11-14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. 15-18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. 19-20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Hook of Fisher's Delight","description":"Hook of Fisher's Delight Wondrous item, rare This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn. Hook of Fisher’s Delight d20 Fish Color Magical Property 1–10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. 11–14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. 15–18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. 19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Hook Sword","description":"Hook Sword Melee weapon (martial, hook sword) Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hook Sword","description":"","properties":{"Category":"Items","Item Type":"Weapon (hook sword)","Properties":"Elegant, Finesse, Light, Trip","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hook Sword of Bloodletting","description":"Hook Sword of Bloodletting Weapon (hook sword), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hook Sword of Climbing","description":"Weapon (hook sword), uncommon While you wield the weapon, you have a climbing speed equal to your base walking speed. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hook Sword of Inverted Probability","description":"Hook Sword of Inverted Probability Weapon (hook sword), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d6 Damage Type: Slashing Properties: Defensive Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hooked Larva","description":"Scroll, Hag, Rare Selling, buying, or consuming larva is an act of evil. Each larva represents an evil soul, usually harvested by a night hag. Larva details can be found in the Dungeon Master’s Guide. Hooked larva are larva that have been reduced in size by hag alchemy and rituals. Instead of being the normal 5 foot long larva with a humanoid face, the hooked larva are five inches long with tiny humanoid heads. Each hooked larva is writhing around on an iron hook or nail that it has been pierced with. These hooks are then bent and put on a large iron ring in a similar fashion to a key ring. A creature can remove one larva and chew it as a bonus action. Doing so restores 3 hit points and the creature will not need to drink or eat for the next 24 hours. This act destroys the larva’s soul. A hag can convert up to twelve larva into hooked larva over the course of 8 hours. A hag usually spends the equivalent of 15 gold pieces per larva in rare herbs, plants, ointments, and minerals. Hooked larva can be traded to most devils for soul coins, but the devil will usually only trade one coin per three hooked larva due to their shelf life. Each hooked larva needs a tablespoon of blood from a sentient creature each day or it loses one hit point. After nine days of not feeding a hooked larva evaporates. This shelf life of hooked larva is one of the main reasons why the lower planes don’t trade in hooked larva anymore. These larva, reduced for easy transport and commerce, used to be the coin of choice amongst hags and fiends before the recent indoctrination of infernal soul coins. Hooked larva can sometimes be created by a night hag after a target dies while under the effect of waste-not hook.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hooked Spear","description":"Hooked Spear Melee Weapon (martial, spear) Called a ji in the land of Yún Fēng Guó, a hooked spear consists of a long wooden shaft topped by a hooked or crescent-shaped blade. Other ji have a head consisting of a single long, double-edged blade with one or two smaller crescent-shaped blades mounted to the sides. In Rokugan, bushi of the Shiba tradition adopted the use of this weapon from their Dragon neighbors, who in turn had received it from contact with Yún Fēng Guó. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: Piercing Properties: Snaring (10), Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Snaring (10), Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Hoopak","description":"Hoopak Melee weapon (martial, hoopak) A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Special. When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals 1d4 bludgeoning damage on a hit. Two-­Handed. This weapon requires two hands when you attack with it. Cost: 1 gp Damage: 1d6 piercing (melee) or 1d4 bludgeoning (ranged) Damage Type: Piercing Properties: Ammunition, Finesse, Special, Two-Handed Range: 40/160 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Ammunition (range 40/160), Finesse, Special, Two-Handed"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Horizon Mirror of the Aberrant Sextant","description":"Horizon Mirror of the Aberrant Sextant Wondrous Item, artifact (requires attunement) Sextant Components An aberrant sextant is made up of five main components, each a powerful magic item in its own right that functions if it is detached from the sextant. If any component is removed from the sextant, the sextant becomes unusable until all the separated parts are reinstalled. Detaching a component or reinstalling one takes 1 minute of work. Being able to use a detached component requires attunement, and the creature attuned to the component must hold the item to make use of its features. Horizon Mirror. When it is attached to the sextant, this mirror displays the horizon and the celestial body reflected by the index mirror. If you are attuned to the horizon mirror separately, you have advantage on skill checks using navigator’s tools. In addition, you can cast the following spells at will: arcane eye, clairvoyance, find the path, locate creature , and scrying .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Horn","description":"Horn Musical instrument Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Horn","description":"Horn Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Horn","description":"Tool (Musical Instrument) Ability: Charisma Weight: 2 lb. Cost: 3 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Horn"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Horn","description":"Horn Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Horn of Balmytria","description":"","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Horn of Beast Summoning","description":"Horn of Beast Summoning Wondrous Item, rare Weight: 1 lb. You can use an action to blow this horn. In response, a creature determined by the Summoned Beast table appears within 60 feet of you. Roll a d8. d8 Summoned Beast 1 Cave Bear 2 Giant Boar 3 Giant Elk 4 Rhinoceros 5 Saber-toothed Tiger 6 Giant Scorpion 7 Elephant 8 Triceratops The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature disappears after 1 hour or when it drops to 0 hit points. Once three beasts have been summoned, the horn can't be used this way again until the next dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Horn of Blasting","description":"Horn Of Blasting Wondrous item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Horn of Blasting","description":"Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Damage: 5d6 Damage Type: Thunder","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Horn of Blasting","description":"Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Horn of Blasting"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Horn of Four Winds","description":"Horn of Four Winds Wondrous item, rare (requires attunement) This item is made from brass and is inscribed with a swirling pattern. You can use an action to blow it and cast one of the following spells: fog cloud (3rd-level version), gust of wind , stinking cloud , or wind wall . Once used, this property of the horn can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Horn of Plenty","description":"Horn of Plenty Wondrous item, uncommon This item is made from a buffalo horn and has a brass mouthpiece. Upon blowing it, you create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. Once used, this property of the horn can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Horn of Silent Alarm","description":"Horn of Silent Alarm Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Horn of Silent Alarm","description":"Horn of Silent Alarm Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Horn of Silent Alarm","description":"Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Horn of Silent Alarm"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Horn of the Crimson Moon","description":"Horn Of The Crimson Moon Wondrous item, artifact (requires attunement) This finger length of carved goat horn was broken off the ever-changing form of the Black Goat of the Woods, a mask of Dark Pan, and imbued with that fell entity’s chaotic power. While it is held by you, the horn projects an aura of randomness around you. Once per round, any creature of the your choice that starts its turn within 30 feet of you must succeed on a Wisdom saving throw (DC is 8 + your proficiency bonus + your primary attribute modifier). On a failed save, the creature must use its reaction to do one of the following (your choice): Comic Dance. The target moves at half speed with a funny, capering dance until the beginning of its next turn. Blood Offering. The target injures itself with a weapon (or its teeth if necessary), taking 7 (2d6) damage of the appropriate type. Trip. The target trips over its own feet, falling prone. Dark Pan’s Touch. While you are attuned to the horn, you gradually become more violent, blood-thirsty, and chaotic. Destroying the Horn. A creature attuned to the horn must bring it to a location or plane aligned with Law or Order. There it must be bathed in positive energy while mathematical theorems are chanted at it. This will cause the horn to crumble to dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Horn of the Goblin Shark","description":"Horn Of The Goblin Shark Wondrous item, uncommon This magic instrument is fashioned out of the conical, cartilaginous skull of a goblin shark, and usually adorned with a thick leather cord as a strap. Once per day you can use an action to blow the horn underwater to summon two goblin sharks, as per conjure animals . The goblin sharks appear within 30 feet of the horn blower, and can be commanded to attack. The goblin sharks last for 1 hour, or until reduced to 0 hit points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Horn of the Tritons","description":"Horn of the Tritons Wondrous item, very rare This item is a large, pink conch shell. You can use an action to blow it and cause one of the following effects: Rough waters become calm within a 1-mile radius of the horn. All aquatic creatures within 150 feet of you must make a successful DC 15 Wisdom saving throw or become frightened of you for 1 minute. You summon a group of sea creatures, which the DM chooses or determines randomly. d20 Creatures 1-4 4d4 reef sharks 5-10 2d4 giant octopuses 11-16 1d4 + 1 hunter sharks 17-20 1d4 killer whales The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. Once used, this property of the horn can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Horn of Valhalla","description":"Horn Of Valhalla Wondrous item, rarity varies You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker . They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4 + 2 None 41-75 Brass 3d4 + 3 Proficiency with all simple weapons 76-90 Bronze 4d4 + 4 Proficiency with all medium armor 91-00 Iron 5d4 + 5 Proficiency with all martial weapons If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Horn of Valhalla","description":"Horn of Valhalla Wondrous item, legendary You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual . They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Hornet Ring","description":"Hornet Ring Ring, common (requires attunement) This gaudy brass ring allows its wearer to use an action to deliver a startling—but non-damaging—shock to a target creature. If the target fails a DC 10 Constitution saving throw, the creature yelps loudly. There is also a 10% chance that a creature startled by hornet ring by failing the saving throw drops anything they are holding.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Horns","description":"Donor: Any creature with a Gore, Horns, Ram, or Tusk attack Slot: Head You attach a sturdy pair of horns or tusks onto your body, which are a natural weapon that you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your horns deal the same type of damage as the donor (usually bludgeoning or piercing damage). Additionally, if you move in a straight line for 10 feet immediately before hitting a creature with your horns, that creature must make a Strength check contested by your Strength check. If you succeed, the creature is knocked prone.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Horse Teeth","description":"","properties":{"Category":"Items","Item Type":"Cursed Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Horse Tooth","description":"Cursed Wondrous Item, uncommon, (requires attunement) This is a cursed item When you first attune to the cursed horse teeth, you must succeed on a DC 18 Wisdom saving throw or become charmed by Grikthor the Grim as if by the geas spell cast at 5th level and not requiring the creature to be within sight of Grikthor.","properties":{"Category":"Items","Item Type":"Cursed Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Horsecleaving Blade","description":"Horsecleaving Blade Melee Weapon (martial, sword) These enormous swords have a long, thick, katana-like blade roughly six feet in length attached to a two-handed hilt. Terrifyingly enormous and heavy, zanbatō, or horsecleaving blades, are extremely difficult to use effectively, but can hit with devastating force intended to cut down horse and rider in a single swing. These anti-cavalry weapons were adopted into the curriculum of the Matsu family of the Lion Clan after their ill-fated encounter with the Utaku cavalry at the Battle of Plum Blossom Pass. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Special. You cannot make opportunity attacks with this weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d8 Damage Type: Slashing Properties: Heavy, Special, Two-Handed Weight: 8","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Special, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Horseshoes of a Zephyr","description":"Horseshoes of a Zephyr Wondrous item, very rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Horseshoes of a Zephyr","description":"Horseshoes of a Zephyr Wondrous item, very rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain . In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Horseshoes of a Zephyr","description":"Wondrous Item, Very Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Horseshoes of a Zephyr"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Horseshoes of Speed","description":"Horseshoes of Speed Wondrous item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Horseshoes of Speed","description":"Horseshoes Of Speed Wondrous item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Horseshoes of Speed","description":"Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Horseshoes of Speed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hospitaller's Garb","description":"Wondrous item, rare (requires attunement) Component: fiend hair The Night Hospitaller are a busy lot, but that’s no excuse for slovenly dress or being unprepared. The sisterhood commissioned this self-cleaning, self-replenishing raiment to provide the sisters with protection against the diseases they fought and, more importantly, to avoid the chores of washing and pressing their uniforms. Pathogen Proof. While wearing this garb, you are immune to disease. In addition, you have advantage on ability checks and saving throws made to resist curses. Each day at dawn, this garb is magically cleaned and pressed, ready for action on the wards. Useful Things. The garb has pockets and pouches containing useful things. It has one antitoxin, one dose of essence of ether poison, one healer’s kit (with 5 uses), and one potion of healing. Each day at dawn, the garb replenishes all removed items, and items that were removed from the garb but not used spoil and become useless.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hospitaller's Garb (legendary variant)","description":"Wondrous item, rare (requires attunement) Component: fiend hair The Night Hospitaller are a busy lot, but that’s no excuse for slovenly dress or being unprepared. The sisterhood commissioned this self-cleaning, self-replenishing raiment to provide the sisters with protection against the diseases they fought and, more importantly, to avoid the chores of washing and pressing their uniforms. Pathogen Proof. While wearing this garb, you are immune to disease. In addition, you have advantage on ability checks and saving throws made to resist curses. Each day at dawn, this garb is magically cleaned and pressed, ready for action on the wards. Useful Things. The garb has pockets and pouches containing useful things. It has one antitoxin, one dose of essence of ether poison, one healer’s kit (with 5 uses), and one potion of healing. Each day at dawn, the garb replenishes all removed items, and items that were removed from the garb but not used spoil and become useless. Very rare variant: While wearing this garb, you have advantage on Constitution saving throws. Legendary variant: While wearing this garb, you have advantage on Constitution saving throws and resistance to poison damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hospitaller's Garb (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fiend hair The Night Hospitaller are a busy lot, but that’s no excuse for slovenly dress or being unprepared. The sisterhood commissioned this self-cleaning, self-replenishing raiment to provide the sisters with protection against the diseases they fought and, more importantly, to avoid the chores of washing and pressing their uniforms. Pathogen Proof. While wearing this garb, you are immune to disease. In addition, you have advantage on ability checks and saving throws made to resist curses. Each day at dawn, this garb is magically cleaned and pressed, ready for action on the wards. Useful Things. The garb has pockets and pouches containing useful things. It has one antitoxin, one dose of essence of ether poison, one healer’s kit (with 5 uses), and one potion of healing. Each day at dawn, the garb replenishes all removed items, and items that were removed from the garb but not used spoil and become useless. Very rare variant: While wearing this garb, you have advantage on Constitution saving throws.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hourglass","description":"Hourglass Adventuring gear Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hourglass","description":"Hourglass Adventuring gear Price: 25 gp A timer made with glass and sand.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Hourglass","description":"Hourglass Adventuring gear Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hourglass","description":"Hourglass Adventuring gear Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Hourglass of Measured Response","description":"Hourglass of Measured Response Wondrous item, very rare (requires attunement) This locket-sized hourglass hangs from a fine silver chain. When it is flipped over, the cerulean sand moves from the top to the bottom of the glass with exceptional quickness. If you have used your reaction in the current round, you can flip the hourglass over (no action required) to use a second reaction in the same round. After the second and any subsequent time you use the hourglass in a day, you must make a DC 15 Constitution saving throw, gaining one level of exhaustion on each failed save.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"House of Cards","description":"House of Cards Wondrous Item, Uncommon This deck of cards is decorated with geometric shapes that have a protective motif. While you’re holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up to four windows, and only you can open or close them. It has a floor and a roof, and it maintains a comfortable temperature inside. The shelter has AC 15, 50 hit points, and immunity to poison and psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter’s duration ends, it transforms back into a deck of cards and appears in your hand. Once the deck has transformed into a shelter, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Houseward (Legendary)","description":"Houseward Wondrous item, legendary (wards 10,000 square feet) This engraved block of lead, approximately 1 cubic foot in size, holds an embedded Siberys dragonshard. The houseward provides state-of-the-art magical security, and is typically embedded into the floor of the building it is supposed to protect. If any creature with the Mark of Warding spends 10 minutes touching the houseward , it can cast guards and wards without requiring material components. The area protected by the spell is determined by the rarity of the houseward . The duration of the spell is 24 days, but the effect ends early if the houseward is used again to cast the spell, if a creature with the Mark of Warding spends 10 minutes touching the houseward to end its effects, or if a houseward is removed from the area it is currently protecting. After being used to cast the spell, the houseward can’t do so again until dawn the next day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary "},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Houseward (Rare)","description":"Houseward Wondrous item, rare (wards 5,000 square feet) This engraved block of lead, approximately 1 cubic foot in size, holds an embedded Siberys dragonshard. The houseward provides state-of-the-art magical security, and is typically embedded into the floor of the building it is supposed to protect. If any creature with the Mark of Warding spends 10 minutes touching the houseward , it can cast guards and wards without requiring material components. The area protected by the spell is determined by the rarity of the houseward . The duration of the spell is 24 days, but the effect ends early if the houseward is used again to cast the spell, if a creature with the Mark of Warding spends 10 minutes touching the houseward to end its effects, or if a houseward is removed from the area it is currently protecting. After being used to cast the spell, the houseward can’t do so again until dawn the next day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Houseward (Uncommon)","description":"Houseward Wondrous item, uncommon (wards 2,500 square feet) This engraved block of lead, approximately 1 cubic foot in size, holds an embedded Siberys dragonshard. The houseward provides state-of-the-art magical security, and is typically embedded into the floor of the building it is supposed to protect. If any creature with the Mark of Warding spends 10 minutes touching the houseward , it can cast guards and wards without requiring material components. The area protected by the spell is determined by the rarity of the houseward . The duration of the spell is 24 days, but the effect ends early if the houseward is used again to cast the spell, if a creature with the Mark of Warding spends 10 minutes touching the houseward to end its effects, or if a houseward is removed from the area it is currently protecting. After being used to cast the spell, the houseward can’t do so again until dawn the next day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Hoverbike","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Hoverboard","description":"This 3-foot long metal board produces a low hum and curiously hovers above any surface. You can mount or dismount this board as a bonus action. While mounted, you ignore nonmagical difficult terrain and can move above the surface of liquids without sinking. Additionally, if you move at least 15 feet in a line downhill on your turn, your speed increases by 10 feet until the end of your turn. The board can't scale any angle greater than 45 degrees, unless it is moving in a zero-gravity environment. In zero gravity, the board moves across any surface as if it were downhill. Lastly, you can use a Dexterity (Acrobatics) check, instead of a Charisma (Performance) check, to perform tricks on the board.","properties":{"Category":"Items","Expansion":9634,"Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Hovercar","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Hovercutter","description":"Weapon (dagger), rare (requires attunement) Component: elemental core of air Airborne death, this razor sharp dagger can swirl and weave around the battlefield at the whims of its wielder. Controlled verbally, be it with simple words or an intricate whistle, it has made many a combatant bleed out on the battlefield with a quiet, eerie tune ringing in their ears… You gain a +1 bonus to attack and damage rolls made with this magic weapon. The dagger has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Flick of the Wrist. This dagger is composed of a gauntlet and a blade, has no handle, and can’t be wielded by holding it. Instead, the blade hovers a few inches above the gauntlet at all times, can’t be removed against your will, and can’t be used to make ranged attacks except with the Daggerflight property. While the blade is hovering over the gauntlet and that hand is free, you can use it to attack normally. Daggerflight. As a bonus action, you can expend 1 charge to make a ranged attack with the dagger. Hit or miss, you can then expend 1 additional charge to make another ranged attack with the dagger (no action required) against a different target within 20 feet of the first one. You can make a total of up to three attacks in this way, after which the dagger returns to hover over the gauntlet. The dagger manoeuvres around obstacles mid-flight, and ranged attacks made with it ignore half and three-quarters cover. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the dagger, which immediately destroys the gemstone and regains 1 charge. Once this property of the dagger has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hovercutter (uncommon variant)","description":"Weapon (dagger), rare (requires attunement) Component: elemental core of air Airborne death, this razor sharp dagger can swirl and weave around the battlefield at the whims of its wielder. Controlled verbally, be it with simple words or an intricate whistle, it has made many a combatant bleed out on the battlefield with a quiet, eerie tune ringing in their ears… You gain a +1 bonus to attack and damage rolls made with this magic weapon. The dagger has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Flick of the Wrist. This dagger is composed of a gauntlet and a blade, has no handle, and can’t be wielded by holding it. Instead, the blade hovers a few inches above the gauntlet at all times, can’t be removed against your will, and can’t be used to make ranged attacks except with the Daggerflight property. While the blade is hovering over the gauntlet and that hand is free, you can use it to attack normally. Daggerflight. As a bonus action, you can expend 1 charge to make a ranged attack with the dagger. Hit or miss, you can then expend 1 additional charge to make another ranged attack with the dagger (no action required) against a different target within 20 feet of the first one. You can make a total of up to three attacks in this way, after which the dagger returns to hover over the gauntlet. The dagger manoeuvres around obstacles mid-flight, and ranged attacks made with it ignore half and three-quarters cover. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the dagger, which immediately destroys the gemstone and regains 1 charge. Once this property of the dagger has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hovercutter (very rare variant)","description":"Weapon (dagger), rare (requires attunement) Component: elemental core of air Airborne death, this razor sharp dagger can swirl and weave around the battlefield at the whims of its wielder. Controlled verbally, be it with simple words or an intricate whistle, it has made many a combatant bleed out on the battlefield with a quiet, eerie tune ringing in their ears… You gain a +1 bonus to attack and damage rolls made with this magic weapon. The dagger has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Flick of the Wrist. This dagger is composed of a gauntlet and a blade, has no handle, and can’t be wielded by holding it. Instead, the blade hovers a few inches above the gauntlet at all times, can’t be removed against your will, and can’t be used to make ranged attacks except with the Daggerflight property. While the blade is hovering over the gauntlet and that hand is free, you can use it to attack normally. Daggerflight. As a bonus action, you can expend 1 charge to make a ranged attack with the dagger. Hit or miss, you can then expend 1 additional charge to make another ranged attack with the dagger (no action required) against a different target within 20 feet of the first one. You can make a total of up to three attacks in this way, after which the dagger returns to hover over the gauntlet. The dagger manoeuvres around obstacles mid-flight, and ranged attacks made with it ignore half and three-quarters cover. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the dagger, which immediately destroys the gemstone and regains 1 charge. Once this property of the dagger has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Very rare variant: Increase the charges to 10 and the recharge to 1d6 + 4.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hovervan","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Howling Rod","description":"Rod, rare (requires attunement) This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn. Spectral Howl. While holding the rod, you can expend 1 of its charges to cause a spectral wolf head to appear above you and unleash a terrifying howl. Each creature within 20 feet of you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. While frightened of you, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the howl of this rod for 24 hours. Wolf Bite. While holding the rod, you can use a bonus action to expend 2 of its charges to attack one frightened creature you can see within 20 feet of you. A spectral wolf head leaps out of the rod and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 force damage.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Humble Cudgel of Temperance","description":"Weapon (club), uncommon This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Faustin and the Humble Cudgel of Temperance Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from “demon” alchohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quiest to rid the world of alchohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Humming-Bulb Arrows","description":"Humming-Bulb Arrows Ammunition These arrows have heads carved to produce a loud noise that serves as a warning signal. A humming-bulb can be heard at a distance of 500 feet from every point along its path. If it strikes a creature, it deals 1 bludgeoning damage.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Humongous Spider Egg (The Arachniarch’s Egg)","description":"Adoptable Spider Eggs Dark elves customarily gift each other spider eggs that hatch on Spidermas, a significant holiday celebrated across the Sunken World. Spidermas honors the Great Spider, the mysterious and benevolent dark elf deity also affectionately known as the Old Spider or Granny Spider. On Spidermas Day, dark elves watch in awe as eggs of magically significant and benign spiders crack open and baby spiders crawl out. With love and care, a baby spider can grow to be a faithful companion to anyone who takes the time to raise it. Many different spider eggs exist, and expert arachnologists can tell what type of baby spider will hatch from each. On Spidermas Day, or at the gamemaster’s discretion, a spider egg hatches and an adoptable baby spider crawls into the world. Regardless of type, all baby spiders are defenseless and require daily care and food depending on their size to grow. Different baby spiders grow at different speeds. An adoptable baby spider is two size categories smaller than its adult form and completely defenseless, relying on you for nourishment and protection. When a spider reaches maturity, it may choose to stay with you if you treated it well, becoming a companion. At the gamemaster’s discretion, characters proficient in Animal Handling may train their adult spiders to fight alongside them in battle, serve as mounts, and perform other tasks. Gamemaster Tip: Spider Stat Blocks You can find stat blocks for the spider , the giant wolf spider , the giant spider , and the phase spider in either the SRD or the core 5e rulebooks! Cute Spider Egg Wondrous Item, Common This fist-sized egg is pleasantly warm to the touch. As it gets closer to Spidermas, you can hear tiny clacking noises coming out of it. After it hatches, the cute baby spider likes to cling to your clothes and only climb off to feed on crumbs of food and tiny bugs if those are not available on your person. With care and nurture, the cute baby spider grows into a spider (CR 0) after 30 days. This spider is friendly to you and your companions. It will do its best to keep your equipment free from bugs. Unless trained to fight, it avoids combat and prefers to snuggle inside your backpack or in the folds of your clothes, but it will defend itself from hostile creatures. Smooth Spider Egg Wondrous Item, Uncommon This head-sized egg is silky-smooth to the touch. As it gets closer to Spidermas, you can hear screeching noises coming out of it. After it hatches, the smooth baby spider likes to skitter around and climb on walls. It requires as much food and water as a medium-sized creature each day. With care and nurture, the smooth baby spider grows into a giant wolf spider (CR 1/4) after 60 days. This giant wolf spider is friendly to you and your companions. It likes to follow you anywhere you go and rub up against your legs to get your attention. Unless trained to fight, it tries to avoid combat by climbing up walls or hiding in crevices, but it will defend itself from hostile creatures. Heavy Spider Egg Wondrous Item, Rare This gnome-sized egg is heavier than it looks. As it gets closer to Spidermas, you can hear a steady hum coming out of it. After it hatches, the heavy baby spider likes to weave webs in dark corners. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the heavy baby spider grows into a giant spider (CR 1) after 180 days. This giant spider is friendly to you and your companions. It likes to hang out on its webs and gaze at people coming and going, and it loves to watch over you and your companions while you sleep. Unless trained to fight, it prefers to climb out of reach and use its Web ranged weapon attack to restrain enemies during combat, but it will defend itself from hostile creatures. Iridescent Spider Egg Wondrous Item, Very Rare This barrel-sized egg is almost weightless and glows faintly when touched. As it gets closer to Spidermas, you can hear otherworldly plinks and plonks coming out of it. After it hatches, the iridescent baby spider likes to relax in the mist between dimensions, also known as the ethereal plane, and shift back to reality whenever it feels lonely or gets hungry. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the iridescent baby spider grows into a phase spider (CR 3) after a year. This phase spider is friendly to you and your companions. It will keep an eye out for enemies trying to sneak up on you and your companions through the ethereal plane. Unless trained to fight, it prefers to hide in the ethereal plane during combat, but it will defend itself from hostile creatures. Massive Fluffy Spider Egg Wondrous Item, Legendary This human-sized egg is covered in a fluffy, wool-like substance. As it gets closer to Spidermas, you can hear rumbling sounds coming out of it, and the egg sometimes trembles when touched. After it hatches, the massive fluffy baby spider likes to follow you around and will attempt to play harmless pranks with its webs on you and your companions. It requires sixteen times as much food and water as a medium-sized creature each day. With care and nurture, the massive fluffy baby spider grows into an enormous wooly spider (CR 8) after two years. This enormous wooly spider is friendly to you and your companions. It will happily carry friendly creatures, as well as equipment up to its carrying capacity, holding everything in its thick wool. Unless trained to fight, it tries to pick up you and your companions on its huge back and run away from any perceived danger as soon as combat begins. It typically does not attack unless trained to, but it will defend itself from hostile creatures. Humongous Spider Egg (The Arachniarch’s Egg) Wondrous Item, Artifact This horse-sized egg looks like an ancient boulder and is completely impervious to damage. As it gets closer to Spidermas, nothing seems to happen, but if this is indeed the egg of the legendary Arachniarch, it might one day hatch into a tremendously powerful and massive spider! After it hatches, the humongous baby spider likes to gently nudge smaller creatures with its head and pick up and carry random items and even small buildings around, trying to be helpful. It requires sixty-four times as much food and water as a medium-sized creature each day. With care and nurture, the humongous baby spider grows into the Arachniarch (CR 21) after four years. The Arachniarch is friendly to you and your companions. Thanks to its massive size, it can carry entire buildings on its back as long as they fit in a 50-foot cube, and it will happily do so for you and your companions. Unless trained to fight, it tries to shield you and your companions from harm during combat, placing its enormous body between you and your enemies to grant you full cover. It typically does not attack unless trained to, but it will defend itself from hostile creatures.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Hungry Chest","description":"Wondrous item, uncommon This chest, an 8-foot cube, appears to be a wooden spider head from the outside. It functions as a bag of holding with a twist. When opened, it appears to be a normal empty chest, regardless of the actual contents. When an inanimate object passes over the threshold into the space, it is sucked in with great force. If you let go, the object disappears inside. You can retain your hold on the object with a successful DC 17 Strength check. On a failed check, you must succeed on a DC 17 Dexterity saving throw to avoid being sucked in with the object and suﬀocating after 10 minutes. When an empty hand reaches inside, the silhouettes of concealed contents—items and gasping, sucked-in creatures—become vaguely visible. The more hands reaching inside, the more real all the contents become. A full eight hands are required to withdraw an item. A sucked-in creature counts its own hands as among the eight necessary to escape. This item is a fundamental component of the spider house. If the house is destroyed, so is the hungry chest. Mavra assumes the form of a spider when she wants to extract items.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hungry Weapon","description":"Hungry Weapon Weapon (any melee), uncommon (requires attunement) A hungry weapon , a creation of the daelkyr, is formed from muscle and bone. It may moan, growl, or wail, and it twists in your grip if it doesn’t like you. If any creature attempts to wield this weapon while not attuned to it, it has disadvantage on attack rolls made using the weapon. Additionally, if you are attuned to this weapon when another creature tries to wield it, the weapon’s hilt extrudes sharp thorns and that creature takes 1d4 points of piercing damage each turn. While attuned to and wielding this weapon, you can use a bonus action to bond to it, causing tendrils from the hilt of the weapon to burrow into your flesh. While bonded to it, you gain the following benefits: The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or involuntarily. If it’s a two-handed weapon, only one of your hands is bound to the weapon. When you hit a creature with this weapon, you can choose to spend one Hit Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra necrotic damage equal to the result, and you regain an equal number of hit points. You can end the weapon’s bond as an action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon regardless of whether you’re bonded to it.","properties":{"Category":"Items","Item Type":"Weapon (any melee)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Hunter's Charm, common","description":"Wondrous item, common (+1) (requires attunement by a ranger) This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement by a ranger"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hunter's Charm, rare","description":"Wondrous item, rare (+3) (requires attunement by a ranger) This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a ranger"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hunter's Charm, uncommon","description":"Wondrous item, uncommon (+2) (requires attunement by a ranger) This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm’s rarity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a ranger"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Hunter's Coat","description":"Hunter's Coat Armor (medium, leather), very rare (requires attunement) You gain a +1 bonus to AC while wearing this armor. The coat has 3 charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"armor (leather)","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Hunter's Coat","description":"Hunter's Coat Armor (leather), very rare (requires attunement) You gain a +1 bonus to AC while wearing this armor. The coat has 3 charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hunters Crossbow","description":"Hunter’s Crossbow Weapon (light crossbow), very rare (requires attunement) Damage: 1d8+2 piercing Weight: 4 lbs. Properties: Loading, (Range 80/320), Two-Handed Once owned by the legendary bounty hunter Zoranth Kreel, this crossbow fires bolts of green energy. It creates one bolt per round and you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. You gain a +2 bonus to attack and damage rolls made with this magic weapon. On a successful hit, choose whether or not to activate the Tracking feature. Tracking. The target takes no damage and does not notice the hit. For the next 24 hours, you know the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, you know which one, but not the exact location there. Only one target can be tracked at a time using this feature.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (light crossbow)","Properties":"Loading, (Range 80/320), Two-Handed","Item Rarity":"very rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Hunting Bow","description":"Hunting Bow Ranged Weapon (simple, bow) While archery is considered an art among the samurai, many commoners also practice archery, albeit for hunting or self-defense rather than for use on the battlefield. Hunting bows can be found in any part of Rokugan. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: Piercing Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Hunting Rifle","description":"","properties":{"Category":"Items","Item Type":"Weapon (hunting rifle)","Properties":"Ammunition (80/320), Reload (5), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hunting Rifle","description":"Martial Ranged Weapon Damage: 2d10 Piercing Properties: Ammunition (Range 80/240; Bullet), Reload (5 shots), Two-Handed Mastery: Slow Weight: 8 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Reload, Two-Handed","Item Rarity":"No","Name":"Hunting Rifle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Hunting Trap","description":"Hunting Trap Adventuring gear When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check , freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Damage : 1d4 Damage Type : Piercing Save : Dexterity Weight : 25","properties":{"Category":"Items","Save":"Dexterity","Damage":"1d4","Source":"5th Edition SRD","Weight":25,"Item Type":"Adventuring Gear","data-List":"false","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hunting Trap","description":"Adventuring Gear Weight: 25 lb. Cost: 5 GP As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Hunting Trap"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hunting Trap","description":"Hunting Trap Adventuring gear When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check , freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Damage : 1d4 Damage Type : Piercing Save : Dexterity Weight : 25","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Huntsman's Gauntlets","description":"","properties":{"Category":"Items","Item Type":"Wondrous item (gauntlets)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Huntsman's Goggles","description":"Wondrous item, rare (requires attunement) Component: fey (Jorfraust) heart The lenses of these goggles are made of pure ice, painstakingly polished to be as clear as possible and enchanted to never melt. Their frigid surface is incredibly sensitive to heat, capable of detecting even the slightest fluctuations in temperature—be careful not to touch them barehanded and leave a heat imprint behind! This item has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Thermal Vision. As a bonus action while wearing these goggles, you can expend 1 charge to activate them. For 1 minute, you can see creatures and objects within 60 feet of you coloured in a spectrum from red for warm creatures to blue for cold ones. This grants you advantage on Perception checks that rely on sight made to detect creatures that emit heat, and you can always see those creatures regardless of light conditions, obscurement, or invisibility, but not through total cover. Some constructs, elementals, and most undead exist at ambient temperature and can’t be seen with this property (GM’s discretion). Target Acquired. Alternatively, while wearing these goggles, you can expend 1 charge to cast the hunter’s mark spell. When you cast the spell in this way, the extra damage dealt by it is cold damage, and you can see the target with the goggles’ Thermal Vision property even if you normally couldn’t.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Huntsman's Goggles (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Jorfraust) heart The lenses of these goggles are made of pure ice, painstakingly polished to be as clear as possible and enchanted to never melt. Their frigid surface is incredibly sensitive to heat, capable of detecting even the slightest fluctuations in temperature—be careful not to touch them barehanded and leave a heat imprint behind! This item has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Thermal Vision. As a bonus action while wearing these goggles, you can expend 1 charge to activate them. For 1 minute, you can see creatures and objects within 60 feet of you coloured in a spectrum from red for warm creatures to blue for cold ones. This grants you advantage on Perception checks that rely on sight made to detect creatures that emit heat, and you can always see those creatures regardless of light conditions, obscurement, or invisibility, but not through total cover. Some constructs, elementals, and most undead exist at ambient temperature and can’t be seen with this property (GM’s discretion). Target Acquired. Alternatively, while wearing these goggles, you can expend 1 charge to cast the hunter’s mark spell. When you cast the spell in this way, the extra damage dealt by it is cold damage, and you can see the target with the goggles’ Thermal Vision property even if you normally couldn’t. Uncommon variant: Reduce the charges to 4 and the recharge to 1d4.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Huntsman's Goggles (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Jorfraust) heart The lenses of these goggles are made of pure ice, painstakingly polished to be as clear as possible and enchanted to never melt. Their frigid surface is incredibly sensitive to heat, capable of detecting even the slightest fluctuations in temperature—be careful not to touch them barehanded and leave a heat imprint behind! This item has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Thermal Vision. As a bonus action while wearing these goggles, you can expend 1 charge to activate them. For 1 minute, you can see creatures and objects within 60 feet of you coloured in a spectrum from red for warm creatures to blue for cold ones. This grants you advantage on Perception checks that rely on sight made to detect creatures that emit heat, and you can always see those creatures regardless of light conditions, obscurement, or invisibility, but not through total cover. Some constructs, elementals, and most undead exist at ambient temperature and can’t be seen with this property (GM’s discretion). Target Acquired. Alternatively, while wearing these goggles, you can expend 1 charge to cast the hunter’s mark spell. When you cast the spell in this way, the extra damage dealt by it is cold damage, and you can see the target with the goggles’ Thermal Vision property even if you normally couldn’t. Uncommon variant: Reduce the charges to 4 and the recharge to 1d4. Very rare variant: The goggles have the Drain Heat property. Drain Heat. When a creature under the effects of the hunter’s mark spell cast with the goggles is reduced to 0 hit points, you can choose to end the spell and drain some of its body heat to revitalise yourself, regaining 2d4 hit points.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Hush","description":"Weapon (Net), Rare (Requires Attunement) This silvery net’s mesh consists of intricately woven mithral threads. As a bonus action, you can speak this magic weapon’s command word, causing it to retract into a ball the size of an apple. When thrown, it expands outward, issuing sounds of tinkling bells and whistling strings. The peaceful noise comes to an abrupt stop when it hits its mark, creating a deafening silence. You gain a +2 bonus to attack rolls made with this weapon, which has a range of 15/45 feet. On a hit, a Large or smaller creature is restrained and under the effects of a silence spell until freed. A creature can use its action to make a DC 14 Strength check to free itself or another creature from the net. Dealing 20 slashing damage to the net (AC 14) also frees the creature without harm. The net isn’t destroyed; rather, it retracts into a ball and flies back to the attuned creature, repairing itself when you finish a long rest. Encounter Ideas The Right Tool for the Job. A menacing mage is causing trouble, and the adventurers require this weapon to take them down. The heroes must deal with a famous, but grumpy, wyvern hunter (gladiator) to acquire it, either by barter or force. Wanted: Alive. The party has made powerful enemies and well-equipped bounty hunters (four bandits and one bandit captain) use the net on them (they don’t care about fighting fairly). Fish Tales. People in town are talking about a fisher who tricked a siren, catching her in a shiny net. The net once belonged to the fisher’s great-grandfather, who apparently was a seasoned adventurer.","properties":{"Category":"Items","Item Type":"Weapon (Net)","Properties":"special, thrown","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Hydra Blood","description":"Hydra Blood Wondrous Item, Very Rare Blood taken from the Lernean Hydra, known for its horrifying poisonous effect which was used as an assasination tool against the demigod Heracles, bringing him to near death right before he was reborn as a god who rose to Olympus. As an action you can coat a weapon or 10 pieces of ammunition that deal slashing or piercing damage with this poison for 10 minutes. The poison vial will be empty after this application. The next attack made with that weapon or piece of ammunition will subject the target to the effect of the Hydra’s Blood. A creature subjected to this poison must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage and becoming poisoned for 1 hour on a failed save, or half as much damage and preventing the poison’s effect on a successful one. While poisoned in this way the target continuously takes 9 (2d8) poison damage at the start of each of their turns. The target can repeat the Constitution saving throw at the end of each of their turns.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Hydraulic Boosters","description":"Hydraulic Boosters Augment (limb), rare (requires affinity) Installing this augment takes up two of your maximum number of limb augments (one for each leg). A hydraulic frame is implanted into each of your legs. With this augment, your jump distance is tripled. In addition, when you take the Dash action, the increase in movement is equal to double your speed, after applying any modifiers.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Hydrotech Climbers","description":"Hydrotech Climbers Utility, uncommon (requires affinity) Micro-generators are built into these gloves and shoes. Together, they create an electrically-charged fluidic suction through thousands of microscopic pores. While you wear these gloves and shoes, you can move up, down, and across vertical surfaces and upside down along ceilings. You have a climbing speed equal to your walking speed. Moving requires both feet but you can opt to leave your hands free. This gear doesn’t allow you to move this way on a slick surface, such as one covered by ice, oil, or lubricants.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Hylrahla (The Caller - Battleaxe)","description":"Weapon (battleaxe/handaxe), very rare (requires attunement by a dwarf or gnome) The magic of Hylrahla channeled the bonds of battle and comradeship when it was forged for the dwarves and gnomes, reflecting the highest values of their earliest shared societies. The blade of this axe is made of black steel inlaid with mithral, and its haft of living darkwood adjusts to fit its user’s hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call of Combat. As a bonus action, Hylrahla lets you call your allies into battle formation. Choose up to six creatures you can see within 30 feet of you, and which can hear you. Each creature gains a d6, which can be used for 1 minute. At the start of each of its turns during this time, a creature can roll this d6 and choose one of the following options: Add the number rolled to its AC until the start of its next turn. Add the number rolled to one attack roll, ability check, or saving throw made before the start of its next turn. This property of the weapon can’t be used again until you finish a long rest. Call of Fellowship. While you hold Hylrahla , you can use an action to establish a telepathic link with up to six willing creatures you can see or that you are familiar with, all of which must be on the same plane. For 1 hour, the linked creatures can communicate telepathically through the bond whether or not they have a common language, choosing to communicate with all creatures or only some. The communication is possible over any distance, though it can't extend to other planes of existence. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Hylrahla magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a battleaxe or a handaxe.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a dwarf or gnome"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Hylrahla (The Caller - Handaxe","description":"Weapon (battleaxe/handaxe), very rare (requires attunement by a dwarf or gnome) The magic of Hylrahla channeled the bonds of battle and comradeship when it was forged for the dwarves and gnomes, reflecting the highest values of their earliest shared societies. The blade of this axe is made of black steel inlaid with mithral, and its haft of living darkwood adjusts to fit its user’s hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call of Combat. As a bonus action, Hylrahla lets you call your allies into battle formation. Choose up to six creatures you can see within 30 feet of you, and which can hear you. Each creature gains a d6, which can be used for 1 minute. At the start of each of its turns during this time, a creature can roll this d6 and choose one of the following options: Add the number rolled to its AC until the start of its next turn. Add the number rolled to one attack roll, ability check, or saving throw made before the start of its next turn. This property of the weapon can’t be used again until you finish a long rest. Call of Fellowship. While you hold Hylrahla , you can use an action to establish a telepathic link with up to six willing creatures you can see or that you are familiar with, all of which must be on the same plane. For 1 hour, the linked creatures can communicate telepathically through the bond whether or not they have a common language, choosing to communicate with all creatures or only some. The communication is possible over any distance, though it can't extend to other planes of existence. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Hylrahla magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a battleaxe or a handaxe.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Light, Range, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Hyper Healing Ampoule","description":"Healing Ampoule Compound, varies You regain hit points when you imbibe or are injected with this red, liquid compound. The number of hit points depends on the compound’s potency label, as shown on the following table. Label Rarity HP Regained Healing Common 2d4 + 2 Super healing Uncommon 4d4 + 4 Hyper healing Rare 8d4 + 8 Ultra healing Very rare 10d4 + 20","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Hypertool","description":"Hypertool Utility, rare (requires affinity by a channeler or forger) This thick glove has an interwoven sorium mesh. It can be worn on any hand. As a bonus action, you can activate the glove, which emits an adaptable energy construct that functions as a versatile multi-tool. While the glove is activated, you can use it as if you were holding a set of basic tools that may be required when making a Wisdom (Mechanics) skill check. It can also perform the functions of cybersmith’s tools, digital technician’s tools, gunsmith’s tools, and shipwright’s tools. The multi-tool emits bright light in a 5-foot radius and dim light for an additional 5 feet. While using the multi-tool, you can’t use that hand for other purposes. The glove also has 3 charges. As an action, you can expend a charge and use the glove to activate the quick repair power. The glove regains 1d3 expended charges when you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Hypnotic Viol","description":"Wonderous item, rare This unassuming-looking viol is imbued with the ability to entrance those that listen to it. Carved out of a single piece of oak, the viol is finely made but not extravagant, with subtly inlaid runes on the fingerboard. When played, the viol sends out waves of magical energy that can be focused on a number of targets equal to your charisma modifier. The Viol has 3 charges and regains (1d4 - 1) charges daily at dawn. While performing with the Viol, you may choose to make a performance check and expend one charge, choosing a target or a number of targets equal to your charisma modifier, and consult the table below. Performance Check Effect 1 The discordant melody laced with the magic of the strings makes the targets of the magic hostile towards you for (1d10 + 4) minutes. They are not driven to immediate violence, however they will try to force you to stop playing. 2-10 The music from the viol acts as a calm emotions spell on the target(s) rather than affecting a radius. The target(s) must succeed on a DC 14 Charisma save or be affected by the spell. 11-19 The music from the viol causes a charming effect on the target(s). The target(s) must succeed on a DC 16 Charisma save or be charmed for 1 hour. The charmed creature is enamored with your musical talents, and is eager to gain your notice. The target(s) remain unaware of being charmed when the effect has ended. 20 The music from the viol causes a hypnotic effect on the target(s). Each target must succeed on a DC 18 Charisma save or become hypnotized by the music for 1d4 hours . A hypnotized creature acts normally but is susceptible to commands you give to them. If any command they are given will result directly in their physical harm, they may make the check again before following your command. ","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Hypodermic Arrow","description":"The head of this arrow is fitted with a syringe that can be filled with liquid. When it strikes a creature, the arrow deals 1d4 piercing damage plus the effect of whatever liquid the syringe injects into the creature. Poisons are commonly employed, as are acid, drugs, and various eclectic potions. A hypodermic arrow is extremely fragile; it always breaks on impact, whether it hits the target or not. One hypodermic arrow costs 25 gp. They’re always sold empty, but those found in treasure hoards or among monsters’ gear might be already filled. Filling the syringe takes an action, but it can be done hours or days before the arrow is used.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Hypodermic Arrow","description":"The head of this arrow is fitted with a syringe that can be filled with liquid. When it strikes a creature, the arrow deals 1d4 piercing damage plus the effect of whatever liquid the syringe injects into the creature. Poisons are commonly employed, as are acid, drugs, and various eclectic potions. A hypodermic arrow is extremely fragile; it always breaks on impact, whether it hits the target or not. One hypodermic arrow costs 25 gp. They’re always sold empty, but those found in treasure hoards or among monsters’ gear might be already filled. Filling the syringe takes an action, but it can be done hours or days before the arrow is used.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Common"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Hypodermic Needle","description":"This syringe can directly inject a substance into someone’s bloodstream. You can load a liquid, such as a Potion of Healing , into a hypodermic needle as a Bonus Action , then administer it to another creature as an action on Your Turn . If the creature is unwilling, you must make a melee weapon Attack , treating the needle as an Improvised Weapon , to do so.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Hypogean Bellsphere","description":"Hypogean Bellsphere Wondrous item, legendary This 20-foot-radius metal-and-crystal vessel is designed to magically travel through the ground. The hypogean bellsphere has AC 20, 300 hit points, a damage threshold of 15 and immunity to poison and psychic damage. It has a speed of 1 mile per hour on land, and a burrow speed of 3 miles per hour (72 miles per day). The bellsphere can hold up to 6 passengers plus 1 ton of cargo. Description. The bellsphere is a featureless sphere inscribed with strange arcane symbols and thin, glowing tracework. Despite its shape, the craft does not roll unless acted upon by exterior forces. A circular hatch provides access to the vessel’s interior. Inside, circular crystal portholes line the circumference of the sphere and magically act as windows, allowing the crew to view their surroundings. A raised pilot’s chair occupies a dais in the center of the circular room, surrounded by levers, pull cords, toggles, and other strange controls. There is no other furniture in the craft. The bellsphere has the following general features: The glowing magical screens provide a dim illumination. Air magically circulates through the sphere for 12 hours before it must be replenished from the outside. Piloting the Bellsphere. Any creature must succeed on a DC 15 Intelligence check to decipher the controls of the bellsphere. From the pilot’s chair, a creature can control the ship’s speed, direction, and depth. Controlling the ship during combat requires an additional DC 15 Intelligence check to make rapid course corrections. The bellsphere can burrow through any nonmagical, unworked earth and stone. While doing so, it doesn’t disturb the materials it moves through. While the pilot sits in the pilot chair, it has tremorsense out to a range of 60 feet. Within that range, the pilot can sense areas the ship is unable to burrow through but gains no knowledge of what the area contains. Fueling the Bellsphere. The bellsphere is powered by the consumption of magical items. A small hatch on the side of the dais beneath the pilot’s chair is large enough to hold any item a Medium-sized creature could equip or easily carry. Any magic item placed in the fueling hatch is destroyed. A common item provides power for 2 hours of operation. Each level of rarity beyond common doubles that duration, up to vary rare for 8 hours. A legendary item placed in the fueling hatch would allow the bellsphere to operate for 1 month. Placing an artifact into the fueling hatch causes the bellsphere to implode, immediately killing anyone inside it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ice Troll Heart","description":"Ice Troll Heart Wondrous item An ice troll’s heart remains cold even after the troll’s destruction. As long as the troll can’t regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll’s heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties: A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn’t regenerate. If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the control weather spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours. A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see the Dungeon Master’s Guide ). This effect lasts until the heart is destroyed. A creature proficient with alchemist’s supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one potion of resistance (cold). It takes 1 hour to create this potion.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Iceblink","description":"Weapon (any sword), rare (requires attunement) The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. Freeze Water. While holding the sword, you can use an action to plunge the blade into a body of water, causing its surface to freeze over. The water freezes to a depth of 3 inches within a 60-foot radius of the point where you plunged the blade. Creatures that were swimming on the surface of the water must succeed on a DC 15 Dexterity saving throw or be restrained by the ice. A restrained creature can use an action to make a DC 15 Strength check, breaking free on a success. The ice is not magical and melts after 1 minute if temperatures in the area are not cold enough to sustain it. Once used, this property can’t be used again until the next dawn. Snowblind. While holding the sword, you can use an action to generate a bright flash of light from the blade at one creature you can see within 5 feet of you. The target must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Icehammer","description":"Icehammer A Snowcap blacksmith named Aster Hardport worked with the dwarven clan Kaldhender, who live in the lower mountains on the northern side of Icehelm, to develop the icehammer as a tool for use in the icy mountains. Part heavy hammer and part icepick, the tool gained popularity as both a survival tool, allowing the wielder to dig through ice or secure their hold on cliff faces, and as an effective weapon against predators and foes in the tundra. The icehammer is similar in size and style to a warhammer, and anyone proficient with the latter may also wield it with proficiency. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Iceshard Whip","description":"Weapon (Whip), Very Rare When you hit with an attack roll using this magic whip, the target takes an extra 1d6 cold damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn. Icy Restraints. When you roll a 20 on your attack roll using this weapon, the target also becomes restrained (escape DC 15) in a block of ice for 1 minute. While restrained this way, the target takes 1d6 cold damage at the start of each of its turns.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Reach","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Icicle","description":"Weapon (Dagger), Rare (Requires Attunement) A serrated shard of unmelting ice acts as the blade of this otherwise traditional dagger. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1 cold damage on a hit. While holding this weapon, you have resistance to cold damage. Encounter Ideas He’s an Angry One. While traveling in snow-covered lands, an evil gnome assassin goes on a killing spree with icicle. Never Let ‘Em See You Sweat. It is rumored that Dridea Mennen, a famous explorer (priest), never sweats while she travels the desert. Her secret? A well-maintained icicle. Swizzle Stick. A local tavern is known to serve drinks so cold they give you a headache. Turns out, the barkeep Uzbeht (a plate-wearing orog with Intelligence 16 (+3) and Charisma 18 (+4), uses icicle to stir drinks, and she is reluctant to rid herself of an item that has bolstered her reputation.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"finesse, light, thrown","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Icon of Ravenloft","description":"Icon Of Ravenloft Wondrous item, legendary (requires attunement by a creature of good alignment) The Icon of Ravenloft is a 12-inch-tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. Augury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn. Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of good alignment"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Icy Strand of the North","description":"Icy Strand of the North Wondrous item, rare When found, this thick white cord has 1d6 + 2 fist-sized shards of ice frozen onto it, which do not melt. While holding this cord, you can use an action to pull off one of the shards and hurl it up to 150 feet to a point you can see. Upon impact it explodes into a hail of rock-hard ice. Each creature within a 20-foot radius must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Idol of Endless Curses","description":"Idol of Endless Curses Wondrous item, legendary This Tiny statue, infused with all manner of curse magicks by a death cult over the course of thousands of years, is made of white sandstone and cries tears of black ichor when a creature touches it and while it is held. Curse. The idol is cursed, a fact that is revealed only when an identify spell is cast on the idol or you attune to it. Whenever a creature touches, wears, carries, or holds the idol, it suffers the idol’s curse (described below) until 24 hours after it is no longer touching, wearing, carrying, or holding the idol: Whenever a creature attacks the cursed creature, the attack roll has advantage. The cursed creature subtracts a d6 from each ability check, attack roll, and saving throw it makes. Each time the cursed creature takes damage, it takes an additional 1d6 necrotic damage, and its hit point maximum is reduced by an equal amount until it finishes a long rest after it is no longer subject to the idol’s curse. This necrotic damage can’t be reduced or prevented in any way, and a creature dies if its hit point maximum is reduced to 0. Once the cursed creature has stopped touching, wearing, carrying, or holding the idol, the remove curse spell can be cast on it to end the idol’s curse on it. Attuning to the idol causes you to suffer its curse until you die or another creature attunes to it; the remove curse spell, ending your attunement to the idol, or distancing yourself from the idol for any length of time fails to end the curse. Dying while attuned to the idol also breaks your attunement to it, in addition to ending its curse on you. Font of Curses (Requires Attunement by an Accursed). You are immune to the effects of the idol’s curse, and dying doesn’t break your attunement to it against your will. While you wear or hold the idol, you gain the following benefits: You gain a +2 bonus to your curse save DC and to saving throws. While you use the idol as a spellcasting focus, you have a +2 bonus to the spell attack rolls and spell save DC of accursed spells you cast. You can cast the hex spell from the idol without expending a spell slot. When you do, the spell doesn’t end until you lose concentration, the target dies, or the remove curse spell or similar magic is cast on the target. The idol has 6 charges. When you cast an accursed spell using the idol as a spellcasting focus, you can expend 1 charge to cause the spell to be cast at one level higher than the spell slot you expended. To gain this benefit, you must expend a spell slot of the spell’s level or higher, as normal. The idol regains 1d6 charges each night at midnight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Iggwilv's Cauldron","description":"Iggwilv's Cauldron Wondrous Item, Artifact (Requires Attunement by a Spellcaster) Iggwilv crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid. Attunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature. Three hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags. Random Properties. Regardless of the form it takes, the cauldron has the following random properties: 1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide ) 1 minor detrimental property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide ) (Gold Version) Gold Cauldron. The gold cauldron has the following properties: If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. If wine is poured into the cauldron and stirred for 10 minutes, it transforms into a magical elixir that fortifies up to four people per gallon of wine used. Any creature that imbibes the elixir gains 10 temporary hit points. Any of the elixir that isn’t consumed within 1 hour vanishes. Once used, this property of the cauldron can’t be used again until the next dawn. When the cauldron is filled with 90 gallons of water mixed with 10 gallons of wine, it can be used as the focus for a scrying spell. When this spell is cast using the cauldron as its focus, the target of the spell fails its saving throw automatically, and the spell works even if its caster and the target are on different planes of existence. When the spell ends, all the liquid in the cauldron vanishes. Dipping the bristles of an ordinary broom into the water-filled cauldron transforms the broom into a broom of flying for 3 days. Once used, this property of the cauldron can’t be used again until the next dawn. (Iron Version) Iron Cauldron. The iron cauldron has the following properties: You can use an action to scream into the empty cauldron, which magically summons a swarm of bats that flies out of the cauldron and acts immediately after you in the initiative order. The swarm obeys your commands and disappears after 1 minute if it hasn’t been destroyed by then. Once used, this property of the cauldron can’t be used again until the next dawn. If at least 1 gallon of blood is poured into the cauldron and stirred for 1 minute, it turns into a cloud of harmless black smoke that erupts from the cauldron and dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall unconscious for 1 hour, except those that are attuned to the cauldron or immune to being charmed. The radius of the effect is 100 feet per gallon of blood used. An unconscious creature awakens if it takes damage or if someone uses an action to shake or slap it. Once used, this property of the cauldron can’t be used again until the next dawn. Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a wand of polymorph with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days. If you spend 1 minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar, below), all creatures within 1,000 feet of the cauldron except those that are attuned to it become frozen in time. A time-frozen creature is incapacitated, can’t move or speak, doesn’t age, and is unaware of its surroundings or the passage of time. Moreover, it can’t be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn’s horn for 1 minute while reciting “The Witch Queen’s Cauldron” ends the time-freezing effect on all creatures. The effect also ends on any creature that comes into contact with an antimagic field or is touched by a unicorn’s horn. The Witch Queen’s Cauldron As explained in the description of Iggwilv’s Cauldron , the poem titled “The Witch Queen’s Cauldron” is an incantation that hints at the time-freezing property of the artifact: Eight cats perch atop eight dead attending Eight lizards flee from eight rats scavenging Eight toads climbing meet eight dead and falling Eight snakes sneak under eight bats screaming Eight eyes open, always dreaming All on the cauldron that is ever seeming. Destroying the Cauldron. The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic. The destruction of Iggwilv’s Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the “Hag Covens” sidebar in the Monster Manual ). Reconstructing the Cauldron. If all eight pieces of the shattered cauldron are within 5 feet of one another, a wish spell can reassemble them, restoring the cauldron and all its properties. The cauldron’s reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Artifact","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Ignacious, the Sword of Burning Truth","description":"Ignacious, the Sword of Burning Truth Longsword, legendary (requires attunement) This sacred weapon was forged to burn away deception and darkness. Blazing embers gently fall from the silver blade, first ignited by the brazier in the Temple of Lumen. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties: You can use a bonus action to speak the sword’s name, causing radiant flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 4d6 radiant damage to any target it hits. The flames last until you use a bonus action to douse the blade, or until you drop or sheathe the sword. Sentience. Ignacious is a sentient lawful good weapon with an Intelligence of 11, a Wisdom of 19, and a Charisma of 23. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, Celestial, and Draconic, and can communicate with its wielder telepathically. It always knows its wielder’s thoughts. Its voice is commanding, righteous, and booming. When drawn, Ignacious casts the zone of truth spell (save DC 20), and maintains concentration on it so that you don’t have to. The zone of truth moves with the blade and remains centred on it. Personality . Ignacious is zealously devoted to the Sacred Flame, and has memorized every word of its holy texts. The blade wishes to be wielded by a faithful devotee of any sort; Ignacious does not care about the religious divide between the Falling Fire and the Sacred Flame so long as its wielder keeps the core tenets shared by both sects. The sword’s purpose is to expose all deception and reveal the truth. It does not tolerate any falsehood, duplicitousness, or lies. The sword always knows when it hears a lie, and responds with wrathful fury. If a wielder speaks a lie, it immediately triggers a conflict.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Longsword","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ignices","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) The Ignices is a grimoire recounting the greatest fires in history. From cataclysmic firestorms caused by meteorites to the humble embers under the most powerful witch’s cauldron, the Ignices lists the world’s most impactful conflagrations. The bearer of this fabled magical object is filled with knowledge on this topic and is driven to seek out fires of great power and importance on behalf of the tome. While holding the grimoire, you can use it as a spellcasting focus for your spells, and it functions as a spellbook for you. You have advantage on Intelligence checks made to interact with or recall information concerning creatures from the elemental planes. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: burning hands, flamestep* 2nd level: combust the dead*, scorching ray 3rd level: fireball, flames united*, immolating geist*, protection from energy 4th level: wall of fire 5th level: flamewalk portal* 6th level: Een’s armor of glass* 7th level: flame’s chronicle unleashed* Chronicle of Flame (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. You are resistant to fire damage. Whenever a creature takes fire damage from a spell you cast, that creature takes additional fire damage equal to your proficiency bonus. 9th level. You learn three 1st-level spells that are not on your spell list. Additionally, you can ignore the effects on your vision (lightly or heavily obscured) from smoke created by mundane and magical fires. 13th level. Once per long rest, when you cast fireball, you can choose to have it heal creatures in the affected area instead of damaging them. 17th level. You are immune to fire damage. Once per long rest, you can cast one of the spells contained in the Ignices as a bonus action. Quirks of the Ignices. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Ignices table. Quirks of the Ignices d8 Result 1 Your hands smoke lightly when you are stressed. 2 You always feel a little overheated. 3 Small flames such as campfires and torches lean toward you when you are within 10 feet of them. 4 You feel compelled to collect ashes. 5 You dislike being wet and avoid rain, baths, and boats whenever possible. 6 Food and water that you carry for more than an hour takes on a smoky flavor. 7 You like to set fires. 8 Your face is perpetually coated in a thin layer of soot that does not wash off.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Igniter","description":"This device produces a small flame, which you can use to light a candle, torch, or campfire.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ilio, the Shackled Sun","description":"Weapon (flail), artifact (requires attunement) The length of this flail is wrought of wondrous and heavy chain that holds its head, a miniature sun, in place. It sheds bright light in a 60-foot radius, and dim light for 60 feet beyond that. This light is sunlight. The flail is itself a prison for Ilio, a sun god of ages past, and is a magic, sentient weapon that grants a +3 bonus to attack and damage rolls made with it. It can be used as a holy symbol for clerics or paladins and grants them a +3 bonus to spell attack rolls while wielded. Weapon attacks made with Ilio deal radiant damage. Sentience. Ilio is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 25, and a Charisma of 21. It has hearing and darkvision out to a range of 120 feet. Ilio can speak, read, and understand Common and Celestial, and can communicate with its wielder telepathically, speaking in an immense, booming voice that sounds across all octaves and registers at once. Personality. Ilio seeks to be free of his prison and slay his successor, the sun god Aurix, to reclaim his rightful position and title. For as long as his wielder pursues these goals, he will grant what boons he can freely. Should his wielder stray too far from Ilio’s quest, however, Ilio will remind them forcefully that gifts can be taken back, and that gods are not to be trifled with. Ilio is an imposing personality and hails from a time when gods were more…feared than those of today. He expects his wielder to obey him absolutely, despite having little agency to enforce such demands. Praise the Sun 1 . Ilio has 8 charges and regains 1d4 + 4 expended charges daily at dawn. While attuned to Ilio, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 19): branding smite (1 charge), fireball (2 charges), wall of fire (3 charges), hallow (4 charges), or sunburst (6 charges). Ilio’s Embrace. You have immunity to fire and radiant damage while attuned to Ilio. Enemy creatures that begin their turn within 5 feet of you suffer 1d8 fire damage. Break the Chains. As an action, you may break the chains imprisoning Ilio, unleashing a cataclysmic wave of light and flame. You and all creatures within a 1-mile radius must make a DC 23 Constitution saving throw, suffering 50d6 fire damage and 50d6 radiant damage on a failed save, or half as much on a success. If this damage reduces a creature to 0 hit points, they are immediately vaporised into a pile of fine ash, and creatures that survive the blast are permanently blinded. The artifact is destroyed. After, Ilio takes his place as an additional sun in the sky of the plane in which he was released, potentially altering the realm forever. Destroying Ilio. The only way to truly destroy Ilio is to eradicate all knowledge of his existence and cast him into the darkest depths of the multiverse, somewhere even his light cannot escape. For as long as his light shines and his memory lives on, Ilio cannot truly be destroyed, only bide his time… Sealed within the Lightless Vault in the Monastery of the Silver Staff, there lurks a chained god – Ilio, the Searing Light. Shackled by forces lost to history and usurped by the Sunbringer Aurix, Ilio awaits a worthy bearer to aid him in his quest for vengeance. 1 – If only you could be so grossly incandescent.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Animancer","book":"Enchiridion Vaz’kin’rai"},{"name":"Illuminator's Tattoo","description":"Illuminator's Tattoo Wondrous item (tattoo), common (requires attunement ) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Illusionist’s Bracers","description":"Illusionist's Bracers Wondrous item, very rare (requires attunement by a spellcaster) A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers’ power, though, extends far beyond illusions. While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Illusionist's Flute","description":"Wondrous Item, Common (Requires Attunement by a Spellcaster) This magic flute looks quite ordinary. You can use the flute as a spellcasting focus. Deceptive Note. As a reaction, when a creature you can see within 30 feet succeeds on an ability check or saving throw made to discern, disbelieve, or see through the effects of an illusion spell you've cast, you can play an inaudible note on the flute and the creature must reroll the d20 and use the new result. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Imaging Visor","description":"Imaging Visor Utility, uncommon (requires affinity) This visor enhances the range of your normal vision. You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Imbued Wood Focus","description":"Imbued Wood Focus Wondrous item, common (requires attunement ) An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you’re a spellcaster, you can use this orb as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item’s wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table. Imbued Wood Focus Wood Damage Type Fernian Ash Fire Irian Rosewood Radiant Kythrian Manchineel Acid or poison Lamannian Oak Lightning or thunder Mabaran Ebony Necrotic Risian Pine Cold Shavarran Birch Force Xorian Wenge Psychic","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Immortal","description":"Legendary armor property Components: Masterwork suit of exotic medium or heavy armor When you are reduced to 0 hit points but not killed outright, you can make a DC 13 Constitution saving throw. If you succeed, you drop to 1 hit point instead. You can use this ability three times, and you regain all expended uses of it when you finish a long rest. Additionally, you have advantage on death saving throws.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Immovable Rod","description":"Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Immovable Rod","description":"Immovable Rod Adventuring gear This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Immovable Rod","description":"Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Immovable Rod","description":"Immovable Rod Wondrous item Price: 1,500 gp A metal pipe with capped ends. The pipe is inlaid with an ornate design that likely has to do with its properties, but also make it very easy to grip. This iron rod has a button on one end. A character can use a Main Action to press the button, which causes the rod to become magically fixed in place. Until a creature uses a Main Action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use a Main Action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Immovable Rod","description":"Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Immovable Rod"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Impact Bomb","description":"By replacing your bomb’s explosive contents with more reactive ones, you can change it into an impact bomb. An impact bomb deals force damage instead of fire damage, and its damage dice are d8s. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is pushed 5 feet away from the center of the blast.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Impact Club","description":"Weapon (club), uncommon (requires attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Impact Weapon","description":"Impact Weapon Weapon (any), varies This weapon exhibits changes in appearance with each grade, becoming adorned or decorated. You gain a +1 to attack and damage rolls made with this weapon. Exceptional. The weapon’s bonus to attack and damage rolls increases to +2. Superior. The weapon’s bonus to attack and damage rolls increases to +3. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon scores a critical hit on a roll of 19 or 20. The weapon ignores any resistances to the weapon’s damage type.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Impaling Weapon","description":"Weapon (any melee weapon that deals piercing damage), rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target’s turn while the weapon is embedded in it, the target takes damage equal to the weapon’s damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon’s command word.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Imperial Chainmail","description":"Armor (chainmail), uncommon This suit of Klavek chainmail is flawless. At dusk each day, the armor casts mending on itself. You gain a +1 bonus to AC while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Impervious Vestment","description":"Impervious Vestment Wondrous item, legendary (requires attunement) This black silk robe is embroidered with a carbuncle pattern using adamantine thread. While wearing these robes you have resistance to all non-magical damage. Additionally, you can use an action to make yourself immune to all damage for 1 minute or until you take off the robe. Once this special action is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Implement of Construct Control","description":"This small metal box fits in one hand and automatically attaches itself to any construct creature if pressed against its body. You gain control of the construct to which you attached the box. The construct follows only your orders as if you had created it. The box can be removed by anyone with ease and it has AC 19, 5 hit points, a damage threshold of 10, damage resistance against slashing and piercing damage, and damage immunity against poison and psychic damage. The implement of construct control has five charges. Attaching it to a construct removes one charge. When all charges are lost, the implement of construct control falls to pieces and is rendered useless.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":" rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Implosion Arrow","description":"Implosion Arrow Ammunition, uncommon When you hit with an attack using this arrow, it creates a sphere of gravity 15 feet in diameter centered on the target. Each creature other than the target within the sphere must make a DC 15 Dexterity saving throw. On a failed save, a creature is pulled 10 feet toward the target, and it takes 3d6 bludgeoning damage and 1d6 force damage. The target and objects automatically fail this saving throw.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon (Ammunition)","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Improved Guillotine Longsword","description":"*Roll20 Note: This weapon should be added to a character sheet with the Improved Guillotine Shears to populate attacks in its untransformed form. Untransformed. While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage. Whenever you damage a creature with both swords on the same turn, it takes extra slashing damage equal to your choice of either your Strength or Dexterity modifier (minimum of 1).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Light","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Guillotine Shears","description":"Improved Guillotine Shears Trick weapon (shortsword & longsword, shears), very rare You have a +2 to attack and damage rolls made with both forms of this weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the guillotine is two one-handed weapons—a longsword and a shortsword. In its transformed state, the weapon is a single one-handed weapon—shears. As part of this bonus action, you can do the following: When transforming the swords into shears: you can make a single melee weapon attack with the shears. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative, and you can't use the Guillotine property on this attack. When transforming the shears into swords: you can slide the longsword forward as part of dismounting it, making a single melee weapon attack with it. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you have the Two-Weapon Fighting Style, you can ignore this limitation. Untransformed. While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage. Whenever you damage a creature with both swords on the same turn, it takes extra slashing damage equal to your choice of either your Strength or Dexterity modifier (minimum of 1). Transformed. The shears are a one-handed martial weapon that deals 1d12 slashing damage on a hit and scores a critical hit on a 19 or 20. In addition, it has the Guillotine property. Guillotine. Immediately after hitting a target with the shears, if you have a free hand, you can use your reaction to pull the lever, snapping the blades together and dealing an extra 1d12 slashing damage to the target. If the triggering attack was a critical hit, you deal an extra 3d12 slashing damage. If this attack deals more than one quarter of a creature's hit point maximum, you also chop off one the creature's limbs (anything but the head) at the GM's discretion. If this attack reduces a creature to 0 hit points, it is decapitated. *Roll20 Note: Add the Improved Guillotine Longsword and Improved Guillotine Shortsword to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"One-Handed","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Guillotine Shortsword","description":"*Roll20 Note: This weapon should be added to a character sheet with the Improved Guillotine Shears to populate attacks in its untransformed form. Untransformed. While wielding both swords, the longsword is considered light. The shortsword deals your choice of slashing or piercing damage. Whenever you damage a creature with both swords on the same turn, it takes extra slashing damage equal to your choice of either your Strength or Dexterity modifier (minimum of 1).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Meat Hookshot","description":"Improved Meat Hookshot Trick weapon (blunderbuss & sickle), rare You have a +1 bonus to attack and damage rolls made with both forms of this magic weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the hookshot is two one-handed weapons connected by a short length of chain; a sickle and a blunderbuss. In its transformed state, the weapon is a single two-handed weapon; a blunderbuss with a bladed attachment that can act as a battleaxe. Untransformed. While untransformed, the sickle has the finesse property, and the blunderbuss doesn't have the two-handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a bonus action, ignoring the barrel property. If you hit a creature with the sickle and the blunderbuss on the same turn, it has disadvantage on Strength checks and Strength saving throws until the end of your next turn. Transformed. When you take the Attack action, you can attack with either the blunderbuss or the bladed attachment (which uses the stats of a battleaxe wielded with two hands). In addition, this item gains the Hookshot property. Hookshot. As an action, you can launch the sickle from the blunderbuss, to which it remains attached by a length of sturdy chain. Make a ranged weapon attack against a creature you can see within 60 feet of you. On a hit, the target takes slashing damage equal to 1d4 plus your Dexterity modifier. If the creature is of your size or smaller, it must succeed on a DC 15 Strength saving throw or be pulled in a straight line to the nearest unoccupied space adjacent to you. If the creature is of a size larger than yours, you are pulled in a straight line to the nearest unoccupied space adjacent to it. At the end of your turn, you can detach the hook from the creature and reattach it to the blunderbuss; if you don't, the creature is grappled by you. *Roll20 Note: Add the Improved Meat Hookshot Sickle and the Improved Meat Hookshot Blunderbuss to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Hookshot","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Meat Hookshot Blunderbuss","description":"*Roll20 Note: This weapon should be added to a character sheet with the Improved Meat Hookshot to populate attacks in its untransformed form. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12). Spread Fire. A weapon that has the spread fire property can’t make a normal attack, instead spraying a cone in front of you with a length equal to its range (for example, a blunderbuss with ‘range 20’ will fire in a 20-foot cone in front of you). Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take the weapon's normal damage. Untransformed. While untransformed, the sickle has the finesse property, and the blunderbuss doesn't have the two-handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a bonus action, ignoring the barrel property. If you hit a creature with the sickle and the blunderbuss on the same turn, it has disadvantage on Strength checks and Strength saving throws until the end of your next turn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 20), Barrel 2 (S), Blaring, Spread Fire, Twinned Barrel","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Meat Hookshot Sickle","description":"*Roll20 Note: This weapon should be added to a character sheet with the Improved Meat Hookshot to populate attacks in its untransformed form. Untransformed. While untransformed, the sickle has the finesse property, and the blunderbuss doesn't have the two-handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a bonus action, ignoring the barrel property. If you hit a creature with the sickle and the blunderbuss on the same turn, it has disadvantage on Strength checks and Strength saving throws until the end of your next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Finesse","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Phantom Limb (Shortsword)","description":"Improved Phantom Limb Trick weapon (unarmed, shortsword), very rare (requires attunement) Attunement. When you attune to this item, the cold, lifeless hand merges with your flesh and either replaces a missing arm or consumes one of your existing arms (your choice when you attune to this weapon). An arm consumed in this way does not reappear when you unattune from the item. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the phantom limb is a metallic, articulating hand. In its transformed state, the weapon is a shortsword. Untransformed. Unarmed strikes you make with the phantom limb deal magical bludgeoning damage. If a creature damaged by your unarmed strikes has an ability that would allow it to walk through objects and creatures (such as a ghost’s incorporeal movement), it loses that ability until the start of your next turn. In addition, the limb reacts to deflect incoming blows, granting you a +2 bonus to AC. Transformed. You gain a +2 bonus to attack and damage rolls made with this shortsword, which gains the Haunting Mark property. While the weapon is in this form, you can’t be possessed. Haunting Mark. Whenever you hit an undead creature with an attack using this blade then, for the next minute, you can see its form as a glowing outline, even if it is invisible, and you always know the direction and distance to the creature while it is on the same plane as you. This effect ends early if you hit a different undead creature with an attack using this blade, or if the phantom limb is no longer in its transformed state.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Haunting Mark","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Ravenous Gazer","description":"Improved Ravenous Gazer Trick weapon (glaive), very rare (requires attunement) Any creature that attunes to this glaive is considered proficient with it. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the gazer is a glaive. In its transformed state, the gazer is a glaive which can be used as a spellcasting focus. To transform this weapon, you must feed it your blood: each time you shift this weapon into its transformed state, or start your turn with the glaive in its transformed state, you take 1d4 necrotic damage, which cannot be reduced in any way. This damage cannot break your concentration. Untransformed. While the glaive is in its untransformed state, you can use your spellcasting ability modifier in place of your Strength modifier when making attack rolls using the glaive. Transformed. While the glaive is in its transformed state, it grants you a +2 bonus to spell attack rolls, increases your spell save DC by 1, and gives you truesight out to 30 feet. Further, while you aren't incapacitated, you have advantage on Strength and Dexterity saving throws against effects that you can see. The ravenous gazer can be turned into its improved version by feeding it enough blood from aberrations.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Rifling Cleaver","description":"Improved Rifling Cleaver Trick weapon (cleaver, rifle), rare You have a +1 to attack and damage rolls made with both forms of this magic weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, it is a large cleaver. In its transformed state, the weapon is a rifle. You can reload the rifle even in its untransformed state. Untransformed. After making a melee weapon attack with this weapon, you can immediately use your bonus action to make a ranged weapon attack with the rifle against a creature within range that is behind you and in a straight line with you and your first target. This shot extends the weapon, transforming it. Transformed. This rifle has the Barrel (F) property instead of the Barrel (S) property. Though unwieldy in melee, you can use a bonus action to make a melee attack with the opposite end of the rifle. This attack uses your choice of your Strength or Dexterity modifier. The damage die for this attack is a d8, and it deals bludgeoning damage. Your weapon then reverts to its untransformed state. *Roll20 Note: Add the Improved Rifling Cleaver (Untransformed) to your character sheet for full functionality. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Fast reload. You must use an attack, an action, or a bonus action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12). Steady. A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn’t impose disadvantage on the attack roll. You can use this bonus action only if you haven’t moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Ammunition (range 120/240), Artillery, Barrel 2 (F), Blaring, Steady, Twinned Barrel, Two-Handed","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Improved Rifling Cleaver (Untransformed)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Improved Rifling Cleaver to populate attacks in its untransformed form. Untransformed. After making a melee weapon attack with this weapon, you can immediately use your bonus action to make a ranged weapon attack with the rifle against a creature within range that is behind you and in a straight line with you and your first target. This shot extends the weapon, transforming it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Incendiary Ammo","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"Ammunition"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Incendiary Ammunition","description":"+1d4 Fire Damage","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Incense of Blessings","description":"Wondrous Item, Rare When lit, this magical incense produces a scent of lavender and myrrh, and burns for 1 hour before it is consumed. A creature who inhales the incense during a short rest gains a number of d6s equal to its proficiency bonus. For the next 8 hours, whenever the creature makes an attack roll, ability check, or saving throw, it can expend one of those d6s, roll it, and add the number rolled to the result before the outcome is determined.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Incense of Erudition","description":"Wondrous Item, Uncommon This magical incense burns for 1 hour and produces a soothing scent of nutmeg and morning dew. A creature that inhales the incense during a short rest gains advantage on Wisdom, Intelligence, and Charisma ability checks and saving throws for 8 hours.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Incense of Fortitude","description":"Wondrous Item, Uncommon This magical incense burns for 1 hour and produces an intoxicating scent of spices and myrrh. A creature that inhales the incense during a short rest gains temporary hit points equal to their character level and has advantage on Constitution saving throws for 8 hours.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Incense of Obsession","description":"Wondrous item, uncommon These cursed sticks of incense appear to be of a type that would normally aid meditation. However, if you meditate while the incense is burning, you become confident that your spell ability is superior due to the magic incense. You are compelled to use your spells at every opportunity. This effect last until you run out of magic or you complete a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Incense of Premonition","description":"Wondrous Item, Rare When lit, this magical incense produces a delicate scent of jasmine and sandalwood, and burns for 1 hour before it is consumed. A creature who inhales the incense during a short rest gains the following benefits for 8 hours: The creature can’t be surprised while it is conscious. As a bonus action, the creature can attempt to anticipate the actions of another creature within 30 feet of it by making a Wisdom (Insight) check with a DC of 10 + the creature’s CR. On a success, the creature can roll a d4 and add the number rolled to the first attack roll it makes against that creature or the first saving throw it makes against an effect or spell cast by that creature, before the start of its next turn. On a failure, the creature can’t attempt to predict that creature’s actions again for 24 hours.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Incense of Recovery","description":"Wondrous item, rare This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Incense of Restoration","description":"Wondrous Item, Uncommon This magical incense burns for 1 hour and produces a pleasant scent of lavender and aloe. Inhaling the incense during a short rest cures a creature of any temporary blindness, deafness, diseases, or reduction of their hit point maximum, and reduces their exhaustion level by one.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Incense of Sacred Warding","description":"Wondrous Item, Rare When lit, this magical incense produces a floral scent of lilies and frankincense, and burns for 1 hour before it is consumed. A creature who inhales the incense during a short rest gains 10 temporary hit points and has advantage on saving throws against being Charmed or Frightened for 8 hours. If the creature would drop to 0 hit points as a result of taking damage, it can end the blessing early to drop to 1 hit point instead.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Incense of Understanding","description":"Wondrous Item, Uncommon When lit, this magical incense produces a sweet aroma of honeysuckle and peppermint, and burns for 1 hour before it is consumed. A creature who inhales the incense during a short rest gains advantage on Insight and Investigation checks for 8 hours. Moreover, it can understand any spoken language it hears, and any creature who knows at least one language and can hear the creature also understands what it says.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Incindiary Bomb","description":"By adding a thickening agent to your bomb’s explosive contents, you can change it into an incendiary bomb. An incendiary bomb’s damage dice are d6s. Additionally, the area of the blast radius is engulfed in flames, which persist until the start of your next turn. Flammable objects in this area that aren’t being worn or carried ignite. Any creature that ends its turn in this area takes half the bomb’s damage.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Index Arm of the Aberrant Sextant","description":"Index Arm of the Aberrant Sextant Wondrous Item, artifact (requires attunement) Sextant Components An aberrant sextant is made up of five main components, each a powerful magic item in its own right that functions if it is detached from the sextant. If any component is removed from the sextant, the sextant becomes unusable until all the separated parts are reinstalled. Detaching a component or reinstalling one takes 1 minute of work. Being able to use a detached component requires attunement, and the creature attuned to the component must hold the item to make use of its features. Index Arm. When it is attached to the sextant, the index arm supports the index mirror and indicates the correct measurement of the angle on the arc. If you are attuned to the index arm separately, you have advantage on Dexterity saving throws. In addition, you can use a bonus action to cause a blade of silver starlight to spring forth from the index arm, which serves as the hilt of the weapon. The blade can take the form of a longsword, a short sword, a rapier, or a dagger (your choice), and it deals 3d6 cold damage. You are proficient with this weapon. The blade remains until you dismiss it.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon (longsword, shortsword, rapier, or dagger)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Index Mirror of the Aberrant Sextant","description":"Index Mirror of the Aberrant Sextant Wondrous Item, artifact (requires attunement) Sextant Components An aberrant sextant is made up of five main components, each a powerful magic item in its own right that functions if it is detached from the sextant. If any component is removed from the sextant, the sextant becomes unusable until all the separated parts are reinstalled. Detaching a component or reinstalling one takes 1 minute of work. Being able to use a detached component requires attunement, and the creature attuned to the component must hold the item to make use of its features. Index Mirror. When it is attached to the sextant, this mirror catches the reflection of the celestial body being used to determine the vessel’s position. If you are attuned to the index mirror separately, you have advantage on Intelligence (Nature) checks. In addition, you can use a bonus action to assume stardust form for 1 hour. In this form, your outline is hazy and you glitter like starlight, shedding dim light in a 10-foot radius. You become incorporeal, along with everything you’re wearing or carrying, and you have a walking speed of 120 feet. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You move through other creatures and objects as if their spaces were difficult terrain. If you end your turn inside an object, you take 4d10 force damage. While in stardust form, you can’t speak or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. You can use a bonus action to end this effect early; if you do, choose one of the following effects: Each creature within 30 feet of you regains 8d10 hit points. Each creature within 30 feet of you takes 4d10 cold damage and 4d10 radiant damage. Once you use the index mirror’s stardust form feature, that feature can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Indigo Lotus","description":"wondrous item, rare Found in shady pools of calm water, the indigo lotus grows on broad, flat-floating leaves, and it smells like spoilt milk. When you consume it, you have disadvantage on Wisdom ability checks and saving throws until you finish a long rest. If you are a spellcaster, you can use one application of Lotus Infused ability to gain one of the following: Increase the DC of an illusion spell you cast by 2 Cast an illusion spell as if you used a spell slot one level higher than the one you expended. Cast the spell as if you had applied one of the following metamagic benefits to it, whether or not you know the particular metamagic: Distant Spell or Subtle Spell (when stacking uses, each metamagic benefit may be chosen only once). You can use one to three uses of the indigo lotus as part of the action of casting a spell. When using the same ability boost more than once, the effects stack. If you aren’t a spellcaster, you can expend a use as a reaction when you fail a saving throw against an illusion spell. Reroll the saving throw and use the new result.","properties":{"Category":"Items","Item Type":"Wonderous item","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Indiscernible Anatomy","description":"Donor: Aberration of Medium size or larger Slot: Internal You have spliced aberrant genetics into your body, which have subsequently altered the placement and composition of your internal organs. Any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Inescapable Lash","description":"Inescapable Lash Melee weapon (martial, whip), rare (requires attunement) This braided cord is dull bronze in color, ends in a splayed set of three barbs, and gleams like metal under any light. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a reach of 20 feet. When you hit a creature or object using this whip, you can attempt to grapple the target as a bonus action. While you have a creature grappled using this whip, you can use your action to either pull the creature up to 20 feet toward you, or cause the creature to be restrained until you let go of the whip. A creature restrained in this way can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check as an action. The DC of this check equals 8 + your proficiency bonus + your Strength modifier. Damage: 1d4+1 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Infernal Amulet","description":"Wondrous item, rare (requires attunement) While wearing this amulet, you can use it as a spellcasting focus for your spells, and it grants a +2 bonus to your spell save DC and spell attack bonus. Curse. You’re unwilling to part with this amulet while attuned to it and you wear it always. While wearing the amulet you have disadvantage on Strength saving throws and Strength checks. Only the Remove Curse spell allows you to remove the item and end attunement. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Infernal Horn","description":"Wondrous item, very rare This brass horn is engraved with images of cavorting imps torturing small creatures, whispering in the ears of human warlords, starting fires and destroying precious artworks. You can use an action to speak the command word and blow the horn. In response, 2d4+1 imps appear in a burst of brimstone to do your bidding. They remain until the task they are given is finished, until 1 hour has elapsed, or when they drop to 0 hit points. Once you have used the horn, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Infernal Longbow","description":"Infernal Longbow Weapon (longbow), very rare (requires attunement) Damage: 1d8+2 piercing Weight: 2 lbs. Properties: Ammunition, Heavy, (Range 150/600), Two-Handed Wielded by elite warriors of the nine hells, the infernal longbow has a dark bowstring that forms instantly to notch an arrow. You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can use the bow to create an arrow that crackles with dark energy. Before making your attack roll, choose which power you want the arrow to possess. Hellish Blast. A creature hit by this arrow takes an additional 2d6 fire damage and must succeed a DC15 Constitution saving throw or be pushed back 5 feet and knocked prone. Dark Tendrils. A creature hit by this arrow takes an additional 2d6 necrotic damage and must succeed a DC15 Dexterity saving throw or be restrained until the start of your next turn. Anguished Scream. A creature hit by this arrow takes an additional 2d6 psychic damage and must succeed a DC15 Wisdom saving throw or be frightened until the start of your next turn. This ability can be used once per round and can be used a number of times per day equal to your proficiency bonus. The bow recharges after you take a long rest.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, (Range 150/600), Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Infernal Plate Armor","description":"Armor (plate), very rare (requires attunement) While wearing this armor, you gain a +2 bonus to AC. Curse . Once you wear this armor, and are attuned to it, you can’t remove it. Only the Remove Curse spell allows you to end the attunement and finally doff it. While wearing the armor, you’re vulnerable to the following damage types: force, lightning, psychic, radiant, and thunder. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Infernal Puzzle Box","description":"Wondrous item, uncommon An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. I nfernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box , that creature can open the box as an action, allowing access to the box’s contents. A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Infernal Puzzle Box","description":"Infernal Puzzle Box Wondrous item, uncommon An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box , that creature can open the box as an action, allowing access to the box’s contents. A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Infernal Tack","description":"Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon binds a nightmare to its service with infernal tack , which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Tack","description":"Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A rider binds a nightmare to its service with infernal tack , which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of evil alignment"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Infernal Tack","description":"Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon devil binds a nightmare (described in the Monster Manual ) to its service with infernal tack , which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of evil alignment"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Infernal Tack (Descent)","description":"Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon devil binds a nightmare (described in the Monster Manual ) to its service with infernal tack , which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement by a creature of evil alignment)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Infernet Malebranca","description":"The recipe for this infernal spirit comes from some malebranche distillers from Galaverna, a family that has become rich and famous thanks to this recipe that uses sulfur and bitter salts among the ingredients. Effect : When you drink this concoction, you immediately feel bursts of heat on the inside of your body, your skin flushes, and your facial and body hair all take on a vaguely reddish tint. This effect protects you from low temperatures and imposes disadvantage on any check made to determine your identity. The tonic effects last 48 hours, after which your hair goes back to its usual color.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Infested Cultist's Skull","description":"Wondrous item, uncommon Component: humanoid (cultist) bone This humanoid skull is infested by a parasitic purple plant from an unknown plane. The longer you stare, the more you could swear that the petals sway in response to an unseen wind. Forbidden Flower. The skull contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant damage. The skull regrows 1d3 plucked petals daily at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed. Curse. This skull is cursed, and plucking three or more petals in a day extends this curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the skull, keeping it within reach at all times, and whenever you finish a long rest, a black petal grows on your head. These black petals can’t be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow an additional 1d4 black petals. When the seventh petal has grown on your head, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull. If the curse is removed, the petals on your head and the infested cultist’s skull crumble to dust and are destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Infested Cultist’s Skull","description":"Wondrous item, uncommon This humanoid skull is infested by a parasitic purple plant from an unknown plane. The longer you stare, the more you could swear that the petals sway in response to an unseen wind. The skull contains 7 petals . While holding it, you can use an action to pluck a petal to cast the guiding bolt spell ( +5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed. Curse. This skull is cursed and plucking 3 or more petals in a day extends this curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the skull, keeping it within reach at all times. While cursed, whenever you finish a long rest, a black petal grows on your head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage . If you travel to a different plane while cursed, you grow a further 1d4 black petals . When the seventh petal has grown on your skull, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull . If the curse is removed, the petals on your head and the infested cultist’s skull are destroyed and crumble to dust.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Infested Cultist's Skull (very rare variant)","description":"Wondrous item, uncommon Component: humanoid (cultist) bone This humanoid skull is infested by a parasitic purple plant from an unknown plane. The longer you stare, the more you could swear that the petals sway in response to an unseen wind. Forbidden Flower. The skull contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant damage. The skull regrows 1d3 plucked petals daily at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed. Curse. This skull is cursed, and plucking three or more petals in a day extends this curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the skull, keeping it within reach at all times, and whenever you finish a long rest, a black petal grows on your head. These black petals can’t be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow an additional 1d4 black petals. When the seventh petal has grown on your head, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull. If the curse is removed, the petals on your head and the infested cultist’s skull crumble to dust and are destroyed. Very rare variant: Replace guiding bolt with blight (save DC 16).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Infested Cultist’s Skull (very rare variant)","description":"Wondrous item, very rare This humanoid skull is infested by a parasitic purple plant from an unknown plane. The longer you stare, the more you could swear that the petals sway in response to an unseen wind. The skull contains 7 petals . While holding it, you can use an action to pluck a petal to cast the guiding bolt spell ( +5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed. Curse. This skull is cursed and plucking 3 or more petals in a day extends this curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the skull, keeping it within reach at all times. While cursed, whenever you finish a long rest, a black petal grows on your head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage . If you travel to a different plane while cursed, you grow a further 1d4 black petals . When the seventh petal has grown on your skull, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull . If the curse is removed, the petals on your head and the infested cultist’s skull are destroyed and crumble to dust. Very rare variant: Replace guiding bolt with blight ( save DC 16 ).","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Infiltration Rod","description":"Infiltration Rod Utility (limited), rare This circuitry-laden, metal rod measures about 1 foot long and weighs 1 pound. You can switch it on as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, hatch, or lock. The rod beeps while it sends out an electro-magnetic signal, and one lock, bolt, or electronic seal on the object opens unless there isn’t a clear, open path between the rod and the object. If no locks or seals remain, the object itself opens. The rod can be used ten times. After the tenth time, its circuits burn out and it becomes useless.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Infiltration Suit","description":"Infiltration Suit Armor (light) A full body suit made from high grade polymer blends. Expensive but effective. AC : 12 + Dex modifier Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Infiltration Tools","description":"Infiltration Tools Tools This set of tools include micro-forceps, a glass cutter, lockpicks and a data-lock codebreaker. Proficiency with this kit lets you add to your proficiency bonus to any ability checks you make to disarm traps or open locks. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Infiltrator's Accessory","description":"Micro-tool Accessory Augment (limb), varies This common augment is a small set of tools implanted into one of your arms. You can extend or retract the tools as a bonus action. While extended, you can use them as if you were holding a micro-toolset. While using the tools, you can’t use that hand for other purposes. Infiltrator’s Accessory. The uncommon version of this augment also includes a set of infiltration tools and a plasma torch.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Infiltrator's Equipment","description":"Infiltrator's Equipment Adventuring gear (tools of subterfuge) Such kits contain implements also associated with burglary, like thin-picks for lifting wooden barricades on gates and doors, grappling hooks for climbing, and padded sandals for walking noiselessly. Sticks of melting wax are also included, as a common burglary deterrent is sealing a door with wax so that a person can tell if the door has been opened. Lockpicks are less common in Rokugani infiltrator kits, since locksmithing is an uncommon skill and usually only great lords can afford locks. However, many kits do include pliers, drills, oil, a hammer, spikes, and cutting or sawing implements used for breaking into sealed locations. It also contains iron clamps of various sizes in a bracket shape with spiked ends; these can hold a door closed and require a pursuer to spend time forcing the door while a shinobi escapes. An infiltrator’s kit is designed to be concealable and overlooked, masquerading as a different object altogether.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Infiltrator's Key","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the infiltrator’s key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self , invisibility , knock , or pass without trace . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Exalted. When the infiltrator’s key reaches an exalted state, it gains the following properties: As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can’t be used to create another opening until the next dawn. While holding the key, you can use an action to cast one of the following spells from it: dimension door , gaseous form , or mislead . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons . Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light, Range, Thrown Range: 20/60","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Infiltrator's Key","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the infiltrator’s key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self , invisibility , knock , or pass without trace . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Exalted. When the infiltrator’s key reaches an exalted state, it gains the following properties: As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can’t be used to create another opening until the next dawn. While holding the key, you can use an action to cast one of the following spells from it: dimension door , gaseous form , or mislead . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Infiltrator's Key, Awakened","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the infiltrator’s key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self , invisibility , knock , or pass without trace . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. For more information, see Vestiges of Divergence . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light, Range, Thrown Range: 20/60","properties":{"Category":"Items","Expansion":5016,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Infiltrator's Key, Awakened","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the infiltrator’s key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self , invisibility , knock , or pass without trace . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Damage: 1d4 + 1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Infiltrator's Key, Dormant","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Infiltrator's Key, Dormant","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Infiltrator's Key, Exalted","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the infiltrator’s key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self , invisibility , knock , or pass without trace . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Exalted. When the infiltrator’s key reaches an exalted state, it gains the following properties: As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can’t be used to create another opening until the next dawn. While holding the key, you can use an action to cast one of the following spells from it: dimension door , gaseous form , or mislead . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. For more information, see Vestiges of Divergence . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light, Range, Thrown Range: 20/60","properties":{"Category":"Items","Expansion":5016,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Infiltrator's Key, Exalted","description":"Infiltrator's Key Wondrous item, legendary (requires attunement) This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. Dormant. The infiltrator’s key grants the following benefits in its dormant state: The key can be used as thieves’ tools for the purpose of opening locks. When using the key, you are considered proficient in thieves’ tools and you have advantage on ability checks made to open locks. While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. Awakened. When the infiltrator’s key reaches an awakened state, it gains the following properties: While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. While holding the key, you can use an action to cast one of the following spells from it: alter self , invisibility , knock , or pass without trace . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Exalted. When the infiltrator’s key reaches an exalted state, it gains the following properties: As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can’t be used to create another opening until the next dawn. While holding the key, you can use an action to cast one of the following spells from it: dimension door , gaseous form , or mislead . Once a spell has been cast using the key, it can’t be used to cast that spell again until the next dawn. Damage: 1d4 + 1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Infinite Scroll Case","description":"Infinite Scroll Case Wondrous item, uncommon This cylindrical silver tube has been engraved with an elaborate pattern in high relief and has a removable cap. You can place as many scrolls as you wish within this scroll case, including magic ones. Whenever you pull a scroll from the case, it is always the one that you desired.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Inflammatory Powder","description":"Inflammatory Powder Ninja tools Use Time: 1 Action Range: Self (15-foot-wave) You spray or blow irritating powder that burns the eyes and baffles the senses. Each creature in range must make a Dexterity saving throw. Each creature that fails is blinded for 1 minute. Any creature affected this way can make a Constitution saving throw at the end of its turn, removing this condition on a success.","properties":{"Category":"Items","Item Type":"Ninja Tools"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ingot of the Skold Rune","description":"Ingot of the Skold Rune Wondrous item, very rare (requires attunement) This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person. Runic Shield. You have a +1 bonus to AC. Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot's magic to a nonmagical item—a shield or a two-handed melee weapon-by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Ink","description":"Ink Adventuring gear Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ink","description":"Ink Adventuring gear","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ink","description":"Adventuring Gear Weight: — Cost: 10 GP Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Ink"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ink","description":"Ink Adventuring gear Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ink and Pen","description":"Ink and Pen Adventuring gear Price: 10 gp Quantity: 1 ounce bottle For writing letters and keeping notes.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ink pen","description":"Ink Pen Adventuring gear","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ink Pen","description":"Ink Pen Adventuring gear","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ink Pen","description":"Adventuring Gear Weight: — Cost: 2 CP Using Ink , an Ink Pen is used to write or draw.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Ink Pen"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ink Pen","description":"Ink Pen Adventuring gear","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Inkwell of Scrollmaking","description":"Inkwell of Scrollmaking Wondrous item, rare This small, triangular glass bottle is inscribed with esoteric symbols and has a wooden stopper. When a magic scroll is prepared using ink from this inkwell, the preparation time and cost are both halved. The inkwell magically replenishes itself, supplying enough ink to write 100 spell levels worth of scrolls. This item also reduces the cost of transcribing a spell to your spell book. It is a deceptively powerful tool.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Innocent Tongue","description":"Wondrous item, Hag, Uncommon Using this item is an evil act. Any hag with a shrine to Cegilune in their lair who is capable of kidnapping a humanoid child can create an innocent tongue. An innocent tongue, once enchanted by ritual, will last for up to three years before it rots and loses its power. In that time any creature willing to eat this vile thing will gain powers for three hours. An eater of an innocent tongue will force disadvantage on anyone using an ability to detect falsehoods or lies spoken by the eater of an innocent tongue. Any spell that detects lies or alignment will only detect what the eater wants to have detected unless the spell or spell-like ability is 4th spell-level or higher. Creatures that are not evil that use an innocent tongue will gain the poisoned condition for 1d6 hours once the magical effects wear off.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Inquisitor Battleaxe","description":"Weapon (battleaxe), rare (requires attunement) Holy Fighter. You gain a +2 bonus to attack and damage rolls made with this weapon. Attacks against Fiends, Undeads, Monstrosities or Spellcasters inflict 3 (1d6) extra radiant damage. For the purpose of this, a Spellcaster is defined as any creature that can cast Spells or that has at least one melee or ranged spell attack on its stat block. Aura of Justice. Once per day, as an action, you can invoke a magical bright light in a 30 ft radius. For the next minute, you and every ally within 30 ft that can see the Axe gain a +1 bonus to AC. Sentenced. When you score a critical hit with the Inquisitor Battle Axe, the target is frightened of you until the end of its next turn.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Battelaxe)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Inquisitor Gavel","description":"Melee Weapon (mace), rare (requires attunement) Strike of the Believer. You gain a +1 bonus to your attack and damage rolls made with this weapon. Your attacks with this weapon score a critical hit on a roll of 19 or 20. Auctoritas. When you score a critical hit with the Inquisitor Gavel, the target is restrained until the end of its next turn. Court Law. While attuned to the Inquisitor Gavel, you gain advantage on Insight and Intimidation checks. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Inscrutable Staff","description":"Inscrutable Staff Staff, l egendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls and your spell save DC. The staff has 20 charges, and regains 2d10 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff triggers a random arcane anomaly . On a 20, the staff regains 1d10 charges. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: haste (3 charges), slow (3 charges), arcane eye (4 charges), dimension door (4 charges), arcane hand (5 charges), wall of force (5 charges), disintegrate (6 charges), reverse gravity (7 charges), or maze (8 charges) You can also use an action to cast one of the following spells from the staff without using any charges: detect magic, floating disk, mage armour, mending, message, or misty step .","properties":{"Category":"Items","Expansion":21300,"Item Type":"Staff","Properties":"Versatile (1d8)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Insectbane candle","description":"This heavily scented candle is repellent to insects. While the candle burns, nonmagical insects don’t come within a 5-foot radius of it. This candle burns for 1 hour and sheds bright light in a 5-foot radius and dim light for an additional 5 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Insignia of Claws","description":"Insignia of Claws Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Insignia of Claws","description":"Insignia of Claws Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Instant Bridge","description":"Wondrous item, rare You can use an action to place this 1-inch miniature of a metallic bridge on the ground and speak its command word. The bridge rapidly grows into a large metal bridge that remains until you use an action to speak the command word that dismisses it, which works only if the bridge is empty. The bridge is 50 feet long and 10 feet wide, with a 4-foot-tall battlement on both sides. Each creature in the area where the bridge appears must make a DC 15 Dexterity saving throw , taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the bridge. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. The bridge is made of adamantine, and its magic prevents it from being tipped over. It needs at least a 5-foot footing on both ends to stand firmly. The bridge has AC 21, 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the bridge (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the bridge to regain 50 hit points.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Instant Door","description":"Wondrous Item, Uncommon This item resembles an ornate key of bright copper, often inset with semi-precious stones or detailed with engraved filigree scrollwork and ornaments. While holding the key, you can make a turning motion to create a door in any wall within 5 feet of you. This door goes through a wall up to 5 feet thick, creating an exit that remains until you remove it. Turning the key in the opposite direction turns any normal, non-magical door into a section of stone or other material matching the wall to either side (wood, wattle, plaster, and so on).","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Instant Fortress","description":"Instant Fortress Wondrous item, rare You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening . Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Instant Trebuchet","description":"You can use an action to place this hand-sized wooden statuette of a trebuchet on the ground and speak its command word to make the statuette rapidly grow into a life-sized trebuchet. The trebuchet is 20 feet on a side and 30 feet high. Each creature in the area where the trebuchet appears must make a DC 15 Dexterity saving throw, taking 44 (8d10) bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the trebuchet. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The statuette can become a trebuchet for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. The trebuchet reverts to its statuette form at the end of the duration. It reverts to a statuette early if it drops to 0 hit points or if you use an action to repeat the command word while touching it. Trebuchet. See page 256 of the Dungeon Master’s Guide.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Instrument of Illusions","description":"Instrument of Illusions Wondrous item, common (r equires attunement ) While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Instrument of Illusions","description":"Instrument Of Illusions Wondrous item, musical instrument, common (requires attunement) Properties : While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Instrument of Illusions","description":"Wondrous Item, Common While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Instrument of Illusions"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Instrument of Scribing","description":"Instrument of Scribing Wondrous Item, Common (Requires Attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Instrument of Scribing","description":"Instrument of Scribing Wondrous item, common (r equires attunement ) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Instrument of Scribing","description":"Wondrous Item, Common This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"Yes","Name":"Instrument of Scribing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Instrument of the Heavens","description":"Wondrous Item, Rare (Requires Attunement by a Bard) This magic instrument is crafted from gold and platinum and imbued with celestial power. As an action, you can speak the instrument’s command word and cause the instrument to change shape into any instrument that is less than 5 feet long on any side. Heavenly Magic. As an action while holding the instrument, you can cast one of the following spells, using your own spellcasting ability and requiring no material components: calm emotions , cure wounds , daylight , lesser restoration , protection from evil and good , and zone of truth . Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Note of Calming. When a creature you can see within 30 feet makes an attack while you are holding the instrument, you can use your reaction to play a calming note on the instrument. If the creature can hear you, it must make a Wisdom saving throw against your spell save DC. On a failure, it has disadvantage on the attack roll.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Instruments of the Muse","description":"Wondrous item, rare (requires attunement by a bard) These instruments were crafted by the forge god Volkan for his daughter, Kyrah. Each instrument is simple but elegant, designed so as not to attract unwanted attention, because the goddess of music loves to travel in disguise as a common bard. However, when played, the instruments produce rapturous melodies, owing to the fact that they are crafted from the hair of nymphs. The following table lists the spells common to all the instruments, as well as the spells that are specific to each instrument. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell as a source or as a focus, your spell save DC is increased by 2.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Integrated","description":"Apprentice armor property Components: Masterwork suit of exotic armor You can integrate a weapon directly into your armor, or you can integrate two weapons (one into each arm) if neither has the Two-Handed property. When you draw an integrated weapon, it snaps to your hand and you can’t be disarmed of it. When you stow it, it retracts back into your armor. You can switch which weapons are integrated over the course of a long rest.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Integrated Tool","description":"Integrated Tool Wondrous item, common (requires use by a warforged) An integrated tool attaches to the body of a warforged, and is designed to serve as one of the following tools that weighs 10 pounds or less: an artisan’s tool, forgery kit, herbalism kit, poisoner’s kit, thieves’ tools, or a musical instrument. You must incorporate the tool into your body before you can use it. Over the course of 1 hour, you can attach the tool or remove it from your body, remaining in contact with it for the whole hour; this can be done over a short or long rest. While you’re alive, the tool can’t be removed from your body against your will. While the integrated tool has become part of your body, you must still have a hand free to make use of it. You can only have one integrated tool attached to your body at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires use by a warforged"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Interface Cloner","description":"Interface Cloner Utility, uncommon This handheld device has 7 charges. While holding it, you can use an action and expend 1 of its charges to activate the remote connection power with it. The device regains 1d6 + 1 expended charges when you finish a long rest. If you expend the device’s last charge, roll a d20. On a 1, the device burns out and becomes useless.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Interface Rig","description":"An interface rig includes everything necessary to connect to a device without an accessible interface: a datapad accessor loaded with complicated algorithms, a plethora of wires and connectors, and a heavy magnet, in case things get dire. Such a rig is necessary to gain unauthorized access to many systems.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Internal Filtration System","description":"Internal Filtration System Augment (body), rare (requires affinity) Tiny nanobots filter and eliminate harmful or foreign substances in the body. With this augment, you can’t be poisoned and have immunity to poison damage. You are also immune to disease.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Internal Receiver","description":"Internal Receiver Augment (head), uncommon (requires affinity) This sensorineural implant functions as both a comm system and an auditory booster. This implant grants the following benefits. The implant can be used as a two-way communicator (see chapter 5 of the Core Manual ). You can link or change frequencies as a bonus action. You have advantage on Wisdom (Perception) checks that rely on hearing. You have advantage on saving throws made to avoid being deafened.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Interplanar Paint","description":"Potion, legendary This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Intrusion Spike","description":"About the size of fingernail, this rectangular chip has an adapter that can be inserted into any standard universal device port. The chip is designed to run a one-time protocol which attempts to bypass the digital security of the device into which it’s inserted. Using this device allows you to make a single Intelligence check as if you are proficient with hacking tools. Once used, the chip burns out and can’t be used again.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Intuitive Compound","description":"Intuitive Compound Compound, rare When you ingest this compound, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the sensory boost power (no concentration required).","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Inutek","description":"This weapon consists of a rope that is knotted at one end, with two shorter ropes that form a sort of open lasso. Heavy stones, or sometimes metal weights, are tied to the ends of the shorter ropes, giving them weight and stability in the air. This weapon was created by the gnomes of the Eren River Valley. Gnome guardians especially love to use these weapons to bring their enemies “down to size.” Inuteks use the weapon profile of a net.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Invertebreaker","description":"Weapon (mace), rare 1d10 bludgeoning - two-handed, reach You have a +1 bonus to attack and damage rolls made using this magic weapon, and you score a critical hit on a roll of 19 or 20. Whenever you successfully land a critical hit with Invertebreaker, the AC of the target is permanently reduced by 1 up to a maximum of -3.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Properties":"Two-handed, reach","Item Rarity":"rare"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Investigator's Kit","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Tool","Item Rarity":"Standard"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Invisibility Compound","description":"Invisibility Compound Compound, very rare When you ingest this compound, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or use an esper power.","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Invisible Ink","description":"Wondrous item, uncommon Anything written in this ink is invisible. A DC 25 Intelligence (Investigation) check reveals that there is writing present, but not what it says. Only creatures that have truesight or are under the effect of the see invisibility spell can read text written in this ink, though the invisibility effect can be removed using dispel magic . One pot is sufficient to write 250 words or draw one picture or diagram.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Invisible Ink Set","description":"Invisible Ink Set Adventuring gear (tools of subterfuge) Certain inks are visible only under specific circumstances: when exposed to a flame of a certain heat, when the surface they are written on is dipped in a specific chemical, or when held up against the light. Shinobi frequently use such inks to conceal secret messages on paper that appears to hold only mundane information. If a character does not know the specific means to reveal a hidden message, they must make a DC 17 Intelligence (Investigation) or Wisdom (Medicine) check to discern the required way of revealing it. If they succeed, they ascertain what is required to reveal the writing without destroying the message. If they fail, however, the message is lost forever.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Iolite Skull of Nogg","description":"Iolite Skull of Nogg Wondrous item, rare (requires attunement) Named after an ogre magi warlord who terrorized the wastes for several decades and was infamous for his collection of skulls, these objects look like normal human, elf, or orc skulls constructed out of semiprecious stone. The saving throw DC for any spell cast from a skull is DC 15. Iolite Skull (Rare). While holding this dark purple skull, you have resistance to necrotic damage and you can cast death ward from it once per day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ion Cannon","description":"The ion cannon always fires in a bright, diffuse cone, making it far deadlier up close. Between shots, it always makes a quiet zipping noise, as the arcane battery charges the ion cell for another blast.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster, Scatter, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ioun Stone","description":"Ioun Stone Wondrous Item, rarity varies (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check . You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Wondrous","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ioun Stone of Absorption","description":"Ioun Stone of Absorption Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Absorption","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption. While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Absorption"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Agility","description":"Ioun Stone of Agility Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Agility","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Agility. Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Agility"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Anaerobe","description":"An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Anaerobe (Very Rare). You don’t need to breathe while this rainbow-hued spindle orbits your head.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ioun Stone of Awareness","description":"Ioun Stone of Awareness Wondrous item, rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Awareness","description":"Wondrous Item, Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Awareness. While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Awareness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Fortitude","description":"Ioun Stone of Fortitude Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Fortitude","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Fortitude. Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Fortitude"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Greater Absorption","description":"Ioun Stone of Greater Absorption Wondrous item, legendary (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Greater Absorption","description":"Wondrous Item, Legendary (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Greater Absorption"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Insight","description":"Ioun Stone of Insight Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Insight","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Insight. Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Insight"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Intellect","description":"Ioun Stone of Intellect Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Intellect (Very Rare) . Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Intellect","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Intellect. Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Intellect"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Leadership","description":"Ioun Stone of Leadership Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Leadership","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Leadership. Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Leadership"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Mastery","description":"Ioun Stone of Mastery Wondrous item, legendary (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Mastery","description":"Wondrous Item, Legendary (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Mastery. Your Proficiency Bonus increases by 1 while this pale green prism orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Mastery"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Protection","description":"Ioun Stone of Protection Wondrous item, rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Protection","description":"Wondrous Item, Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Protection. You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Protection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Regeneration","description":"Ioun Stone of Regeneration Wondrous item, legendary (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Regeneration (Legendary) . You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Regeneration","description":"Wondrous Item, Legendary (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Regeneration. You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Regeneration"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Reserve","description":"Ioun Stone of Reserve Wondrous item, rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Reserve (Rare) . This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Reserve","description":"Wondrous Item, Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Reserve"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Strength","description":"Ioun Stone of Strength Wondrous item, very rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Strength (Very Rare) . Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Strength","description":"Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Strength. Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone of Sustenance","description":"Ioun Stone of Sustenance Wondrous item, rare (requires attunement ) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Sustenance (Rare) . You don’t need to eat or drink while this clear spindle orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ioun Stone of Sustenance","description":"Wondrous Item, Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Sustenance. You don’t need to eat or drink while this clear spindle orbits your head.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Ioun Stone of Sustenance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ioun Stone, Devil's Sight","description":"Wondrous item, rare (requires attunement) Devil’s Sight (Rare). While this dull black spindle orbits your head, you can see normally in both magical and nonmagical darkness to a distance of 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ioun Stone, Emerald Shard","description":"Wondrous item, very rare (requires attunement) Emerald Shard (Very Rare). This irregularly shaped fragment of translucent emerald turns dull grey when its magic is expended. While the emerald orbits your head, it absorbs up to 5 damage from each attack or damaging effect that hits you. Once the stone has absorbed 120 damage, it loses all its magical properties and ceases to function.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ioun Stone, Granite","description":"Wondrous item, very rare (requires attunement) Granite (Very Rare). While this granite rhomboid orbits your head, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ioun Stone, Illumination","description":"Wondrous item, common (requires attunement) Illumination (Common). While this simple, pale yellow prism orbits your head, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As an action, you can change the color of the light. Completely covering the prism with something opaque blocks the light. Unlike other ioun stones , this prism doesn’t require attunement.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ioun Stone, Limestone","description":"Wondrous item, uncommon (requires attunement) Limestone (Uncommon). While this limestone ellipsoid orbits your head, you have immunity to the frightened condition, and you have advantage on saving throws against being charmed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ioun Stone, Sandstone","description":"Wondrous item, uncommon (requires attunement) Sandstone (Uncommon). While this sandstone pyramid orbits your head, any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ioun Stone, Slate","description":"Wondrous item, rare (requires attunement) Slate (Rare). While this slate spindle orbits your head, you have advantage on saving throws against spells.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Iridescent Spider Egg","description":"Adoptable Spider Eggs Dark elves customarily gift each other spider eggs that hatch on Spidermas, a significant holiday celebrated across the Sunken World. Spidermas honors the Great Spider, the mysterious and benevolent dark elf deity also affectionately known as the Old Spider or Granny Spider. On Spidermas Day, dark elves watch in awe as eggs of magically significant and benign spiders crack open and baby spiders crawl out. With love and care, a baby spider can grow to be a faithful companion to anyone who takes the time to raise it. Many different spider eggs exist, and expert arachnologists can tell what type of baby spider will hatch from each. On Spidermas Day, or at the gamemaster’s discretion, a spider egg hatches and an adoptable baby spider crawls into the world. Regardless of type, all baby spiders are defenseless and require daily care and food depending on their size to grow. Different baby spiders grow at different speeds. An adoptable baby spider is two size categories smaller than its adult form and completely defenseless, relying on you for nourishment and protection. When a spider reaches maturity, it may choose to stay with you if you treated it well, becoming a companion. At the gamemaster’s discretion, characters proficient in Animal Handling may train their adult spiders to fight alongside them in battle, serve as mounts, and perform other tasks. Gamemaster Tip: Spider Stat Blocks You can find stat blocks for the spider , the giant wolf spider , the giant spider , and the phase spider in either the SRD or the core 5e rulebooks! Cute Spider Egg Wondrous Item, Common This fist-sized egg is pleasantly warm to the touch. As it gets closer to Spidermas, you can hear tiny clacking noises coming out of it. After it hatches, the cute baby spider likes to cling to your clothes and only climb off to feed on crumbs of food and tiny bugs if those are not available on your person. With care and nurture, the cute baby spider grows into a spider (CR 0) after 30 days. This spider is friendly to you and your companions. It will do its best to keep your equipment free from bugs. Unless trained to fight, it avoids combat and prefers to snuggle inside your backpack or in the folds of your clothes, but it will defend itself from hostile creatures. Smooth Spider Egg Wondrous Item, Uncommon This head-sized egg is silky-smooth to the touch. As it gets closer to Spidermas, you can hear screeching noises coming out of it. After it hatches, the smooth baby spider likes to skitter around and climb on walls. It requires as much food and water as a medium-sized creature each day. With care and nurture, the smooth baby spider grows into a giant wolf spider (CR 1/4) after 60 days. This giant wolf spider is friendly to you and your companions. It likes to follow you anywhere you go and rub up against your legs to get your attention. Unless trained to fight, it tries to avoid combat by climbing up walls or hiding in crevices, but it will defend itself from hostile creatures. Heavy Spider Egg Wondrous Item, Rare This gnome-sized egg is heavier than it looks. As it gets closer to Spidermas, you can hear a steady hum coming out of it. After it hatches, the heavy baby spider likes to weave webs in dark corners. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the heavy baby spider grows into a giant spider (CR 1) after 180 days. This giant spider is friendly to you and your companions. It likes to hang out on its webs and gaze at people coming and going, and it loves to watch over you and your companions while you sleep. Unless trained to fight, it prefers to climb out of reach and use its Web ranged weapon attack to restrain enemies during combat, but it will defend itself from hostile creatures. Iridescent Spider Egg Wondrous Item, Very Rare This barrel-sized egg is almost weightless and glows faintly when touched. As it gets closer to Spidermas, you can hear otherworldly plinks and plonks coming out of it. After it hatches, the iridescent baby spider likes to relax in the mist between dimensions, also known as the ethereal plane, and shift back to reality whenever it feels lonely or gets hungry. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the iridescent baby spider grows into a phase spider (CR 3) after a year. This phase spider is friendly to you and your companions. It will keep an eye out for enemies trying to sneak up on you and your companions through the ethereal plane. Unless trained to fight, it prefers to hide in the ethereal plane during combat, but it will defend itself from hostile creatures. Massive Fluffy Spider Egg Wondrous Item, Legendary This human-sized egg is covered in a fluffy, wool-like substance. As it gets closer to Spidermas, you can hear rumbling sounds coming out of it, and the egg sometimes trembles when touched. After it hatches, the massive fluffy baby spider likes to follow you around and will attempt to play harmless pranks with its webs on you and your companions. It requires sixteen times as much food and water as a medium-sized creature each day. With care and nurture, the massive fluffy baby spider grows into an enormous wooly spider (CR 8) after two years. This enormous wooly spider is friendly to you and your companions. It will happily carry friendly creatures, as well as equipment up to its carrying capacity, holding everything in its thick wool. Unless trained to fight, it tries to pick up you and your companions on its huge back and run away from any perceived danger as soon as combat begins. It typically does not attack unless trained to, but it will defend itself from hostile creatures. Humongous Spider Egg (The Arachniarch’s Egg) Wondrous Item, Artifact This horse-sized egg looks like an ancient boulder and is completely impervious to damage. As it gets closer to Spidermas, nothing seems to happen, but if this is indeed the egg of the legendary Arachniarch, it might one day hatch into a tremendously powerful and massive spider! After it hatches, the humongous baby spider likes to gently nudge smaller creatures with its head and pick up and carry random items and even small buildings around, trying to be helpful. It requires sixty-four times as much food and water as a medium-sized creature each day. With care and nurture, the humongous baby spider grows into the Arachniarch (CR 21) after four years. The Arachniarch is friendly to you and your companions. Thanks to its massive size, it can carry entire buildings on its back as long as they fit in a 50-foot cube, and it will happily do so for you and your companions. Unless trained to fight, it tries to shield you and your companions from harm during combat, placing its enormous body between you and your enemies to grant you full cover. It typically does not attack unless trained to, but it will defend itself from hostile creatures.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Iridium Edge","description":"Weapon (Dagger), Uncommon This white-silvery dagger is forged from iridium and has tiny channels to hold a reactive powder. You have a +1 bonus to attack and damage rolls made with it. Catalytic Strike When you hit a creature wearing nonmagical metal armor with the dagger, you can release the dagger's powder to deal an extra 2d6 Fire damage and cause the AC of the target's armor to be reduced by 2 (armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed). Once used, this property can't be used again until you spend 1 hour refilling the dagger with 5 gp worth of reactive material.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Iron Bands of Bilarro","description":"Iron Bands of Bilarro Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Iron Bands of Bilarro","description":"Wondrous Item, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Iron Bands of Bilarro"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Iron Bands of Binding","description":"Iron Bands Of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Iron Binding Shears","description":"Iron Binding Shears Weapon (Shortsword), Rare These large iron shears are stained black with a tarnish that never completely wipes off. The word “fettered” is inscribed upon one blade in Sylvan. You can use these magical iron shears as a tool or as a shortsword. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you can drive the shears through the shadow of a creature within 5 feet, causing the creature to be restrained if it fails a DC 15 Wisdom saving throw. At the end of each of its turns, the creature can make another Wisdom saving throw. On a successful save, the creature is no longer restrained. You can free the target prematurely by withdrawing the shears from its shadow as a bonus action. While the shears are being used to restrain a creature, you cannot use them to attack.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Iron Elixir","description":"Potion, legendary This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their speed is reduced by 10 feet and they always make Dexterity saving throws and Dexterity ability checks with disadvantage that can’t be overcome or canceled out by any means. Ingredients. The core of an iron golem, a shard of purest adamantine, and the powdered teeth of a mountain giant.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Iron Elixir","description":"Potion, Legendary This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their Speed is reduced by 10 feet, and they always make Dexterity saving throws and Dexterity ability checks with disadvantage that can’t be overcome or canceled out by any means. Ingredients. The core of an iron golem, a shard of purest adamantine, and the powdered teeth of a mountain giant.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Iron Fan","description":"Iron Fan Melee weapon (simple, iron fan) Carried by courtiers and military leaders alike, iron fans or tessen, are specially built for self-defense. However, they are not commonly viewed as weapons and can be openly carried even into formal court chambers or negotiations. Usually made of wood with steel tines, they generally serve as defensive weapons, but wielders can also use them to deliver clubbing blows or to reinforce a punch. Defensive. When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. AC: 1 Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Iron Flask","description":"Iron Flask Wondrous item, legendary This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents d100 Contents 01-50 Empty 77-78 Elemental (any) 51 Arcanaloth 79 Githyanki knight 52 Cambion 80 Githzerai zerth 53-54 Dao 81-82 Invisible stalker 55-57 Demon (type 1) 83-84 Marid 58-60 Demon (type 2) 85-86 Mezzoloth 61-62 Demon (type 3) 87-88 Night hag 63-64 Demon (type 4) 89-90 Nycaloth 65 Demon (type 5) 91 Planetar 66 Demon (type 6) 92-93 Salamander 67 Deva 94-95 Slaad (any) 68-69 Devil (greater) 96 Solar 70-72 Devil (lesser) 97-98 Succubus/incubus 79-74 Djinni 99 Ultroloth 75-76 Efreeti 00 Xorn","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Iron Flask","description":"Iron Flask Wondrous item, legendary This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment . An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents d100 Contents 01-50 Empty 74-75 Djinni 51-54 Demon (type 1) 76-77 Efreeti 55-58 Demon (type 2) 78-83 Elemental (any) 59-62 Demon (type 3) 84-86 Invisible stalker 63-64 Demon (type 4) 87-90 Night hag 65 Demon (type 5) 91 Planetar 66 Demon (type 6) 92-95 Salamander 67 Deva 96 Solar 68-69 Devil (greater) 97-99 Succubus / incubus 70-73 Devil (lesser) 100 Xorn Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Iron Flask","description":"Wondrous Item, Legendary While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63 Efreeti 64–65 Erinyes 66–67 Fomorian 68 Githyanki Knight 69 Githzerai Zerth 70–71 Glabrezu 72–74 Hezrou 75 Incubus 76–77 Invisible Stalker 78–79 Marid 80 Marilith 81–82 Mezzoloth 83–84 Nalfeshnee 85–86 Night Hag 87–88 Nycaloth 89 Planetar 90–91 Red Slaad 92–93 Salamander 94 Solar 95 Succubus 96 Ultroloth 97–99 Vrock 00 Xorn","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Iron Flask"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Iron Heart","description":"Iron Heart Wondrous item, very rare This iron charm is the size and shape of a regular heart. When placed on the chest of a humanoid, it is absorbed into the creature’s body and replaces its real heart. The recipient immediately gains a +2 bonus to its Constitution ability score.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Iron Horn of Valhalla","description":"Iron Horn of Valhalla Wondrous item, legendary You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual . They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Iron Horn of Valhalla","description":"Wondrous Item, Legendary You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. Horn Type Spirits Requirement Iron 5 Proficiency with all Martial weapons","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Iron Horn of Valhalla"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Iron Net","description":"Iron Net Ranged weapon (martial, net), uncommon This black net is adorned with skulls carved of ruby and shrieks when thrown. When you hit a target with the net you speak a command word that turns the net into a twisting iron cage for 1 hour. While transformed this way the DC for the Strength check to break free of the net rises to 18, the iron net has AC 15, 50 hit points, and immunity to poison and psychic damage. Once you have used this ability you can't use it again until dawn the next day. If the net is destroyed, it reforms in 24 hours. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Iron Pot","description":"Iron Pot Adventuring gear (container) An iron pot can hold 1 gallon of liquid. Weight : 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Iron Pot","description":"Adventuring Gear Weight: 10 lb. Cost: 2 GP An Iron Pot holds up to 1 gallon.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Iron Pot"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Iron Pot","description":"Iron Pot Adventuring gear (container) An iron pot can hold 1 gallon of liquid. Weight : 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Iron Ring","description":"Iron Ring Ring, rare (requires attunement) While wearing this ring, you can use an action to speak a passphrase known only to the High Command of the Black Iron Pact—“Blood of Rioja”—and choose a target destination. If you are not in the demiplane known as the Cyst, you must choose a destination within the Cyst. If you are already in the Cyst, you must choose a destination you have visited before. Once you choose a destination in this way, the ring teleports you there. The ring can be used to teleport twice and regains both uses daily at dusk. Curse. Once you attune to this ring, you can’t take it off or end your attunement to it unless you are targeted by a cure ailment power of 4th order or higher or the greater restorat ion spell.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Iron spikes","description":"Iron Spikes Adventuring gear Weight : 0.5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Iron Spikes","description":"Iron Spikes (10) Adventuring gear Weight : 5 for 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Iron Spikes","description":"Adventuring Gear Weight: 5 lb. Cost: 1 GP Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer , to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Iron Spikes"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Iron Spikes","description":"Iron Spikes (10) Adventuring gear Weight : 5 for 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Iron-Hardened Maul","description":"Iron-Hardened Maul Weapon (Maul), Very Rare (Requires Attunement) This cracked and battle-worn maul appears mundane until the moment of impact, bathing its target in pale blue energy. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon deals an extra 1d6 force damage on a hit. When you attack a creature with this weapon and roll a 20 on the attack roll, the target must succeed on a DC 17 Strength saving throw or suffer a random effect (roll on the table below) until the end of their next turn. d4 Effect 1 The target can take an action or bonus action on their turn, but not both, and can’t take reactions. 2 The target is knocked prone. 3 The target has disadvantage on attack rolls. 4 The target’s speed is halved.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Iron-Studded Club","description":"Iron-Studded Club Melee weapon (martial, club) Long and narrow, an iron-studded club, or tetsubō, can be as tall as a human and normally is constructed of iron or hardwood. Above its grip, it is covered in steel, iron, or even jade spikes or studs that add to the weapon’s lethality and crush armor or plated carapace with ease. The Crab Clan favors these weapons when dealing with monsters that have hard carapaces and are difficult to bring down with a slash or stab. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ironbelly Vest","description":"Ironbelly Vest Armor (medium, breastplate), rare Some believe this makeshift vest was created by a traveler from the distant future. While wearing this magic item, you are immune to damage from nonmagical black powder weapons and have resistance to magical black powder weapons. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ironbind Buckler","description":"Armor (Shield), Uncommon This shield is crafted from meteoric iron. Ironbind As a Reaction, when a creature misses you with a melee attack using a metal weapon, you can bind the target's weapon to the shield. While stuck, the weapon can't be used and the weapon's wielder is Grappled if it can't or won't let go of the weapon (escape DC 13). The target creature can use its Action to make a DC 13 Strength (Athletics) check, freeing its weapon on a success. You can also release the weapon at any time (no action required).","properties":{"Category":"Items","Expansion":34474,"Item Type":"Armor","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Ironfang","description":"Ironfang Weapon (war pick), legendary (requires attunement) A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery. You gain the following benefits while you hold Ironfang : You can speak Terran fluently. You have resistance to acid damage. You have tremorsense out to a range of 60 feet. You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn. Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn. Flaw. Ironfang heightens its wielder’s destructive nature. While attuned to the weapon, you gain the following flaw: “I like to break things and cause ruin.” Elemental Weapons Each of the four prophets who leads a cult of Elemental Evil is armed with a mighty elemental weapon. These potent objects are infused with the essences of the Princes of Elemental Evil. In addition to the weapon’s obvious usefulness in battle, they serve as keys that allow the prophets to channel the power of the elemental nodes and rip open the boundary between the planes. The weapons also bring out the worst in their wielders, twisting their minds toward evil ends. Damage: 1d8+2 Damage Type: Piercing Secondary Damage: 1d8 Secondary Damage Type: Thunder Weight: 2","properties":{"Category":"Items","Expansion":7390,"Item Type":"Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Ironleaf","description":"Ironleaf Wondrous item, uncommon Ironleaf is dropped only if an ironheart tree decides to do so. It cannot be harvested. This unusual item is used to create ironwood weapons.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ironskin Oil","description":"Potion, uncommon This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ironwing's Perch","description":"Ironwing’s Perch Weapon (Halberd), Uncommon An engraved iron hawk sits atop this knotted wooden polearm. Its wings are stretched back, forming the axe-like blade of the weapon. Druids are proficient with Ironwing’s Perch and can use it as a focus for their druid spells. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you can speak the weapon’s command word and make its blade come alive, transforming it into a blood hawk for 1 hour, or until you speak the command word again, at which point the hawk returns to the weapon and reforms the blade. The hawk is friendly to you and your companions and obeys your commands. In combat, it shares your initiative count, but takes its turn immediately after yours. If the hawk drops to 0 hit points, it shatters, and a new blade begins reforming on the polearm, ready for use after 1d4 days. While the hawk is not on the polearm, or is reforming, the weapon is treated as a quarterstaff. Once used, this property can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Isfjell, Ring of Icebergs","description":"Ring, very rare (optional attunement) Component: elemental (ice mephit) core of water Crafted in the Frozen Forge, this ring is capable of entombing its wearer in a protective iceberg, or isfjell as it is known in the Giant tongue. Such rings are found in all sizes; a ring crafted for a giant might be worn as a torc by Loic Giantslayer, or as a belt by Mitji the Tiny. This malleability arises thanks to the wisps of water vapour that run between the ring’s jagged ends and its geodesic jewel. Isfjell. As a reaction to taking damage, or as a bonus action, you can spin the ring’s jewel, causing it to expand into a hollow block of clear ice that completely surrounds you. This breaks any grapples in which you are involved and pushes any other creatures in your space out of it. The iceberg occupies your space and creatures can’t pass through it, regardless of size. There is enough space within the iceberg to turn around, but you can’t move more than 6 inches in any direction. Spells and other magical effects can’t extend through the iceberg or be cast through it. While encased in ice, you can’t take any reactions, and the only action you can take is a bonus action to cease the jewel’s spinning, causing the effect to end. The iceberg has 100 hit points, which takes as much of any triggering damage as possible. The iceberg can’t regain hit points, has immunity to cold, poison, and psychic damage, and has vulnerability to fire damage. Creatures that hit the iceberg with a melee attack take 2d8 cold damage. The iceberg lasts up to 1 minute, until it is reduced to 0 hit points, or until you use a bonus action to cease the jewel’s spinning. When it ends, you can choose to have it explode, launching sharp shards of ice at all creatures within 15 feet of you. Each creature must make a DC 16 Dexterity saving throw, taking 2d8 cold damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can’t be used again until the ring spends 8 continuous hours in snow, ice, or cold water. Optional Attunement. If you attune to the ring, you gain resistance to cold damage while you wear it.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Isfjell, Ring of Icebergs (legendary variant)","description":"Ring, very rare (optional attunement) Component: elemental (ice mephit) core of water Crafted in the Frozen Forge, this ring is capable of entombing its wearer in a protective iceberg, or isfjell as it is known in the Giant tongue. Such rings are found in all sizes; a ring crafted for a giant might be worn as a torc by Loic Giantslayer, or as a belt by Mitji the Tiny. This malleability arises thanks to the wisps of water vapour that run between the ring’s jagged ends and its geodesic jewel. Isfjell. As a reaction to taking damage, or as a bonus action, you can spin the ring’s jewel, causing it to expand into a hollow block of clear ice that completely surrounds you. This breaks any grapples in which you are involved and pushes any other creatures in your space out of it. The iceberg occupies your space and creatures can’t pass through it, regardless of size. There is enough space within the iceberg to turn around, but you can’t move more than 6 inches in any direction. Spells and other magical effects can’t extend through the iceberg or be cast through it. While encased in ice, you can’t take any reactions, and the only action you can take is a bonus action to cease the jewel’s spinning, causing the effect to end. The iceberg has 100 hit points, which takes as much of any triggering damage as possible. The iceberg can’t regain hit points, has immunity to cold, poison, and psychic damage, and has vulnerability to fire damage. Creatures that hit the iceberg with a melee attack take 2d8 cold damage. The iceberg lasts up to 1 minute, until it is reduced to 0 hit points, or until you use a bonus action to cease the jewel’s spinning. When it ends, you can choose to have it explode, launching sharp shards of ice at all creatures within 15 feet of you. Each creature must make a DC 16 Dexterity saving throw, taking 2d8 cold damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can’t be used again until the ring spends 8 continuous hours in snow, ice, or cold water. Optional Attunement. If you attune to the ring, you gain resistance to cold damage while you wear it. Legendary variant: Increase the DC to 17, the iceberg’s hit points to 150, and the cold and piercing damage to 3d8 each. You gain a +1 bonus to AC while wearing this ring, as a protective layer of rime forms around you.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ivory Goats Figurine of Wondrous Power","description":"Ivory Goats Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats (Rare) . These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance , and the other becomes a +2 longsword . Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ivory Goats Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats . These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance , and the other becomes a +2 Longsword . Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse . It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Properties":"Two-Handed, Versatile","Item Rarity":"Yes","Name":"Ivory Goats Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ivy Crown of Prophecy","description":"Wondrous item, rare (requires attunement) On command, this ivy filigreed crown grants you the benefit of a divination spell. Once it is used, this property cannot be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Ivy Crown of Prophecy","description":"Wondrous item, rare While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Izzet Keyrune","description":"Izzet Keyrune Wondrous item, rare Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Jade Bracelet of Identification","description":"","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Jade Cloud Pipe of Chittr'k'k","description":"A pipe of glowing green jade that shines in the night. This pipe is associated with a particular gaseous magical effect: cloudkill . A creature smoking the pipe can cast the associated spell as a bonus action 1/day.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Jade Elixir","description":"Potion, legendary This bright green, effervescent elixir grants its consumer incredible Charisma when dealing with celestials, elementals, fey, and fiends. The drinker always has advantage on Charisma checks when dealing with extraplanar creatures, and when one of the selected creatures is called or conjured, it arrives with maximum hit points. Ingredients. The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a bard of at least 10th level.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Jade Elixir","description":"Potion, Legendary This bright green, effervescent elixir grants its consumer incredible Charisma when dealing with celestials, elementals, fey, and fiends. The drinker always has advantage on Charisma checks when dealing with extraplanar creatures, and when one of the selected creatures is called or conjured, it arrives with maximum hit points. Ingredients. The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a bard of at least 10th level.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Jade Skull of Nogg","description":"Jade Skull of Nogg Wondrous item, very rare (requires attunement) Named after an ogre magi warlord who terrorized the wastes for several decades and was infamous for his collection of skulls, these objects look like normal human, elf, or orc skulls constructed out of semiprecious stone. The saving throw DC for any spell cast from a skull is DC 15. Jade Skull (Very Rare). While holding this greenish skull, you have immunity to the paralyzed condition and you can cast hold monster from it once per day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Jade Skull of the Sun King","description":"Wondrous item, rare (requires attunement by a spellcaster) Component: pouch of celestial (couatl) feathers This jade skull wears the crown of a fallen Sun King. Legend says that each king had to prove themselves worthy of the blessing of a couatl so that they may craft their own crown from its gifted feathers. The stories also tell of the power stored in these precious artefacts, and of the hubris of thieves. Those for whom the crowns were not intended are subject to bestial curses should they try to don these royal raiments. This item has 3 charges and regains 1d3 expended charges daily at dawn. Vestigial Radiance. While holding the skull, you can use an action to cast the sacred flame and dancing lights cantrips, using your spell save DC. Blazing Eyes. As an action, you can brandish the skull in front of you, speak its command word, and expend 1 charge to cast the scorching ray spell (3rd-level), which uses your spell attack modifier and deals radiant damage instead of fire damage. Curse. Removing the crown from the jade skull curses the last creature that touched the crown until it’s once again placed upon the jade skull. While cursed, the skull’s magical properties are suppressed, and the crown appears on the head of the cursed creature and transforms it into an accursed feathered ape , multicoloured like a couatl, using the ape’s game statistics instead of its own. The ape is unwilling to part with the crown and is hostile towards any creature that it can see within 60 feet. When the curse ends, the creature reverts back to its original form and gains 2 levels of exhaustion. This curse can be removed from this item by the wish spell or a deal with a couatl.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Jade Spell Gem","description":"Jade Spell Gem Wondrous item, very rare (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 5th level. The stored spell’s saving throw DC is 17 and its attack bonus is +9. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very rare","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Jade-Embellished Boots","description":"Jade-Embellished Boots Wondrous item, uncommon (requires attunement) They grant the wearer +1 armor class against attacks from undead creatures and protect the wearer from any negative effects imposed by the ground within the Shadowlands (no marsh sinking or poisoning by venomous plant life underfoot, etc.) or anywhere where Shadowlands Power is strong (such as within the Tomb of Iuchiban).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Jagger’s Dagger","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Weapon (dagger)","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Jambiya of the Ebon Night","description":"Weapon (dagger), uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. This rune-covered curved magic dagger is the result of demonic tutelage over Sar-Shaban royals. When you hit a creature with this weapon, it must succeed on a DC 13 Wisdom saving throw or become cursed for 1 minute. While cursed, whenever the creature makes an attack roll or saving throw, it must roll 1d4 and subtract the number rolled from the attack roll or saving throw.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Jambiya of the Ebon Night","description":"You gain a +1 bonus to attack and damage rolls made with this magic weapon. This rune-covered curved magical dagger is the result of demonic tutelage over Sar-Shaban royals. When you hit a creature with this weapon, it must succeed on a DC 13 Wisdom saving throw or become cursed for 1 minute. While cursed, whenever the creature makes an attack roll or saving throw, it must roll 1d4 and subtract the number rolled from the attack roll or saving throw.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Jasper Tyrannosaurus Prehistoric Figurine of Wondrous Power","description":"Jasper Tyrannosaurus Prehistoric Figurine of Wondrous Power Wondrous item, legendary Larger and more roughly hewn than typical figurines of wondrous power , these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Jasper Tyrannosaurus Rex. This figurine, crafted from rare green jasper, becomes a tyrannosaurus rex for up to 1 hour. Once it has been used, it can’t be used again until 14 days have passed. Whenever you command the figurine while it’s in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a d20. On a 1, you lose control of the figurine, and it becomes hostile to you and your companions until it is reduced to 0 hit points, at which point it reverts to figurine form.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Javelin","description":"Javelin Melee weapon (simple, javelin) Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Javelin","description":"Javelin Melee weapon (simple, javelin) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple, Javelin","Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Javelin","description":"Javelin Melee weapon (simple, javelin) Damage : 1d6 Damage Type : Piercing Properties : Range, Thrown Range : 30/120 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Javelin","description":"Simple Melee Weapon Damage: 1d6 Piercing Properties: Thrown ( Range 30/120) Mastery: Slow Weight: 2 lb. Cost: 5 SP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"None","Name":"Javelin"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Javelin","description":"Javelin Melee weapon (simple, javelin) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Range, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Javelin +1","description":"Javelin +1 Melee weapon (javelin), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+1 Damage Type : Piercing Properties : Range, Thrown Range : 30/120 Weight : 2","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +1, Weapon Damage +1","data-List":"false","Properties":"Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Javelin +1","description":"Javelin +1 Melee weapon (simple, javelin) , uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6+1 Damage Type: Piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Javelin +1","description":"Javelin +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. Damage : 1d6 Damage Type : Piercing Properties : Range, Thrown Range : 30/120 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Javelin +1","description":"Javelin +1 Melee Weapon (Simple, javelin) You have a +1 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Javelin +1","description":"Weapon (Javelin), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Javelin +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Javelin +1","description":"Weapon (Javelin), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown (Range 30/120)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Javelin +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Javelin +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Thrown\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Javelin\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Javelin +1 Attack\",\"parent\":\"Javelin +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Javelin +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Javelin +1 Damage\",\"parent\":\"Javelin +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Javelin +1 Attack (Thrown)\",\"parent\":\"Javelin +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Javelin +1 (Thrown)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Javelin +1 Damage (Thrown)\",\"parent\":\"Javelin +1 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Javelin +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Javelin +2","description":"Javelin +2 Melee weapon (simple, javelin) , rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6+2 Damage Type: Piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Javelin +2","description":"Javelin +2 Melee weapon (javelin) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+2 Damage Type : Piercing Properties : Range, Thrown Range : 30/120 Weight : 2","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +2, Weapon Damage +2","data-List":"false","Properties":"Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Javelin +2","description":"Weapon (Javelin), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Javelin +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Javelin +2","description":"Weapon (Javelin), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown (Range 30/120)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Javelin +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Javelin +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Thrown\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Javelin\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Javelin +2 Attack\",\"parent\":\"Javelin +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Javelin +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Javelin +2 Damage\",\"parent\":\"Javelin +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Javelin +2 Attack (Thrown)\",\"parent\":\"Javelin +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Javelin +2 (Thrown)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Javelin +2 Damage (Thrown)\",\"parent\":\"Javelin +2 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Javelin +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Javelin +3","description":"Javelin +3 Melee weapon (simple, javelin) , very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6+3 Damage Type: Piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Javelin +3","description":"Javelin +3 Melee weapon (javelin) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+3 Damage Type : Piercing Properties : Range, Thrown Range : 30/120 Weight : 2","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +3, Weapon Damage +3","data-List":"false","Properties":"Range, Thrown","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Javelin +3","description":"Weapon (Javelin), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Javelin +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Javelin +3","description":"Weapon (Javelin), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown (Range 30/120)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Javelin +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Javelin +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Thrown\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Javelin\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Javelin +3 Attack\",\"parent\":\"Javelin +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Javelin +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Javelin +3 Damage\",\"parent\":\"Javelin +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Javelin +3 Attack (Thrown)\",\"parent\":\"Javelin +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Javelin +3 (Thrown)\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Javelin +3 Damage (Thrown)\",\"parent\":\"Javelin +3 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Javelin +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Javelin of Agonizing Paralysis","description":"Weapon (javelin), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Javelin of Bloodletting","description":"Javelin of Bloodletting Melee weapon (simple, javelin), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Ty pe: Piercing Properties: Range, Thrown Range: 30/120 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Javelin of Certain Death","description":"Javelin of Certain Death Weapon (javelin), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Javelin of Defense","description":"Javelin of Defense Melee weapon (simple, javelin) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Defensive, Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Javelin of Inverted Probability","description":"Javelin of Inverted Probability Melee weapon (simple, javelin), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Javelin of Lightning","description":"Javelin of Lightning Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Damage: 1d6 Damage Type: Piercing Properties: Thrown Range: 30/120 Secondary Damage: 4d6 Secondary Damage Type: Lightning Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Javelin of Lightning","description":"Javelin Of Lightning Melee weapon (simple, javelin) , uncommon This javelin is a magic weapon. When you hurl it and speak its command word , it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple, Javelin","Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown","Damage Type":"Piercing","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Javelin of Lightning","description":"Weapon (Javelin), Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Javelin of Lightning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Javelin of Teleportation","description":"Weapon (javelin), uncommon This short-hafted javelin bears a long, metal head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can speak its command word and force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 60 feet of you. That space must be on the ground or on a floor. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Javelin of Thunder","description":"Javelin of Thunder Weapon (Javelin), Uncommon The shaft of this javelin is made from a dark wood decorated with silver filigree shaped like clouds. When you hold it, it gives off a low humming sound. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you hit a target with an attack using this weapon, you can choose for it to release a clap of thunder. Each creature within 10 feet of the target (excluding you) must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is deafened until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t deafened. You can use this property twice, regaining all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Javelin of Warning","description":"Weapon (Javelin), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Javelin of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Jaw Breakers Battleaxe","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"battleaxe","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Battleaxe (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"battleaxe","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Club","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"club","Properties":"Light","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Club (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"club","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Dagger","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"dagger","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Dagger (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"dagger","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Flail","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"flail","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Flail (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"flail","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Glaive","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"glaive","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Glaive (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"glaive","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Greataxe","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"greataxe","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Greataxe (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greataxe","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Greatclub","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatclub","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Greatclub (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatclub","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Greatsword","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Greatsword (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Halberd","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"halberd","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Halberd (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"halberd","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Handaxe","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"handaxe","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Handaxe (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Item Type":"handaxe","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Javelin","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"javelin","Properties":"Thrown (range 30/120)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Javelin (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"javelin","Properties":"Thrown (range 30/120)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Lance","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"lance","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Lance (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"lance","Properties":"Reach, special","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Light Hammer","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Light Hammer (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"light hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Longsword","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Longsword (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Mace","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"mace","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Mace (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"mace","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Maul","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"maul","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Maul (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"maul","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Morningstar","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"morningstar","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Morningstar (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"morningstar","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Pike","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"pike","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Pike (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"pike","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Quarterstaff","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"quarterstaff","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Quarterstaff (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"quarterstaff","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Rapier","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Rapier (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Scimitar","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Scimitar (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Shortsword","description":"","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Shortsword (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Sickle","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"sickle","Properties":"Light","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Sickle (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"sickle","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Spear","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"spear","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Spear (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"spear","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Trident","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"trident","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Trident (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"trident","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers War Pick","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"war pick","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers War Pick (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"war pick","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Warhammer","description":"Weapon (any two melee), rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jaw Breakers Warhammer (very rare variant)","description":"Weapon (any two melee), very rare (optional attunement) Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +1 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type. Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage . Optional Attunement. You can choose to attune to a pair of jaw breakers . They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them. OA: Swirling Dervish. Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers , you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 20 feet , is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp). Very rare variant: Increase the attack and damage bonus to +2 , and Swirling Dervish’s jump distance to 25 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"warhammer","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jawbone Machete","description":"Weapon (scimitar), uncommon Component: pouch of beast (dinosaur) teeth A tool for travel and warfare, this machete possesses a homemade quality, reminiscent of the deepest parts of the jungle. Rough-cut bone, teeth, and feathers are bonded with tree resin and magic into a versatile instrument, rarely far from the side of its creator. Jungle Dweller. You ignore difficult terrain caused by thick vegetation. Landscaper. You have perfected the art of navigating through dense foliage and vines, and know exactly where to strike with your machete to make quick work of any plant. You have advantage on attack rolls made with this weapon against plants and on Tracking checks made to navigate in jungle terrain.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Jawbone Machete (rare variant)","description":"Weapon (scimitar), uncommon Component: pouch of beast (dinosaur) teeth A tool for travel and warfare, this machete possesses a homemade quality, reminiscent of the deepest parts of the jungle. Rough-cut bone, teeth, and feathers are bonded with tree resin and magic into a versatile instrument, rarely far from the side of its creator. Jungle Dweller. You ignore difficult terrain caused by thick vegetation. Landscaper. You have perfected the art of navigating through dense foliage and vines, and know exactly where to strike with your machete to make quick work of any plant. You have advantage on attack rolls made with this weapon against plants and on Tracking checks made to navigate in jungle terrain. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Jawbone Machete (very rare variant)","description":"Weapon (scimitar), uncommon Component: pouch of beast (dinosaur) teeth A tool for travel and warfare, this machete possesses a homemade quality, reminiscent of the deepest parts of the jungle. Rough-cut bone, teeth, and feathers are bonded with tree resin and magic into a versatile instrument, rarely far from the side of its creator. Jungle Dweller. You ignore difficult terrain caused by thick vegetation. Landscaper. You have perfected the art of navigating through dense foliage and vines, and know exactly where to strike with your machete to make quick work of any plant. You have advantage on attack rolls made with this weapon against plants and on Tracking checks made to navigate in jungle terrain. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. The scimitar always deals maximum damage when you hit a plant with it.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Jawcrusher's Pauldron","description":"Wondrous Item, Rare (Requires Attunement) This pauldron is fashioned from the jawbone of an ogre affixed to a backing of metal and leather. The pauldron has 3 charges for the following properties and regains all expended charges daily at dawn: Resilience. When you fail a Strength or Constitution ability check or saving throw, you can expend 1 charge to reroll the ability check or saving throw. You must use the new roll. Strength. As a bonus action, you can expend 1 charge to bolster yourself with an ogre's strength. For the next minute, your Strength score increases by 4.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Jax","description":"Potion, uncommon Rather than drinking this vial of orange, brackish liquid, you inject into your body as an action. Once injected, for 1 hour, your Strength, Dexterity, and Constitution scores each increase by 4, and the maximum for these scores is increased to 24. However, your hit point maximum is permanently reduced by 1d12. No means short of a greater restoration or wish spell can restore hit points lost in this way. You can use more than one dose of jax at once, and its ability score increases stack for the 1-hour duration. However, you still suffer the reduction to your maximum hit points each time you take an additional dose, and you must succeed a DC 20 Constitution saving throw or suffer an overdose. When you overdose, you are reduced to 0 hit points and can’t regain hit points for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Jester's Mask","description":"Jester's Mask Wondrous Item, Legendary (Requires Attunement by a Bard, Sorcerer, or Warlock) This colorful, harlequin domino mask is edged with pearls. While wearing this mask, you gain the following benefits: Charismatic Focus. You can use the mask as a spellcasting focus. You gain a +3 bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability. Marvelous Escape. When a creature hits you with an attack roll, you can use your reaction to disappear in a puff of smoke and colorful sparkles. You take no damage and instead teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. Once this reaction is used, it can’t be used again until the next dawn. Topsy-Turvy. When you roll a 1 on a d20, you can treat the roll as if you rolled a 20 instead. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"requires attunement by a bard, sorcerer, or warlock"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Jester's Tongue","description":"Poison, uncommon Made from a mildly toxic type of gladiolus flower, a creature that ingests this poison must make a DC 13 Wisdom saving throw. On a failure, it has a 50% chance to lie or tell the truth when speaking for the next 10 minutes. Whenever it would answer a question or give a factual statement, it rolls a die. If the result is odd, it answers truthfully. If the result is even, it must lie.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Jester's Tongue\r Poison, uncommon","description":"","properties":{"Category":"Items","Item Type":"Made from a mildly toxic type of gladiolus flower a\r creature that ingests this poison must make a DC\r 13 Wisdom saving throw. On a failure, it has a 50"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Jester's Tongue ","description":"","properties":{"Category":"Items"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Jet Ski","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Jetpack","description":"This device is a miniature version of the impulse engines used in starships, which has been fitted with straps and a small handheld controller. While wearing it on your back, you gain a flying speed equal to your walking speed. You can fly with a jetpack for a total of 1 minute each day, after which it can’t be used until it recharges at dawn.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Jetpack Unit","description":"Jetpack Unit Utility, rare (requires affinity) This unit comes with a set of straps and two slim, metal cylinders set onto a hardened composite frame. It is worn on the back and easily fits around a normal backpack. You can use an action to activate the unit. This expands the sides of the frame into powered booster jets for 1 hour or until you extend its run time as an action. While activated, the unit gives you a flying speed of 60 feet. When the unit deactivates, it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Jewel of Three Prayers, Awakened","description":"Jewel of Three Prayers, Awakened Wondrous item, legendary (requires attunement) The Jewel of Three Prayers is a Vestige of Divergence. In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine’s power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero—or heroes—who can follow in Alyxian’s footsteps. Awakened State . In this state, the jewel has received the blessing of Avandra the Change Bringer. Three delicate spires unfurl from the jewel’s center, like the buds of flowers opening in the spring. Three lapis lazuli stones rest like dewdrops on these spires. The following benefits of the jewel improve: The bonus that the jewel confers to your AC increases to +2. Its number of charges increases to 5. The jewel gains the following additional properties, which you can use while wearing or holding it: You can expend 1 of the jewel’s charges (no action required) to end one of the following conditions on yourself: grappled, paralyzed, or restrained. When another creature you can see within 60 feet of you fails a saving throw, you can expend 1 of the jewel’s charges as a reaction to enable that creature to reroll the saving throw, potentially turning a failure into a success. The creature must use the new roll. Vestiges of Divergence When the great wars of the Calamity rolled across Exandria, heroes of divinity accepted legendary relics from their patrons and gods. At the same time, archmages wove dangerous arcane power into items of immense magical might. When the war ended, most of these magic items were buried with their wielders beneath ash and dust. Those items that remained accessible were passed down as heirlooms. These remnants of a lost era are known as the Vestiges of Divergence. Each Vestige of Divergence is a magic item that grows in power over time. When it is first encountered, the item is usually in its Dormant State. Either on its own or in response to the heroic deeds of its bearer, a Vestige of Divergence can enter its Awakened State. In time, it can reach its ultimate potential and enter its Exalted State, usually in response to a momentous event or some heroic achievement on the part of its bearer. The properties gained at each new state are cumulative with the properties of a previous state, unless otherwise noted.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Jewel of Three Prayers, Dormant","description":"Jewel of Three Prayers, Dormant Wondrous item, legendary (requires attunement) The Jewel of Three Prayers is a Vestige of Divergence. In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine’s power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero—or heroes—who can follow in Alyxian’s footsteps. Dormant State . In this state, the Jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it. In its Dormant State, the jewel has the following properties: You gain a +1 bonus to AC while wearing the jewel. While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required). The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the invisibility spell. Vestiges of Divergence When the great wars of the Calamity rolled across Exandria, heroes of divinity accepted legendary relics from their patrons and gods. At the same time, archmages wove dangerous arcane power into items of immense magical might. When the war ended, most of these magic items were buried with their wielders beneath ash and dust. Those items that remained accessible were passed down as heirlooms. These remnants of a lost era are known as the Vestiges of Divergence. Each Vestige of Divergence is a magic item that grows in power over time. When it is first encountered, the item is usually in its Dormant State. Either on its own or in response to the heroic deeds of its bearer, a Vestige of Divergence can enter its Awakened State. In time, it can reach its ultimate potential and enter its Exalted State, usually in response to a momentous event or some heroic achievement on the part of its bearer. The properties gained at each new state are cumulative with the properties of a previous state, unless otherwise noted.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Jewel of Three Prayers, Exalted","description":"Jewel of Three Prayers, Exalted Wondrous item, legendary (requires attunement) The Jewel of Three Prayers is a Vestige of Divergence. In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine’s power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero—or heroes—who can follow in Alyxian’s footsteps. Exalted State . In this state, the jewel has received the blessing of Corellon the Arch Heart. A gleaming emerald surrounded by a halo of gold appears on the jewel. The following benefits of the jewel improve: The bonus that the jewel confers to your AC increases to +3. Its number of charges increases to 7. The jewel gains the following additional properties, which you can use while wearing or holding it: You gain the ability to breathe water, and you gain a swimming speed equal to your walking speed. Each of your allies within 30 feet of you gains the ability to breathe water and gains a swimming speed equal to its walking speed. As a bonus action, you can expend 1 of the jewel’s charges to target yourself or one willing creature you can see within 15 feet of yourself. The target teleports to an unoccupied space of your choice within 15 feet of yourself, along with any equipment the target is wearing or carrying. The target appears in a flash of golden radiance, and each creature of your choice within 5 feet of the target’s new location must make a DC 18 Constitution saving throw. On a failed save, the creature takes 4d10 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. Vestiges of Divergence When the great wars of the Calamity rolled across Exandria, heroes of divinity accepted legendary relics from their patrons and gods. At the same time, archmages wove dangerous arcane power into items of immense magical might. When the war ended, most of these magic items were buried with their wielders beneath ash and dust. Those items that remained accessible were passed down as heirlooms. These remnants of a lost era are known as the Vestiges of Divergence. Each Vestige of Divergence is a magic item that grows in power over time. When it is first encountered, the item is usually in its Dormant State. Either on its own or in response to the heroic deeds of its bearer, a Vestige of Divergence can enter its Awakened State. In time, it can reach its ultimate potential and enter its Exalted State, usually in response to a momentous event or some heroic achievement on the part of its bearer. The properties gained at each new state are cumulative with the properties of a previous state, unless otherwise noted.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Jeweler's Anvil","description":"Wondrous item, uncommon This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler’s tools or tinker’s tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Jeweler's Tools","description":"Jeweler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Jeweler's Tools","description":"Jeweler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Jeweler's Tools","description":"Jeweler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Jeweler's Tools","description":"Artisan's Tools Ability: Intelligence Weight: 2 lb. Cost: 25 GP Utilize: Discern a gem’s value (DC 15) Craft: Arcane Focus: Crystal , Orb , Rod , Wand , Holy Symbol: Amulet , Emblem , Reliquary","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Jeweler's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Jeweler's Tools","description":"Jeweler's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"John’s Scimitar","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Weapon (scimitar)","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Joining dirks","description":"Interlocking pommels cap this pair of blades. As a bonus action, you can interlock the pommels to create a single weapon with a blade on each end, and you can use a bonus action while holding the joined blade to separate it into the two blades again. When the blades are joined, this weapon has the double-headed (1d6) and two-handed properties, and it loses the light property. When the blades are separate, you have advantage on Dexterity (Sleight of Hand) checks to hide them on your person.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, light, special"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Jokesplitter","description":"“Who buries a handaxe in the middle of a log?” “Do you really want to know?” Legend Jokesplitter is a small handaxe that members of the fey court made entirely out of wood to mock warring groups of humans and orcs who fought over a forest to harvest for timber. An orcish deserter named Dranug found the seemingly useless handaxe and used it in his career as a gladiator, so the fey have conspired to write a new history with the help of an unsuspecting adventurer. Dranug’s gladiatorial career displeased the fey who created Jokesplitter . They wanted its user to revel in nonviolent conflict, so they stole the weapon back and used their magic to make Dranug forget about it. Location Now Jokesplitter could be here, or there, or just about anywhere. Wanting the weapon to be used, the fey spawn tales of its location. Some of these tales are actually true! Encounter Ideas Joke’s on You! While making camp in the wilderness, a party member splits a particularly fine piece of firewood, only for it to explode in a hail of splinters which leaves Jokesplitter in its wake, having appeared as if from nowhere. Who’s Laughing Now? A lesser rival of the adventurers finds Jokesplitter . The next time they encounter this rival, the party finds a more dangerous foe who has become wildly popular using Jokesplitter’s gifts. Joke’s on Me! A bard has heard legends of a handaxe that can act like a muse and asks the adventurers to find it. If they do, the bard realizes, much to their dismay, that the weapon is only an effective muse for people who lack bardic training. Progression Jokesplitter progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases. Statistics Weapon (Handaxe), Rarity Varies (Requires Attunement) Common . Jokesplitter normally takes the form of a harmless wooden hatchet. As a bonus action, you can speak a command word, causing a metal blade to emerge for 10 minutes, transforming it into a magical handaxe. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you gain proficiency in the Deception skill. Rare . While holding this weapon, you can give yourself a bonus to Charisma (Deception) checks equal to your Strength modifier. Made You Look. When you are targeted by a spell or magical effect, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see, leaving a wooden replica of your body in your original space, which the spell targets. You can use this property twice and regain all expended uses when you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2. In addition, you gain proficiency in the Persuasion skill. While holding this weapon, you can give yourself a bonus to Charisma (Persuasion) checks equal to your Strength modifier. Legendary . The bonus to attack and damage rolls increases to +3. What an Unworthy Effort. You can use an action to mock someone’s use of magic, casting dispel magic through this weapon. If you must make an ability check to see if this spell succeeds, you make a Charisma (Deception) check against the DC instead. You can use this property twice and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Jokesplitter (Common)","description":"Jokesplitter Weapon (Handaxe), Common (Requires Attunement) Jokesplitter normally takes the form of a harmless wooden hatchet. As a bonus action, you can speak a command word, causing a metal blade to emerge for 10 minutes, transforming it into a magical handaxe. Progression Jokesplitter progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Jokesplitter (Legendary)","description":"Jokesplitter Weapon (Handaxe), Legendary (Requires Attunement) Jokesplitter normally takes the form of a harmless wooden hatchet. As a bonus action, you can speak a command word, causing a metal blade to emerge for 10 minutes, transforming it into a magical handaxe. You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you gain proficiency in the Deception and Persuasion skills. While holding this weapon, you can give yourself a bonus to Charisma (Deception) and Charisma (Persuasion) checks equal to your Strength modifier. Made You Look. When you are targeted by a spell or magical effect, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see, leaving a wooden replica of your body in your original space, which the spell targets. You can use this property twice and regain all expended uses when you finish a long rest. What an Unworthy Effort. You can use an action to mock someone’s use of magic, casting dispel magic through this weapon. If you must make an ability check to see if this spell succeeds, you make a Charisma (Deception) check against the DC instead. You can use this property twice and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Jokesplitter (Rare)","description":"Jokesplitter Weapon (Handaxe), Rare (Requires Attunement) Jokesplitter normally takes the form of a harmless wooden hatchet. As a bonus action, you can speak a command word, causing a metal blade to emerge for 10 minutes, transforming it into a magical handaxe. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you gain proficiency in the Deception skill. While holding this weapon, you can give yourself a bonus to Charisma (Deception) checks equal to your Strength modifier. Made You Look. When you are targeted by a spell or magical effect, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see, leaving a wooden replica of your body in your original space, which the spell targets. You can use this property twice and regain all expended uses when you finish a long rest. Progression Jokesplitter progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Jokesplitter (Uncommon)","description":"Jokesplitter Weapon (Handaxe), Uncommon (Requires Attunement) Jokesplitter normally takes the form of a harmless wooden hatchet. As a bonus action, you can speak a command word, causing a metal blade to emerge for 10 minutes, transforming it into a magical handaxe. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you gain proficiency in the Deception skill. Progression Jokesplitter progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Jokesplitter (Very Rare)","description":"Jokesplitter Weapon (Handaxe), Very Rare (Requires Attunement) Jokesplitter normally takes the form of a harmless wooden hatchet. As a bonus action, you can speak a command word, causing a metal blade to emerge for 10 minutes, transforming it into a magical handaxe. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you gain proficiency in the Deception and Persuasion skills. While holding this weapon, you can give yourself a bonus to Charisma (Deception) and Charisma (Persuasion) checks equal to your Strength modifier. Made You Look. When you are targeted by a spell or magical effect, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see, leaving a wooden replica of your body in your original space, which the spell targets. You can use this property twice and regain all expended uses when you finish a long rest. Progression Jokesplitter progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Jones’s Greatsword","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Weapon (greatsword)","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Joplin’s Rapier","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Weapon (rapier)","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Jorgun's Breastplate","description":"Armor (breastplate), artifact (requires attunement) When Jorgan Halfbeard died on the mushroom temple grounds, a curious mix of myceloid mysticism and dwarven magic merged to create Jorgan's breastplate. As he fell face-first to the ground, collapsed from the purple pox, his bandolier of divine potions shattered beneath his weight. When his corpse subsequently bloated and exploded, the saturated gore didn't spawn a funglet as it should have, but instead bound itself to his enchanted armor. You have resistance to poison and radiant damage and a +2 bonus to AC while wearing this breastplate of corroded steel and phosphorescent fungus.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Medium Armor","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Joyce’s Shortsword","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Weapon (shortsword)","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Jug","description":"Jug or Pitcher Adventuring gear (container) A jug holds 1 gallon of liquid. Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Jug","description":"Adventuring Gear Weight: 4 lb. Cost: 2 CP A Jug holds up to 1 gallon.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Jug"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Jug","description":"Jug or Pitcher Adventuring gear (container) A jug holds 1 gallon of liquid. Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Jug of Endless Wind","description":"Wondrous Item, Uncommon This stoppered metal jug weighs 2 pounds. As an action, you can remove the stopper and speak one of three command words, whereupon wind pours out of the jug until the end of your next turn. Choose from the following options: “Gust” produces a wind strong enough to move an object that is neither held nor carried and that weighs no more than 50 pounds up to 20 feet away from you, or push one Medium or smaller creature up to 10 feet away from you unless it succeeds on a DC 13 Strength saving throw. “Wall” produces a whirling wind in a 10-foot radius around you that moves with you. Until the start of your next turn, the area is difficult terrain for creatures other than you, and arrows, bolts, and other ordinary projectiles launched at targets within the area automatically miss. “Leap” produces a wind that allows you to immediately fly up to 30 feet without provoking opportunity attacks.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Jug of Jade","description":"Jug of Jade Wondrous item, very rare This 2-foot-tall jug is made of green earthenware and has a cork stopper in its narrow neck. When opened, a cloud of green gas is released filling a 10-foot-radius sphere. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute. Each creature that is completely within the cloud must make a DC 15 Constitution saving throw. On a failed save, it is turned to jade stone and subjected to the petrified condition. An affected creature returns to normal after one day has elapsed. If the stopper is firmly replaced in the jug, it begins slowly filling with gas and is ready again for use 10 days later.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Jug of Jesting","description":"Jug of Jesting Wondrous item, rare This 1-foot-tall jug is made of yellowish earthenware and has a cork stopper. When opened, a cloud of translucent yellow gas is released filling a 20-foot-radius sphere. The gas lingers in the air for 1 minute. Each creature in the cloud must succeed on a DC 15 Wisdom saving throw or fall prone, becoming incapacitated with laughter and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends. Once the stopper is replaced, the jug begins filling with gas and is ready again for use the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Juggernaut","description":"Journeyman armor property Components: Masterwork suit of exotic heavy armor This suit of armor is fitted with massive plates and a heavy, reinforced helmet. While wearing this armor, you count as an obstacle providing three-quarters cover, instead of half cover. You must have a Strength score of 16 or higher to wear this armor.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Juice of Partial Polymorph","description":"Potion, uncommon Component: beast heart Illicit potion brewing is commonplace in many magical learning institutions. Students often prepare such volatile brews in their own bath tubs, with ingredients smuggled from the potion master’s supply closet. More often than not, they have unpredictable and dangerous effects, and, on occasion, they can prove useful… if you’re willing to take the risk. Transmogrification. When you drink this potion, a random part of your body acquires the characteristics of an animal for 24 hours. Roll a d6 to determine which part of you transforms and what special abilities you gain as a result. d6 Transformation 1 Your ears transform into elephant ears, which you can flap to take flight. You gain a flying speed of 10 feet. 2 You grow a marsupial pouch on your stomach, which functions as a bag of holding. When the potion’s effect ends, the contents of the pouch are randomly spilled into unoccupied spaces within 5 feet of you. 3 Your skin becomes scaly and can change hues like a chameleon’s. You gain advantage on Dexterity (Stealth) checks made to hide. 4 You grow a thick, muscular tail like that of a dinosaur’s. You can use a bonus action to make an unarmed strike with the tail, which deals bludgeoning damage equal to 1d4 + your Strength modifier on a hit. 5 You grow porcupine quills all over your body. A creature within 5 feet of you that hits you with a melee attack takes 1 piercing damage. 6 The nails on both your feet and hands elongate to resemble a sloth’s claws. You gain a climbing speed equal to your walking speed, and have advantage on Strength (Athletics) checks made to climb.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Juice of Partial Polymorph (rare variant)","description":"Potion, uncommon Component: beast heart Illicit potion brewing is commonplace in many magical learning institutions. Students often prepare such volatile brews in their own bath tubs, with ingredients smuggled from the potion master’s supply closet. More often than not, they have unpredictable and dangerous effects, and, on occasion, they can prove useful… if you’re willing to take the risk. Transmogrification. When you drink this potion, a random part of your body acquires the characteristics of an animal for 24 hours. Roll a d6 to determine which part of you transforms and what special abilities you gain as a result. d6 Transformation 1 Your ears transform into elephant ears, which you can flap to take flight. You gain a flying speed of 10 feet. 2 You grow a marsupial pouch on your stomach, which functions as a bag of holding. When the potion’s effect ends, the contents of the pouch are randomly spilled into unoccupied spaces within 5 feet of you. 3 Your skin becomes scaly and can change hues like a chameleon’s. You gain advantage on Dexterity (Stealth) checks made to hide. 4 You grow a thick, muscular tail like that of a dinosaur’s. You can use a bonus action to make an unarmed strike with the tail, which deals bludgeoning damage equal to 1d4 + your Strength modifier on a hit. 5 You grow porcupine quills all over your body. A creature within 5 feet of you that hits you with a melee attack takes 1 piercing damage. 6 The nails on both your feet and hands elongate to resemble a sloth’s claws. You gain a climbing speed equal to your walking speed, and have advantage on Strength (Athletics) checks made to climb. Rare variant: The potion grants you two simultaneous transformations. Roll on the table twice when you drink it, rerolling any duplicates.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Jumping Beans","description":"Jumping Beans Wondrous item, uncommon Inside a burlap pouch are 3d4 dry kidney beans. As an action, you can consume one of these beans; for the next minute, you can jump three times your normal distance.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Jungle Mess Kit","description":"Wondrous item, uncommon This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can’t neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can’t be used to do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Justicar's Mask","description":"Wondrous item, rare (requires attunement) This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren’t incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Instruments of Law. If you are also attuned to and wielding a rod of the disciplinarian , the mask’s save DC increases to 16. If you are attuned to and wearing a signet of the Magister , the mask’s range increases to 40 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Juvenile Spawn Elixir","description":"Potion, rare Component: aberration egg The pale, fleshy worm in this bottle moves sinuously through its sickly-green contents, turning to look at the nearest living creature with its unnerving, alien eyes. When you drink this potion, you become the host of a parasitic scleraworm. The parasite burrows through your flesh, dealing 3d8 necrotic damage to you. This damage can’t be reduced or prevented in any way. Upon reaching your brain, it erodes its way through your skull, appearing in the centre of your forehead. Mutually Beneficial? For as long as you host the parasite, you have resistance to psychic damage and can use a bonus action to speak telepathically to creatures you can see within 30 feet of you. You can cast the detect thoughts spell at will (save DC 15), taking 4d8 psychic damage when you do so. This damage can’t be reduced or prevented in any way. Proliferation. Whenever you finish a long rest, you must succeed on a DC 10 Intelligence saving throw or gain an additional eye on your head. You automatically fail if you roll a 1 on the d20. Once you have ten additional eyes, you become completely overwhelmed by the parasite and are no longer in control of your actions. Removal. Over the course of an hour, a creature can perform an operation to remove the parasite from a willing creature. The operating creature must make two DC 15 Wisdom (Medicine or surgeon’s tools) checks. If the creature succeeds on both checks, the scleraworm is removed and can be bottled. If only one is successful, there is no change. If the creature fails both checks, both patient and the scleraworm is killed.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Juvenile Spawn Elixir (very rare variant)","description":"Potion, rare Component: aberration egg The pale, fleshy worm in this bottle moves sinuously through its sickly-green contents, turning to look at the nearest living creature with its unnerving, alien eyes. When you drink this potion, you become the host of a parasitic scleraworm. The parasite burrows through your flesh, dealing 3d8 necrotic damage to you. This damage can’t be reduced or prevented in any way. Upon reaching your brain, it erodes its way through your skull, appearing in the centre of your forehead. Mutually Beneficial? For as long as you host the parasite, you have resistance to psychic damage and can use a bonus action to speak telepathically to creatures you can see within 30 feet of you. You can cast the detect thoughts spell at will (save DC 15), taking 4d8 psychic damage when you do so. This damage can’t be reduced or prevented in any way. Proliferation. Whenever you finish a long rest, you must succeed on a DC 10 Intelligence saving throw or gain an additional eye on your head. You automatically fail if you roll a 1 on the d20. Once you have ten additional eyes, you become completely overwhelmed by the parasite and are no longer in control of your actions. Removal. Over the course of an hour, a creature can perform an operation to remove the parasite from a willing creature. The operating creature must make two DC 15 Wisdom (Medicine or surgeon’s tools) checks. If the creature succeeds on both checks, the scleraworm is removed and can be bottled. If only one is successful, there is no change. If the creature fails both checks, both patient and the scleraworm is killed. Very rare variant: Increase the DC of detect thoughts and the ability checks to remove the parasites to 16, and the range of the telepathy to 60 feet. Reduce the psychic damage taken by casting detect thoughts to 2d8.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ka-Ma-Ra","description":"Wondrous item, uncommon Component: fiend eye “Please… paint the picture!” Sergeant Flotsam pleaded. “Can’t,” replied the red-scale imp. “On strike.” “Listen, I point you at the dead body, you pick up your paintbrush, and you paint. I can see you’ve got a full stock of paint in there,” said Flotsam, peering in through a small window in the Ka-Ma-Ra’s side. “What’s that in the corn- Is that what I think it is?!” “S’private,” said the imp. “Listen. Union rates are three ounces of brimstone and a half ounce of sulphur every ten pictures. It’s not my fault you kept pressing the trigger while I was in your pack. I’m almost out of black paint now!” All modern technology is accompanied by growing pains, and the Ka-Ma-Ra is no different. Summoned from the hells and bound into a half-foot-cubed wooden box, the imps that power these pictograph-producing devices tend not to have ‘helpful’ on their list of traits. By pulling a trigger, a small hammer within the box kicks the imp out of bed, whereupon it paints a picture of whatever the Ka-Ma-Ra is pointing at. Make sure to turn the flash on or end up with a picture in greyscale! This item has 10 charges. As an action, you can supply the imp within it with up to 10 gp worth of paint (in a variety of colours), brimstone, and sulphur, causing the item to regain 1 expended charge for each 1 gp worth of materials provided. Shoot. As an action, you can point the Ka-Ma-Ra in a direction of your choice and expend 1 charge to pull the trigger, flashing bright light in a 20-foot cone. At the start of your next turn, the imp hands you a small, 3” by 2” picture of whatever the Ka-Ma-Ra was pointing at. If you move or use a reaction between taking the action and the start of your next turn, the picture is blurry; you must remain perfectly still while the imp is at work. If the Ka-Ma-Ra is left unused for too long, the imp within may expend charges of its own accord to produce risqué images of other imps in an attempt to ward off boredom.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ka-Ma-Ra (common variant)","description":"Wondrous item, uncommon Component: fiend eye “Please… paint the picture!” Sergeant Flotsam pleaded. “Can’t,” replied the red-scale imp. “On strike.” “Listen, I point you at the dead body, you pick up your paintbrush, and you paint. I can see you’ve got a full stock of paint in there,” said Flotsam, peering in through a small window in the Ka-Ma-Ra’s side. “What’s that in the corn- Is that what I think it is?!” “S’private,” said the imp. “Listen. Union rates are three ounces of brimstone and a half ounce of sulphur every ten pictures. It’s not my fault you kept pressing the trigger while I was in your pack. I’m almost out of black paint now!” All modern technology is accompanied by growing pains, and the Ka-Ma-Ra is no different. Summoned from the hells and bound into a half-foot-cubed wooden box, the imps that power these pictograph-producing devices tend not to have ‘helpful’ on their list of traits. By pulling a trigger, a small hammer within the box kicks the imp out of bed, whereupon it paints a picture of whatever the Ka-Ma-Ra is pointing at. Make sure to turn the flash on or end up with a picture in greyscale! This item has 10 charges. As an action, you can supply the imp within it with up to 10 gp worth of paint (in a variety of colours), brimstone, and sulphur, causing the item to regain 1 expended charge for each 1 gp worth of materials provided. Shoot. As an action, you can point the Ka-Ma-Ra in a direction of your choice and expend 1 charge to pull the trigger, flashing bright light in a 20-foot cone. At the start of your next turn, the imp hands you a small, 3” by 2” picture of whatever the Ka-Ma-Ra was pointing at. If you move or use a reaction between taking the action and the start of your next turn, the picture is blurry; you must remain perfectly still while the imp is at work. If the Ka-Ma-Ra is left unused for too long, the imp within may expend charges of its own accord to produce risqué images of other imps in an attempt to ward off boredom. Common variant: The imp within the item is excessively lazy and refuses to paint more than one picture per day. Once the Shoot property has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kabuto","description":"Wondrous item, rare (requires attunement) Component: fey (Scarab) horn The sight of two fighting beetles is an impressive and surprisingly humbling one, and many unseelie fey can’t help but marvel at the magnificent displays of strength put on by such tiny creatures. Inspired by these intense combats, this helm is enchanted with the fierce fighting spirit of these noble and tenacious insects. The helmet has 3 charges and regains all expended charges daily at dawn. Lock Horns. Whenever a creature hits you with an attack using a melee weapon while you’re wearing this helmet, you can use your reaction to expend 1 charge and gain a +2 bonus to AC against that attack as you attempt to catch the weapon with the horn, potentially causing the attack to miss. If the attack misses, the creature must make a DC 15 Strength saving throw. On a failed save, it is disarmed of the weapon, which is thrown to an unoccupied space of your choice within 20 feet of you. Stalwart Scarab. While wearing this helmet, you have advantage on ability checks and saving throws made to avoid or end the grappled condition, being knocked prone, or being moved against your will.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kabuto","description":"Wondrous item, rare (requires attunement) Component: fey (Scarab) horn The sight of two fighting beetles is an impressive and surprisingly humbling one, and many unseelie fey can’t help but marvel at the magnificent displays of strength put on by such tiny creatures. Inspired by these intense combats, this helm is enchanted with the fierce fighting spirit of these noble and tenacious insects. The helmet has 3 charges and regains all expended charges daily at dawn. Lock Horns. Whenever a creature hits you with an attack using a melee weapon while you’re wearing this helmet, you can use your reaction to expend 1 charge and gain a +2 bonus to AC against that attack as you attempt to catch the weapon with the horn, potentially causing the attack to miss. If the attack misses, the creature must make a DC 15 Strength saving throw. On a failed save, it is disarmed of the weapon, which is thrown to an unoccupied space of your choice within 20 feet of you. Stalwart Scarab. While wearing this helmet, you have advantage on ability checks and saving throws made to avoid or end the grappled condition, being knocked prone, or being moved against your will.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Kabuto (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Scarab) horn The sight of two fighting beetles is an impressive and surprisingly humbling one, and many unseelie fey can’t help but marvel at the magnificent displays of strength put on by such tiny creatures. Inspired by these intense combats, this helm is enchanted with the fierce fighting spirit of these noble and tenacious insects. The helmet has 3 charges and regains all expended charges daily at dawn. Lock Horns. Whenever a creature hits you with an attack using a melee weapon while you’re wearing this helmet, you can use your reaction to expend 1 charge and gain a +2 bonus to AC against that attack as you attempt to catch the weapon with the horn, potentially causing the attack to miss. If the attack misses, the creature must make a DC 15 Strength saving throw. On a failed save, it is disarmed of the weapon, which is thrown to an unoccupied space of your choice within 20 feet of you. Stalwart Scarab. While wearing this helmet, you have advantage on ability checks and saving throws made to avoid or end the grappled condition, being knocked prone, or being moved against your will. Uncommon variant: Reduce the DC to 13 and the charges to 1.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kabuto (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Scarab) horn The sight of two fighting beetles is an impressive and surprisingly humbling one, and many unseelie fey can’t help but marvel at the magnificent displays of strength put on by such tiny creatures. Inspired by these intense combats, this helm is enchanted with the fierce fighting spirit of these noble and tenacious insects. The helmet has 3 charges and regains all expended charges daily at dawn. Lock Horns. Whenever a creature hits you with an attack using a melee weapon while you’re wearing this helmet, you can use your reaction to expend 1 charge and gain a +2 bonus to AC against that attack as you attempt to catch the weapon with the horn, potentially causing the attack to miss. If the attack misses, the creature must make a DC 15 Strength saving throw. On a failed save, it is disarmed of the weapon, which is thrown to an unoccupied space of your choice within 20 feet of you. Stalwart Scarab. While wearing this helmet, you have advantage on ability checks and saving throws made to avoid or end the grappled condition, being knocked prone, or being moved against your will. Uncommon variant: Decrease the DC to 13 and the charges to 1.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Kabuto (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Scarab) horn The sight of two fighting beetles is an impressive and surprisingly humbling one, and many unseelie fey can’t help but marvel at the magnificent displays of strength put on by such tiny creatures. Inspired by these intense combats, this helm is enchanted with the fierce fighting spirit of these noble and tenacious insects. The helmet has 3 charges and regains all expended charges daily at dawn. Lock Horns. Whenever a creature hits you with an attack using a melee weapon while you’re wearing this helmet, you can use your reaction to expend 1 charge and gain a +2 bonus to AC against that attack as you attempt to catch the weapon with the horn, potentially causing the attack to miss. If the attack misses, the creature must make a DC 15 Strength saving throw. On a failed save, it is disarmed of the weapon, which is thrown to an unoccupied space of your choice within 20 feet of you. Stalwart Scarab. While wearing this helmet, you have advantage on ability checks and saving throws made to avoid or end the grappled condition, being knocked prone, or being moved against your will. Uncommon variant: Reduce the DC to 13 and the charges to 1. Very rare variant: Increase the DC to 16. You have a +1 bonus to AC while wearing this helmet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kabuto (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fey (Scarab) horn The sight of two fighting beetles is an impressive and surprisingly humbling one, and many unseelie fey can’t help but marvel at the magnificent displays of strength put on by such tiny creatures. Inspired by these intense combats, this helm is enchanted with the fierce fighting spirit of these noble and tenacious insects. The helmet has 3 charges and regains all expended charges daily at dawn. Lock Horns. Whenever a creature hits you with an attack using a melee weapon while you’re wearing this helmet, you can use your reaction to expend 1 charge and gain a +2 bonus to AC against that attack as you attempt to catch the weapon with the horn, potentially causing the attack to miss. If the attack misses, the creature must make a DC 15 Strength saving throw. On a failed save, it is disarmed of the weapon, which is thrown to an unoccupied space of your choice within 20 feet of you. Stalwart Scarab. While wearing this helmet, you have advantage on ability checks and saving throws made to avoid or end the grappled condition, being knocked prone, or being moved against your will. Uncommon variant: Decrease the DC to 13 and the charges to 1. Very rare variant: Increase the DC to 16. You have a +1 bonus to AC while wearing this helmet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Kaftan of the Four Winds","description":"Kaftan of the Four Winds Armor (Studded Leather), Evolving Artifact (requires attunement) Crafted by a primordial air elemental lord in ages past, the Kaftan of the Four Winds was a gift to a mortal hero who used newfound magic to defend ancient elementals from a host of corrupted celestial creatures. Millennia later, the kaftan was forcefully removed from a temple of elemental magic and presented as a gift to an ambitious mortal king who sought to extend his dominion over dragonkind. After the king’s demise by the claws of elder dragons, the kaftan was lost and its magic has lain dormant since, waiting for a worthy hero to unlock its true power once more. Breezy. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. When you fall while wearing this armor, you descend 60 feet per round and take no damage from falling. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast the minor gust cantrip at will. Gusty (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You can use an action to cast the levitate spell on yourself at will. The Kaftan of the Four Winds gains 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC, spellcasting ability modifier, and spell attack bonus: devil of dust (2 charges), gust of wind (2 charges), wind wall (3 charges), or wind ward (2 charges). The kaftan regains all expended charges daily at dawn. Turbulent (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You have a flying speed equal to your walking speed and can hover. The kaftan’s charges increase to 20 and the following spells are added to the spells you can cast from it: wind control (5 charges), wind walk (6 charges), and wind investiture (6 charges). Tempestuous (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: You are immune to damage from any spells you cast from this item. The kaftan’s charges increase to 30 and the following spells are added to the spells you can cast from it: control weather (8 charges), and storm of vengeance (9 charges). If you are reduced to 0 hit points or subjected to an effect that would kill you instantly, you remain at 0 hit points and transform, along with everything you are wearing and carrying, into a living storm instead of falling unconscious. While in this form, you have a flying speed of 300 feet; immunity to all damage and conditions, and to any effects that would kill you instantly; and advantage on Strength, Dexterity, and Constitution saving throws. If air can pass through a space, you can do so without squeezing. You can’t attack, and the only spells you can cast are spells from this item. When casting spells from the kaftan while in this form, you expend no charges to do so. This transformation lasts for 1 hour, after which you suffer 4 levels of exhaustion and revert to your normal form with 1 hit point. This property can’t be triggered again until 30 days have passed. Hemera on Kaftan of the Four Winds “I… this surely is an artifact of legendary power, but I would like to draw your attention to the design. I mean, the sartorial qualities of this kaftan are, well, impressive, no? That primordial air elemental lord must’ve had a great fashion sense, or at least that’s what I think…” Optional Rule: Story-Based Evolution The Kaftan of the Four Winds is an evolving artifact that is typically found in its Breezy state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the kaftan’s evolution can be tied to significant events during the campaign, such as its wearer seeking out the primordial air elemental lord who created it or using the kaftan’s power to overcome a seemingly impossible challenge. As an evolving artifact, the kaftan is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Studded Leather)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Kaftan of the Four Winds - Breezy","description":"Kaftan of the Four Winds Armor (Studded Leather), Evolving Artifact (requires attunement) Crafted by a primordial air elemental lord in ages past, the Kaftan of the Four Winds was a gift to a mortal hero who used newfound magic to defend ancient elementals from a host of corrupted celestial creatures. Millennia later, the kaftan was forcefully removed from a temple of elemental magic and presented as a gift to an ambitious mortal king who sought to extend his dominion over dragonkind. After the king’s demise by the claws of elder dragons, the kaftan was lost and its magic has lain dormant since, waiting for a worthy hero to unlock its true power once more. Breezy. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. When you fall while wearing this armor, you descend 60 feet per round and take no damage from falling. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast the minor gust cantrip at will. Gusty (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You can use an action to cast the levitate spell on yourself at will. The Kaftan of the Four Winds gains 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC, spellcasting ability modifier, and spell attack bonus: devil of dust (2 charges), gust of wind (2 charges), wind wall (3 charges), or wind ward (2 charges). The kaftan regains all expended charges daily at dawn. Turbulent (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You have a flying speed equal to your walking speed and can hover. The kaftan’s charges increase to 20 and the following spells are added to the spells you can cast from it: wind control (5 charges), wind walk (6 charges), and wind investiture (6 charges). Tempestuous (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: You are immune to damage from any spells you cast from this item. The kaftan’s charges increase to 30 and the following spells are added to the spells you can cast from it: control weather (8 charges), and storm of vengeance (9 charges). If you are reduced to 0 hit points or subjected to an effect that would kill you instantly, you remain at 0 hit points and transform, along with everything you are wearing and carrying, into a living storm instead of falling unconscious. While in this form, you have a flying speed of 300 feet; immunity to all damage and conditions, and to any effects that would kill you instantly; and advantage on Strength, Dexterity, and Constitution saving throws. If air can pass through a space, you can do so without squeezing. You can’t attack, and the only spells you can cast are spells from this item. When casting spells from the kaftan while in this form, you expend no charges to do so. This transformation lasts for 1 hour, after which you suffer 4 levels of exhaustion and revert to your normal form with 1 hit point. This property can’t be triggered again until 30 days have passed. Hemera on Kaftan of the Four Winds “I… this surely is an artifact of legendary power, but I would like to draw your attention to the design. I mean, the sartorial qualities of this kaftan are, well, impressive, no? That primordial air elemental lord must’ve had a great fashion sense, or at least that’s what I think…” Optional Rule: Story-Based Evolution The Kaftan of the Four Winds is an evolving artifact that is typically found in its Breezy state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the kaftan’s evolution can be tied to significant events during the campaign, such as its wearer seeking out the primordial air elemental lord who created it or using the kaftan’s power to overcome a seemingly impossible challenge. As an evolving artifact, the kaftan is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Studded Leather)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Kaftan of the Four Winds - Gusty","description":"Kaftan of the Four Winds Armor (Studded Leather), Evolving Artifact (requires attunement) Crafted by a primordial air elemental lord in ages past, the Kaftan of the Four Winds was a gift to a mortal hero who used newfound magic to defend ancient elementals from a host of corrupted celestial creatures. Millennia later, the kaftan was forcefully removed from a temple of elemental magic and presented as a gift to an ambitious mortal king who sought to extend his dominion over dragonkind. After the king’s demise by the claws of elder dragons, the kaftan was lost and its magic has lain dormant since, waiting for a worthy hero to unlock its true power once more. Breezy. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. When you fall while wearing this armor, you descend 60 feet per round and take no damage from falling. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast the minor gust cantrip at will. Gusty (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You can use an action to cast the levitate spell on yourself at will. The Kaftan of the Four Winds gains 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC, spellcasting ability modifier, and spell attack bonus: devil of dust (2 charges), gust of wind (2 charges), wind wall (3 charges), or wind ward (2 charges). The kaftan regains all expended charges daily at dawn. Turbulent (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You have a flying speed equal to your walking speed and can hover. The kaftan’s charges increase to 20 and the following spells are added to the spells you can cast from it: wind control (5 charges), wind walk (6 charges), and wind investiture (6 charges). Tempestuous (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: You are immune to damage from any spells you cast from this item. The kaftan’s charges increase to 30 and the following spells are added to the spells you can cast from it: control weather (8 charges), and storm of vengeance (9 charges). If you are reduced to 0 hit points or subjected to an effect that would kill you instantly, you remain at 0 hit points and transform, along with everything you are wearing and carrying, into a living storm instead of falling unconscious. While in this form, you have a flying speed of 300 feet; immunity to all damage and conditions, and to any effects that would kill you instantly; and advantage on Strength, Dexterity, and Constitution saving throws. If air can pass through a space, you can do so without squeezing. You can’t attack, and the only spells you can cast are spells from this item. When casting spells from the kaftan while in this form, you expend no charges to do so. This transformation lasts for 1 hour, after which you suffer 4 levels of exhaustion and revert to your normal form with 1 hit point. This property can’t be triggered again until 30 days have passed. Hemera on Kaftan of the Four Winds “I… this surely is an artifact of legendary power, but I would like to draw your attention to the design. I mean, the sartorial qualities of this kaftan are, well, impressive, no? That primordial air elemental lord must’ve had a great fashion sense, or at least that’s what I think…” Optional Rule: Story-Based Evolution The Kaftan of the Four Winds is an evolving artifact that is typically found in its Breezy state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the kaftan’s evolution can be tied to significant events during the campaign, such as its wearer seeking out the primordial air elemental lord who created it or using the kaftan’s power to overcome a seemingly impossible challenge. As an evolving artifact, the kaftan is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Studded Leather)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Kaftan of the Four Winds - Tempestuous","description":"Kaftan of the Four Winds Armor (Studded Leather), Evolving Artifact (requires attunement) Crafted by a primordial air elemental lord in ages past, the Kaftan of the Four Winds was a gift to a mortal hero who used newfound magic to defend ancient elementals from a host of corrupted celestial creatures. Millennia later, the kaftan was forcefully removed from a temple of elemental magic and presented as a gift to an ambitious mortal king who sought to extend his dominion over dragonkind. After the king’s demise by the claws of elder dragons, the kaftan was lost and its magic has lain dormant since, waiting for a worthy hero to unlock its true power once more. Breezy. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. When you fall while wearing this armor, you descend 60 feet per round and take no damage from falling. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast the minor gust cantrip at will. Gusty (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You can use an action to cast the levitate spell on yourself at will. The Kaftan of the Four Winds gains 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC, spellcasting ability modifier, and spell attack bonus: devil of dust (2 charges), gust of wind (2 charges), wind wall (3 charges), or wind ward (2 charges). The kaftan regains all expended charges daily at dawn. Turbulent (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You have a flying speed equal to your walking speed and can hover. The kaftan’s charges increase to 20 and the following spells are added to the spells you can cast from it: wind control (5 charges), wind walk (6 charges), and wind investiture (6 charges). Tempestuous (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: You are immune to damage from any spells you cast from this item. The kaftan’s charges increase to 30 and the following spells are added to the spells you can cast from it: control weather (8 charges), and storm of vengeance (9 charges). If you are reduced to 0 hit points or subjected to an effect that would kill you instantly, you remain at 0 hit points and transform, along with everything you are wearing and carrying, into a living storm instead of falling unconscious. While in this form, you have a flying speed of 300 feet; immunity to all damage and conditions, and to any effects that would kill you instantly; and advantage on Strength, Dexterity, and Constitution saving throws. If air can pass through a space, you can do so without squeezing. You can’t attack, and the only spells you can cast are spells from this item. When casting spells from the kaftan while in this form, you expend no charges to do so. This transformation lasts for 1 hour, after which you suffer 4 levels of exhaustion and revert to your normal form with 1 hit point. This property can’t be triggered again until 30 days have passed. Hemera on Kaftan of the Four Winds “I… this surely is an artifact of legendary power, but I would like to draw your attention to the design. I mean, the sartorial qualities of this kaftan are, well, impressive, no? That primordial air elemental lord must’ve had a great fashion sense, or at least that’s what I think…” Optional Rule: Story-Based Evolution The Kaftan of the Four Winds is an evolving artifact that is typically found in its Breezy state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the kaftan’s evolution can be tied to significant events during the campaign, such as its wearer seeking out the primordial air elemental lord who created it or using the kaftan’s power to overcome a seemingly impossible challenge. As an evolving artifact, the kaftan is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Studded Leather)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Kaftan of the Four Winds - Turbulent","description":"Kaftan of the Four Winds Armor (Studded Leather), Evolving Artifact (requires attunement) Crafted by a primordial air elemental lord in ages past, the Kaftan of the Four Winds was a gift to a mortal hero who used newfound magic to defend ancient elementals from a host of corrupted celestial creatures. Millennia later, the kaftan was forcefully removed from a temple of elemental magic and presented as a gift to an ambitious mortal king who sought to extend his dominion over dragonkind. After the king’s demise by the claws of elder dragons, the kaftan was lost and its magic has lain dormant since, waiting for a worthy hero to unlock its true power once more. Breezy. While wearing the armor, you gain the following benefits: The armor grants you a +1 bonus to AC. When you fall while wearing this armor, you descend 60 feet per round and take no damage from falling. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while wearing this armor. You can cast the minor gust cantrip at will. Gusty (level 5). After you reach level 5, the armor increases in power, gaining the following additional properties: The AC bonus of the armor increases to +2. You can use an action to cast the levitate spell on yourself at will. The Kaftan of the Four Winds gains 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC, spellcasting ability modifier, and spell attack bonus: devil of dust (2 charges), gust of wind (2 charges), wind wall (3 charges), or wind ward (2 charges). The kaftan regains all expended charges daily at dawn. Turbulent (level 11). After you reach level 11, the armor is further empowered, gaining the following additional properties: The AC bonus of the armor increases to +3. You have a flying speed equal to your walking speed and can hover. The kaftan’s charges increase to 20 and the following spells are added to the spells you can cast from it: wind control (5 charges), wind walk (6 charges), and wind investiture (6 charges). Tempestuous (level 17). After you reach level 17, the armor achieves its full potential, gaining the following additional properties: You are immune to damage from any spells you cast from this item. The kaftan’s charges increase to 30 and the following spells are added to the spells you can cast from it: control weather (8 charges), and storm of vengeance (9 charges). If you are reduced to 0 hit points or subjected to an effect that would kill you instantly, you remain at 0 hit points and transform, along with everything you are wearing and carrying, into a living storm instead of falling unconscious. While in this form, you have a flying speed of 300 feet; immunity to all damage and conditions, and to any effects that would kill you instantly; and advantage on Strength, Dexterity, and Constitution saving throws. If air can pass through a space, you can do so without squeezing. You can’t attack, and the only spells you can cast are spells from this item. When casting spells from the kaftan while in this form, you expend no charges to do so. This transformation lasts for 1 hour, after which you suffer 4 levels of exhaustion and revert to your normal form with 1 hit point. This property can’t be triggered again until 30 days have passed. Hemera on Kaftan of the Four Winds “I… this surely is an artifact of legendary power, but I would like to draw your attention to the design. I mean, the sartorial qualities of this kaftan are, well, impressive, no? That primordial air elemental lord must’ve had a great fashion sense, or at least that’s what I think…” Optional Rule: Story-Based Evolution The Kaftan of the Four Winds is an evolving artifact that is typically found in its Breezy state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the kaftan’s evolution can be tied to significant events during the campaign, such as its wearer seeking out the primordial air elemental lord who created it or using the kaftan’s power to overcome a seemingly impossible challenge. As an evolving artifact, the kaftan is powerful in all tiers of play regardless of its state.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Studded Leather)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Kagonesti Forest Shroud","description":"Kagonesti Forest Shroud Wondrous item, rare (requires attunement) This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Kaleidoscope Shooter","description":"Kaleidoscope Shooter Wondrous Item, uncommon This oblong metal tube is decorated with rainbow swirls and is capped on each end with clear glass. When a creature looks into one end of the tube, a dazzling array of colors appears inside. You can use an action to attack a creature you can see within 30 feet with the kaleidoscope by expending a charge and blowing into one end of the tube. The target must succeed on a DC 15 Wisdom saving throw or be covered in technicolor light, take 2d12 psychic damage, and be stunned for one minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target attempts to speak, it will only result in it naming colors. On a successful save, the target takes half damage and is not stunned. The kaleidoscope has 3 charges and regains 1d3 charges at each dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Kaleidoscopic Lenses","description":"Kaleidoscopic Lenses Wondrous Item, Uncommon Crafted by a legendary drag queen who sought freedom from a singular appearance, these lenses allow anyone to transform the color and the features of their eyes. You can use your action to place the lenses directly on the surface of your eyes. Thereafter, the lenses can’t be removed unless you detach them as an action or you die. Not even an antimagic field causes them to fall off. Kaleidoscopic Lenses typically come in pairs, but singular lenses also exist. If one lens in a pair is destroyed, the other continues to function. If you have more than two eyes, you can use additional Kaleidoscopic Lenses with no penalties. Infinite Eyes. While wearing these lenses, you can use a bonus action to change the color of one or both your eyes, as well as any ocular features, including the shape and the size of your pupil and iris. If you have more than two eyes, you can change as many of your eyes as you wish, choosing the same or different appearance for any of them. You can choose a different appearance for each eye with the same bonus action, and you can use another bonus action to return some or all of your eyes to their normal appearance. Realness. Unless you purposefully wear the Kaleidoscopic Lenses so their nature is obvious, eyes changed by the Kaleidoscopic Lenses are indistinguishable from real eyes. Only a wish spell can reveal the lenses’ true nature while worn. The lenses envelop whoever wears them in a faint aura of transmutation magic if targeted by detect magic . Makeup Protection. While wearing these lenses, your eyes cannot tear up unless you wish so.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Kama","description":"","properties":{"Category":"Items","Item Type":"Weapon (kama)","Properties":"Finesse, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Kanrath Armor","description":"Armor (any armor), rare (requires attunement) When a new Kanrath vampire is created by another one, the older one gives the new one a weapon or an armor exclusive to the vampires of Kanrath. It is a tradition for a Kanrath vampire to carry these weapons or armor as a sign of power and pride. Only Kanrath vampires can attune to these items. Otherwise, they display no magical properties. Once attuned, these items have the following magical properties: Kanrath Armor. You are considered proficient with this armor, even if you lack the proficiency. Also, if you attune to two pieces of Kanrath armor (one of them must be a shield), spell attacks against you are made with disadvantage while wearing the armor or carrying the shield.","properties":{"Category":"Items","Item Type":"Armor (any armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kanrath Weapon","description":"","properties":{"Category":"Items","Item Type":"Weapon (any weapon)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Karaskara powder","description":"Inhaled Seeds of the snake branch tree can be ground into a silvery powder that causes great pain and severe muscle convulsions when inhaled. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and become incapacitated for 1 minute. An incapacitated creature takes 3 (1d6) poison damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself after three successful saves.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Kariv Wheel Shield","description":"The wagons of the Wandering Realm are made to withstand attack. The Plain is filled with bandits and raiders, and the Lovari clan have devised numerous ways to repel enemies. The wagons of the wanderers are sturdily made, but the wheels offer a potential weak spot. The clever smiths and tinkerers have created removable shields that can be used to protect both wagon and warrior. When four shields are affixed to a wagon, they increase the vehicle’s durability (AC 15, 45 hp) and provide it with a damage threshold of 10. The wagon may only move one third its normal rate while the shields are in place. You can remove a shield as an action and use it in combat, gaining an additional +1 to AC on top of the shield’s normal bonus. Because it is heavy and awkward, you have disadvantage on Dexterity checks while wielding the shield if your Strength is less than 16.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Karshin's Volatile Armor","description":"Karshin’s Volatile Armor Wondrous item, very rare (requires attunement) When you stare into this small mirror you see your reflection grinning mischievously back at you. Once per day, while you’re holding this item you can use your action to summon an illusory double of yourself. The illusion appears in an empty space you can see within 30 feet of you, and you can move it up to 15 feet each turn as a bonus action. Creatures that see the illusion can make a DC 15 Intelligence saving throw. Success on this saving throw allows a creature to discern the illusion’s true nature. You can use your action to cause the illusion to explode. Each creature within a 20 feet of the illusion must make a DC 15 Dexterity saving throw. A target takes 4d8 magical slashing damage on a failed save, or half as much damage on a successful one. Once this property is used, the mirror can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Katana","description":"Katana Melee weapon (martial, sword) The katana is perhaps the most revered weapon in Rokugan, as it is one of the symbols of the samurai sworn to serve the Emerald Empire. It has an elegant, slightly curved blade between three and four feet long, made of steel that is specially folded during its creation. This unique forging style ensures that the inner part of the blade remains springy and soft while the outside is as hard as tempered steel. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Slashing Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Katana","description":"","properties":{"Category":"Items","Item Type":"Weapon (katana)","Properties":"Finesse, Versatile (1d10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Katana for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Katana of the Deathtouched","description":"Weapon (Longsword), Very Rare (Requires Attunement) You have a +1 bonus to attack and damage rolls made with this magic longsword. Deathtouched. When you reduce a creature to 0 hit points while holding this magic weapon, you can use your reaction to gain temporary hit points equal to your character level. Death Ward. Whenever you would drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Katana of the Ronin","description":"Katana of the Ronin Weapon (longsword), rare (requires attunement) Damage: 1d8+2 slashing Weight: 3 lbs. Properties: Versatile (1d10+2 slashing) This magic sword’s blade was forged from the heart of a meteor by the legendary swordsmith Hinzai Kenjiro. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Masterless Spirit. While attuned to the sword and holding it, you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. Ronin’s Wrath. When you make a successful attack against a creature with this weapon and that creature takes at least 8 HP damage, that creature must make a DC 15 Wisdom saving throw, unless it is immune to being frightened. On a failed save, the creature is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with the katana.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10+2 slashing)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Katar","description":"Katar Melee weapon (simple, katar) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Piercing Properties: Light, Unarmed Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Katar of Bloodletting","description":"Katar of Bloodletting Melee weapon (simple, katar) , very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Piercing Properties: Light, Unarmed Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Katar of Defense","description":"Katar of Defense Melee weapon (simple, katar) , rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. AC: 1 Damage: 1d4 Damage Type: Piercing Properties: Defensive, Light, Unarmed Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Katar of Inverted Probability","description":"Katar of Inverted Probability Melee weapon (simple, katar) , common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Piercing Properties: Light, Unarmed Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Katar of Reach","description":"Katar of Reach Weapon (longsword), rare Damage: 1d8+2 slashing Weight: 2 lbs. Properties: Finesse, Light, Reach This magic weapon has three blades attached to a cross bar handle. While wielding it you gain a +2 bonus to attack and damage rolls. You have advantage on any roll to avoid being disarmed of this weapon. In addition, you can speak a command word to extend the katar’s reach to 10 feet for any melee attack made with this weapon. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with the katar.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (longsword)","Properties":"Finesse, Light, Reach","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Keelboat","description":"Keelboat Vehicle (water) Cost: 3,000 gp Speed: 1 mph Crew: 1 Passengers: 6 Cargo (tons): 1/2 AC: 15 HP: 100 Damage Threshold: 10 Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Keelboat","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Keen","description":"Master weapon property Components: Masterwork exotic melee weapon with the Finesse or Versatile property This weapon scores a critical hit on a roll of 19 or 20.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Keeper's Fang","description":"Keeper’s Fang Weapon (dagger), rare These infamous weapons, prized by assassins, have a Khyber dragonshard embedded into the pommel that channels the souls of victims, but doesn’t itself trap them. There’s much debate over the actual fate of the souls of those slain by a Keeper’s Fang . Common myth says that the souls of victims are trapped in the Lair of the Keeper, and heroes can seek to reclaim a soul from the Sovereign of Death and Decay. Another myth maintains that these weapons channel souls to the overlord Katashka, and that one must deal with the Lords of Dust to restore a victim. Most Keeper’s Fangs were created by the Shaarat’khesh assassins of the Empire of Dhakaan. Rather than ascribing the blade’s power to the Keeper--whose existence the Dhakaani reject--they believe these blades utterly destroy the souls of their victims. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you use it to reduce a creature to 0 hit points, the creature is slain and its soul removed. A creature whose soul has been stolen in this way can be restored to life only by means of a wish spell.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Keffiyeh of Serendipitous Escape","description":"Wondrous item, very rare This checkered cotton headdress is indistinguishable from the mundane scarves worn by desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot-by-5-foot carpet of flying that moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Keffiyeh of Serendipitous Escape","description":"Wondrous item, very rare This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Keffiyeh of Serendipitous Escape","description":"This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3 ft. x 5 ft. carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Keg Launcher","description":"Large Object Armor Class : 15 Hit Points: 30 Toxic Keg (Requires Load and Aim). Constitution Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point 30 to 300 feet from the launcher. Failure: 14 (4d6) Poison damage. Success: Half damage. A back-mounted, wooden catapult flings small kegs of toxic gas. Loading a Keg Launcher requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Toxic Keg action.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Keg Launcher"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Kelgror's Hammer (Level 1)","description":"This warhammer has a shimmering, almost translucent quality. The image of an anvil is etched into each side. Kelgror was a legendary dwarven smith. He was renowned for the beautiful arms and armor he created. Great kings and mighty warriors came from all over the land in the hopes that Kelgror would craft for them. Near the end of the famous smith’s life, Kelgror began his greatest masterpiece—a mighty hammer. Kelgror worked day and night, lovingly pouring every ounce of skill and energy he had into the weapon’s creation. For many months, the aging dwarf worked, never quite satisfied with the hammer. Feeling his health beginning to fail, old Kelgror knelt at his anvil and prayed to the gods. “Do not take me until I have finished my work!” he cried. The gods heard his prayer, for Kelgror lived on. At last, after many more months of toil, Kelgror finally wiped his wrinkled brow and admired the hammer. The old dwarf smiled. It was truly his greatest achievement. The old dwarf’s pride was tinged with regret, for he would never wield the hammer in glorious battle. With these final feelings of pride and regret in his heart, Kelgror, the great dwarven smith, died. As Kelgror had wished, his hammer was passed from one great dwarven warrior to another. Many who have wielded it report feeling the spirit of Kelgror was with them, sharing in every great deed. Some even say Kelgror’s voice whispers to them when they hold the hammer… Weapon (warhammer), fabled (5th-level and higher properties require attunement) While this warhammer is on your person, you have proficiency with smith’s tools. Dwarf Friend (Requires Attunement). As your level increases, you gain the following benefits while wielding this hammer. 5th level. You can use an action to cast the speak with dead spell from the hammer. If the target is a dwarf, it must give you a truthful answer, even if it recognizes you as an enemy. Once used, the hammer can’t be used in this way again until the next dawn. In addition, Kelgror’s spirit awakens within the hammer, and the hammer becomes a sentient neutral good warhammer with an Intelligence of 11, a Wisdom of 15, and a Charisma of 13. It has hearing and darkvision out to a range of 60 feet. It communicates telepathically with its wielder, and it can speak, read, and understand Dwarven. Above all else, Kelgror’s spirit wishes to see the dwarven race thrive and prosper. It pushes its wielder to protect dwarven lives, cultures, and ways of life, and it urges its wielder to seek and destroy evil giants. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can cast the spiritual weapon spell from it to create a spectral hammer resembling this hammer, using Wisdom as your spellcasting ability. Once used, the hammer can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to attack and damage rolls with this hammer, instead of +1. In addition, the hammer gains the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, it deals an extra 1d8 bludgeoning damage. If the target is a giant, the weapon deals an extra 2d8 bludgeoning damage instead. Immediately after the attack, the hammer flies back to your hand. 17th level. You now gain a +3 bonus to attack and damage rolls with this hammer, instead of +2. In addition, you can use an action to cast the etherealness spell from the hammer. The spell lasts for 10 minutes or until you use an action to end the spell. Once used, the hammer can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kelgror's Hammer (Level 13)","description":"This warhammer has a shimmering, almost translucent quality. The image of an anvil is etched into each side. Kelgror was a legendary dwarven smith. He was renowned for the beautiful arms and armor he created. Great kings and mighty warriors came from all over the land in the hopes that Kelgror would craft for them. Near the end of the famous smith’s life, Kelgror began his greatest masterpiece—a mighty hammer. Kelgror worked day and night, lovingly pouring every ounce of skill and energy he had into the weapon’s creation. For many months, the aging dwarf worked, never quite satisfied with the hammer. Feeling his health beginning to fail, old Kelgror knelt at his anvil and prayed to the gods. “Do not take me until I have finished my work!” he cried. The gods heard his prayer, for Kelgror lived on. At last, after many more months of toil, Kelgror finally wiped his wrinkled brow and admired the hammer. The old dwarf smiled. It was truly his greatest achievement. The old dwarf’s pride was tinged with regret, for he would never wield the hammer in glorious battle. With these final feelings of pride and regret in his heart, Kelgror, the great dwarven smith, died. As Kelgror had wished, his hammer was passed from one great dwarven warrior to another. Many who have wielded it report feeling the spirit of Kelgror was with them, sharing in every great deed. Some even say Kelgror’s voice whispers to them when they hold the hammer… Weapon (warhammer), fabled (5th-level and higher properties require attunement) While this warhammer is on your person, you have proficiency with smith’s tools. Dwarf Friend (Requires Attunement). As your level increases, you gain the following benefits while wielding this hammer. 5th level. You can use an action to cast the speak with dead spell from the hammer. If the target is a dwarf, it must give you a truthful answer, even if it recognizes you as an enemy. Once used, the hammer can’t be used in this way again until the next dawn. In addition, Kelgror’s spirit awakens within the hammer, and the hammer becomes a sentient neutral good warhammer with an Intelligence of 11, a Wisdom of 15, and a Charisma of 13. It has hearing and darkvision out to a range of 60 feet. It communicates telepathically with its wielder, and it can speak, read, and understand Dwarven. Above all else, Kelgror’s spirit wishes to see the dwarven race thrive and prosper. It pushes its wielder to protect dwarven lives, cultures, and ways of life, and it urges its wielder to seek and destroy evil giants. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can cast the spiritual weapon spell from it to create a spectral hammer resembling this hammer, using Wisdom as your spellcasting ability. Once used, the hammer can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to attack and damage rolls with this hammer, instead of +1. In addition, the hammer gains the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, it deals an extra 1d8 bludgeoning damage. If the target is a giant, the weapon deals an extra 2d8 bludgeoning damage instead. Immediately after the attack, the hammer flies back to your hand. 17th level. You now gain a +3 bonus to attack and damage rolls with this hammer, instead of +2. In addition, you can use an action to cast the etherealness spell from the hammer. The spell lasts for 10 minutes or until you use an action to end the spell. Once used, the hammer can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kelgror's Hammer (Level 17)","description":"This warhammer has a shimmering, almost translucent quality. The image of an anvil is etched into each side. Kelgror was a legendary dwarven smith. He was renowned for the beautiful arms and armor he created. Great kings and mighty warriors came from all over the land in the hopes that Kelgror would craft for them. Near the end of the famous smith’s life, Kelgror began his greatest masterpiece—a mighty hammer. Kelgror worked day and night, lovingly pouring every ounce of skill and energy he had into the weapon’s creation. For many months, the aging dwarf worked, never quite satisfied with the hammer. Feeling his health beginning to fail, old Kelgror knelt at his anvil and prayed to the gods. “Do not take me until I have finished my work!” he cried. The gods heard his prayer, for Kelgror lived on. At last, after many more months of toil, Kelgror finally wiped his wrinkled brow and admired the hammer. The old dwarf smiled. It was truly his greatest achievement. The old dwarf’s pride was tinged with regret, for he would never wield the hammer in glorious battle. With these final feelings of pride and regret in his heart, Kelgror, the great dwarven smith, died. As Kelgror had wished, his hammer was passed from one great dwarven warrior to another. Many who have wielded it report feeling the spirit of Kelgror was with them, sharing in every great deed. Some even say Kelgror’s voice whispers to them when they hold the hammer… Weapon (warhammer), fabled (5th-level and higher properties require attunement) While this warhammer is on your person, you have proficiency with smith’s tools. Dwarf Friend (Requires Attunement). As your level increases, you gain the following benefits while wielding this hammer. 5th level. You can use an action to cast the speak with dead spell from the hammer. If the target is a dwarf, it must give you a truthful answer, even if it recognizes you as an enemy. Once used, the hammer can’t be used in this way again until the next dawn. In addition, Kelgror’s spirit awakens within the hammer, and the hammer becomes a sentient neutral good warhammer with an Intelligence of 11, a Wisdom of 15, and a Charisma of 13. It has hearing and darkvision out to a range of 60 feet. It communicates telepathically with its wielder, and it can speak, read, and understand Dwarven. Above all else, Kelgror’s spirit wishes to see the dwarven race thrive and prosper. It pushes its wielder to protect dwarven lives, cultures, and ways of life, and it urges its wielder to seek and destroy evil giants. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can cast the spiritual weapon spell from it to create a spectral hammer resembling this hammer, using Wisdom as your spellcasting ability. Once used, the hammer can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to attack and damage rolls with this hammer, instead of +1. In addition, the hammer gains the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, it deals an extra 1d8 bludgeoning damage. If the target is a giant, the weapon deals an extra 2d8 bludgeoning damage instead. Immediately after the attack, the hammer flies back to your hand. 17th level. You now gain a +3 bonus to attack and damage rolls with this hammer, instead of +2. In addition, you can use an action to cast the etherealness spell from the hammer. The spell lasts for 10 minutes or until you use an action to end the spell. Once used, the hammer can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kelgror's Hammer (Level 5)","description":"This warhammer has a shimmering, almost translucent quality. The image of an anvil is etched into each side. Kelgror was a legendary dwarven smith. He was renowned for the beautiful arms and armor he created. Great kings and mighty warriors came from all over the land in the hopes that Kelgror would craft for them. Near the end of the famous smith’s life, Kelgror began his greatest masterpiece—a mighty hammer. Kelgror worked day and night, lovingly pouring every ounce of skill and energy he had into the weapon’s creation. For many months, the aging dwarf worked, never quite satisfied with the hammer. Feeling his health beginning to fail, old Kelgror knelt at his anvil and prayed to the gods. “Do not take me until I have finished my work!” he cried. The gods heard his prayer, for Kelgror lived on. At last, after many more months of toil, Kelgror finally wiped his wrinkled brow and admired the hammer. The old dwarf smiled. It was truly his greatest achievement. The old dwarf’s pride was tinged with regret, for he would never wield the hammer in glorious battle. With these final feelings of pride and regret in his heart, Kelgror, the great dwarven smith, died. As Kelgror had wished, his hammer was passed from one great dwarven warrior to another. Many who have wielded it report feeling the spirit of Kelgror was with them, sharing in every great deed. Some even say Kelgror’s voice whispers to them when they hold the hammer… Weapon (warhammer), fabled (5th-level and higher properties require attunement) While this warhammer is on your person, you have proficiency with smith’s tools. Dwarf Friend (Requires Attunement). As your level increases, you gain the following benefits while wielding this hammer. 5th level. You can use an action to cast the speak with dead spell from the hammer. If the target is a dwarf, it must give you a truthful answer, even if it recognizes you as an enemy. Once used, the hammer can’t be used in this way again until the next dawn. In addition, Kelgror’s spirit awakens within the hammer, and the hammer becomes a sentient neutral good warhammer with an Intelligence of 11, a Wisdom of 15, and a Charisma of 13. It has hearing and darkvision out to a range of 60 feet. It communicates telepathically with its wielder, and it can speak, read, and understand Dwarven. Above all else, Kelgror’s spirit wishes to see the dwarven race thrive and prosper. It pushes its wielder to protect dwarven lives, cultures, and ways of life, and it urges its wielder to seek and destroy evil giants. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can cast the spiritual weapon spell from it to create a spectral hammer resembling this hammer, using Wisdom as your spellcasting ability. Once used, the hammer can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to attack and damage rolls with this hammer, instead of +1. In addition, the hammer gains the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, it deals an extra 1d8 bludgeoning damage. If the target is a giant, the weapon deals an extra 2d8 bludgeoning damage instead. Immediately after the attack, the hammer flies back to your hand. 17th level. You now gain a +3 bonus to attack and damage rolls with this hammer, instead of +2. In addition, you can use an action to cast the etherealness spell from the hammer. The spell lasts for 10 minutes or until you use an action to end the spell. Once used, the hammer can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kelgror's Hammer (Level 9)","description":"This warhammer has a shimmering, almost translucent quality. The image of an anvil is etched into each side. Kelgror was a legendary dwarven smith. He was renowned for the beautiful arms and armor he created. Great kings and mighty warriors came from all over the land in the hopes that Kelgror would craft for them. Near the end of the famous smith’s life, Kelgror began his greatest masterpiece—a mighty hammer. Kelgror worked day and night, lovingly pouring every ounce of skill and energy he had into the weapon’s creation. For many months, the aging dwarf worked, never quite satisfied with the hammer. Feeling his health beginning to fail, old Kelgror knelt at his anvil and prayed to the gods. “Do not take me until I have finished my work!” he cried. The gods heard his prayer, for Kelgror lived on. At last, after many more months of toil, Kelgror finally wiped his wrinkled brow and admired the hammer. The old dwarf smiled. It was truly his greatest achievement. The old dwarf’s pride was tinged with regret, for he would never wield the hammer in glorious battle. With these final feelings of pride and regret in his heart, Kelgror, the great dwarven smith, died. As Kelgror had wished, his hammer was passed from one great dwarven warrior to another. Many who have wielded it report feeling the spirit of Kelgror was with them, sharing in every great deed. Some even say Kelgror’s voice whispers to them when they hold the hammer… Weapon (warhammer), fabled (5th-level and higher properties require attunement) While this warhammer is on your person, you have proficiency with smith’s tools. Dwarf Friend (Requires Attunement). As your level increases, you gain the following benefits while wielding this hammer. 5th level. You can use an action to cast the speak with dead spell from the hammer. If the target is a dwarf, it must give you a truthful answer, even if it recognizes you as an enemy. Once used, the hammer can’t be used in this way again until the next dawn. In addition, Kelgror’s spirit awakens within the hammer, and the hammer becomes a sentient neutral good warhammer with an Intelligence of 11, a Wisdom of 15, and a Charisma of 13. It has hearing and darkvision out to a range of 60 feet. It communicates telepathically with its wielder, and it can speak, read, and understand Dwarven. Above all else, Kelgror’s spirit wishes to see the dwarven race thrive and prosper. It pushes its wielder to protect dwarven lives, cultures, and ways of life, and it urges its wielder to seek and destroy evil giants. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can cast the spiritual weapon spell from it to create a spectral hammer resembling this hammer, using Wisdom as your spellcasting ability. Once used, the hammer can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to attack and damage rolls with this hammer, instead of +1. In addition, the hammer gains the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, it deals an extra 1d8 bludgeoning damage. If the target is a giant, the weapon deals an extra 2d8 bludgeoning damage instead. Immediately after the attack, the hammer flies back to your hand. 17th level. You now gain a +3 bonus to attack and damage rolls with this hammer, instead of +2. In addition, you can use an action to cast the etherealness spell from the hammer. The spell lasts for 10 minutes or until you use an action to end the spell. Once used, the hammer can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kell","description":"Kell Weapon (scythe), legendary (requires attunement) This magical weapon was once wielded by Thonir himself and was used by him to slay the last Yoten, Boða. The origins of this scythe are not fully known, though legends suggest Mirgal crafted it and gifted it to Aldyhn, who in turn gave it to her son. The scythe weighs 2 pounds and is a two-handed weapon. It has a range of 10 feet and does 1d10 slashing damage when it hits. Additionally, it has magical properties. Attacks made with this scythe have a +2 bonus to attack and damage rolls. When a critical hit is made while using this scythe, the critical hit damage is the maximum possible and if the target fails a DC 17 Charisma saving throw, any items held in the target’s hands are destroyed (rendered permanently unusable). If a legendary magical item or artifact is destroyed in this manner, it is broken into 2d20 parts. If those parts are pressed against one another, a mending cantrip can be used to fuse each part to another part. The destroyed items cannot be fully restored unless all parts are recovered.","properties":{"Category":"Items","Item Type":"Weapon (scythe)","Properties":"Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Keoghtom's Ointment","description":"Keoghtom's Ointment Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. Weight: 0.5","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Keoghtom's Ointment","description":"Wondrous Item, Uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Keoghtom's Ointment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Kettle of Drumming","description":"Kettle of Drumming Wondrous item, uncommon This item consists of an 18-inch-wide copper bowl with an animal skin stretched across the open end. When struck, the kettle drum makes a terrifying din. Each creature within 30 feet of you (not including you) must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Once used, this property of the drum can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Kevin's Loose Boots","description":"Kevin's Loose Boots Wondrous item Price: 500 gp These boots have stripes down the sides to help them go faster! A character who puts on these boots cannot remove them for one week. After that time they can be removed. These boots grant the wearer double their normal Movement Speed and Advantage on any Dexterity checks that involve dodging out of the way. However, the boots also require the wearer to dance whenever they hear music. The wearer of these boots cannot resist the dancing, and the boots may require the person to dance even while deafened or unconscious. While dancing, the wearer of the boots has Disadvantage on attacks, but Advantage on Charisma checks.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Key of Locking","description":"Key of Locking Wondrous Item, uncommon Weight: ¼ lb. This ordinary looking brass key can lock doors, chest, and any locking mechanism with a keyhole. However, the key can not unlock anything. An object that was locked by this key can still be unlocked with its original key. While you are holding the key, you can use an action to cast the arcane lock spell without the material component. This feature can be used twice each day.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Key of Opening","description":"Key of Opening Wondrous item, uncommon This bronze key has a head shaped like a crown. When inserted into a nonmagical lock and twisted, the key expends a charge and opens the lock. The key has 1d6 + 2 charges when found and becomes nonmagical when you use the last charge.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Key of Veles","description":"A key of Veles is a corroded, copper-and-mithral key about 1 foot long. When held near a ley line or shadow road, it automatically points toward that line or road and permits the holder to access the ley line’s effects as a spellcaster. If the holder speaks the command word, it opens that’s line’s shadow road. Each such use expends one of its 10 charges. After a key of Veles is used 10 times, it cracks and becomes useless. The device also opens doors, chests, gates, bars, shackles, chains, and bolts, and it automatically dispels an arcane lock cast by a wizard of lower than 15th level. This expends no charges.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Key to Anywhere","description":"Wondrous Item, Very Rare This magic key automatically adapts in size to fit any lock it is set into. When you turn this key in a door’s keyhole, you can conjure a portal that links the door to another door on any plane that you select, allowing free passage between the two doors for 10 minutes, or until the link is severed by turning this key in either of the two doors. Once used, this property can’t be used again until the next dawn. If you are familiar with the door, or if you have a precise picture of it, the key always opens the correct door. If you’re less familiar with the door, roll a d100 on the following table when using the key: Familiarity Random Door (GM decides) On Target Seen casually 01–25 26–100 Seen once 01–33 34–100 Second-hand description 01–75 76–100 If a door is located in an area where teleportation or planar travel is prevented, such as by a deity, the ruler of said plane of existence, or a magical effect or a spell like private sanctum , the attempt to open the door automatically fails and the property can’t be used until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Keyboard Synthesizer","description":"Keyboard Synthesizer Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Item","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Keycharm","description":"Keycharm Wondrous item, common (requires attunement by a creature with the Mark of Warding) This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm , arcane lock , or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common (requires attunement by a creature with the Mark of Warding)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Khaliber's Flintlock +1, DC 13","description":"Weapon (any one-handed firearm), uncommon (+1, DC 13) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (30/120), Dry, Light, Loading, Misfire","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Flintlock +2, DC 15","description":"Weapon (any one-handed firearm), rare (+2, DC 15) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (30/120), Dry, Light, Loading, Misfire","Item Rarity":"rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Flintlock +3, DC 17","description":"Weapon (any one-handed firearm), very rare (+3, DC 17) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (30/120), Dry, Light, Loading, Misfire","Item Rarity":"very rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Handgun +1, DC 13","description":"Weapon (any one-handed firearm), uncommon (+1, DC 13) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (60/240), Reload (10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Handgun +2, DC 15","description":"Weapon (any one-handed firearm), rare (+2, DC 15) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (60/240), Reload (10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Handgun +3, DC 17","description":"Weapon (any one-handed firearm), very rare (+3, DC 17) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (60/240), Reload (10)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Magnum +1, DC 13","description":"Weapon (any one-handed firearm), uncommon (+1, DC 13) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (50/200), Heavy, Reload (6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Magnum +2, DC 15","description":"Weapon (any one-handed firearm), rare (+2, DC 15) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (50/200), Heavy, Reload (6)","Item Rarity":"rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Magnum +3, DC 17","description":"Weapon (any one-handed firearm), very rare (+3, DC 17) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (50/200), Heavy, Reload (6)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Parlor Gun +1, DC 13","description":"Weapon (any one-handed firearm), uncommon (+1, DC 13) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (30/120), Concealable, Light, Reload (2)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Parlor Gun +2, DC 15","description":"Weapon (any one-handed firearm), rare (+2, DC 15) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (30/120), Concealable, Light, Reload (2)","Item Rarity":"rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Parlor Gun +3, DC 17","description":"Weapon (any one-handed firearm), very rare (+3, DC 17) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (30/120), Concealable, Light, Reload (2)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Revolver +1, DC 13","description":"Weapon (any one-handed firearm), uncommon (+1, DC 13) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (60/240), Reload (6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Revolver +2, DC 15","description":"Weapon (any one-handed firearm), rare (+2, DC 15) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (60/240), Reload (6)","Item Rarity":"rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Revolver +3, DC 17","description":"Weapon (any one-handed firearm), very rare (+3, DC 17) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (60/240), Reload (6)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Submachine Gun +1, DC 13","description":"Weapon (any one-handed firearm), uncommon (+1, DC 13) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (10/40), Automatic, Light, Reload (16), Foregrip","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Submachine Gun +2, DC 15","description":"Weapon (any one-handed firearm), rare (+2, DC 15) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (10/40), Automatic, Light, Reload (16), Foregrip","Item Rarity":"rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khaliber's Submachine Gun +3, DC 17","description":"Weapon (any one-handed firearm), very rare (+3, DC 17) (requires attunement by a gunslinger) This magic weapon, which is blessed by Khaliber, the goddess of gunpowder, magically produces its own ammunition immediately after it is fired. You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. When you score a critical hit with this weapon, the bullet explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking fire damage equal to half the damage dealt on a failure. The DC for this saving throw is determined by the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (any one-handed firearm)","Properties":"Ammunition (10/40), Automatic, Light, Reload (16), Foregrip","Item Rarity":"very rare","Requires Attunement":"requires attunement by a gunslinger"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khazzaki Trick-Bow","description":"Made from the light yet strong wood of the pruzny tree, this decorated shortbow is used in archery competitions and hunting small game. The heavier upper limb of the bow is often carved to depict the archer’s family symbol or an icon that is meaningful to the archer. The range on these weapons is half that of a normal shortbow as they are not designed for the rigors of combat. They provide advantage on Charisma (Performance) checks when used by skilled archers. Legends tell of a lost bow carved to depict Grandmother Yaga; the bow is said to be haunted by the crone’s magic—firing snakes instead of arrows.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Khopesh","description":"A khopesh is a one-handed martial melee weapon that looks like a cross between a sword and a sickle. The long blade emerges from the hilt straight like a longsword, but the blade curves toward the end. The curve of the blade can be used to trap an opponent’s limb. In place of an attack against a humanoid, you can attempt to grapple it with an attack roll. On a hit, the target is grappled. The escape DC is your Strength (Athletics) check. When a creature you have grappled with this weapon attempts to escape and fails, it takes 1d4 + your Strength modifier slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special, Versatile (1d8)","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Khopesh","description":"A khopesh is a one-handed martial melee weapon that looks like a cross between a sword and a sickle. The long blade emerges from the hilt straight like a longsword, but the blade curves toward the end.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Versatile (1d8)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Khopesh","description":"","properties":{"Category":"Items","Item Type":"Weapon (khopesh)","Properties":"Finesse, Light, Trip","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khopesh for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Light, Trip","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Khrusor, Spear of Heliod","description":"Khrusor, Spear of Heliod Melee weapon (simple, spear), artifact (requires attunement) Heliod wields Khrusor , a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness. Spear of the Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety: Piety 3+. You gain 15 temporary hit points each dawn. Piety 10+. The spear has 1 randomly determined minor beneficial property. Piety 25+. The spear has 1 additional randomly determined minor beneficial property. Piety 50+. The spear has 1 randomly determined major beneficial property. If you aren't a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties. See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. Luminous. The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. Sun's Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn. Spells. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn. Destroying the Spear. If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Modifiers: Attack Rolls +3, Damage Rolls +3 Secondary Damage: 2d8 Range: 20/60 Weight: 3","properties":{"Category":"Items","Expansion":5432,"Item Type":"Weapon ","Item Rarity":"artifact ","Requires Attunement":"yes"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Kijani Seedling","description":"Wondrous item, rare (requires attunement) This 1-inch-thick, 2-foot-long green vine, topped with a leaf, is an immature kijani seedling. When you attune to the seedling, you allow it to attach itself to your body with its tendrils and bury its roots into your veins, nerves, and bones. The seedling is flexible enough to squeeze in beneath your clothing or armor as long as part of it remains exposed to the open air; the seedling will move itself to stay in sunlight when possible. While you are attuned to the kijani seedling, you don’t need to sleep, magic can’t put you to sleep, and you are immune to the ravening disease. You can communicate with plant creatures within 30 feet as if you shared a common language and can use speak with plants, as the spell, for 1 hour per day. You also gain proficiency in the Arcana, History, Nature, or Religion skill (your choice when you attune to the seedling). The seedling is a symbiote and cannot be removed while you’re attuned to it. You can remove your attunement to the seedling if you are in physical contact with another creature that is willing to attune to it in your place. If the seedling remains attuned to a host for long enough—typically 10 years or so—it will eventually detach itself and rapidly grow into a mature kijani.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Kill Quill","description":"Weapon (rapier), very rare Component: phial of construct oil They say the pen is mightier than the sword, but why settle for one when you can have both? When Branton Quark, codenamed ‘Q’, worked for the Fantastical Bureau of Investigation, he developed several transforming devices for his favourite agent, Duble’oo Selvin. The kill quill is a discreet and elegant tool, perfect for smuggling into stationery conventions and book signings, and it has since been adopted by scholars the world over for combatting humanoid-eating bookworms. The sword has 4 charges and regains 1d4 expended charges daily at dawn. Retractable Tip. As a bonus action while holding this sword, you can have it change into a mundane looking quill, or back into its original shape. While in the shape of a quill, it can’t be used to make weapon attacks. Illustrated Bestiary. As an action while holding this sword in either form, you can expend 1 charge to eject ink from its tip into an unoccupied space within 5 feet of you. The ink then rapidly grows and coalesces into the shape of a beast, as long as there is room to accommodate it. The creature can be a giant shark or mammoth (player’s choice when summoned). Willing creatures can choose to be pushed to unoccupied spaces within 5 feet of the creature to allow it to grow. A creature summoned by this property is a construct instead of a beast, is friendly to you and your companions, and takes its turn immediately after yours. You control how the creature moves and behaves during its turn (no action required by you). The ink creature dissolves at the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kill Quill (rare variant)","description":"Weapon (rapier), very rare Component: phial of construct oil They say the pen is mightier than the sword, but why settle for one when you can have both? When Branton Quark, codenamed ‘Q’, worked for the Fantastical Bureau of Investigation, he developed several transforming devices for his favourite agent, Duble’oo Selvin. The kill quill is a discreet and elegant tool, perfect for smuggling into stationery conventions and book signings, and it has since been adopted by scholars the world over for combatting humanoid-eating bookworms. The sword has 4 charges and regains 1d4 expended charges daily at dawn. Retractable Tip. As a bonus action while holding this sword, you can have it change into a mundane looking quill, or back into its original shape. While in the shape of a quill, it can’t be used to make weapon attacks. Illustrated Bestiary. As an action while holding this sword in either form, you can expend 1 charge to eject ink from its tip into an unoccupied space within 5 feet of you. The ink then rapidly grows and coalesces into the shape of a beast, as long as there is room to accommodate it. The creature can be a giant shark or mammoth (player’s choice when summoned). Willing creatures can choose to be pushed to unoccupied spaces within 5 feet of the creature to allow it to grow. A creature summoned by this property is a construct instead of a beast, is friendly to you and your companions, and takes its turn immediately after yours. You control how the creature moves and behaves during its turn (no action required by you). The ink creature dissolves at the end of your next turn. Uncommon variant: Replace Illustrated Bestiary’s giant shark and mammoth options with a hunter shark and a rhinoceros , respectively. Rare variant: Replace Illustrated Bestiary’s mammoth option with an elephant .","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kill Quill (uncommon variant)","description":"Weapon (rapier), very rare Component: phial of construct oil They say the pen is mightier than the sword, but why settle for one when you can have both? When Branton Quark, codenamed ‘Q’, worked for the Fantastical Bureau of Investigation, he developed several transforming devices for his favourite agent, Duble’oo Selvin. The kill quill is a discreet and elegant tool, perfect for smuggling into stationery conventions and book signings, and it has since been adopted by scholars the world over for combatting humanoid-eating bookworms. The sword has 4 charges and regains 1d4 expended charges daily at dawn. Retractable Tip. As a bonus action while holding this sword, you can have it change into a mundane looking quill, or back into its original shape. While in the shape of a quill, it can’t be used to make weapon attacks. Illustrated Bestiary. As an action while holding this sword in either form, you can expend 1 charge to eject ink from its tip into an unoccupied space within 5 feet of you. The ink then rapidly grows and coalesces into the shape of a beast, as long as there is room to accommodate it. The creature can be a giant shark or mammoth (player’s choice when summoned). Willing creatures can choose to be pushed to unoccupied spaces within 5 feet of the creature to allow it to grow. A creature summoned by this property is a construct instead of a beast, is friendly to you and your companions, and takes its turn immediately after yours. You control how the creature moves and behaves during its turn (no action required by you). The ink creature dissolves at the end of your next turn. Uncommon variant: Replace Illustrated Bestiary’s giant shark and mammoth options with a hunter shark and a rhinoceros , respectively.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Killer Bee Bomb","description":"Killer Bee Bomb Wondrous Item, rare Weight: 2 lbs. This small metal object has wings that stay folded when not in use. It vibrates from the buzzing of the bees inside. Guided Bomb. As an action, you can throw this item and direct it to fly to any space within 120 feet that you can see. The bomb then releases 1d4 Swarms of Killer Bees that will attack any creature within 5 feet. After 1 minute, any remaining bees return to the bomb. The bomb can be used 3 times per day and refills with killer bees at dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Killer's Crossbow","description":"Weapon (light crossbow), rare (requires attunement) This weapon functions as a +2 light crossbow. On a command word, even if you are not holding the bow, an effect similar to a mage hand aims and fires the crossbow. The crossbow grants you advantage on attack rolls and deals critical hit damage against a target that hasn’t yet taken an action in combat. Curse. If your alignment is not lawful or evil, the crossbow bestows upon you a curse. When roll you 1 on your attack roll, you take the attack’s damage intended for your target. When the curse takes effect, the bolt curves around to strike you in your back.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Kim'unt'kal's Comet","description":"Weapon (sling ammunition), uncommon This small, icy orb can be held in one hand and serves as effective sling ammunition, or as a thrown weapon in its own right. Stellar Traveller. The comet has the thrown (range 60/120) property on its own, dealing 1d6 cold damage. When loaded into a sling, the sling deals 1d8 cold damage instead of its normal damage and has the range (80/320) property instead of its normal range property. Kim’unt’kal’s comet grants a +1 bonus to attack and damage rolls made with it. Orbital Body. Once thrown, the comet returns to your hand or sling at the beginning of your next turn. Astronomer’s Will. You may choose to use your Intelligence modifier for attack and damage rolls made with Kim’unt’kal’s Comet, steering its path with the strength of your mind. So named for its first master, the vor’tai monk Kim’unt’kal, her comet proves that in battle, size can be deceiving when it comes to an opponent’s weapon.","properties":{"Category":"Items","Item Type":"Weapon (sling ammunition)","Properties":"Thrown","Item Rarity":"uncommon"},"publisher":"Animancer","book":"Enchiridion Vaz’kin’rai"},{"name":"Kinesthetic Projection","description":"Kinesthetic Projection Melee weapon (martial, shortsword), very rare (requires attunement) Many warriors claim the sword they wield is an extension of themself—an allegory at best. But this shortsword, forged from viscera, bone, and shattered psyches, makes the statement literal. The sword’s bony blade narrows into a handle, wrapped in fleshy tendrils. Curse. When you attune to this shortsword, it fuses to your hand, stitching your bones to the handle and binding your flesh to the sinewy wraps. You can’t let go of the sword or use your fused hand to hold another object. This effect ends and the sword detaches if you are targeted by a cure ailment power or remove cu rse spell. While attached to your hand, whether you remain attuned to the sword or not, you have violent nightmares whenever you close your eyes, and you take 1d6 psychic damage whenever you finish a short or long rest. Kinesthetic Projection. You gain a +2 bonus to attack and damage rolls made with this shortsword, and it deals an extra 1d6 psychic damage on a hit. Visceral Reach. As a bonus action, you can spend 2 Hit Dice to extend this weapon’s reach by 10 feet for 1 minute. Additionally, for the duration, you can use an action to make a melee weapon attack against a creature within 30 feet of you. On a hit, the target must succeed on a DC 17 Strength saving throw or be pulled up to 25 feet directly toward you. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Finesse, Light Secondary Damage: 1d6 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kinetic Shield","description":"Kinetic Shield Armor (shield), very rare When a creature misses you with a melee weapon attack while you wield this shield, you can use your reaction to catch the attack with your shield, forcing the creature to roll the damage for the attack. The creature takes half the amount of damage it rolled, as though it had hit itself with its own attack. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"King's Regret Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. At the start of your next turn after using the Surrender Self property, you can choose to remain encased in gold until the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Longsword","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. At the start of your next turn after using the Surrender Self property, you can choose to remain encased in gold until the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Rapier","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. At the start of your next turn after using the Surrender Self property, you can choose to remain encased in gold until the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. At the start of your next turn after using the Surrender Self property, you can choose to remain encased in gold until the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"King's Regret Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (chromatic) heart Legend tells of an avaricious king who wished that everything he touched be turned to gold. Upon realising the true nature of this curse, he repented, and from then on sought to lay low the covetous and sacrifice his own riches for the betterment of his people. Though the king may be gone, his purpose lives on in the swords he forged to achieve his mission. Surrender Self. As an action while holding this sword, you can speak its command word to encase yourself in gold until the start of your next turn as the sword liquefies and flows over your body. While you are encased in this way, you are petrified, you are immune to all damage except force damage, and you remain aware of your surroundings. In addition, when a hostile creature starts its turn within 15 feet of you, it must succeed on a DC 15 Wisdom saving throw or be compelled to spend its turn moving toward you and attacking you. Once this property of the weapon has been used, it can’t be used again until the next dawn. Forfeit Fortune. As an action while holding this sword, you can melt 25 gold pieces (or gold equivalent) and fire a stream of liquid gold at a target within 30 feet of you. Make a ranged spell attack (+7 to hit). On a hit, the target takes 6d6 fire damage and is covered in molten gold for 1 minute or until it or another creature within 5 feet of it takes an action to clean off the gold. A target covered in gold takes 3d6 fire damage at the start of each of its turns. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DC to 13. The weapon doesn’t have the Forfeit Fortune property. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. At the start of your next turn after using the Surrender Self property, you can choose to remain encased in gold until the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kiss of the Changebringer","description":"Kiss of the Changebringer Wondrous item, legendary (requires attunement) A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of the Changebringer herself by the Lord of the Hells, and locked within the vaults of Bazzoxan in Wildemount. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress’s abandoned temples. Dormant While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to saving throws and are immune to the grappled condition while wearing it. Awakened When the Kiss of the Changebringer reaches an awakened state, you gain the following benefits: The bonus to saving throws increases to +2. You are immune to the restrained condition. You can use an action to cast the blink spell on yourself. This property of the amulet can’t be used again until you finish a long rest. Exalted When the Kiss of the Changebringer reaches an exalted state, you gain the following benefits: The bonus to saving throws increases to +3. You are immune to the paralyzed and petrified conditions. When you make an attack roll, ability check, or saving throw, you can roll an additional d20. You can choose to do so after you make the attack roll, ability check, or saving throw, but before the outcome is determined. You choose which of the d20s to use for your roll. This property of the amulet can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kiss of the Changebringer, Awakened","description":"Kiss of the Changebringer, Awakened Wondrous item, legendary (requires attunement) A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of the Changebringer herself by the Lord of the Hells, and locked within the vaults of Bazzoxan in Wildemount. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress’s abandoned temples. Dormant While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to saving throws and are immune to the grappled condition while wearing it. Awakened When the Kiss of the Changebringer reaches an awakened state, you gain the following benefits: The bonus to saving throws increases to +2. You are immune to the restrained condition. You can use an action to cast the blink spell on yourself. This property of the amulet can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kiss of the Changebringer, Dormant","description":"Kiss of the Changebringer, Dormant Wondrous item, legendary (requires attunement) A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of the Changebringer herself by the Lord of the Hells, and locked within the vaults of Bazzoxan in Wildemount. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress’s abandoned temples. Dormant While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to saving throws and are immune to the grappled condition while wearing it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kiss of the Changebringer, Exalted","description":"Kiss of the Changebringer, Exalted Wondrous item, legendary (requires attunement) A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of the Changebringer herself by the Lord of the Hells, and locked within the vaults of Bazzoxan in Wildemount. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress’s abandoned temples. Dormant While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to saving throws and are immune to the grappled condition while wearing it. Awakened When the Kiss of the Changebringer reaches an awakened state, you gain the following benefits: The bonus to saving throws increases to +2. You are immune to the restrained condition. You can use an action to cast the blink spell on yourself. This property of the amulet can’t be used again until you finish a long rest. Exalted When the Kiss of the Changebringer reaches an exalted state, you gain the following benefits: The bonus to saving throws increases to +3. You are immune to the paralyzed and petrified conditions. When you make an attack roll, ability check, or saving throw, you can roll an additional d20. You can choose to do so after you make the attack roll, ability check, or saving throw, but before the outcome is determined. You choose which of the d20s to use for your roll. This property of the amulet can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kissing Blade of Tik'mbesi","description":"Weapon (dagger), legendary (requires attunement by a creature of non-good alignment) Crafted while orcs still thrived on Midgard, by a great mage whose name it bears, this roughly serrated, single-edged knife made of snowflake obsidian was used by orc priests of the White Goddess to torture captives while they lived, and then to finish skinning, jointing, and boning them after they died. The knife bites deeply, but so painlessly that living creatures it harms often don’t realize how injured they are. You gain a +3 bonus to attack and damage rolls while wielding this weapon. When you hit a living creature with it, it deals an extra 10 (3d6) slashing damage that bypasses any resistance your target has to slashing damage, and you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against the injured creature for 1 minute. This benefit ends early if you attack a different target.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"legendary (requires attunement by a creature of non-good alignment)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Kite shield","description":"Favored by mounted warriors, this shield’s leaf-like shape protects the rider’s legs and the mount’s flanks. When you use a kite shield while mounted, the shield’s bonus to AC applies to the mount’s AC as well as your AC.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Klavek Moonblade","description":"Longsword, legendary (requires attunement) This Klavek sword has the phases of the moon etched into the blade. You gain a +1 to attack and damage rolls made with this weapon. Light. If the sword is on your person, you can use to it cast the light cantrip at will. Moonbeam. Once each day, if the sword is on your person, you can use it to cast moonbeam.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Knave's Eye Patch","description":"Knave's Eye Patch Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the Sunlight Sensitivity trait, you are unaffected by the trait. You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Knave's Eye Patch","description":"Knave's Eye Patch Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the Sunlight Sensitivity trait, you are unaffected by the trait. You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Knife of Stolen Resistance","description":"Weapon (dagger), rare Using an action, you carve a single infernal rune into the flesh of an unconscious Beast, Celestial, Dragon, Fey, or Giant with this knife. Over the next 10 minutes the creature dies an agonizing death that can’t be prevented short of the Wish spell. If the creature has any resistances or immunities, you gain those resistances and immunities until the creature dies or a Wish spell is used to save the creature. The knife’s power can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Ligh⁠t, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Knight-Sergeant's Surcoat","description":"Wondrous item, uncommon (requires attunement) Fashioned from durable canvas and fine silk, this long, padded knight’s tabard bears the colors and heraldry of a long-forgotten order of knights. While wearing this surcoat, you have advantage on Wisdom (Animal Handling) checks when interacting with horses, and you have advantage on Charisma (Persuasion) checks made to interact with humanoids of a higher social rank than you, such as an army’s general or a region’s monarch. Knight’s Livery. While attuned to and wearing both the knight-sergeant’s surcoat and the argent mantle , your Charisma score is 20. This has no effect on you if your Charisma is already 20 or higher.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Knightly Seed","description":"Wondrous Item, Uncommon You must crack this seed and throw it—greater skill gains greater results. Make a Strength (Athletics) or Dexterity (Acrobatics) check and consult the table below. The creature that appears serves you as a knight and steed for a week and a day. If you are already a titled knight, the creature and steed serve as a squire. Check Result 10 or less Knight with warhorse 11-15 Green knight of the woods (see Creature Codex ) with warhorse 16-19 Wyvern knight (see Creature Codex ) with war wyvern (see Creature Codex ) 20+ Infernal knight (devil) (see Creature Codex ) on nightmare","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Knockabout Billet","description":"Weapon (club), common This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Knuckle duster","description":"Knuckle Dusters A knuckle duster is a simple melee weapon, usually made of metal or another hard material, worn around the knuckles of one hand. They deal 1d4 bludgeoning damage on a hit and have the Attached, Light, and Pugilist properties. Variant: Spiked Knuckle Dusters. This variant on the knuckleduster has the Adaptable (piercing) property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Knuckle Knives","description":"Knuckle Knives Melee weapon (simple, knuckle knives) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Light, Unarmed Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Knuckle Knives of Bloodletting","description":"Knuckle Knives of Bloodletting Melee weapon (simple, knuckle knives), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Light, Unarmed Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Knuckle Knives of Defense","description":"Knuckle Knives of Defense Melee weapon (simple, knuckle knives), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Defensive, Light, Unarmed Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Knuckle Knives of Inverted Probability","description":"Knuckle Knives of Inverted Probability Melee weapon (simple, knuckle knives), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4 Damage Type: Slashing Properties: Light, Unarmed Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Knuckleduster","description":"A row of carbon fiber rings placed between the fingers for use in hand-to-hand. This weapon increases the damage you deal with hand-to-hand attacks by 1.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Concealed, light"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Kobbold Flaymefrower","description":"Wondrous item, uncommon (requires attunement) What could possibly go wrong carrying a portable furnace on your back? Great for keeping weeds in check, the flaymefrower can be dynamically adjusted to spray in a wide cone or a focused line. Just keep an eye on the pressure, as it looks like the rats have been chewing at the intestine hose again. Worn like a backpack or satchel, this patchwork vessel of scrap metal can hold a maximum of 12 charges . Over the course of an hour, you can feed one of the following fuel options into the backpack, causing it to regain expended charges depending on the fuel’s quality: 1 sp of seasoned wood: 1d4 charges. 5 gp of high-quality coal or oil: 1d4 + 3 charges. Core of fire , or breath sac of a red, gold, or brass dragon: all expended charges. Dragon’s Breath. While holding the flaymefrower’s maw, you can use an action to speak one of the flaymefrower’s two command words, expending 1 charge and causing it to spout a gout of flame in a 10-foot cone or a 5-foot-wide , 20-foot-long line (your choice). As part of the same action, you can squeeze the maw, injecting more fuel and expending up to 3 additional charges. The size of the cone increases by 5 feet or the length of the line increases by 20 feet , for each additional charge expended. Each creature in the area must make a DC 13 Dexterity saving throw , taking 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Backfire. When you use Dragon’s Breath and roll a total of 19 or higher on the fire damage dice, the flaymefrower backfires. Each creature within 10 feet of you (including you) must succeed on a DC 13 Dexterity saving throw or take 4d6 fire damage as gouts of flame burst from the make-shift hose.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Kobbold Flaymefrower (very rare variant)","description":"Wondrous item, very rare (requires attunement) What could possibly go wrong carrying a portable furnace on your back? Great for keeping weeds in check, the flaymefrower can be dynamically adjusted to spray in a wide cone or a focused line. Just keep an eye on the pressure, as it looks like the rats have been chewing at the intestine hose again. Worn like a backpack or satchel, this patchwork vessel of scrap metal can hold a maximum of 12 charges . Over the course of an hour, you can feed one of the following fuel options into the backpack, causing it to regain expended charges depending on the fuel’s quality: 1 sp of seasoned wood: 1d4 charges. 5 gp of high-quality coal or oil: 1d4 + 3 charges. Core of fire , or breath sac of a red, gold, or brass dragon: all expended charges. Dragon’s Breath. While holding the flaymefrower’s maw, you can use an action to speak one of the flaymefrower’s two command words, expending 1 charge and causing it to spout a gout of flame in a 10-foot cone or a 5-foot-wide , 20-foot-long line (your choice). As part of the same action, you can squeeze the maw, injecting more fuel and expending up to 3 additional charges. The size of the cone increases by 5 feet or the length of the line increases by 20 feet , for each additional charge expended. Each creature in the area must make a DC 13 Dexterity saving throw , taking 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Very rare variant: Kobold ingenuity is excellent, but the execution can be somewhat lacking. Luckily, the original prototype of this flame-filled backpack has undergone some extensive upgrades; it now boasts a nigh-on indestructible braided brass hose and can burn much hotter. Increase the Dragon’s Breath’s DC to 16 and the damage to 4d6 . Remove the Backfire property and add the Coldfire Flame property. Coldfire Flame. As a bonus action, you can twist the dragon’s maw 180 degrees, causing the flame to burn blue and deal cold damage instead of fire damage. This change lasts until you use a bonus action to turn it back.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Kobold Firework","description":"Wondrous item, rarity varies These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water. Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn. Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light. Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature. Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kobold Wristbow","description":"Weapon (hand crossbow), common (requires attunement) Something about this cobbled-together, wrist-mounted, bow-like contraption looks wrong. It shouldn’t hold together. There’s nothing even holding the string in place. It must be magic. There’s no writing on it but, if there was, you feel it’d be written as: “Kobbold RystBo.” Handsfree. The kobold wristbow does not require a free hand to hold or fire. Quickshot. In response to your mental command, you can release the bowstring and make a ranged weapon attack with the loaded wristbow as a bonus action. You must reload a wristbow before firing again. Reload. You can reload the kobold wristbow using either a bonus action or an action. This requires at least 1 free hand.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand crossbow","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"common","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Kopis","description":"Weapon, Kopis, common Forward-curving shortsword is heavier along the end of the blade. This gives it more cutting power than most shortswords.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"standard"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Korolnor Scepter","description":"Korolnor Scepter Wondrous item, legendary (requires attunement) The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. You can use the properties of the Wyrmskull Throne , as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expanded charges at dawn. Its properties are as follows: If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. As an action, you can expend 2 charges to cast the sending spell from the scepter. As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne , there is no chance of a teleport error or mishap occurring. Ruling Scepters of Shanatar The Koronal Scepter is joined by the nine other Ruling Scepters of Shanatar. They are the Alatorin Scepter (location unknown), the Barakuir Scepter (held by the duergar king Olorn Ridaugaur of Underspires), the Drakkalor Scepter (lying in the hoard of an ancient red dragon, Charvekannathor), the High Shanatar Scepter (last seen in the Nelanther Isles), the Iltkazar Scepter (hidden in the Sea of Fallen Stars), the Sondarr Scepter (location unknown), the Torglor Scepter (held by the Ryscelsar noble family of Halruaa), the Ultoksamrin Scepter (lost in the ruins of Myth Ondath near the Great Glacier), and the Xothaerin Scepter (location unknown). Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: bludgeoning Modifiers: Melee Attacks +3, Melee Damage +3 Properties: light Weight: 2","properties":{"Category":"Items","Expansion":7387,"Item Type":"Melee Weapon","Properties":"light","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Korombos","description":"Korombos Elder Rune of Chaos Bane Effect: The target must succeed on a Wisdom saving throw or suffer the effect of a confusion spell with a duration of 1 minute. Boon Effect: When the target rolls damage, it can reroll any of the damage dice once. It must use the new rolls, after which this boon effect ends.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Kosril (The Life Shard - Pike)","description":"Weapon (pike/spear), very rare (requires attunement by a dragonborn, kobold, or lizardfolk) This weapon is forged of fiery red iron inscribed with a pattern of fine scales. Kosril was created to channel the magic of life as a sign of hope and renewal in the harsh lands where dragonborn, kobolds, and lizardfolk dwelled in the earliest age of those folk. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, if you or one creature you are touching receives magical healing while you hold Kosril, the target of the healing regains the maximum number of hit points. This property of the weapon can’t be used again until you finish a long rest. Endure the Elements. While you hold Kosril , you can use an action to choose up to six creatures within 10 feet of you. For 24 hours, you and each chosen creature suffer no harm as a result of extreme cold or extreme heat, and can comfortably endure temperatures below 0 degrees Fahrenheit (−18 degrees Celsius) or above 100 degrees Fahrenheit (38 degrees Celsius), even without drinkable water, without making saving throws to resist exhaustion. This property of the weapon can’t be used again until you finish a long rest. Life Restored. While you hold Kosril , you can use an action to choose up to six creatures you can see. Each creature regains 4d8 hit points and can end the blinded or poisoned condition on itself. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Kosril magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a pike or a spear.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement by a dragonborn, kobold, or lizardfolk"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Kosril (The Life Shard - Spear)","description":"Weapon (pike/spear), very rare (requires attunement by a dragonborn, kobold, or lizardfolk) This weapon is forged of fiery red iron inscribed with a pattern of fine scales. Kosril was created to channel the magic of life as a sign of hope and renewal in the harsh lands where dragonborn, kobolds, and lizardfolk dwelled in the earliest age of those folk. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, if you or one creature you are touching receives magical healing while you hold Kosril , the target of the healing regains the maximum number of hit points. This property of the weapon can’t be used again until you finish a long rest. Endure the Elements. While you hold Kosril , you can use an action to choose up to six creatures within 10 feet of you. For 24 hours, you and each chosen creature suffer no harm as a result of extreme cold or extreme heat, and can comfortably endure temperatures below 0 degrees Fahrenheit (−18 degrees Celsius) or above 100 degrees Fahrenheit (38 degrees Celsius), even without drinkable water, without making saving throws to resist exhaustion. This property of the weapon can’t be used again until you finish a long rest. Life Restored. While you hold Kosril , you can use an action to choose up to six creatures you can see. Each creature regains 4d8 hit points and can end the blinded or poisoned condition on itself. This property of the weapon can’t be used again until 7 days have passed. Accord Adaptability. Kosril magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a pike or a spear.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a dragonborn, kobold, or lizardfolk"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Kraken Clutch Ring","description":"Ring, very rare (requires attunement) This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kraken Hat","description":"Wondrous Item, Uncommon (Requires Attunement) Tentacles swirl lazily around the rim of this magic captain's hat. While wearing this hat, you can comprehend and telepathically communicate with any Beast or Monstrosity within 60 feet that has a Swim speed as with the Speak With Animals spell. Tentacle Parry. As a reaction when a creature hits you with a melee weapon attack, you can cause the hat's tentacles to wrap around the weapon and reduce the damage dealt by the attack by 2d10. If this reduces the damage to 0, you can use the tentacles to grasp the weapon for 1 minute. While the weapon is grasped, it can't be used and if the weapon's wielder can't or won't let go of it, the creature is Grappled as long as it holds on to the weapon. A creature can pull the weapon free by using an action and succeeding on a DC 13 Strength (Athletics) check. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Kraken Mine","description":"Wondrous item, rare Component: monstrosity (kraken) liver As a kraken ages, its potent ink becomes thicker and even more noxious, but few are the souls that dare face one of these monstrous titans in its prime. For that reason, these explosives are often crafted from the ink of juvenile krakens—still a perilous endeavour in its own right. Inkstaintaneous Blast. As an action, you can light the fuse on this bomb and toss it up to 30 feet away, causing it to detonate in a 15-foot-radius explosion. Each creature in the area must make a DC 15 Dexterity saving throw or be covered in ink and blinded for 1 minute. A creature covered in ink can’t benefit from being invisible. A creature blinded by this effect can make a DC 15 Constitution saving throw at the end of each of its turns, ending the blinded condition on itself on a success. Delayed Inksplosion. Alternatively, you can use an action to set this bomb down and specify a special trigger for its detonation. This can be a visual trigger that occurs within 15 feet of the bomb, such as a visible creature moving into that range, or a special command word spoken by a creature as a bonus action while within 30 feet of the bomb. When the conditions for the trigger are met, the bomb explodes as per the Inkstaintaneous Blast property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken Mine (legendary variant)","description":"Wondrous item, rare Component: monstrosity (kraken) liver As a kraken ages, its potent ink becomes thicker and even more noxious, but few are the souls that dare face one of these monstrous titans in its prime. For that reason, these explosives are often crafted from the ink of juvenile krakens—still a perilous endeavour in its own right. Inkstaintaneous Blast. As an action, you can light the fuse on this bomb and toss it up to 30 feet away, causing it to detonate in a 15-foot-radius explosion. Each creature in the area must make a DC 15 Dexterity saving throw or be covered in ink and blinded for 1 minute. A creature covered in ink can’t benefit from being invisible. A creature blinded by this effect can make a DC 15 Constitution saving throw at the end of each of its turns, ending the blinded condition on itself on a success. Delayed Inksplosion. Alternatively, you can use an action to set this bomb down and specify a special trigger for its detonation. This can be a visual trigger that occurs within 15 feet of the bomb, such as a visible creature moving into that range, or a special command word spoken by a creature as a bonus action while within 30 feet of the bomb. When the conditions for the trigger are met, the bomb explodes as per the Inkstaintaneous Blast property. Very rare variant: Increase the DCs to 16 and the size of the explosion to a 20-foot radius. A creature blinded by the bomb takes 1d8 poison damage at the start of each of its turns. Legendary variant: Increase the DCs to 18 and the size of the explosion to a 30-foot radius. A creature blinded by the bomb takes 3d8 poison damage at the start of each of its turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken Mine (very rare variant)","description":"Wondrous item, rare Component: monstrosity (kraken) liver As a kraken ages, its potent ink becomes thicker and even more noxious, but few are the souls that dare face one of these monstrous titans in its prime. For that reason, these explosives are often crafted from the ink of juvenile krakens—still a perilous endeavour in its own right. Inkstaintaneous Blast. As an action, you can light the fuse on this bomb and toss it up to 30 feet away, causing it to detonate in a 15-foot-radius explosion. Each creature in the area must make a DC 15 Dexterity saving throw or be covered in ink and blinded for 1 minute. A creature covered in ink can’t benefit from being invisible. A creature blinded by this effect can make a DC 15 Constitution saving throw at the end of each of its turns, ending the blinded condition on itself on a success. Delayed Inksplosion. Alternatively, you can use an action to set this bomb down and specify a special trigger for its detonation. This can be a visual trigger that occurs within 15 feet of the bomb, such as a visible creature moving into that range, or a special command word spoken by a creature as a bonus action while within 30 feet of the bomb. When the conditions for the trigger are met, the bomb explodes as per the Inkstaintaneous Blast property. Very rare variant: Increase the DCs to 16 and the size of the explosion to a 20-foot radius. A creature blinded by the bomb takes 1d8 poison damage at the start of each of its turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Rod","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Rod (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn. Uncommon variant: Reduce the DCs to 13, the radius of the sphere to 10 feet, the charges to 2, and the recharge to 1d2. Rare variant: Reduce the DCs to 15, the radius of the sphere to 15 feet, the charges to 4, and the recharge to 1d4.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Rod (uncommon variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn. Uncommon variant: Reduce the DCs to 13, the radius of the sphere to 10 feet, the charges to 2, and the recharge to 1d2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Staff","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Staff (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn. Uncommon variant: Reduce the DCs to 13, the radius of the sphere to 10 feet, the charges to 2, and the recharge to 1d2. Rare variant: Reduce the DCs to 15, the radius of the sphere to 15 feet, the charges to 4, and the recharge to 1d4.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Staff (uncommon variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn. Uncommon variant: Reduce the DCs to 13, the radius of the sphere to 10 feet, the charges to 2, and the recharge to 1d2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Wand","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Wand (rare variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn. Uncommon variant: Reduce the DCs to 13, the radius of the sphere to 10 feet, the charges to 2, and the recharge to 1d2. Rare variant: Reduce the DCs to 15, the radius of the sphere to 15 feet, the charges to 4, and the recharge to 1d4.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken-on-a-Stick Wand (uncommon variant)","description":"Rod, staff, or wand, very rare (requires attunement) Component: monstrosity (kraken) tentacle The squid-like creature at the head of this implement is a magical construct assembled from the freshly severed tentacle of a mighty kraken. Strange enchantments cause it to produce and secrete a substance nearly identical to kraken ink. This makes for a vastly more ethical means of obtaining it—not for the sake of the kraken, but for the countless adventurers who perish trying to milk one. This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Kraken’s Haze. As an action while holding this item, you can expend 1 charge to produce a cloud of black ink in a 20-foot-radius sphere centred on a point within 30 feet of you. The area of the cloud is heavily obscured, and any creature other than you that enters it for the first time on its turn or starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts until the end of your next turn, after which it vanishes, leaving a coating of black ink on any solid surface in its space that lasts for 1 minute. Ink Step. As a bonus action while holding this item, you can expend 1 charge to produce a small puddle of ink at your feet and sink into it, reemerging at an unoccupied space of your choice within 30 feet of you that is within the ink cloud produced by the Kraken’s Haze property or on an ink-coated surface it leaves behind after vanishing. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the item, keeping it within reach at all times. Whenever you become frightened or surprised, the item expels a small cloud of ink on your eyes, and you must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn. Uncommon variant: Reduce the DCs to 13, the radius of the sphere to 10 feet, the charges to 2, and the recharge to 1d2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken's Beak Club","description":"Weapon (club or greatclub), very rare Component: pouch of dragon teeth Carved from the tooth of a giant sea snake, this huge club sports a thriving ecosystem of halophilic moss, barnacles, and seaweed. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sea Serpent’s Might. As an action, you can slam the tooth into the ground or thrust it into a body of water, creating a shockwave in a 30-foot cone. Each creature in the area must make a DC 16 Strength saving throw. On a failure, a creature takes 5d10 thunder damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Once this property of the club has been used, it can’t be used again until the next dawn. Legendary variant, Kraken’s Beak: Change the component to monstrosity (kraken) beak. Increase the attack and damage bonus to +3. Replace the Sea Serpent’s Might property with the Kraken’s Storm property. Kraken’s Storm. As an action, you can swing the beak forwards, creating a crackling lightning storm in a 40-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. Once this property of the club has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Kraken's Beak Greatclub","description":"Weapon (club or greatclub), very rare Component: pouch of dragon teeth Carved from the tooth of a giant sea snake, this huge club sports a thriving ecosystem of halophilic moss, barnacles, and seaweed. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sea Serpent’s Might. As an action, you can slam the tooth into the ground or thrust it into a body of water, creating a shockwave in a 30-foot cone. Each creature in the area must make a DC 16 Strength saving throw. On a failure, a creature takes 5d10 thunder damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Once this property of the club has been used, it can’t be used again until the next dawn. Legendary variant, Kraken’s Beak: Change the component to monstrosity (kraken) beak. Increase the attack and damage bonus to +3. Replace the Sea Serpent’s Might property with the Kraken’s Storm property. Kraken’s Storm. As an action, you can swing the beak forwards, creating a crackling lightning storm in a 40-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. Once this property of the club has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Greatclub)","Properties":"Two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Krash","description":"When you drink this can of sugary liquid as an action, you feel a rush of energy. For the next hour, your exhaustion level temporarily decreases by 1. You can only be under the effect of one can of krash at a time.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"KRW-03 Sniper","description":"Weapon (sniper rifle), legendary (requires attunement) Kanrath Royal Workshop high-precision long-range rifles, or KRW Sniper, are the most advanced anti-personnel bloodwork military equipment a soldier could get their hands on. These weapons are made exclusively for the few elite vampire special forces. It doesn’t only use the blood to react with angst but also isolates and refines the magic within the blood to activate a complex runic circuitry embedded within the barrel. The schematics of this weapon are one of the most protected secrets within Kanrath. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The attacks you make with the weapon also ignores resistance to piercing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you blow one of the creature’s heads off. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to piercing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be blown off with this weapon. Such a creature instead takes an extra 6d8 piercing damage from the hit.","properties":{"Category":"Items","Item Type":"Weapon (sniper rifle)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kusarigama","description":"","properties":{"Category":"Items","Item Type":"Weapon (kusarigama)","Properties":"Finesse, Light, Reach, Trip, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Kyanite Pteranodon Prehistoric Figurine of Wondrous Power","description":"Kyanite Pteranodon Prehistoric Figurine of Wondrous Power Wondrous item, rare Larger and more roughly hewn than typical figurines of wondrous power , these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Kyanite Pteranodon. This figurine becomes a pteranodon for up to 8 hours. If your size is Medium or smaller, you can ride the pteranodon as a mount. Once it has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Kylindros Daemonium","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) Using the metal ring, the wielder can disconnect one facet of the scepter, unrolling a long scroll of magical vellum attached to the inside of the removed facet. Made of specially prepared humanoid skin, the scroll holds glyphs inscribed in blood and illustrations of demonic rites. An enchanted mechanism within the cylinder allows the scroll to smoothly expand or retract. The owner of the Kylindros Daemonium gradually only respects those who demonstrate strength and power and becomes more obsessed with striking bargains. If attuned to it, you can use the grimoire as a spellcasting focus, and it functions as a spellbook for you. The spells listed below count as spells for your spellcasting class. While this grimoire is in your possession, you know Infernal and Abyssal, and you have advantage on Wisdom (Persuasion) checks while conversing with fiends. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: blade of blood and bone*, brimstone*, hellish rebuke 2nd level: doom of destiny*, ray of enfeeblement 3rd level: damage echo*, hellfire blitz* 4th level: death toll*, servant of doom* 5th level: doom of antiquity*, Krail’s rot* 6th level: grim harvest* 7th level: finger of death 8th level: burst organs* 9th level: power word kill The Infernal Scepter (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. Saving throws for its features equal your spell save DC. 5th level. You have resistance to radiant damage. In addition, when a creature within 60 feet that you can see declares an attack against you or an ally, you can use your reaction to force the target to make a Charisma saving throw. On a failed save, the target has disadvantage on the triggering attacks. If you expend a spell slot of 3rd level or higher when you use this reaction, the effect on the target lasts until the end of the target’s next turn. 9th level. You have advantage on saving throws against spells. In addition, when a creature you can see casts a spell requiring a saving throw, you can use your reaction to force the caster to make a Constitution saving throw. On a failed save, the target fumbles the casting, and any target of that spell has advantage on its saving throw. If you expend a spell slot of 4th level or higher when you use this reaction, one target of the fumbled spell can reroll a failed saving throw. 13th level. You are immune to radiant damage. In addition, when a creature you can see within 60 feet (including yourself) takes damage from an attack, you can use your reaction to wreathe the attacker with grasping claws of infernal flames. These hellfire claws then leap from that target to an additional number of targets you can see equal to your proficiency bonus, each of which must be within 30 feet of the first target. A target must make a Dexterity saving throw. On a failed save, it takes 2d6 fire damage and 1d6 necrotic damage and is restrained until the beginning of your next turn. On a successful save, the target takes half as much damage and is not restrained. If you expend a spell slot of 6th level or higher when you use this reaction, the damage increases by 2d6 fire and 1d6 necrotic for every spell slot above 5th. 17th level. While holding this scepter, if you fail a saving throw, you can choose to succeed. Once triggered, this property can’t be triggered again until the next dawn. In addition, when a creature you can see casts a spell or moves within 10 feet of your position, you can use your reaction to magically teleport the target. The target must make a Wisdom saving throw or be magically teleported up to 60 feet to an unoccupied space on the ground that you can see. If you expend a spell slot of 7th level or higher when you use this reaction, a target that fails the saving throw also takes 12d6 + 40 force damage after being teleported. Quirks of the Kylindros Daemonium. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Kylindros Daemonium table. Quirks of the Kylindros Daemonium d8 Quirk 1 Only by becoming more powerful can you prove how glorious you actually are. 2 The people who consider themselves the most religious need to be taken down a peg or two. 3 Wherever you travel, you need to know your place in the local social hierarchy. 4 You are always juggling several schemes at a time, and even your plots have plots. 5 You are suspicious of the promises made by the so-called gods and other celestial beings. 6 You believe that you are actually a demon somehow born as a mortal. 7 You delight in taking each and every opportunity to sow chaos or discord. 8 You yearn for the glory of combat and the thrill of hunting other creatures.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Kyrzin's Ooze","description":"Kyrzin's Ooze Wondrous item, very rare (requires attunement ) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin’s ooze , you have resistance to poison and acid damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Kyshaarth's Fang","description":"Weapon (dagger), rare (requires attunement) This dagger’s blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a voidling’s (see Tome of Beasts ) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Kyshaarths Fang","description":"This dagger’s blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a voidling’s (see Tome of Beasts) tendril barb. When you hit with an attack using this magic dagger, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to the amount of necrotic damage dealt.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"L’Arsène’s Quadnoculars","description":"Wondrous item, rare Expecting a flood of adventurers to buy Heliana’s book and begin crafting their own magic items —potentially putting him out of a job!—L’Arsène devised a way he might profit from the book’s popularity. With a series of articulating lenses that filter out threads belonging to different schools of magic, L’Arsène’s Quadnoculars grant their wearer the ability to identify the magic items that could be constructed from a recently slain creature. After all, it’s not much use knowing what you can harvest without knowing how you can use it. Spectacular Analytica. As an action, you can flick through the filters of these goggles and stare intently at a corpse within 60 feet of you. You immediately learn the general function (or the specific mechanics, at the GM’s discretion) of the possible magic items that can be crafted from the creature’s harvestable components, as well as the effects of the magical meals you could make from it.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"La Befana's Broom","description":"La Befana’s broom functions as a +3 flying light mace, a staff of feast and famine, and when flying, it can carry any load. Fire cannot damage or destroy the broom, and in fact its fly speed increases by 10 feet for 10 minutes if it is placed into a fire for 1 round. La Befana’s broom allows the user to cast greater invisibility at will, as well as slow once per day. In the hands of anyone other than La Befana, it behaves as a broom of flying. Destruction La Befana's broom falls to ashes if used to deliver gifts to 300 bad children and coal to 300 good children in one night.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary"},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Labrys of the Raging Bull","description":"Weapon (battleaxe or greataxe), rare You gain a +1 bonus to attack and damage rolls made with this double-headed magic axe. While you wield the weapon, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Labyrinth Rope","description":"Wondrous Item, Common When you speak a command word, this rope slithers like a snake toward the nearest exit out of any maze, dungeon, or labyrinth for 1 hour at a speed of 20 feet per round. When it reaches the exit, it coils itself up and waits for you to retrieve it.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"When you speak a command word, this rope slithers like a snake toward the nearest exit out of any maze, dungeon, or labyrinth for 1 hour at a speed of 20 feet per round. When it reaches the exit, it coils itself up and waits for you to retrieve it."},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Labyrs of the Raging Bull","description":"Weapon (battleaxe or greataxe), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lacquered Armor","description":"Lacquered Armor Armor (heavy) Heavier than field gear, lacquered armor is worn by samurai who desire a good mix of protection and grandeur, and is just at home at war as at a martial ceremony. These suits are made of thick leather or steel plates stitched or riveted to a leather backing. They protect the torso, head, upper arms, and groin, and the legs above the knee. They can also include a helmet and mask, though these are not considered integral. When wearing most heavy armor, you do not add your Dexterity modifier to your Armor Class (but nor do you subtract it, if it is negative). Lacquered armor is an exception to this rule, and a character wearing it applies their Dexterity modifier as with other armor types. Wearer has disadvantage on Stealth. AC: 14 + Dex modifier (max 2) Stealth: Disadvantage Weight: 45","properties":{"Category":"Items","Item Type":"Heavy Armor","Requires Attunement":"Str 13"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ladder","description":"Ladder Adventuring gear Weight : 25","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ladder","description":"Ladder (10-foot) Adventuring gear Weight: 25","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":25,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ladder","description":"Adventuring Gear Weight: 25 lb. Cost: 1 SP A Ladder is 10 feet tall. You must climb to move up or down it.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Ladder"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ladder","description":"Ladder (10-foot) Adventuring gear Weight: 25","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ladder (10-foot)","description":"Ladder (10-foot) Miscellaneous gear Weight : 25","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Ladle of Curing","description":"Ladle of Curing Wondrous item, rare This ladle is made of sycamore and consists of a large turned bowl and an 18-inch handle with a hook end. When dipped into boiling water, it turns the contents of the bowl into a magical broth that, when completely consumed, cures blindness, deafness, and any diseases affecting the target. It takes an action to consume the broth. Once used, this property of the ladle can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Lady and Lord Rings","description":"Rings, very rare (require attunement by two creatures) These two rings, one engraved with the image of a mighty lord and the other with a stately lady, are part of a matched set. Two creatures can attune to the rings, each wearing one of the rings. While within 30 feet of each other, both attuned creatures have resistance to all damage. Additionally, while both creatures are within 30 feet of each other, whenever an attuned creature takes damage, the other creature loses the same number of hit points. Attunement to these rings breaks if either attuned creature dies or breaks attunement.","properties":{"Category":"Items","Item Type":"Rings","Item Rarity":"very rare","Requires Attunement":"require attunement by two creatures"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lady’s Veil","description":"Wondrous item, common (socketable, requires attunement) This fine-meshed shroud can be socketed on any worn headgear or armour, such as a helmet, cloak, breastplate, or crown. Looking through the mesh, an attuned wearer can detect corpses and creatures ripe for decomposition. As an action, you can open your awareness to magically detect corpses and undead. Until the end of your next turn, you know the location of any corpse or undead creature within 60 feet of you that isn’t behind total cover, and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. After you activate this property, you can’t do so again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Laebos","description":"Laebos Elder Rune of Fire Bane Effect: The target must make a Dexterity saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful save. Boon Effect: The target gains a pool of ten d6s. Up to two of these dice can be expended at a time and added to any damage roll the target makes when it hits with a weapon attack. The damage added by these dice is fire damage.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Laeral's Spell Shield","description":"Armor (shield), legendary (requires attunement) This shield is named for the legendary Faerunian wizard Laeral Silverhand, who created it. You gain a +1 bonus to AC while having this shield equipped. While having it equipped, you also gain immunity to the following spells: blade barrier, shillelagh, and spiritual weapon. The shield has 6 charges. When you are the target of a magic missile spell, you can use your reaction to expend 1 charge to cast the shield spell. When you are the target of a ranged weapon attack, you can use your reaction to expend 1 charge to reflect the attack back at your attacker. You use the same attack and damage that the attacker attacked with. This reflected attack is magical. The shield regains 1d4 + 2 charges daily at dawn. Laeral’s Spell Shield This shied is a magic item from the Forgotten Realms setting but you can easily incorporate it into any other fantasy world.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Legendary","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Lagoon Submersible","description":"Lagoon Submersible Wondrous item, uncommon This Large capsule-shaped vehicle is adorned with green seaweed and is colored the same as dark oceanic rock. It can snugly fit up to two Medium or smaller creatures inside and can be controlled by either creature via a control console of well-labeled buttons and levers. The submersible has a swimming speed of 60 feet. If it descends below 500 feet, its movement speed is halved, and if it descends past 600 feet, its movement speed is reduced to 0. While in the submersible, you have blindsight out to a range of 120 feet and you can breathe normally.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Lake Monster Armor","description":"Lake Monster Armor Medium armor, rare AC 14 + Dex (max 2) You have a swim speed equal to your walking speed while wearing this armor and can use an action to cast dominate beast ( save DC 15 ) from it on a beast that has an innate swimming speed. Once you have cast this spell in this way, you cannot do so again until the next dawn. This armor consists of a coat and leggings made from the scales of a lake monster. The wearer has disadvantage on Dexterity (Stealth) checks.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Armor (scale mail)","Item Rarity":"rare"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Lamellar Armor","description":"","properties":{"Category":"Items","Item Type":"Armor (lamellar armor)","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lammath","description":"Lammath Elder Rune of Security Bane Effect: For the next 24 hours, the target can’t gain advantage on attack rolls, ability checks, or saving throws. Boon Effect: Once within the next 24 hours, the target can use its reaction to reduce the damage it takes from one source by 10d6.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Lamp","description":"Lamp Adventuring gear A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil . Weight: 1","properties":{"Category":"Items","Range":"15/45","Source":"5th Edition SRD","Weight":1,"Duration":"6 Hours","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lamp","description":"Lamp Adventuring gear A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Duration : 6 Hours Range : 15/45 Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Lamp","description":"Lamp Adventuring gear Price: 5 gp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Lamp","description":"Adventuring Gear Weight: 1 lb. Cost: 5 SP A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Lamp"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lamp","description":"Lamp Adventuring gear A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil . Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lamp of Creature Containment","description":"Lamp of Creature Containment Wondrous Item, very rare Weight: 2 lbs. As an action, you can attempt to trap a creature with a CR 15 or lower inside the lamp. You must see the creature and be within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or it shrinks to a height of 1 inch and is imprisoned inside the lamp. If it succeeds the save, it can not be trapped. When inside the lamp, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can escape the lamp, except by means of teleportation or planar travel. The lamp can not be broken or destroyed, but the creature can be freed with a Dispel Magic spell cast at 9th level. You can use an action to free a contained creature by touching the lamp and speaking a command word. The lamp can hold 1 creature at a time. Attempting to contain a second creature automatically releases the one already in the lamp. The GM should decide if a creature is already contained in the lamp when it is found. If so, use the Contained Creature table or pick an appropriate creature with a CR 10-15. d8 Contained Creature 1 Djinni 2 Efreeti 3 Behir 4 Erinyes 5 Gynosphinx 6 Beholder 7 Young Red Dragon 8 Adult Black Dragon","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Lamp of Darkness","description":"Lamp of Darkness Wondrous item, rare (requires attunement) This lamp is made from black iron and has shutters. It does not consume any oil. When you unshutter the lamp, magical darkness spreads out from it to fill a 15-foot-radius sphere for 10 minutes. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Once used, this property of the lamp can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Lamp of Djinni Summoning","description":"Lamp of Djinni Summoning Wondrous item, very rare This brass oil lamp is engraved with palm leaves and always appears tarnished when found. When you rub the lamp, you summon a djinni from the Elemental Plane of Air. The djinni appears to emerge from the lamp spout as a stream of colorful smoke and materializes in the nearest unoccupied space. The djinni remains with you for a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. The djinni may be summoned up to three times. After the third summons, the lamp randomly teleports somewhere up to 1000 miles away.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Lamp of Honesty","description":"Lamp of Honesty Wondrous item, rare This item appears to be an ordinary lamp except it burns for just 10 minutes on a flask of oil. Once lit, any creature within 15 feet of it cannot speak a deliberate lie. A creature may choose not to speak. Once you have lit the lamp, it cannot be re-lit until the next dawn. It may surprise you to learn that this item was first devised by Rary, who was a master of mental magic. Tenser considered him a mediocre wizard and gave him the nickname “Medium Rary.” Rary had his revenge, and much strife followed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Lamplighter","description":"Lamplighter Wand, common While you are holding this wand, you can use an action to instantaneously light or snuff out a candle, torch, small campfire, or similar source of flame within 10 feet of you.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Lampyridae Lantern","description":"Wondrous Item, Uncommon This hooded glass lantern is filled with bioluminescent flies. Entrancing Glow You can open or close the lantern's hood as an Action. While the hood is open, the lantern casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can cause one of these effects of your choice for 1 minute. Luring Light. The first time a creature starts its turn within the lantern's Bright Light or enters it on its turn, it must succeed on a DC 13 Wisdom save or be Charmed. While Charmed in this way, the creature is Incapacitated and must spend its turn moving toward the light. The creature can repeat its save at the end of each of its turns, ending the effect on a success. The effect also ends for a creature if it takes damage. Soothing Light. Creatures within the lantern's Bright Light have Advantage on saves against being Charmed or Frightened. Once the lantern has been used to create an effect, it can't create that effect again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Lance","description":"Lance Melee weapon (martial, lance) You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":6,"Subtype":"Martial, Lance","Item Type":"Melee Weapon","data-List":"false","Properties":"Reach","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lance","description":"Martial Melee Weapon Damage: 1d10 Piercing Properties: Heavy , Reach , Two-Handed (unless mounted) Mastery: Topple Weight: 6 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"None","Name":"Lance"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lance","description":"Lance Melee weapon (martial, lance) You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Reach","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lance +1","description":"Lance +1 Melee weapon (martial, lance), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+1 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Reach","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lance +1","description":"Lance +1 Melee weapon (martial, lance) , uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+1 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Reach","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Lance +1","description":"Weapon (Lance), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Lance +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lance +1","description":"Weapon (Lance), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Reach","filter-Charges":"No","data-datarecords":"[{\"name\":\"Lance +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Lance +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Reach\\\",\\\"Special\\\"],\\\"cost\\\":\\\"410 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Lance\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Lance +1 Attack\",\"parent\":\"Lance +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Lance +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Lance +1 Damage\",\"parent\":\"Lance +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Topple","Name":"Lance +1","Weight":6,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Lance +2","description":"Lance +2 Melee weapon (martial, lance), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+2 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Reach","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Lance +2","description":"Lance +2 Melee weapon (martial, lance), rare You have a +2 bonus to attack and damage rolls made with this weapon. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+2 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Reach","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lance +2","description":"Weapon (Lance), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Lance +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lance +2","description":"Weapon (Lance), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Reach","filter-Charges":"No","data-datarecords":"[{\"name\":\"Lance +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Lance +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Reach\\\",\\\"Special\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Lance\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Lance +2 Attack\",\"parent\":\"Lance +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Lance +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Lance +2 Damage\",\"parent\":\"Lance +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Lance +2","Weight":6,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Lance +3","description":"Lance +3 Melee weapon (martial, lance), very rare You have a +3 bonus to attack and damage rolls made with this weapon. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+3 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Reach","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lance +3","description":"Lance +3 Melee weapon (martial, lance), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+3 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Reach","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Lance +3","description":"Weapon (Lance), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Lance +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lance +3","description":"Weapon (Lance), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Reach","filter-Charges":"No","data-datarecords":"[{\"name\":\"Lance +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Lance +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Reach\\\",\\\"Special\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Lance\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Lance +3 Attack\",\"parent\":\"Lance +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Lance +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Lance +3 Damage\",\"parent\":\"Lance +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Lance +3","Weight":6,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Lance for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Reach, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lance of Agonizing Paralysis","description":"Weapon (lance), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Lance of Bloodletting","description":"Lance of Bloodletting Melee weapon (martial, lance), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lance of Certain Death","description":"Lance of Certain Death Weapon (lance), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Lance of Defense","description":"Lance of Defense Melee weapon (martial, lance), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Defensive, Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lance of Inverted Probability","description":"Lance of Inverted Probability Melee weapon (martial, lance), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lance of the Crab Knight","description":"Weapon (lance), rare (requires attunement) Component: beast (giant crab) pincer The chitin of the giant centenary crab is some of the hardest found in the ocean, formed under the extreme pressure experienced thousands of feet below sea level. Hydrodynamic. Being underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Crab Knight. While holding this weapon, you can cast the phantom steed spell. The steed always takes the form of a giant centenary crab, which has a swimming speed equal to its walking speed. Once this property of the lance has been used, it can’t be used again until the next dawn. Clawful. Once on each of your turns, you can replace one of the attacks you make with this lance as part of the Attack action with an attempt to capture a creature with it, causing the missing half of the crab’s claw to appear as a spectral, shimmering force and close itself around the target. The target must succeed on a DC 15 Strength saving throw or be grappled by the lance for 1 minute (escape DC 15), until you release the target, or until you are no longer holding the lance (no action required). While you’re grappling a creature with the lance, you can only use the lance to attack that creature, crushing it with the claw. These attacks deal bludgeoning damage instead of piercing damage, deal an extra 1d6 bludgeoning damage on a hit, and don’t suffer from disadvantage as a result of you being within 5 feet of the target.","properties":{"Category":"Items","Item Type":"Weapon (Lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lance of the Crab Knight (very rare variant)","description":"Weapon (lance), rare (requires attunement) Component: beast (giant crab) pincer The chitin of the giant centenary crab is some of the hardest found in the ocean, formed under the extreme pressure experienced thousands of feet below sea level. Hydrodynamic. Being underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Crab Knight. While holding this weapon, you can cast the phantom steed spell. The steed always takes the form of a giant centenary crab, which has a swimming speed equal to its walking speed. Once this property of the lance has been used, it can’t be used again until the next dawn. Clawful. Once on each of your turns, you can replace one of the attacks you make with this lance as part of the Attack action with an attempt to capture a creature with it, causing the missing half of the crab’s claw to appear as a spectral, shimmering force and close itself around the target. The target must succeed on a DC 15 Strength saving throw or be grappled by the lance for 1 minute (escape DC 15), until you release the target, or until you are no longer holding the lance (no action required). While you’re grappling a creature with the lance, you can only use the lance to attack that creature, crushing it with the claw. These attacks deal bludgeoning damage instead of piercing damage, deal an extra 1d6 bludgeoning damage on a hit, and don’t suffer from disadvantage as a result of you being within 5 feet of the target. Very rare variant: Increase the DC to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Lance)","Properties":"Reach, special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lance of the Dino-Rider","description":"Weapon (Lance), Very Rare (Requires Attunement) A seven-foot shaft of white shorea heartwood topped by a finely-honed obsidian blade. The shaft is carved with stylized images of fantastical creatures and decorated with raptor feathers. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you can cast find steed . When cast this way, the spirit you summon must take the form of a Medium or larger Dinosaur with a CR equal to or less than half your proficiency bonus. The steed vanishes when it drops to 0 hit points, after 1 hour, or until you dismiss it as an action. Once used, you can’t use this property again until you finish a long rest. Encounter Ideas Feral Child. Alison, a noble scion (champion) lost in the jungle and raised by dinosaurs, has returned to claim her inheritance, bearing this lance as a weapon. Lost Island. Hullcracker Island is surrounded by razor sharp reefs, but inhabitants carrying this lance occasionally ride tame plesiosauruses out to trade with passing vessels. Scholastic Sabotage. Arhmedies, a halfling sage, has uncovered a battlefield containing relics of an ancient war between dinosaur-riding knights, but the lance has been stolen by an unscrupulous rival.","properties":{"Category":"Items","Item Type":"Weapon (Lance)","Properties":"Reach, special","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Lance of the Ostrich Knight","description":"Lance of the Ostrich Knight Weapon (Lance), Rare This yellow-painted lance is made from simple materials, crafted in a basic, blocky style. Its only adornment is the word “joust” carved into its side. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can speak the command word, “joust,” which summons an ostrich in an unoccupied space within 5 feet of you. The ostrich uses the statistics of a warhorse , except that it has a flying speed of 10 feet. While riding the ostrich, you have advantage on melee weapon attacks against creatures below you and creatures above you have advantage on melee weapon attacks against you. The ostrich disappears after 1 hour or when it is reduced to 0 hit points. Once used, this property can’t be used again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, Special","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Lance of Throne's Command","description":"Lance of Throne's Command Melee Weapon (martial, lance), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12+1 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Lance of Warning","description":"Weapon (Lance), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Lance of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Language Pyramid","description":"Wondrous item, rare (requires attunement) Script from dozens of languages flows across this sandstone pyramid’s surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid’s charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lantern of Auspex","description":"Wondrous item, rare This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern’s magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light’s area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern’s light. At the GM’s discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can’t be used in this way again until 7 days have passed. Hand Out Panel. If you open one panel depicting the woman with her hand out, the vision is of an event that happened within the past 1 year. If you open both, the vision is of an event that happened within the past 10 years. Cards Panel. If you open one panel depicting the woman with cards, the vision is of an event that might happen within the next 1 year. If you open both, the vision is of an event that might happen within the next 10 years.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lantern of Judgment","description":"Wondrous item, very rare (requires attunement) This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. The lantern sheds dim light in a 5-foot radius. Douse the lantern’s light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can’t be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lantern of Revealing","description":"Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Lantern of Revealing","description":"Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil , shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lantern of Revealing","description":"Wondrous Item, Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Lantern of Revealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lantern of Selective Illumination","description":"Wondrous item, common (requires attunement) This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lantern of the Crossing","description":"Lantern of the Crossing Wondrous item, uncommon While traveling through the forests of The Shrouded Coast at night, people claim to see all manner of ghosts, devils, demons, and monsters and freely and excitedly tell their kin exaggerated stories of their eyes playing tricks upon them. Many people claim to see pale, green lights moving through the woods at night and spin up the lore of ghosts, wisps, and fey, but the truth is much more mundane than that. Through the magic of The Pale Oak, this lantern is always lit and casts bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can speak the lantern’s command word and the branches that make up the lantern’s frame grow exponentially to cover the entirety of the lantern and obscure its flame from view. Speaking the command word again causes the branches to retract. As a bonus action, you can place this lantern on any solid surface and its branches grow around or into whatever you have placed it on, causing the lantern to become stationary. You can retrieve the lantern from where you placed it as a bonus action.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Lantern of the Traveler's Respite","description":"Lantern of the Traveler's Respite Wondrous item, rare This unassuming but well made lantern provides weary travelers with small comforts. While holding the lantern you can cause it to light or darken as an action. Additionally, while holding the lantern you can use an action to cast the alarm , make camp UAH , or unseen servant spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lantern of Tracking","description":"This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. d10 Creature Type 1 Aberrations 2 Celestials 3 Constructs 4 Dragons 5 Elementals 6 Fey 7 Fiends 8 Giants 9 Monstrosities 10 Undead","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Lantern of Tracking","description":"Lantern of Tracking Wondrous item, common This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. Lantern of Tracking d10 Creature Type 1 Aberrations 2 Celestials 3 Constructs 4 Dragons 5 Elementals 6 Fey 7 Fiends 8 Giants 9 Monstrosities 10 Undead","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Lantern, Bullseye","description":"Lantern, Bullseye Adventuring gear Price: 15 gp A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Lapis Lazuli Spell Gem","description":"Lapis Lazuli Spell Gem Wondrous item, uncommon (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 1st level. The stored spell’s saving throw DC is 13 and its attack bonus is +5. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Large Tent","description":"Large Tent Adventuring gear Large pavilion tents are used periodically in Rokugan, such as to house command staff during battle, but the Unicorn Clan uses them at many other times as well. While traveling, the Unicorn Clan often assemble large, elaborate portable homes called chomchong. Sturdy and well protected from the elements, these tents can accommodate up to a dozen people in relative comfort. They are also used to house small noble families in as much luxury as can be afforded in the field. Chomchong take quite a bit of time to set up and tear down, and usually require their own dedicated pack animals to carry.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Larkmail","description":"Armor (chain mail), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Laser Claws","description":"When activated, these gloves project dazzling, razor-sharp claws from the fingertips, which can be used to shred a foe to ribbons.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Finesse, Fist, Light","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Laser Halfsword","description":"This laser sword of shorter hilt and half-blade length is normally wielded in pairs, making a light complement for deft two-weapon fighters.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Laser pistol","description":"Laser Pistol Ranged weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Damage: 3d6 Damage Type: Radiant Properties: Ammunition, Reload (50 shots) Range: 40/120 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Reload (50 shots)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Laser Pistol","description":"Martial Ranged Weapon Damage: 3d6 Radiant Properties: Ammunition (Range 40/120; Energy Cell), Reload (50 shots) Mastery: Vex Weight: 2 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Reload","Item Rarity":"No","Name":"Laser Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Laser rifle","description":"Laser Rifle Ranged weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. Damage: 3d8 Damage Type: Radiant Properties: Ammunition, Reload (30 shots), Two-Handed Range: 100/300 Weight: 7","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Reload (30 shots), Two-Handed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Laser Rifle","description":"Martial Ranged Weapon Damage: 3d8 Radiant Properties: Ammunition (Range 100/300; Energy Cell), Reload (30 shots), Two-Handed Mastery: Slow Weight: 7 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Reload, Two-Handed","Item Rarity":"No","Name":"Laser Rifle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Laser Sight","description":"This attachment fits onto any ranged weapon with the ammunition property. At the start of your turn, you can use a bonus action to gain advantage on your first Attack roll against a target you can see within your weapon’s normal range. You can’t use this feature against targets benefitting from cover or in a heavily obscured area.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Laser Sword","description":"An elegant weapon, for a more enlightened age, the laser sword consists of a metal hilt which projects a fixed-length laser when activated. Its weightless blade makes for an agile, deadly weapon capable of cutting through many materials. The sword could even stop a blaster bolt, but alas, one would need precognition and superhuman reflexes to do so. Depending on this weapon’s construction, it can deal force, necrotic, or radiant damage. Once the weapon is created, this damage type doesn't change.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Finesse, Special, Versatily (1d10)","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Lash of Immolation","description":"Lash of Immolation Melee weapon (martial, whip), rare The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail. You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target. Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6. Once the rune has been invoked, it can’t be invoked again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Reach Secondary Damage: 1d6 Secondary Damage Type: fire Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Lash of Shadows","description":"Lash of Shadows Melee weapon (martial, whip), artifact (requires attunement) This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows . The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Draconic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. Awakened. When the whip reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poisons increases to 15. The weapon gains a new poison option called Ghoul’s Blood . A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Exalted. When the whip reaches an exalted state, it gains the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poisons increases to 17. The weapon gains a new poison option called Cockatrice Tears . A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.","properties":{"Category":"Items","Item Type":"weapon (whip)","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Lash of Shadows","description":"Lash of Shadows Weapon (whip), artifact (requires attunement) This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows . The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Draconic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. Awakened. When the whip reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poisons increases to 15. The weapon gains a new poison option called Ghoul’s Blood . A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Exalted. When the whip reaches an exalted state, it gains the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poisons increases to 17. The weapon gains a new poison option called Cockatrice Tears . A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Damage: 1d4 + 1/2/3 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Lash of Shadows, Awakened","description":"Lash of Shadows Weapon (whip), artifact (requires attunement) This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows . The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Draconic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. Awakened. When the whip reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poisons increases to 15. The weapon gains a new poison option called Ghoul’s Blood . A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Damage: 1d4 + 2 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Lash of Shadows, Dormant","description":"Lash of Shadows Weapon (whip), artifact (requires attunement) This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows . The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Draconic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. Damage: 1d4 + 1 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Lash of Shadows, Exalted","description":"Lash of Shadows Weapon (whip), artifact (requires attunement) This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. A mad marilith named Sizlifeth lives within the Lash of Shadows . The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. Dormant. The whip grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Draconic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. Awakened. When the whip reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poisons increases to 15. The weapon gains a new poison option called Ghoul’s Blood . A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Exalted. When the whip reaches an exalted state, it gains the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poisons increases to 17. The weapon gains a new poison option called Cockatrice Tears . A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Damage: 1d4 + 3 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Lashing Grip","description":"Lashing Grip Melee weapon (martial, whip), rare When cracked this whip lets loose a series of giggles from the twisted mouths carved along the bottom of its obsidian handle. Most impressive is the incredibly strong whip itself, which is fleshy and similar to the long suction-cupped tentacle of an octopus. As an action you can use the whip can to grab an object weighing 50 pounds or less within reach and then drag it to you. If the item is held by another creature, roll a Dexterity check contested by the creature's opposing Strength check. If your Dexterity check is greater, you remove the object and drag it to you. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Last Chance Quiver","description":"Wondrous item, common This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn’t produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Last Laugh","description":"The Last Laugh has a nose for trouble the way a pig has a nose for truffles. Legend Bartolomeu de Brito was an itinerant minstrel known for his quick wit and biting tongue. His career came to an abrupt end in the court of a duke that appreciated neither of those traits. He had Bartolomeu hanged, dipped his skull in iron, mounted it to a mace, and displayed it as a warning to future guests. When brought to the gallows, Bartolomeu exclaimed “Today, you will make me immortal. Tomorrow, you will fade into obscurity. I will have the last laugh.” Centuries later, every bard knows the story of Bartolomeu de Brito, but none can remember his killer’s name. Location The Last Laugh has an improbable knack for winding up in a provocateur’s hands right on the cusp of a social upheaval. They discover the mace in a bizarre location, wield it for a time, and then lose it under equally bizarre circumstances once their need has passed. Its last wielder found it in their bathtub and lost it in a drunken bet with a traveling kobold juggler. Encounter Ideas Barkeep, There’s a Mace in my Ale! A bartender finds the Last Laugh at the bottom of a keg of ale right as the tyrannical local baron’s thugs kick open the front door to shake the place down. He tosses the mace to the party and begs them to defend the tavern. Wait, What? A masked minstrel (or three kobolds in a minstrel costume) playing a hurdy-gurdy comes across the party on the road and hands them the Last Laugh . “You’ll need this soon. Oh, and say hi to the dragon. She doesn’t bite… much.” All’s Well. The Most Ignoble Order of Satirists asks the party for a favor. In return for this favor, they will inform the party as to the location of the mace —it is inside a gelatinous cube at the bottom of a nearby well. Progression The Last Laugh progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Common . You can utter a command word to cause the weapon to emit soft giggling sounds like that of a small child, which lasts until the end of your next turn. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Last Laugh. When you attack a creature with an Intelligence score of 5 or more with this weapon and roll a 20 on the attack roll, the target begins laughing uncontrollably. They fall prone, are incapacitated, and are unable to stand up until the end of their next turn. Rare . The bonus to attack and damage rolls increases to +2. Last Laugh now lasts for 1 minute. The target can make a Wisdom saving throw at the end of each of their turns to end the effect. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. Very Rare . The bonus to attack and damage rolls increases to +3. While incapacitated by Last Laugh, the target is now also paralyzed.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Last Laugh (Common)","description":"Last Laugh Weapon (Mace), Common (Requires Attunement) You can utter a command word to cause the weapon to emit soft giggling sounds like that of a small child, which lasts until the end of your next turn. Progression The Last Laugh progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Last Laugh (Rare)","description":"Last Laugh Weapon (Mace), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can utter a command word to cause the weapon to emit soft giggling sounds like that of a small child, which lasts until the end of your next turn. Last Laugh. When you attack a creature with an Intelligence score of 5 or more with this weapon and roll a 20 on the attack roll, the target begins laughing uncontrollably. They fall prone, are incapacitated, and are unable to stand up for 1 minute. The target can make a Wisdom saving throw at the end of each of their turns to end the effect. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. Progression The Last Laugh progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Last Laugh (Uncommon)","description":"Last Laugh Weapon (Mace), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can utter a command word to cause the weapon to emit soft giggling sounds like that of a small child, which lasts until the end of your next turn. Last Laugh. When you attack a creature with an Intelligence score of 5 or more with this weapon and roll a 20 on the attack roll, the target begins laughing uncontrollably. They fall prone, are incapacitated, and are unable to stand up until the end of their next turn. Progression The Last Laugh progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Last Laugh (Very Rare)","description":"Last Laugh Weapon (Mace), Very Rare (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can utter a command word to cause the weapon to emit soft giggling sounds like that of a small child, which lasts until the end of your next turn. Last Laugh. When you attack a creature with an Intelligence score of 5 or more with this weapon and roll a 20 on the attack roll, the target begins laughing uncontrollably. They fall prone, are incapacitated and paralyzed, and are unable to stand up for 1 minute. The target can make a Wisdom saving throw at the end of each of their turns to end the effect. The DC is equal to 8 + your proficiency bonus + your Charisma modifier.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Last Stand Armor","description":"Last Stand Armor Armor (any), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.","properties":{"Category":"Items","Item Type":"armor (any)","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Last Stand Armor","description":"Last Stand Armor Armor (any), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. Roll20 Note: This is a template for creating custom weapons and does not have full drag-and-drop capability.","properties":{"Category":"Items","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Breastplate","description":"Last Stand Breastplate Armor (breastplate), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 15 + Dex modifier (max +2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Chain Mail","description":"Last Stand Chain Mail Armor (chain mail), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 17 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Chain Shirt","description":"Last Stand Chain Shirt Armor (chain shirt), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Half Plate","description":"Last Stand Half Plate Armor (half plate), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Hide Armor","description":"Last Stand Hide Armor Armor (hide), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC : 13 +Dex modifier (max 2) Weight : 12","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Leather Armor","description":"Last Stand Leather Armor Armor (leather), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Padded Armor","description":"Last Stand Padded Armor Armor (padded), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Plate Armor","description":"Last Stand Plate Armor Armor (plate), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 19 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Ring Mail","description":"Last Stand Ring Mail Armor (ring mail), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC : 15 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Scale Mail","description":"Last Stand Scale Mail Armor (scale mail), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Splint Armor","description":"Last Stand Splint Armor Armor (splint), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC : 18 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Last Stand Studded Leather Armor","description":"Last Stand Studded Leather Armor Armor (studded leather), very rare You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. AC: 13 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Laughing Gas Bomb","description":"By mixing your bomb’s explosive contents with a drop of jesterate, a highly euphoric chemical, you can change it into a laughing gas bomb. A laughing gas bomb deals poison damage instead of fire damage, its damage dice are d6s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, falls prone in a fit of laughter. Once a creature falls prone due to this bomb’s effects, it is immune to this effect (but not the bomb’s poison damage) for the next 24 hours.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lava Crucible","description":"Lava Crucible Wondrous item, legendary (requires attunement) This 1-foot-diameter bowl is made of scorched and polished red dragon scales and engraved with fiery red runes on its exterior. While you carry the crucible, you are immune to fire damage and can speak and understand Draconic and Ignan. Additionally, while you hold this crucible, you can use a bonus action to speak a command word and cause it to fill with lava. The lava is harmless to you, but other creatures who touch it take 33 (6d10) fire damage. While the crucible is filled with lava, you can use it in the following ways: As an action, you make a melee attack with the lava against a creature or mundane object within 5 feet of you. Make an attack with a +11 bonus to the attack roll. The attack empties the lava from the bowl and deals 33 (6d10) fire damage on a hit. You cast scrying (spell save DC 20). Your target’s image appears in the lava. You cast conjure elemental , but only to call forth fire elementals. You can use another bonus action to speak the command word again and harmlessly empty the lava from the crucible.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lawmaker's Pen","description":"Wondrous Item, Common This magic quill is made from the feather of a celestial bird. The quill produces its own ink, which appears as a vibrant silvery script. Any script written with the quill has the following magical properties: The script is untouched by time and elements. It never fades or smears, although the medium on which it is written retains its normal properties and may be physically destroyed. The script is immune to magical tampering and can't be altered, erased, or obscured by any magical means, including illusion magic.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Lead Bullet","description":"Lead Bullet The lead bullet is the default ammunition for every firearm, unless stated otherwise. The lead bullets of Luyarnha are alloyed with silver; they count as silvered for the purposes of overcoming resistances and immunities.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Leaded Blood (Drawn)","description":"Leaded Blood Eldritch Carving, uncommon, requires special attunement Though the original carving has been lost to time, the Scions have manufactured enough perfect replicas to make this one of the most widely distributed eldritch carvings, having shared them with the Church and the hunters in an apparent selfless effort to aid against the Scourge. The most recent manikins of the Scions all come with this carving drawn on their porcelain skin, as most cannot handle a deeper eldritch knowledge. You can convert your blood into bullets. As a bonus action, you can sacrifice 3 hit points to generate 3 blood bullets. These bullets function as regular lead bullets. You can only ever have 3 blood bullets present at once; any additional bullets you create immediately liquefy. The bullets last until they're used or until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"uncommon","Requires Attunement":"Yes, special"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Leaded Blood (Scarified)","description":"Leaded Blood Eldritch Carving, very rare, requires special attunement Though the original carving has been lost to time, the Scions have manufactured enough perfect replicas to make this one of the most widely distributed eldritch carvings, having shared them with the Church and the hunters in an apparent selfless effort to aid against the Scourge. The most recent manikins of the Scions all come with this carving drawn on their porcelain skin, as most cannot handle a deeper eldritch knowledge. You can convert your blood into bullets. As a bonus action, you can sacrifice 3 hit points to generate 10 blood bullets or a blood cannonball. These function as their regular counterparts. You can only ever have 10 blood bullets or a blood cannonball present at once; any additional bullets or cannonballs you create immediately liquefy. The bullets last until they're used or until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes, special"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Leaded Blood (Tattooed)","description":"Leaded Blood Eldritch Carving, rare, requires special attunement Though the original carving has been lost to time, the Scions have manufactured enough perfect replicas to make this one of the most widely distributed eldritch carvings, having shared them with the Church and the hunters in an apparent selfless effort to aid against the Scourge. The most recent manikins of the Scions all come with this carving drawn on their porcelain skin, as most cannot handle a deeper eldritch knowledge. You can convert your blood into bullets. As a bonus action, you can sacrifice 3 hit points to generate 5 blood bullets. These bullets function as regular lead bullets. You can only ever have 5 blood bullets present at once; any additional bullets you create immediately liquefy. The bullets last until they're used or until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes, special"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Leaden Manacles","description":"Wondrous item, uncommon Component: giant nail The stink of burnt flesh and vapours of boiling sweat waft from the wrists of the shackled spellcaster. As you watch, the creature mutters an incantation and the lead begins to glow once more. The creature lets out a pained wail, its concentration broken, its wrists seared. Arcane Forbiddance. You can use an action to place these manacles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. Leaden manacles behave as normal manacles with the following addition: A creature that attempts to cast a spell while wearing the manacles must make a DC 13 ability check using its spellcasting ability. On a failure, the spell’s magic is cancelled; the action to cast the spell is wasted but the creature doesn’t expend a spell slot or a use of the spell. The creature also takes 1d4 fire damage plus an extra 1d4 fire damage per level of the spell on a failed check, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Leaden Manacles","description":"Wondrous item, uncommon These manacles behave the same as normal manacles with the following addition: a creature that attempts to cast a spell while wearing the manacles must make a DC 12 ability check using its spellcasting ability. On a failure, the spell fails and has no effect; the spell slot is expended, the action is wasted, and the manacled creature takes 1d6 fire damage per level of the spell slot expended. On a success, the creature takes half as much damage and the spell is cast successfully.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Leaden Manacles (very rare variant)","description":"Wondrous item, uncommon Component: giant nail The stink of burnt flesh and vapours of boiling sweat waft from the wrists of the shackled spellcaster. As you watch, the creature mutters an incantation and the lead begins to glow once more. The creature lets out a pained wail, its concentration broken, its wrists seared. Arcane Forbiddance. You can use an action to place these manacles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. Leaden manacles behave as normal manacles with the following addition: A creature that attempts to cast a spell while wearing the manacles must make a DC 13 ability check using its spellcasting ability. On a failure, the spell’s magic is cancelled; the action to cast the spell is wasted but the creature doesn’t expend a spell slot or a use of the spell. The creature also takes 1d4 fire damage plus an extra 1d4 fire damage per level of the spell on a failed check, or half as much damage on a success. Very rare variant: Increase the DC to 16 and the extra damage to 2d4 per level of the spell. If the creature fails the ability check, it’s also stunned until the end of its next turn and expends the spell slot or a use of the spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Leaf of Colors","description":"Leaf of Colors Wondrous item, rare (requires attunement) This item appears to be an ordinary green leaf, freshly picked from a tree. You may command it to detect either a species of creature (such as goblins) or a type of creature (such as fiends or aberrations). If the leaf comes within 120 feet of the creature you specified, it turns yellow. If the leaf comes within 60 feet, it turns red. It returns to green once it is no longer within 120 feet of the creature. The leaf can only be attuned to detect one species or type of creature every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Leaf of Falling","description":"Leaf of Falling Wondrous item, rare (requires attunement) This charm is shaped like a small silver leaf. When you fall while wearing this charm, you descend 60 feet per round and take no damage from falling. It is the rare adventurer who does not occasionally fall from a great height. This item is relatively simple to manufacture but is infinitely useful.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Leaf-Bladed Sword","description":"Weapon (any sword), rare (requires attunement) This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon’s type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Leafen Plate","description":"Leafen Plate Reinforced with Oor by Wardling druids, forest leaves from Wildwood are carefully stitched together to create light armor as strong as metal, without causing any penalty to stealthy movement. Rare and costly, leafen plate is best for those who need protection with ultimate stealth. AC: 17 Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Leafwing Token","description":"","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Leaping Legs","description":"Donor: Any creature with the Pounce or Standing Leap trait Slot: Legs You have replaced or modified your legs with the muscular limbs of a bounding creature. Your jump distance doubles. Additionally, you can jump your full distance with or without a running start.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Leash of the Beast Tamer","description":"","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Leather Armor","description":"Leather Armor Armor (light) The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Subtype":"Armor","Item Type":"Light Armor","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor","description":"Leather Armor Armor (light) Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Leather Armor","description":"Leather Armor Armor (light) AC : 11 + Dex modifier Weight : 10","properties":{"Category":"Items","Expansion":4415,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Leather Armor","description":"Light Armor Armor Class: 11 + Dex modifier Strength : — Stealth: — Weight: 10 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"None","Name":"Leather Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Leather Armor","description":"Leather Armor Armor (light) The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Leather Armor +1","description":"Leather Armor +1 Armor (light), rare You have a +1 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","Modifiers":"Ac +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor +1","description":"Leather Armor +1 Armor (light), rare You have a +1 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor +1","description":"Armor (Leather Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor +1","description":"Armor (Leather Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor +1 Base AC\",\"parent\":\"Leather Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor +1 Magic Bonus to AC\",\"parent\":\"Leather Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Leather Armor +1","Weight":10,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor +2","description":"Leather Armor +2 Armor (light), very rare You have a +2 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 13 + Dex modifier Weight: 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor +2","description":"Leather Armor +2 Armor (light), very rare You have a +2 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 13 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","Modifiers":"Ac +2","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor +2","description":"Armor (Leather Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor +2","description":"Armor (Leather Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":10,\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor +2 Base AC\",\"parent\":\"Leather Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor +2 Magic Bonus to AC\",\"parent\":\"Leather Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Leather Armor +2","Weight":10,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor +3","description":"Leather Armor +3 Armor (light), legendary You have a +3 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 14 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","Modifiers":"Ac +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor +3","description":"Leather Armor +3 Armor (light), legendary You have a +3 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 14 + Dex modifier Weight: 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Light Armor","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor +3","description":"Armor (Leather Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor +3","description":"Armor (Leather Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor +3 Base AC\",\"parent\":\"Leather Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor +3 Magic Bonus to AC\",\"parent\":\"Leather Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Leather Armor +3","Weight":10,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Acid Resistance","description":"Leather Armor of Acid Resistance Light armor (armor), rare ( requires attunement ) You have resistance to acid damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Acid Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Acid Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Acid Resistance Base Armor Class\",\"parent\":\"Leather Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Acid Resistance Attunement\",\"parent\":\"Leather Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Acid Resistance\",\"parent\":\"Leather Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Acid Resistance","Weight":10,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Air Elemental Aura","description":"Leather Armor of Air Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Armor of Arcane Absorption","description":"Leather Armor of Arcane Absorption Armor (light), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Armor of Blood Drinking","description":"Leather Armor of Blood Drinking Armor (light), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Armor of Cold Resistance","description":"Leather Armor of Cold Resistance Light armor (armor), rare (requires attunement ) You have resistance to cold damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Cold Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Cold Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Cold Resistance Base Armor Class\",\"parent\":\"Leather Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Cold Resistance Attunement\",\"parent\":\"Leather Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Cold Resistance\",\"parent\":\"Leather Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Cold Resistance","Weight":10,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Earth Elemental Aura","description":"Leather Armor of Earth Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Armor of Fire Elemental Aura","description":"Leather Armor of Fire Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Armor of Fire Resistance","description":"Leather Armor of Fire Resistance Light armor (armor), rare (requires attunement ) You have resistance to fire damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Fire Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Fire Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Fire Resistance Base Armor Class\",\"parent\":\"Leather Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Fire Resistance Attunement\",\"parent\":\"Leather Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Fire Resistance\",\"parent\":\"Leather Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Fire Resistance","Weight":10,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Force Resistance","description":"Leather Armor of Force Resistance Light armor (armor), rare (requires attunement ) You have resistance to force damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Force Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Force Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Force Resistance Base Armor Class\",\"parent\":\"Leather Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Force Resistance Attunement\",\"parent\":\"Leather Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Force Resistance\",\"parent\":\"Leather Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Force Resistance","Weight":10,"data-description":"You have Resistance to Force damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Gleaming","description":"Armor (Leather Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Lightning Resistance","description":"Leather Armor of Lightning Resistance Light armor (armor), rare (requires attunement ) You have resistance to lightning damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Lightning Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Lightning Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Leather Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Lightning Resistance Attunement\",\"parent\":\"Leather Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Lightning Resistance\",\"parent\":\"Leather Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Lightning Resistance","Weight":10,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Necrotic Resistance","description":"Leather Armor of Necrotic Resistance Light armor (armor), rare (requires attunement ) You have resistance to necrotic damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Necrotic Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Necrotic Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Leather Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Necrotic Resistance Attunement\",\"parent\":\"Leather Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Necrotic Resistance\",\"parent\":\"Leather Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Necrotic Resistance","Weight":10,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Poison Resistance","description":"Leather Armor of Poison Resistance Light armor (armor), rare (requires attunement ) You have resistance to poison damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Poison Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Poison Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Poison Resistance Base Armor Class\",\"parent\":\"Leather Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Poison Resistance Attunement\",\"parent\":\"Leather Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Poison Resistance\",\"parent\":\"Leather Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Poison Resistance","Weight":10,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Psychic Resistance","description":"Leather Armor of Psychic Resistance Light armor (armor), rare (requires attunement ) You have resistance to psychic damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Psychic Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Psychic Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Leather Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Psychic Resistance Attunement\",\"parent\":\"Leather Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Psychic Resistance\",\"parent\":\"Leather Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Psychic Resistance","Weight":10,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Radiant Resistance","description":"Leather Armor of Radiant Resistance Light armor (armor), rare (requires attunement ) You have resistance to radiant damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Radiant Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Radiant Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Leather Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Radiant Resistance Attunement\",\"parent\":\"Leather Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Radiant Resistance\",\"parent\":\"Leather Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Radiant Resistance","Weight":10,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Thunder Resistance","description":"Leather Armor of Thunder Resistance Light armor (armor), rare (requires attunement ) You have resistance to thunder damage while you wear this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":10,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leather Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Leather Armor of Thunder Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Thunder Resistance","description":"Armor (Leather Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Leather Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Thunder Resistance Attunement\",\"parent\":\"Leather Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor Thunder Resistance\",\"parent\":\"Leather Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Thunder Resistance","Weight":10,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Vulnerability (Bludgeoning)","description":"Armor (Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Vulnerability (Bludgeoning)","description":"Armor (Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Vulnerability (Bludgeoning)Base Armor Class\",\"parent\":\"Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Leather Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Leather Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Leather Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Vulnerability (Bludgeoning)","Weight":10,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Vulnerability (Piercing)","description":"Armor (Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Vulnerability (Piercing)","description":"Armor (Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Leather Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Leather Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Leather Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Vulnerability (Piercing)","Weight":10,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Vulnerability (Slashing)","description":"Armor (Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Light Armor","Item Rarity":"No","Name":"Leather Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Leather Armor of Vulnerability (Slashing)","description":"Armor (Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Leather Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":10,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Leather Armor of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Leather Armor of Vulnerability (Slashing) Attunement\",\"parent\":\"Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Leather Armor of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Leather Armor of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Leather Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Leather Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Leather Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Leather Armor of Vulnerability (Slashing)","Weight":10,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":11,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Leather Armor of Water Elemental Aura","description":"Leather Armor of Water Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Armor of Weightlessness","description":"Leather Armor of Weightlessness Armor (Light), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Leather Cast-Off Armor","description":"Leather Cast-Off Armor Armor (light), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Leather Chaos Armor","description":"Leather Chaos Armor Armor (light), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Leather Living Armor","description":"Leather Living Armor Armor (leather armor), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 12 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Resistance: Necrotic, Poison, Psychic","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Leather Smoldering Armor","description":"Leather Smoldering Armor Armor (light), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Leather Suit of Heroic Prowess","description":"Leather Suit of Heroic Prowess Armor (light), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Leather Armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Leather Zephyr Armor","description":"Leather Zephyr Armor Armor (light, leather), rare (requires attunement) This fine set of white-and-silver armor bears the wind rune upon its chest. While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 11 + Dexterity Modifier Weight: 10","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Leatherworker's Tools","description":"Leatherworker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Leatherworker's Tools","description":"Leatherworker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Leatherworker's Tools","description":"Artisan's Tools Ability: Dexterity Weight: 5 lb. Cost: 5 GP Utilize: Add a design to a leather item (DC 10) Craft: Sling , Whip , Hide Armor , Leather Armor , Studded Leather Armor , Backpack , Crossbow Bolt Case , Map Case , Scroll Case , Parchment , Pouch , Quiver , Waterskin","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Leatherworker's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Leatherworker's Tools","description":"Leatherworker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Leeching Slug","description":"Ammunition, uncommon Component: phial of undead congealed blood This slug is a popular weapon amongst jungle tribes. Easy to grow, and with very poor mobility, they don’t pose a great threat unless you fall head-first into an infested puddle. They can easily be used as projectiles for blowguns or slings and, with some tinkering, can be affixed to arrows and bolts. Despite the low damage the leeches inflict, their numbing saliva is very potent, slowing any creature to which it attaches. Leech. As a bonus action, you can attach the slug to a piece of ammunition or load it as ammunition in a blowgun or sling. The next time you hit with a weapon using the ammunition, the target must succeed on a DC 13 Constitution saving throw or become numbed as the slug sinks into the target’s skin. For each slug attached to a numbed creature, its speed is reduced by 5 feet and it takes 1d4 necrotic damage at the end of each of its turns. A creature can use its action to make a DC 13 Strength check, dislodging all leeches currently attached to it or a creature within its reach on a success. The slugs have no effect on incorporeal creatures, constructs, elementals, oozes, or undead. The slugs die after being dislodged from a creature and can’t be reused. Very rare variant: Increase the DCs to 16, speed reduction of each slug to 15 feet, and its damage to 2d6.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Leeching Slug (very rare variant)","description":"Ammunition, uncommon Component: phial of undead congealed blood This slug is a popular weapon amongst jungle tribes. Easy to grow, and with very poor mobility, they don’t pose a great threat unless you fall head-first into an infested puddle. They can easily be used as projectiles for blowguns or slings and, with some tinkering, can be affixed to arrows and bolts. Despite the low damage the leeches inflict, their numbing saliva is very potent, slowing any creature to which it attaches. Leech. As a bonus action, you can attach the slug to a piece of ammunition or load it as ammunition in a blowgun or sling. The next time you hit with a weapon using the ammunition, the target must succeed on a DC 13 Constitution saving throw or become numbed as the slug sinks into the target’s skin. For each slug attached to a numbed creature, its speed is reduced by 5 feet and it takes 1d4 necrotic damage at the end of each of its turns. A creature can use its action to make a DC 13 Strength check, dislodging all leeches currently attached to it or a creature within its reach on a success. The slugs have no effect on incorporeal creatures, constructs, elementals, oozes, or undead. The slugs die after being dislodged from a creature and can’t be reused. Very rare variant: Increase the DCs to 16, speed reduction of each slug to 15 feet, and its damage to 2d6.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Legend Stealer","description":"Weapon (any), legendary (requires attunement) Legends tell of ancient weapons created for the sole purpose of destroying beings powerful enough to be legends in and of themselves. The legend stealer takes the form of any desired weapon whenever you attune to it or finish a short or long rest while attuned to it. It functions as a +1 weapon of that type. When attacking an aberration, celestial, fey, fiend, or any immortal creature with a proper name (i.e. Bloodlord Kervan Galenhad), the weapon flares with an aura of blue flame. Its bonus to attack rolls and damage rolls increases to +3, and on a hit it deals an additional 2d6 damage and the target must make a DC 16 Constitution saving throw or have its Injury thresholds reduced by 5 until the end of your next turn (this stacks up to a maximum of twice). Whenever you kill such a creature with a Death Blow using this weapon, you drain some of its essence. You gain 1 point in the target’s highest ability score until you lose your attunement to the item (up to a maximum of 4 total ability score improvements, choosing to replace one if you would go over your maximum). This can increase your score above 20. If the creature has more than one score that is tied for highest, you choose which one to gain.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Legendary Disguise Kit","description":"Amulet of a Thousand Voices Wondrous Item, Rare Created by a legendary drag queen bard who sought to sing in every voice, this amulet allows anyone to perfectly mimic the speech of countless different persons. A Thousand Voices. While wearing this amulet and you hear another person speaking, you can use your action to copy that person’s voice in the amulet. You can use a bonus action to cause the amulet to change your voice to perfectly mimic any copied voice as long as you know it has been copied by the amulet. You can use another bonus action to use another copied voice or end this effect. The amulet is rumored to be able to hold a thousand different copied voices. Many sages believe this figure to be exaggerated, while some believe the amulet could potentially hold every voice in existence, but no person has been able to verify this yet. Realness. A copied voice by this amulet is indistinguishable from the original in terms of articulation, texture, timbre, and tone. The amulet envelops whoever wears it in a faint aura of transmutation magic if targeted by detect magic . Hoarseness Immunity. While wearing this amulet, your voice cannot become hoarse due to disease, overuse, or magic. Item Variant: Legendary Disguise Kit The Amulet of a Thousand Voices is one of five magic items in this book that allow player characters to transform their appearance. At the gamemaster’s discretion, player characters may seek to collect all five items to complete a Legendary Disguise Kit, or they may be able to obtain a Legendary Disguise Kit that includes all five items together. The Legendary Disguise Kit is a legendary item that does not require attunement and includes the following individual items: Amulet of a Thousand Voices Bag of Prodigious Props Fabulous Wig Kaleidoscopic lenses Masterful Makeup Kit","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Lens of Lighting","description":"Lens of Lighting Wondrous item, uncommon This small convex glass lens can focus even the dimmest amount of light (including moonlight) into a tiny point that lights any combustible material (such as paper, cloth, or wood).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Lens of Perspicacity","description":"Lens of Perspicacity Wondrous item, rare (requires attunement) This soft, clear lens fits over your eye. While wearing it, you can speak a command word, and for the next 10 minutes, you have truesight out to 120 feet. Once used, this property of the lens can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Lenses of Darkness","description":"Lenses of Darkness Wondrous item, rare (requires attunement) These two glass lenses fit over your eyes. It takes 1 minute to put on the lenses. While wearing these lenses, you can see normally through darkness, both magical and nonmagical. In addition, you have advantage on saving throws against being blinded, as well as on ability checks to discern magical illusions. While in sunlight while wearing these lenses, you have disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Lenses of Hyperopia","description":"Lenses of Hyperopia Wondrous item, common (requires attunement) While wearing these glass lenses, you can see up to 300 feet away with no difficulty, able to discern fine details as though looking at something no more than 100 feet from you. Curse. The lenses are cursed. Attuning to them curses you until you are targeted by the remove curse spell or similar magic. Removing the lenses fails to end the curse on you. As long as you remain cursed, you have trouble focusing your eyes on things that are close to you. You have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks you make using sight involving an object or creature within 10 feet of you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lenses of Myopia","description":"Lenses of Myopia Wondrous item, common (requires attunement) While wearing these glass lenses, you can see even minute details of your immediate surroundings with remarkable clarity. When you make an Intelligence (Investigation) or Wisdom (Perception) check using sight involving an object or creature within 10 feet of you, you are considered proficient in the check and double your proficiency bonus for it. Curse. The lenses are cursed. Attuning to them curses you until you are targeted by the remove curse spell or similar magic. Removing the lenses fails to end the curse on you. As long as you remain cursed, you have trouble focusing your eyes on things that are far from you. You have disadvantage on attack rolls and on ability checks that rely on sight when the target of your attack or whatever you are trying to perceive is further than 30 feet from you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lenz the Inspector","description":"Wondrous item, uncommon Component: aberration eye Though the Bureau has many inspectors—magical magnifying glasses that help spot clues—Lenz is a unique creation. Usually the last inspector to be taken from the quartermaster’s stock, Lenz enjoys talking to new people. They rarely enjoy talking to it... Investigation. While looking through this magnifying glass, you have advantage on Investigation checks made to find clues and hidden messages within writing. Tracking. While looking through this magnifying glass, you can see the tracks of all creatures that travelled through the area in the last 24 hours as glowing imprints, unless such a creature’s passage was disguised by magic, and have advantage on ability checks made to identify the creatures that left those tracks. Sentience. Lenz is a sentient chaotic good magic item with an Intelligence of 10, Wisdom of 13, and Charisma of 17. It has hearing and darkvision out to 60 feet, and can speak and understand Common. Personality. Lenz is charismatic and slightly distracting, taking great joy in pointing out entirely obvious and irrelevant facts. While holding Lenz, you can make a DC 13 Charisma (Persuasion) check to ask it for extra help. On a success, its tips are helpful and grant you advantage on ability checks made to gather information on creatures, objects, and locations through observation for 10 minutes. On a failure, it gets distracted and starts telling a tale, such as the time it mistook a duck’s footprint for that of a venomous dire platypus, giving you disadvantage on the same ability checks for 10 minutes. Once Lenz has been successfully persuaded to help, any attempts to ask for help from it again before the next dawn automatically fail.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Leonino Wings","description":"Wondrous item, rare (requires attunement) This cloak is decorated with the spotted white and brown pattern of a barn owl’s wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a leonino’s (see Creature Codex ) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy’s reach, you don’t provoke opportunity attacks. You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn’t in use.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Leonora's Throne of Indolence","description":"Wondrous item, very rare (requires attunement) This high-backed armchair made of oak and gold weighs 100 pounds and functions like an ordinary chair until you sit in it and speak its command word as an action. It then hovers beneath you and can fly through the air. The throne has a flying speed of 50 feet and can carry up to 400 pounds. The throne stops hovering when you speak its command word again. By speaking another command word, you can use your action to cast the unseen servant spell using the throne. The servant can conjure a spectral trumpet to announce your arrival, in addition to its usual tasks. Lastly, while attuned to the throne, you can speak a third command word to magically create up to 10 pounds of delicious food of your choice and up to four bottles of wine. Only you can partake of this meal and drink; it instantly becomes stale and sickening in another creature’s mouth. Once you have spoken this command word, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lernaean Pendant","description":"Wondrous item, uncommon (requires attunement) Component: monstrosity (hydra) liver Although the serpentine heads adorning this necklace are capable of movement, they prefer to remain unsettlingly still, only occasionally blinking their gemstone eyes. The only exception occurs if an open flame is brought close to the pendant, which causes the hydra heads to hiss angrily and recoil from the flames. This pendant has 3 charges and regains 1d3 expended charges daily at dawn. Better Than One. While you are wearing this pendant and make a saving throw against an effect that would cause you to become blinded, charmed, deafened, or frightened, you can expend 1 charge as a reaction to grow a second head. Each of your heads makes a separate saving throw against the condition, after which you choose one of them to shrivel and fall off, taking the result of the saving throw for the head that remains. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, when you take fire damage, you can’t regain hit points or use the Better Than One property until the end of your next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lernaean Pendant (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: monstrosity (hydra) liver Although the serpentine heads adorning this necklace are capable of movement, they prefer to remain unsettlingly still, only occasionally blinking their gemstone eyes. The only exception occurs if an open flame is brought close to the pendant, which causes the hydra heads to hiss angrily and recoil from the flames. This pendant has 3 charges and regains 1d3 expended charges daily at dawn. Better Than One. While you are wearing this pendant and make a saving throw against an effect that would cause you to become blinded, charmed, deafened, or frightened, you can expend 1 charge as a reaction to grow a second head. Each of your heads makes a separate saving throw against the condition, after which you choose one of them to shrivel and fall off, taking the result of the saving throw for the head that remains. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, when you take fire damage, you can’t regain hit points or use the Better Than One property until the end of your next turn. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. When you use the Better Than One property, you also regain 1d6 hit points.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lernaean Pendant (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: monstrosity (hydra) liver Although the serpentine heads adorning this necklace are capable of movement, they prefer to remain unsettlingly still, only occasionally blinking their gemstone eyes. The only exception occurs if an open flame is brought close to the pendant, which causes the hydra heads to hiss angrily and recoil from the flames. This pendant has 3 charges and regains 1d3 expended charges daily at dawn. Better Than One. While you are wearing this pendant and make a saving throw against an effect that would cause you to become blinded, charmed, deafened, or frightened, you can expend 1 charge as a reaction to grow a second head. Each of your heads makes a separate saving throw against the condition, after which you choose one of them to shrivel and fall off, taking the result of the saving throw for the head that remains. Curse. This item is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, when you take fire damage, you can’t regain hit points or use the Better Than One property until the end of your next turn. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. When you use the Better Than One property, you also regain 1d6 hit points. Very rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. When you use the Better Than One property, you also regain 3d6 hit points.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lesser Shielding Bracelet","description":"Lesser Shielding Bracelet Wondrous item, uncommon (requires attunement) This metal bracelet is fashioned from a strange reddish-gold damascene metal with one or more green stones set into it. When activated as a bonus action, the bracelet generates a barrier of invisible force forming a bubble around you. While you are surrounded by the barrier created by the bracelet, all damage you take is reduced by 1d6 per attack. Each variety of shielding bracelet has a maximum amount of damage it can deflect over the course of a single activation before dissipating. Once the bracelet reaches 12 damage, it can’t absorb more and dissipates. Once you activate the bracelet, you must finish a short or long rest before you can activate it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Liar's Stone","description":"Wondrous Item, Common (Requires Attunement) While wearing this magic amulet, you can choose one false statement. Any effect that can read your thoughts or otherwise sense falsehoods perceives this statement as true for the next 24 hours. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Liberator Greatsword","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Greatsword","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Greatsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Greatsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Greatsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Greatsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Longsword","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Longsword","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Longsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Longsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Longsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Longsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Rapier","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Rapier","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Rapier (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Rapier (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Rapier (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Rapier (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Scimitar","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Scimitar","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Scimitar (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Scimitar (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Scimitar (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Scimitar (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Shortsword","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Shortsword","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Shortsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Shortsword (rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Liberator Shortsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Liberator Shortsword (very rare variant)","description":"Weapon (any sword), uncommon Component: pouch of celestial feathers It is said that, in times of great oppression, divine messengers seek out those willing to rise up against their tormentors. These would-be heroes are presented with a gleaming blade, sharp enough to cut through the chains that bind them and light enough to let their spirits soar. Liberators have helped many revolutionaries and freedom seekers leave their mark throughout history. Chainbreaker Strike. You have advantage on attack rolls made with this sword against creatures grappling an unwilling target. The first time each turn you hit such a creature, you deal an extra 2d6 radiant damage to it, and the grappled creature can use its reaction to automatically escape from the grapple. Rare variant: Increase the damage to 4d6. The sword has the To the Rescue! property. To the Rescue! Once on each of your turns, you can move up to half your speed toward a hostile creature grappling an unwilling target, without expending any movement. Very rare variant: Increase the damage to 6d6. The sword has the To the Rescue! property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Libram of Evaluation","description":"Libram of Evaluation Wondrous item, uncommon This small book has an embossed leather cover and is filled with a comprehensive index of gemstones and art objects alongside the market value. This index is magically updated every day at dawn to reflect the latest prices. Any art object or gemstone you possess is listed in the book and can be found with 10 minutes of searching.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Libram of Identification","description":"Libram of Identification Wondrous item, uncommon This large book has a wood and leather cover, and thick pages of beautifully illuminated parchment. It can be used to identify any magic item. With 10 minutes searching, you can find an exact, illustrated match for the item you wish to identify. The entry includes all command words needed to use the item. Once the libram is used, it can’t be used again until the next dawn. Anyone attempting to use the libram before then is unable to find the item they seek.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Libram of Souls and Flesh","description":"Libram of Souls and Flesh Wondrous item, rare (requires attunement by a wizard ) With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead , circle of death , false life , finger of death , speak with dead , summon undead (appears in this book), vampiric touch . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school. As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Library of the Blue Candles","description":"Library of the Blue Candles Wondrous item, Evolving Artifact (requires attunement) The Library of the Blue Candles is a legendary repository of arcane knowledge hidden between dimensions, accessible through a scholar’s robe. Underking Galdruman, Sage-King of the deep dwarves, was said to have the most extensive collection of rare tomes in his personal library, the secret Library of the Blue Candles. In the aftermath of a violent uprising, the Sage-King fled into exile and those who usurped his power sought to discover the location of the library to no avail. Underking Galdruman had taken his library with him, and the secret of its location was lost with his death. Using powerful magic, the Sage-King had hidden his library in a pocket dimension that one could access through a well-crafted, robust, but seemingly unassuming scholar’s robe. Now, whoever dons the robe once more can attempt to master that dimension and claim the knowledge contained within. Dormant, First Wing. While wearing this robe in its dormant state, you gain the following benefits: If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier. You can use an action to cast one of the following spells from the robe at will: comprehend languages, detect magic, light, or mage hand. You can focus on the robe’s magic for 1 minute to cast plane shift to or from the Library of the Blue Candles. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. You can use this property without consequences a number of times equal to your proficiency bonus until the next dawn. Each time you use this property after you have used it a number of times equal to your proficiency bonus before the next dawn, you and any other target of the plane shift spell gain 1d4 levels of exhaustion. Additionally, attuning to the robe makes you the planar ruler of the Library of the Blue Candles, which grants you the following benefits related to the library: You gain access to the library’s first wing, which includes the teleportation circle, the index, the secret lounge, and the central repository of knowledge. You control planar travel to the library. You can designate which creatures can enter the library through planar travel and only creatures using wish or divine intervention can enter the library against your will. Portals created by the gate spell can only open in the library if you allow them to. While inside the library, you can use an action to summon any book that you know it’s in the library to your hands. You may study a skill or a tool in the library as part of a long rest. Doing so gives you a +10 on a single ability check within the next day that is related to that skill or tool. Empowered, Second Wing (Level 11). After you reach level 11, the robe increases in power, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You have advantage on saving throws against being charmed or frightened, and against illusion spells. The robe functions as a Ring of Spell Storing . You can use an action to cast one of the following additional spells from the robe at will: identify , or tongues (self only). When you are hit by an attack or subjected to an effect that would damage you, you can use your reaction to cast plane shift targeting only yourself. When casting plane shift that way, you are transported to the Library of the Blue Candles and avoid all damage from the triggering attack or effect. Once used, this property can’t be used again until the next dawn. Additionally, your command over the Library of the Blue Candles grows, which grants you the following additional benefits related to the library: You gain access to the library’s second wing, which includes the main library hall, the forbidden history section, the hidden office, the living quarters, the kitchen, and the mess hall. You gain the power to influence the flow of time inside the library. You and any creatures you designate can gain the benefits of a short or a long rest by spending only half the time required while resting inside the library. Additionally, you can double or halve the duration of any spells cast within the library. While inside the library, you can cast legend lore as part of a long rest, requiring no material components. Supreme, Third Wing (Level 17). After you reach level 17, the robe achieves its full potential, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You are immune to feeblemind and any magical effects that reduce Intelligence. Functioning as an enhanced Ring of Spell Storing , the robe can now store up to 10 levels worth of spells at a time and it can store spells of all levels. You can now use your action to cast plane shift to or from the Library of the Blue Candles at will. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. Additionally, gain complete control of the Library of the Blue Candles, which grants you the following additional benefits related to the library: You gain access to the library’s third and final wing, which includes the ritual room, the annex arcanum, and the spell compendium. While inside the library, you can cast banishment at will, requiring no spell components and no concentration. When cast that way, the DC for the spell’s Charisma saving throw is 15 or your spell save DC, whichever is higher. While inside the library’s ritual room, you can perform a special ritual over the course of 1 hour, at the conclusion of which you speak the full title of a specific book and attempt to magically summon it to you. The nearest copy of that book that isn’t held or carried instantly appears in your hands regardless of physical or planar distances. If another creature is holding or carrying the only copy of the book, or if the book is protected against teleportation or planar travel, performing that ritual does not transport the book to you, but instead you learn who the creature possessing the book is and roughly where the book is located at that moment. Optional Rule: Story-Based Evolution Being a robe and an interdimensional library both, the Library of the Blue Candles is a unique artifact that can change the course of a campaign, especially when found early on. At the gamemaster’s discretion, instead of evolving as its owner gains levels, the Library of the Blue Candles may increase in power through story-based events, or only if its owner and their allies explore and secure the library’s wings that might be populated with hostile creatures. Adventure Hook: Demons of the Blue Flame At the gamemaster’s discretion, the Library of the Blue Candles may be found infested with a host of demons. Led by Zeragon, an exiled demon-lord, these demons sought to escape enslavement by an evil god by hiding in the library. Designed to protect the tomes within, the library’s magic gradually altered the demons, transmuting their infernal fire into the same blue fire that illuminates the library’s halls without burning. Ages later, weakened but exceptionally well-read, the Demons of the Blue Flame still reside in the library, reluctant to leave without their original infernal powers and still wary of being enslaved. Player characters seeking to unlock the library’s full potential must first remove the Demons of the Blue Flame, either by force, persuasion, or deception; or find a way to earn the demons’ loyalty and allow them to remain in the library as allies and infernal librarians. Library of the Blue Candles Map Locations Teleportation circle that acts as the entrance to the library Central repository of knowledge Secret lounge , cozy and quiet Index concealed behind a bookcase Cozy reading nook Concealed doors behind bookcases Balcony and staircase connecting first and second wing Main library hall Hidden office fit for a sage-king Secret tunnel to forbidden history section Forbidden history section Mess hall Kitchen Cellar Servant dormitory Sage-King’s Quarters , including private bathroom and walk-in closet Restrooms and bathrooms Guestrooms Staircase connecting second and third wing Spell compendium , a comprehensive collection of magic spells Annex arcanum , a collection of tomes on all things magical Ritual room Planning room in which the Sage-King held court Sealed vault for handling dangerous magic","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Library of the Blue Candles - Dormant, First Wing","description":"Library of the Blue Candles Wondrous item, Evolving Artifact (requires attunement) The Library of the Blue Candles is a legendary repository of arcane knowledge hidden between dimensions, accessible through a scholar’s robe. Underking Galdruman, Sage-King of the deep dwarves, was said to have the most extensive collection of rare tomes in his personal library, the secret Library of the Blue Candles. In the aftermath of a violent uprising, the Sage-King fled into exile and those who usurped his power sought to discover the location of the library to no avail. Underking Galdruman had taken his library with him, and the secret of its location was lost with his death. Using powerful magic, the Sage-King had hidden his library in a pocket dimension that one could access through a well-crafted, robust, but seemingly unassuming scholar’s robe. Now, whoever dons the robe once more can attempt to master that dimension and claim the knowledge contained within. Dormant, First Wing. While wearing this robe in its dormant state, you gain the following benefits: If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier. You can use an action to cast one of the following spells from the robe at will: comprehend languages , detect magic , light , or mage hand . You can focus on the robe’s magic for 1 minute to cast plane shift to or from the Library of the Blue Candles. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. You can use this property without consequences a number of times equal to your proficiency bonus until the next dawn. Each time you use this property after you have used it a number of times equal to your proficiency bonus before the next dawn, you and any other target of the plane shift spell gain 1d4 levels of exhaustion. Additionally, attuning to the robe makes you the planar ruler of the Library of the Blue Candles, which grants you the following benefits related to the library: You gain access to the library’s first wing, which includes the teleportation circle, the index, the secret lounge, and the central repository of knowledge. You control planar travel to the library. You can designate which creatures can enter the library through planar travel and only creatures using wish or divine intervention can enter the library against your will. Portals created by the gate spell can only open in the library if you allow them to. While inside the library, you can use an action to summon any book that you know it’s in the library to your hands. You may study a skill or a tool in the library as part of a long rest. Doing so gives you a +10 on a single ability check within the next day that is related to that skill or tool. Empowered, Second Wing (Level 11). After you reach level 11, the robe increases in power, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You have advantage on saving throws against being charmed or frightened, and against illusion spells. The robe functions as a Ring of Spell Storing . You can use an action to cast one of the following additional spells from the robe at will: identify , or tongues (self only). When you are hit by an attack or subjected to an effect that would damage you, you can use your reaction to cast plane shift targeting only yourself. When casting plane shift that way, you are transported to the Library of the Blue Candles and avoid all damage from the triggering attack or effect. Once used, this property can’t be used again until the next dawn. Additionally, your command over the Library of the Blue Candles grows, which grants you the following additional benefits related to the library: You gain access to the library’s second wing, which includes the main library hall, the forbidden history section, the hidden office, the living quarters, the kitchen, and the mess hall. You gain the power to influence the flow of time inside the library. You and any creatures you designate can gain the benefits of a short or a long rest by spending only half the time required while resting inside the library. Additionally, you can double or halve the duration of any spells cast within the library. While inside the library, you can cast legend lore as part of a long rest, requiring no material components. Supreme, Third Wing (Level 17). After you reach level 17, the robe achieves its full potential, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You are immune to feeblemind and any magical effects that reduce Intelligence. Functioning as an enhanced Ring of Spell Storing , the robe can now store up to 10 levels worth of spells at a time and it can store spells of all levels. You can now use your action to cast plane shift to or from the Library of the Blue Candles at will. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. Additionally, gain complete control of the Library of the Blue Candles, which grants you the following additional benefits related to the library: You gain access to the library’s third and final wing, which includes the ritual room, the annex arcanum, and the spell compendium. While inside the library, you can cast banishment at will, requiring no spell components and no concentration. When cast that way, the DC for the spell’s Charisma saving throw is 15 or your spell save DC, whichever is higher. While inside the library’s ritual room, you can perform a special ritual over the course of 1 hour, at the conclusion of which you speak the full title of a specific book and attempt to magically summon it to you. The nearest copy of that book that isn’t held or carried instantly appears in your hands regardless of physical or planar distances. If another creature is holding or carrying the only copy of the book, or if the book is protected against teleportation or planar travel, performing that ritual does not transport the book to you, but instead you learn who the creature possessing the book is and roughly where the book is located at that moment. Optional Rule: Story-Based Evolution Being a robe and an interdimensional library both, the Library of the Blue Candles is a unique artifact that can change the course of a campaign, especially when found early on. At the gamemaster’s discretion, instead of evolving as its owner gains levels, the Library of the Blue Candles may increase in power through story-based events, or only if its owner and their allies explore and secure the library’s wings that might be populated with hostile creatures. Adventure Hook: Demons of the Blue Flame At the gamemaster’s discretion, the Library of the Blue Candles may be found infested with a host of demons. Led by Zeragon, an exiled demon-lord, these demons sought to escape enslavement by an evil god by hiding in the library. Designed to protect the tomes within, the library’s magic gradually altered the demons, transmuting their infernal fire into the same blue fire that illuminates the library’s halls without burning. Ages later, weakened but exceptionally well-read, the Demons of the Blue Flame still reside in the library, reluctant to leave without their original infernal powers and still wary of being enslaved. Player characters seeking to unlock the library’s full potential must first remove the Demons of the Blue Flame, either by force, persuasion, or deception; or find a way to earn the demons’ loyalty and allow them to remain in the library as allies and infernal librarians. Library of the Blue Candles Map Locations Teleportation circle that acts as the entrance to the library Central repository of knowledge Secret lounge , cozy and quiet Index concealed behind a bookcase Cozy reading nook Concealed doors behind bookcases Balcony and staircase connecting first and second wing Main library hall Hidden office fit for a sage-king Secret tunnel to forbidden history section Forbidden history section Mess hall Kitchen Cellar Servant dormitory Sage-King’s Quarters , including private bathroom and walk-in closet Restrooms and bathrooms Guestrooms Staircase connecting second and third wing Spell compendium , a comprehensive collection of magic spells Annex arcanum , a collection of tomes on all things magical Ritual room Planning room in which the Sage-King held court Sealed vault for handling dangerous magic","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Library of the Blue Candles - Empowered, Second Wing","description":"Library of the Blue Candles Wondrous item, Evolving Artifact (requires attunement) The Library of the Blue Candles is a legendary repository of arcane knowledge hidden between dimensions, accessible through a scholar’s robe. Underking Galdruman, Sage-King of the deep dwarves, was said to have the most extensive collection of rare tomes in his personal library, the secret Library of the Blue Candles. In the aftermath of a violent uprising, the Sage-King fled into exile and those who usurped his power sought to discover the location of the library to no avail. Underking Galdruman had taken his library with him, and the secret of its location was lost with his death. Using powerful magic, the Sage-King had hidden his library in a pocket dimension that one could access through a well-crafted, robust, but seemingly unassuming scholar’s robe. Now, whoever dons the robe once more can attempt to master that dimension and claim the knowledge contained within. Dormant, First Wing. While wearing this robe in its dormant state, you gain the following benefits: If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier. You can use an action to cast one of the following spells from the robe at will: comprehend languages , detect magic , light , or mage hand . You can focus on the robe’s magic for 1 minute to cast plane shift to or from the Library of the Blue Candles. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. You can use this property without consequences a number of times equal to your proficiency bonus until the next dawn. Each time you use this property after you have used it a number of times equal to your proficiency bonus before the next dawn, you and any other target of the plane shift spell gain 1d4 levels of exhaustion. Additionally, attuning to the robe makes you the planar ruler of the Library of the Blue Candles, which grants you the following benefits related to the library: You gain access to the library’s first wing, which includes the teleportation circle, the index, the secret lounge, and the central repository of knowledge. You control planar travel to the library. You can designate which creatures can enter the library through planar travel and only creatures using wish or divine intervention can enter the library against your will. Portals created by the gate spell can only open in the library if you allow them to. While inside the library, you can use an action to summon any book that you know it’s in the library to your hands. You may study a skill or a tool in the library as part of a long rest. Doing so gives you a +10 on a single ability check within the next day that is related to that skill or tool. Empowered, Second Wing (Level 11). After you reach level 11, the robe increases in power, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You have advantage on saving throws against being charmed or frightened, and against illusion spells. The robe functions as a Ring of Spell Storing . You can use an action to cast one of the following additional spells from the robe at will: identify , or tongues (self only). When you are hit by an attack or subjected to an effect that would damage you, you can use your reaction to cast plane shift targeting only yourself. When casting plane shift that way, you are transported to the Library of the Blue Candles and avoid all damage from the triggering attack or effect. Once used, this property can’t be used again until the next dawn. Additionally, your command over the Library of the Blue Candles grows, which grants you the following additional benefits related to the library: You gain access to the library’s second wing, which includes the main library hall, the forbidden history section, the hidden office, the living quarters, the kitchen, and the mess hall. You gain the power to influence the flow of time inside the library. You and any creatures you designate can gain the benefits of a short or a long rest by spending only half the time required while resting inside the library. Additionally, you can double or halve the duration of any spells cast within the library. While inside the library, you can cast legend lore as part of a long rest, requiring no material components. Supreme, Third Wing (Level 17). After you reach level 17, the robe achieves its full potential, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You are immune to feeblemind and any magical effects that reduce Intelligence. Functioning as an enhanced Ring of Spell Storing , the robe can now store up to 10 levels worth of spells at a time and it can store spells of all levels. You can now use your action to cast plane shift to or from the Library of the Blue Candles at will. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. Additionally, gain complete control of the Library of the Blue Candles, which grants you the following additional benefits related to the library: You gain access to the library’s third and final wing, which includes the ritual room, the annex arcanum, and the spell compendium. While inside the library, you can cast banishment at will, requiring no spell components and no concentration. When cast that way, the DC for the spell’s Charisma saving throw is 15 or your spell save DC, whichever is higher. While inside the library’s ritual room, you can perform a special ritual over the course of 1 hour, at the conclusion of which you speak the full title of a specific book and attempt to magically summon it to you. The nearest copy of that book that isn’t held or carried instantly appears in your hands regardless of physical or planar distances. If another creature is holding or carrying the only copy of the book, or if the book is protected against teleportation or planar travel, performing that ritual does not transport the book to you, but instead you learn who the creature possessing the book is and roughly where the book is located at that moment. Optional Rule: Story-Based Evolution Being a robe and an interdimensional library both, the Library of the Blue Candles is a unique artifact that can change the course of a campaign, especially when found early on. At the gamemaster’s discretion, instead of evolving as its owner gains levels, the Library of the Blue Candles may increase in power through story-based events, or only if its owner and their allies explore and secure the library’s wings that might be populated with hostile creatures. Adventure Hook: Demons of the Blue Flame At the gamemaster’s discretion, the Library of the Blue Candles may be found infested with a host of demons. Led by Zeragon, an exiled demon-lord, these demons sought to escape enslavement by an evil god by hiding in the library. Designed to protect the tomes within, the library’s magic gradually altered the demons, transmuting their infernal fire into the same blue fire that illuminates the library’s halls without burning. Ages later, weakened but exceptionally well-read, the Demons of the Blue Flame still reside in the library, reluctant to leave without their original infernal powers and still wary of being enslaved. Player characters seeking to unlock the library’s full potential must first remove the Demons of the Blue Flame, either by force, persuasion, or deception; or find a way to earn the demons’ loyalty and allow them to remain in the library as allies and infernal librarians. Library of the Blue Candles Map Locations Teleportation circle that acts as the entrance to the library Central repository of knowledge Secret lounge , cozy and quiet Index concealed behind a bookcase Cozy reading nook Concealed doors behind bookcases Balcony and staircase connecting first and second wing Main library hall Hidden office fit for a sage-king Secret tunnel to forbidden history section Forbidden history section Mess hall Kitchen Cellar Servant dormitory Sage-King’s Quarters , including private bathroom and walk-in closet Restrooms and bathrooms Guestrooms Staircase connecting second and third wing Spell compendium , a comprehensive collection of magic spells Annex arcanum , a collection of tomes on all things magical Ritual room Planning room in which the Sage-King held court Sealed vault for handling dangerous magic","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Library of the Blue Candles - Supreme, Third Wing","description":"Library of the Blue Candles Wondrous item, Evolving Artifact (requires attunement) The Library of the Blue Candles is a legendary repository of arcane knowledge hidden between dimensions, accessible through a scholar’s robe. Underking Galdruman, Sage-King of the deep dwarves, was said to have the most extensive collection of rare tomes in his personal library, the secret Library of the Blue Candles. In the aftermath of a violent uprising, the Sage-King fled into exile and those who usurped his power sought to discover the location of the library to no avail. Underking Galdruman had taken his library with him, and the secret of its location was lost with his death. Using powerful magic, the Sage-King had hidden his library in a pocket dimension that one could access through a well-crafted, robust, but seemingly unassuming scholar’s robe. Now, whoever dons the robe once more can attempt to master that dimension and claim the knowledge contained within. Dormant, First Wing. While wearing this robe in its dormant state, you gain the following benefits: If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier. You can use an action to cast one of the following spells from the robe at will: comprehend languages , detect magic , light , or mage hand . You can focus on the robe’s magic for 1 minute to cast plane shift to or from the Library of the Blue Candles. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. You can use this property without consequences a number of times equal to your proficiency bonus until the next dawn. Each time you use this property after you have used it a number of times equal to your proficiency bonus before the next dawn, you and any other target of the plane shift spell gain 1d4 levels of exhaustion. Additionally, attuning to the robe makes you the planar ruler of the Library of the Blue Candles, which grants you the following benefits related to the library: You gain access to the library’s first wing, which includes the teleportation circle, the index, the secret lounge, and the central repository of knowledge. You control planar travel to the library. You can designate which creatures can enter the library through planar travel and only creatures using wish or divine intervention can enter the library against your will. Portals created by the gate spell can only open in the library if you allow them to. While inside the library, you can use an action to summon any book that you know it’s in the library to your hands. You may study a skill or a tool in the library as part of a long rest. Doing so gives you a +10 on a single ability check within the next day that is related to that skill or tool. Empowered, Second Wing (Level 11). After you reach level 11, the robe increases in power, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You have advantage on saving throws against being charmed or frightened, and against illusion spells. The robe functions as a Ring of Spell Storing . You can use an action to cast one of the following additional spells from the robe at will: identify , or tongues (self only). When you are hit by an attack or subjected to an effect that would damage you, you can use your reaction to cast plane shift targeting only yourself. When casting plane shift that way, you are transported to the Library of the Blue Candles and avoid all damage from the triggering attack or effect. Once used, this property can’t be used again until the next dawn. Additionally, your command over the Library of the Blue Candles grows, which grants you the following additional benefits related to the library: You gain access to the library’s second wing, which includes the main library hall, the forbidden history section, the hidden office, the living quarters, the kitchen, and the mess hall. You gain the power to influence the flow of time inside the library. You and any creatures you designate can gain the benefits of a short or a long rest by spending only half the time required while resting inside the library. Additionally, you can double or halve the duration of any spells cast within the library. While inside the library, you can cast legend lore as part of a long rest, requiring no material components. Supreme, Third Wing (Level 17). After you reach level 17, the robe achieves its full potential, gaining the following additional properties: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You are immune to feeblemind and any magical effects that reduce Intelligence. Functioning as an enhanced Ring of Spell Storing , the robe can now store up to 10 levels worth of spells at a time and it can store spells of all levels. You can now use your action to cast plane shift to or from the Library of the Blue Candles at will. When casting plane shift from the library that way, you can only target the plane you reached the library from, and you arrive at the exact spot from where you had left. Additionally, gain complete control of the Library of the Blue Candles, which grants you the following additional benefits related to the library: You gain access to the library’s third and final wing, which includes the ritual room, the annex arcanum, and the spell compendium. While inside the library, you can cast banishment at will, requiring no spell components and no concentration. When cast that way, the DC for the spell’s Charisma saving throw is 15 or your spell save DC, whichever is higher. While inside the library’s ritual room, you can perform a special ritual over the course of 1 hour, at the conclusion of which you speak the full title of a specific book and attempt to magically summon it to you. The nearest copy of that book that isn’t held or carried instantly appears in your hands regardless of physical or planar distances. If another creature is holding or carrying the only copy of the book, or if the book is protected against teleportation or planar travel, performing that ritual does not transport the book to you, but instead you learn who the creature possessing the book is and roughly where the book is located at that moment. Optional Rule: Story-Based Evolution Being a robe and an interdimensional library both, the Library of the Blue Candles is a unique artifact that can change the course of a campaign, especially when found early on. At the gamemaster’s discretion, instead of evolving as its owner gains levels, the Library of the Blue Candles may increase in power through story-based events, or only if its owner and their allies explore and secure the library’s wings that might be populated with hostile creatures. Adventure Hook: Demons of the Blue Flame At the gamemaster’s discretion, the Library of the Blue Candles may be found infested with a host of demons. Led by Zeragon, an exiled demon-lord, these demons sought to escape enslavement by an evil god by hiding in the library. Designed to protect the tomes within, the library’s magic gradually altered the demons, transmuting their infernal fire into the same blue fire that illuminates the library’s halls without burning. Ages later, weakened but exceptionally well-read, the Demons of the Blue Flame still reside in the library, reluctant to leave without their original infernal powers and still wary of being enslaved. Player characters seeking to unlock the library’s full potential must first remove the Demons of the Blue Flame, either by force, persuasion, or deception; or find a way to earn the demons’ loyalty and allow them to remain in the library as allies and infernal librarians. Library of the Blue Candles Map Locations Teleportation circle that acts as the entrance to the library Central repository of knowledge Secret lounge , cozy and quiet Index concealed behind a bookcase Cozy reading nook Concealed doors behind bookcases Balcony and staircase connecting first and second wing Main library hall Hidden office fit for a sage-king Secret tunnel to forbidden history section Forbidden history section Mess hall Kitchen Cellar Servant dormitory Sage-King’s Quarters , including private bathroom and walk-in closet Restrooms and bathrooms Guestrooms Staircase connecting second and third wing Spell compendium , a comprehensive collection of magic spells Annex arcanum , a collection of tomes on all things magical Ritual room Planning room in which the Sage-King held court Sealed vault for handling dangerous magic","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Lich's Die","description":"Wondrous Item, Rare This magic, eight-sided die is crafted from a lich's knuckle-bone and imbued with arcane glyphs. As a bonus action, you can roll a d8 and regain one expended spell slot of a level equal to or lower than the result. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Lichslayer Battleaxe","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Battleaxe (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Blowgun","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Blowgun (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Blunderbuss","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Blunderbuss (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Chakram","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Chakram (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Claw","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (claw)","Properties":"Attached, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Claw (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (claw)","Properties":"Attached, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Club","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Club (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Dagger","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Dagger (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Dart","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Dart (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Flail","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Flail (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Glaive","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Glaive (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Greataxe","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Greataxe (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Greatclub","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Greatclub (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Greatsword","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Greatsword (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Halberd","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Halberd (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Hand Crossbow","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Hand Crossbow (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Handaxe","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Handaxe (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Heavy Crossbow","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Heavy Crossbow (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Javelin","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Javelin (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Knuckle Dusters","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Knuckle Dusters (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Lance","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Lance (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Light Crossbow","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Light Crossbow (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Light Hammer","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Light Hammer (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Longbow","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Longbow (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Longsword","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Longsword (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Mace","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Mace (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Maul","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Maul (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Morningstar","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Morningstar (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Musket","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Musket (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Nunchaku","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Nunchaku (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Pike","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Pike (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Pistol","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Pistol (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Quarterstaff","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Quarterstaff (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Rapier","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Rapier (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Revolver","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Revolver (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Rifle","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Rifle (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Scimitar","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Scimitar (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Shortbow","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Shortbow (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Shortsword","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Shortsword (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Sickle","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Sickle (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Sling","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Sling (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Slingshot","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Slingshot (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Spear","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Spear (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Spiked Cestus","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Spiked Cestus (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Spiked Knuckle Dusters","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Spiked Knuckle Dusters (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Starknife","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Starknife (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Tetherhook","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Tetherhook (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Trident","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Trident (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Twinblade","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Twinblade (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer War Crescent","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (war crescent)","Properties":"Versatile (1d8)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer War Crescent (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (war crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer War Pick","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer War Pick (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Warhammer","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Warhammer (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Whip","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lichslayer Whip (rare variant)","description":"Weapon (any), legendary (requires attunement) Component: undead (lich) undying heart The faces of trapped souls can be seen floating beneath the polished surface of this deep, inky glass weapon. The secrets of fashioning soulveil, the faceted material from which these weapons are made, predate even the Spellbreakers. Before wielding such a weapon against a magic user, they must have first been tried by a Spellbreaker Council and found guilty of the most dire crimes. Death by this weapon is absolute, a final curtain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Soultrap. This weapon can store a maximum of 20 charges. When you use this weapon to kill a creature capable of casting spells, the creature’s soul is trapped in the weapon, which gains a number of charges equal to half the creature’s total number of Hit Dice. As these charges are expended, the creature’s soul is shredded. A creature whose soul is trapped or shredded can’t come back to life by any means short of a true resurrection spell or similar magic. Empower. When you hit a target with an attack using this weapon, you can expend up to 5 charges, dealing an extra 1d8 force damage for each charge expended. Rare variant: Reduce the attack and damage bonus to +1, the maximum number of charges to 10, the number of charges you can expend at once to 3, and the damage to 1d6 per charge.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Life Suit","description":"This one-piece jumpsuit comes equipped with a glass, domed helmet. While wearing it, you can breathe normally and survive underwater or in the vacuum of space without ill effect for up to 24 hours at a time. The suit must be removed for 2 hours to replenish its air supply. While wearing it, you are immune to the effects of inhaled poisons, gases, and pathogens. Additionally, the suit insulates you from extreme environmental temperatures (see The Environment). You can wear the suit under armor.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Lifeblood Gear","description":"Wondrous item, common As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can’t be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lifewell Tattoo","description":"Lifewell Tattoo Wondrous item (tattoo), very rare (requires attunement ) Produced by a special needle, this magic tattoo features symbols of life and rebirth. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Necrotic Resistance. You have resistance to necrotic damage. Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Light","description":"Apprentice weapon property Components: Masterwork weapon that doesn’t have the Two-Handed or Versatile properties This weapon gains the Light property and its damage die decreases by one step.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Light Bringer Helmet","description":"Wondrous Item (Helmet), Legendary (requires attunement) Provides +2 to AC while being worn. Mighty Striker: As an action, you can select a creature within 30ft that you can see. For the next hour you gain Advantage on attack rolls against the creature; when you roll the damage for these attacks you can reroll the dice and use either total. Once you use this feature, you can't use it again until you finish a long rest. Heavenly Protector: You gain Advantage on saving throws against spells and effects that deal radiant damage. Divine Intervention: When you are reduced to 0 hit points but not killed outright, you can choose to be reduced to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest. Godly Radiance: As an action, you can invoke the blessing of the God of Light, shedding a bright light in a 60-foot radius until you keep Concentration, up to 1 minute. During this time, you have resistance to all damage, and any hostile creatures within the radius must make a Constitution saving throw (DC 17) at the start of their turn or be blinded until the end of their turn. Once you use this feature, you can't use it again until the next dawn.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Wondrous item","Properties":"Helmet","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Light Cannon","description":"This weapon deals double damage to objects and structures.","properties":{"Category":"Items","Item Type":"Weapon (light cannon)","Properties":"Ammunition (80/320), Heavy, Mounted, Reload (1; 2 actions), Special, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Light Cannon for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (80/320), Heavy, Mounted, Reload (1; 2 actions), Special, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Light Crossbow","description":"Light Crossbow Ranged weapon (simple, light crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Range":"80/320","Damage":"1d8","Source":"5th Edition SRD","Weight":5,"Subtype":"Simple, Crossbow","Item Type":"Ranged Weapon","data-List":"false","Properties":"Loading, Range, Two-Handed","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Crossbow","description":"Light Crossbow Ranged weapon (simple, crossbow) Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Damage : 1d8 Damage Type : Piercing Properties : Loading, Range, Two-Handed Range : 80/320 Weight : 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Loading, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Light Crossbow","description":"Light Crossbow Ranged weapon (simple, light crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Item Rarity: uncommon Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Light Crossbow","description":"Simple Ranged Weapon Damage: 1d8 Piercing Properties: Ammunition ( Range 80/320; Bolt ), Loading , Two-Handed Mastery: Slow Weight: 5 lb. Cost: 25 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"None","Name":"Light Crossbow"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Light Crossbow","description":"Light Crossbow Ranged weapon (simple, light crossbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Loading, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Light Crossbow +1","description":"Light Crossbow +1 Ranged weapon (simple, light crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Loading, Range, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Loading, Range, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Light Crossbow +1","description":"Light Crossbow +1 Ranged weapon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage : 1d8 Damage Type : Piercing Properties : Loading, Range, Two-Handed Range : 80/320 Weight : 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Loading, Range, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Light Crossbow +1","description":"Light Crossbow +1 Ranged weapon (simple, light crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Range":"80/320","Damage":"1d8","Source":"5th Edition SRD","Weight":5,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Loading, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Crossbow +1","description":"Light Crossbow +1 Ranged weapon (simple, light crossbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Item Rarity: uncommon Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Light Crossbow +1","description":"Weapon (Light Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Light Crossbow +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Crossbow +1","description":"Weapon (Light Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Light Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Light Crossbow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":5,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"425 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Light Crossbow +1 Attack\",\"parent\":\"Light Crossbow +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Crossbow +1\\\",\\\"range\\\":\\\"80/320\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Light Crossbow +1 Damage\",\"parent\":\"Light Crossbow +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Light Crossbow +1","Weight":5,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"80/320","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Crossbow +2","description":"Light Crossbow +2 Ranged weapon (simple, light crossbow), rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+2 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Range":"80/320","Damage":"1d8","Source":"5th Edition SRD","Weight":5,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Loading, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Crossbow +2","description":"Light Crossbow +2 Ranged weapon (simple, light crossbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+2 Damage Type: Piercing Properties: Ammunition, Loading, Range, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Loading, Range, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Light Crossbow +2","description":"Weapon (Light Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Light Crossbow +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Crossbow +2","description":"Weapon (Light Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Light Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Light Crossbow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":5,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Light Crossbow +2 Attack\",\"parent\":\"Light Crossbow +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Crossbow +2\\\",\\\"range\\\":\\\"80/320\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Light Crossbow +2 Damage\",\"parent\":\"Light Crossbow +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Light Crossbow +2","Weight":5,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"80/320","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Crossbow +3","description":"Light Crossbow +3 Ranged weapon (simple, light crossbow), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+3 Damage Type: Piercing Properties: Ammunition, Loading, Range, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Loading, Range, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Light Crossbow +3","description":"Light Crossbow +3 Ranged weapon (simple, light crossbow), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+3 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Range":"80/320","Damage":"1d8","Source":"5th Edition SRD","Weight":5,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Loading, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Crossbow +3","description":"Weapon (Light Crossbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Light Crossbow +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Crossbow +3","description":"Weapon (Light Crossbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Light Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Light Crossbow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":5,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Light Crossbow +3 Attack\",\"parent\":\"Light Crossbow +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Crossbow +3\\\",\\\"range\\\":\\\"80/320\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Light Crossbow +3 Damage\",\"parent\":\"Light Crossbow +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Light Crossbow +3","Weight":5,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"80/320","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Crossbow of Bloodletting","description":"Light Crossbow of Bloodletting Ranged weapon (simple, light crossbow), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Light Crossbow of Certain Death","description":"Light Crossbow of Certain Death Weapon (light crossbow), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Light Crossbow of Defense","description":"Light Crossbow of Defense Ranged weapon (simple, light crossbow), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Defensive, Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Light Crossbow of Inverted Probability","description":"Light Crossbow of Inverted Probability Ranged weapon (simple, light crossbow), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Light Crossbow of Warning","description":"Weapon (Light Crossbow), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Light Crossbow of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Hammer","description":"Light Hammer Melee weapon (simple, light hammer) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple, Hammer","Item Type":"Melee Weapon","data-List":"false","Properties":"Light, Thrown","Damage Type":"Bludgeoning","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Hammer","description":"Light Hammer Melee weapon (simple, light hammer) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Light Hammer","description":"Light Hammer Melee weapon (simple, light hammer) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Light Hammer","description":"Simple Melee Weapon Damage: 1d4 Bludgeoning Properties: Light , Thrown ( Range 20/60) Mastery: Nick Weight: 2 lb. Cost: 2 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"None","Name":"Light Hammer"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Light Hammer","description":"Light Hammer Melee weapon (simple, light hammer) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Light Hammer +1","description":"Light Hammer +1 Melee weapon (simple, light hammer), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property Damage: 1d4+1 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Light Hammer +1","description":"Light Hammer +1 Melee weapon (simple, light hammer ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either you r Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Light, Thrown","Damage Type":"Bludgeoning","data-Ranged":"Yes","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Hammer +1","description":"Light Hammer +1 Melee weapon (simple, light hammer), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Light Hammer +1","description":"Weapon (Light Hammer), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Light Hammer +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Hammer +1","description":"Weapon (Light Hammer), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Light Hammer +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Light Hammer +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"402 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Hammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Light Hammer +1 Attack\",\"parent\":\"Light Hammer +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Light Hammer +1 Damage\",\"parent\":\"Light Hammer +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Light Hammer +1 Attack (Off-hand)\",\"parent\":\"Light Hammer +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Light Hammer +1 Damage (Off-hand)\",\"parent\":\"Light Hammer +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Light Hammer +1 Attack (Thrown)\",\"parent\":\"Light Hammer +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +1 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Light Hammer +1 Damage (Thrown)\",\"parent\":\"Light Hammer +1 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Nick","Name":"Light Hammer +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Hammer +2","description":"Light Hammer +2 Melee weapon (simple, light hammer), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property Damage: 1d4+2 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Light Hammer +2","description":"Light Hammer +2 Melee weapon (simple, light hammer ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either you r Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Light, Thrown","Damage Type":"Bludgeoning","data-Ranged":"Yes","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Hammer +2","description":"Weapon (Light Hammer), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Light Hammer +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Hammer +2","description":"Weapon (Light Hammer), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Light Hammer +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Light Hammer +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Hammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Light Hammer +2 Attack\",\"parent\":\"Light Hammer +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Light Hammer +2 Damage\",\"parent\":\"Light Hammer +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Light Hammer +2 Attack (Off-hand)\",\"parent\":\"Light Hammer +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Light Hammer +2 Damage (Off-hand)\",\"parent\":\"Light Hammer +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Light Hammer +2 Attack (Thrown)\",\"parent\":\"Light Hammer +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +2 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Light Hammer +2 Damage (Thrown)\",\"parent\":\"Light Hammer +2 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Light Hammer +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Hammer +3","description":"Light Hammer +3 Melee weapon (simple, light hammer), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property Damage: 1d4+3 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light, Thrown","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Light Hammer +3","description":"Light Hammer +3 Melee weapon (simple, light hammer ), uncommon You have a +3 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either you r Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Light, Thrown","Damage Type":"Bludgeoning","data-Ranged":"Yes","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Light Hammer +3","description":"Weapon (Light Hammer), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Light Hammer +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Hammer +3","description":"Weapon (Light Hammer), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Light Hammer +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Light Hammer +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40002 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Hammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Light Hammer +3 Attack\",\"parent\":\"Light Hammer +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Light Hammer +3 Damage\",\"parent\":\"Light Hammer +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Light Hammer +3 Attack (Off-hand)\",\"parent\":\"Light Hammer +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Light Hammer +3 Damage (Off-hand)\",\"parent\":\"Light Hammer +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Light Hammer +3 Attack (Thrown)\",\"parent\":\"Light Hammer +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Light Hammer +3 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Light Hammer +3 Damage (Thrown)\",\"parent\":\"Light Hammer +3 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Light Hammer +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Light Hammer of Agonizing Paralysis","description":"Weapon (light hammer), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Light Hammer of Bloodletting","description":"Light Hammer of Bloodletting Melee weapon (simple, light hammer), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Light Hammer of Certain Death","description":"Light Hammer of Certain Death Weapon (light hammer), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Light Hammer of Defense","description":"Light Hammer of Defense Melee weapon (simple, light hammer), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Light Hammer of Inverted Probability","description":"Light Hammer of Inverted Probability Melee weapon (simple, light hammer), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Light Hammer of Warning","description":"Weapon (Light Hammer), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Light Hammer of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Light Melee Weapon","description":"Light Melee Weapon Melee weapon Price: 50 gp A medium weapon used to attack at close range. (See rules for weapons in the Combat section) Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Light. Light weapons can be wielded with finesse in one hand, leaving the other hand free to carry other essentials, like a torch or a shield. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Damage: 1d6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Light personal Mantlet","description":"This portable, miniature wall is typically made of wood or wicker, is “U” or “L” shaped, and provides protection to those behind it. A mantlet can have spikes on the bottom for planting it in the ground or wheels for rolling it along the ground. You can move and set a mantlet as part of your movement, but you move at half your speed. A damaged mantlet can be repaired during a long rest, provided it isn’t destroyed and you have woodcarver’s tools. This wicker mantlet has spikes for planting it into the ground, and it can be folded for easy transportation in a backpack or slung over a shoulder. It can be folded or unfolded as an action. A Medium or smaller creature behind this mantlet has half cover from attacks on the other side of the mantlet. A light personal mantlet has 15 hit points and an Armor Class of 13.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Light pick","description":"This weapon resembles a small pickaxe with a very long handle. It is equally as suited for digging as for throwing at an opponent.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Light, thrown"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Light Ranged Weapon","description":"Light Ranged Weapon Ranged weapon Price: 50 gp A medium weapon used to attack from a distance. (See rules for weapons in the Combat section) Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Light. Light weapons can be wielded with finesse in one hand, leaving the other hand free to carry other essentials, like a torch or a shield. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Damage: 1d6","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Light Refractor","description":"Light Refractor Mod (armor), uncommon (requires affinity) When you activate this mod, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as your shield generator refracts the surrounding light to camouflage you. Activating the mod requires an action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Light Trooper","description":"Light Trooper Armor (light) A padded suit with a hardened flexible overlay. Standard issue for most grunts. AC : 12 + Dex modifier Stealth : Disadvantage Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Light Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Lightbringer","description":"Lightbringer Melee weapon (simple, mace) This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. Damage: 1d6+1 Damage Type: Bludgeoning Secondary Damage: 1d6 Secondary Damage Type: Radiant Weight: 4","properties":{"Category":"Items","Expansion":7385,"Item Type":"Weapon"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Lightning Bomb","description":"By replacing your bomb’s explosive contents with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage, and its damage dice are d8s. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can’t take reactions until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lightning Cannon","description":"Medium Object Armor Class: 19 Hit Points: 30 Lightning Ball (Requires Aim). Ranged Attack Roll: +6, range 300/1,200 ft. Hit: 22 (4d10) Lightning damage. A Lightning Cannon is a small, bronze cannon inlaid with arcane runes and mounted on a heavy tripod device. It launches balls of crackling electricity. Aiming a Lightning Cannon requires the Utilize action, then a crew member can take the Lightning Ball action.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Lightning Cannon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lightning Emitter","description":"Lightning Emitter Wondrous item, very rare This item is a remnant of an ancient technology not clearly understood today. It resembles a copper rod topped by a glowing crystal attached by a flexible metal tube to a clamp-like device studded with crystal cocoons containing crackling lightning clouds. The lightning emitter has two main parts: Conduction Harness. The clamp-like device is large enough to fit around the torso of any Medium- or smaller-sized creature. Attaching or detaching the clamp requires an action. Two straps on the harness allow it to be secured firmly. The wielder can attach the harness to itself or to another creature. Emitter Rod. The crystal-topped emitter rod can be wielded like a traditional magic rod and requires an action to activate. The metal tube connecting the rod to the harness appears to be 2 feet long but automatically extends up to 20 feet as needed. As an action, you can expend 1 charge and use the lightning emitter to project a bolt of lightning as a ranged weapon attack. The lightning forms a line 5 feet wide that extends out from you to a target within 80 feet. Each creature in the line excluding the target must succeed on a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save and half as much damage on a successful one. If the target is hit, it takes 1d10 thunder damage and 6d6 lightning damage. Ammunition. The lightning emitter has 1 charge and recovers all expended charges daily at dawn. If the conduction harness is attached to a living creature, you can use an attack action to drain 2d6 hit points from the creature and fire the weapon again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Lightning Rod","description":"Rod, very rare (requires attunement) This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn. Ground. You can use an action to drive the rod’s spiked tip into the ground, harmlessly emptying it of all its current charges. Lightning Bolt. While holding the rod, you can use an action to expend 3 charges to cause a bolt of lightning to crackle out from the rod’s tip in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 6d8 lightning damage on a failed save, or half as much damage on a successful one. Lightning Shield. When you are attacked while holding the rod, you can use a reaction to expend 2 charges to cover yourself in a shield of arcing electrical sparks. Until the start of your next turn, when a creature hits you with a melee attack while within 5 feet of you, it takes 2d8 lightning damage. Shocking Strike. When you hit with a melee attack using the rod, you can expend 1 charge to deal an extra 3d8 lightning damage to the target. You have advantage on the attack roll if the target is wearing armor made of metal.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lightning Scion (Drawn)","description":"Lightning Scion Eldritch Carving, uncommon, requires attunement The Lightning Scion carving was unearthed by a group of arcanists delving into the mysteries of forlorn artifacts. The profound connection between electrical energy and life was unveiled before them, propelling a surge of never-before-seen technological advancements. Thus began the magnificence of the once humble faction that would come to be known as the Scions. The carving embodies the raw power that serves as the bedrock of the Scions, infusing its possessor with the force of lightning. This allows them to traverse and assail with speed beyond mortal perception, or alternatively, employ the electricity to reanimate corpses through careful stimulation of the marrow. You gain resistance to lightning damage. In addition, as a bonus action, you can teleport up to 20 feet to an unoccupied space you can see. This carving can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Lightning Scion (Scarified)","description":"Lightning Scion Eldritch Carving, very rare, requires attunement The Lightning Scion carving was unearthed by a group of arcanists delving into the mysteries of forlorn artifacts. The profound connection between electrical energy and life was unveiled before them, propelling a surge of never-before-seen technological advancements. Thus began the magnificence of the once humble faction that would come to be known as the Scions. The carving embodies the raw power that serves as the bedrock of the Scions, infusing its possessor with the force of lightning. This allows them to traverse and assail with speed beyond mortal perception, or alternatively, employ the electricity to reanimate corpses through careful stimulation of the marrow. You gain immunity to lightning damage. In addition, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. This carving can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. After you teleport, your body becomes overcharged with electricity, and the next attack you make before the end of your next turn deals an extra 2d12 lightning damage on a hit. This carving can be used in this way a number of times equal to 2 + your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, you can use the rampaging electricity that courses through you to cast the create undead spell without expending a spell slot or material components. Once you use this carving to cast this spell, you can’t do so again until you finish a long rest. ","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Lightning Scion (Tattooed)","description":"Lightning Scion Eldritch Carving, rare, requires attunement The Lightning Scion carving was unearthed by a group of arcanists delving into the mysteries of forlorn artifacts. The profound connection between electrical energy and life was unveiled before them, propelling a surge of never-before-seen technological advancements. Thus began the magnificence of the once humble faction that would come to be known as the Scions. The carving embodies the raw power that serves as the bedrock of the Scions, infusing its possessor with the force of lightning. This allows them to traverse and assail with speed beyond mortal perception, or alternatively, employ the electricity to reanimate corpses through careful stimulation of the marrow. You gain resistance to lightning damage. In addition, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. This carving can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. After you teleport, your body becomes overcharged with electricity, and the next attack you make before the end of your next turn deals an extra 1d12 lightning damage on a hit.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Lilypad Sunhat","description":"Wondrous item, common (requires attunement) Component: pouch of plant leaves The water in the top of this hat never sloshes and can’t be poured out. It can, however, be scooped out in a drinking vessel, and contains up to four pints. Once water is removed, the hat fills back up over the course of 1 minute. While you wear the hat outdoors during the day, it can feed you through photosynthesis. The time you take to gain a day’s worth of nourishment depends on the brightness: 1 hour in bright, direct sunlight or 8 hours in overcast conditions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lilypad Sunhat (uncommon variant)","description":"Wondrous item, common (requires attunement) Component: pouch of plant leaves The water in the top of this hat never sloshes and can’t be poured out. It can, however, be scooped out in a drinking vessel, and contains up to four pints. Once water is removed, the hat fills back up over the course of 1 minute. While you wear the hat outdoors during the day, it can feed you through photosynthesis. The time you take to gain a day’s worth of nourishment depends on the brightness: 1 hour in bright, direct sunlight or 8 hours in overcast conditions. Uncommon variant: The item has the Thrive in the Sun property. Thrive in the Sun. If you wear this hat in sunlight during a short rest in which you spend at least one Hit Die to regain hit points, you regain an additional 3d6 hit points at the end of the rest. Alternatively, you can choose to end the poisoned condition on yourself or cure a disease that’s currently affecting you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Limitless Communicators","description":"Limitless Communicators Utility, rare These specialized two-way communicators come in pairs. Each one can be used to send and receive messages between any linked limitless communicators in the same dimension as you. You can link multiple communicators during a short rest while keeping them within 10 feet of each other.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Linguist's Cap","description":"Wondrous item, common While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lion's Roar (Common)","description":"Weapon (Warhammer), Common (Requires Attunement) Common As an action, you can wave this magic weapon in a circle over your head, causing it to emit a lion’s roar that can be heard up to 1 mile away.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Lion's Roar (Legendary)","description":"Weapon (Warhammer), Legendary (Requires Attunement) Common As an action, you can wave this magic weapon in a circle over your head, causing it to emit a lion’s roar that can be heard up to 1 mile away. Uncommon This weapon has 3 charges, and regains 1d3 charges when you finish a long rest. While holding it, you can use an action to expend 1 charge to cast thunderwave or 2 charges to cast shatter (spell save DC 8 + your proficiency bonus + your Charisma modifier). Rare Silencing Roar. When you hit a creature with this weapon, you can attempt to curse it. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be cursed for 1 minute. While cursed, the creature is deafened and cannot speak or make sound. Casting a spell that includes a verbal component is impossible. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the curse ends. Once used, you can’t use this property again until you finish a short or long rest. Very Rare Rallying Roar. As an action, you can rally allies within 60 feet with an inspiring roar. Rallied allies gain 10 temporary hit points and can immediately move up to their speed as a reaction without provoking opportunity attacks. In addition, your allies are immune to the charmed and frightened conditions for 1 minute. If they are currently charmed or frightened, those conditions end on them. Once used, you can’t use this property again until you finish a long rest. Legendary Thunderous Roar. An angry, powerful roar erupts from the weapon. Each creature in a 60-foot cone must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes 10d8 thunder damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and is not deafened. A creature that rolls a 1 on its saving throw is also stunned until the end of its next turn. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Lion's Roar (Rare)","description":"Weapon (Warhammer), Rare (Requires Attunement) Common As an action, you can wave this magic weapon in a circle over your head, causing it to emit a lion’s roar that can be heard up to 1 mile away. Uncommon This weapon has 3 charges, and regains 1d3 charges when you finish a long rest. While holding it, you can use an action to expend 1 charge to cast thunderwave or 2 charges to cast shatter (spell save DC 8 + your proficiency bonus + your Charisma modifier). Rare Silencing Roar. When you hit a creature with this weapon, you can attempt to curse it. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be cursed for 1 minute. While cursed, the creature is deafened and cannot speak or make sound. Casting a spell that includes a verbal component is impossible. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the curse ends. Once used, you can’t use this property again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Lion's Roar (Uncommon)","description":"Weapon (Warhammer), Uncommon (Requires Attunement) Common As an action, you can wave this magic weapon in a circle over your head, causing it to emit a lion’s roar that can be heard up to 1 mile away. Uncommon This weapon has 3 charges, and regains 1d3 charges when you finish a long rest. While holding it, you can use an action to expend 1 charge to cast thunderwave or 2 charges to cast shatter (spell save DC 8 + your proficiency bonus + your Charisma modifier).","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Lion's Roar (Very Rare)","description":"Weapon (Warhammer), Very Rare (Requires Attunement) Common As an action, you can wave this magic weapon in a circle over your head, causing it to emit a lion’s roar that can be heard up to 1 mile away. Uncommon This weapon has 3 charges, and regains 1d3 charges when you finish a long rest. While holding it, you can use an action to expend 1 charge to cast thunderwave or 2 charges to cast shatter (spell save DC 8 + your proficiency bonus + your Charisma modifier). Rare Silencing Roar. When you hit a creature with this weapon, you can attempt to curse it. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be cursed for 1 minute. While cursed, the creature is deafened and cannot speak or make sound. Casting a spell that includes a verbal component is impossible. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the curse ends. Once used, you can’t use this property again until you finish a short or long rest. Very Rare Rallying Roar. As an action, you can rally allies within 60 feet with an inspiring roar. Rallied allies gain 10 temporary hit points and can immediately move up to their speed as a reaction without provoking opportunity attacks. In addition, your allies are immune to the charmed and frightened conditions for 1 minute. If they are currently charmed or frightened, those conditions end on them. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Lionett Vineyard Purple Cinder Red Wine","description":"Lionett Vineyard Purple Cinder Red Wine Adventuring gear Cost 50 gp per bottle The natural phenomenon that churns the mud and earth surrounding Kamordah has helped its people cultivate a valuable collection of vineyards. Wines produced by these families are some of the best in Exandria, often presented as extravagant gifts or a display of wealth. These bottles fetch a healthy sum of gold, with some of the finest listed below, though the prices vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Lionhide Cloak","description":"Lionhide Cloak Wondrous item, Legendary (requires attunement) Myth has it that an ancient hero once faced a legendary lion that was impervious to the weapons of mortals. The hero wrestled the lion with his bare hands and emerged victorious, using the beast’s own claws to skin it and claim its hide. Now, the Lionhide Cloak is an enduring symbol of strength and bravery. Lion’s Endurance. You have resistance to nonmagical bludgeoning, piercing, and slashing damage while you wear this cloak. Lion’s Strength. Your Strength score becomes 23 while you wear this cloak. If your Strength is already 23 or higher, the cloak increases your Strength score by 1 instead, up to a maximum of 30. Lion’s Bravery. You can’t be frightened while you wear this cloak. Hemera and Nyctos on Lionhide Cloak “But can you hide lions in it?” Nyctos asks, flapping his wings. “… No,” Hemera replies flatly. “It’s made of a legendary lion’s hide. The Lionhide Cloak does not ‘hide’ lions.” Nyctos nods his head excitedly. “Right! But at least you can cloak a lion with it! A lion cloaked in a Lionhide Cloak. Awesome!”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Liquid Courage","description":"Potion, common This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Liquid Shadow","description":"Potion, uncommon The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness spell.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Litham of Breath","description":"Wondrous item, uncommon While your face is protected by this sturdy covering, you automatically succeed on Constitution saving throws to avoid gaining levels of exhaustion during a siltstorm.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Living Armor","description":"Living Armor Armor (any), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Living Death","description":"Poison, Rare Smelling faintly of fermented fruit and having a light golden color, this poison is designed to suspend a creature in a faux, deathlike state, lowering the victims heart rate to a near imperceptible level. It causes the eyes of the victim to become bloodshot and a dark purple bruising forms below the eye that fades after 12 hours. It is designed to make the victim appear as if they have been poisoned by the Mark of the Arbiter poison. Duration: 24 hours. Any creature given a dose of living death must succeed on a DC 16 Constitution saving throw or gain the unconscious condition after 2 minutes. The recipient seems dead by all standard measures. Succeeding on a DC 20 Wisdom (Medicine) check determines the creature is still alive. Healing spells will not revive the recipient as they are not actually dead. 24 hours after ingesting the poison the bruising dissipates and the character regains consciousness. ","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Living Flute","description":"Wondrous item, rare (requires attunement) Component: plant bark Against all reason, this flute appears to remain a living plant even in the absence of food, water, and light, subsisting on magical energy alone. However, many report that looking after it regardless, by watering it regularly and trimming dead branches, results in more vibrant and beautiful blossoms. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Song of Spring. As an action, you can expend 2 charges to play a beautiful tune on the flute, which causes its flowers to bloom and emit a sweet, soothing scent. Each other creature within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be charmed by every creature it can see for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature or any of its companions are harmed or targeted by a spell or ability by one of the creatures it’s charmed by, it’s no longer charmed by that creature. Once this property of the flute has been used, it can’t be used again until the next dawn. Petal Storm. As a bonus action, you can expend 1 charge to play a frantic tune on the flute, which causes its flowers to shed their petals. These petals fly in a flurry towards a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw (the target can choose to fail this save). On a failed save, the creature is lifted up by the petals and carried 30 feet in any direction of your choice.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Living Flute (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: plant bark Against all reason, this flute appears to remain a living plant even in the absence of food, water, and light, subsisting on magical energy alone. However, many report that looking after it regardless, by watering it regularly and trimming dead branches, results in more vibrant and beautiful blossoms. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Song of Spring. As an action, you can expend 2 charges to play a beautiful tune on the flute, which causes its flowers to bloom and emit a sweet, soothing scent. Each other creature within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be charmed by every creature it can see for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature or any of its companions are harmed or targeted by a spell or ability by one of the creatures it’s charmed by, it’s no longer charmed by that creature. Once this property of the flute has been used, it can’t be used again until the next dawn. Petal Storm. As a bonus action, you can expend 1 charge to play a frantic tune on the flute, which causes its flowers to shed their petals. These petals fly in a flurry towards a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw (the target can choose to fail this save). On a failed save, the creature is lifted up by the petals and carried 30 feet in any direction of your choice. Uncommon variant: Reduce the DCs to 13, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Living Flute (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: plant bark Against all reason, this flute appears to remain a living plant even in the absence of food, water, and light, subsisting on magical energy alone. However, many report that looking after it regardless, by watering it regularly and trimming dead branches, results in more vibrant and beautiful blossoms. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Song of Spring. As an action, you can expend 2 charges to play a beautiful tune on the flute, which causes its flowers to bloom and emit a sweet, soothing scent. Each other creature within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be charmed by every creature it can see for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature or any of its companions are harmed or targeted by a spell or ability by one of the creatures it’s charmed by, it’s no longer charmed by that creature. Once this property of the flute has been used, it can’t be used again until the next dawn. Petal Storm. As a bonus action, you can expend 1 charge to play a frantic tune on the flute, which causes its flowers to shed their petals. These petals fly in a flurry towards a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw (the target can choose to fail this save). On a failed save, the creature is lifted up by the petals and carried 30 feet in any direction of your choice. Uncommon variant: Reduce the DCs to 13, the charges to 3, and the recharge to 1d3. Very rare variant: Increase the DCs to 16, the charges to 8, and the recharge to 1d6 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Living Gloves","description":"Living Gloves Wondrous item, uncommon (requires attunement ) These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin. While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves): Sleight of Hand Thieves’ tools One kind of artisan’s tools of your choice One kind of musical instrument of your choice When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Living Juggernaut","description":"Armor (plate), rare (requires attunement) This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn’t cost you extra movement. Juggernaut Rush. While wearing this armor, you can use the Dash action to move into and through the spaces of any creatures no more than one size larger than you, physically ramming into them as you pass. You can’t ram into a creature more than once during the same movement. Each creature you ram must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet away from your path. A creature that chooses not to be pushed or that chooses to make an opportunity attack against you suffers the consequences of a failed saving throw. On a failed save, the creature takes bludgeoning damage equal to 2d6 + your Strength modifier, and it is pushed 5 feet in a direction of your choice. Once used, this property of the armor can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Living Spellbook","description":"Wondrous Item, Rare (Requires Attunement by a Wizard) This magic book holds hundreds of pages, half of which contain arcane scribblings in a neat handwriting. You can use this book as your spellbook and scribe new spells into it. Creatures that have advantage on saving throws against spells don’t have advantage against wizard spells you cast while holding this spellbook. Master Wizard. The spellbook is sentient and has the personality of a master wizard. Its alignment is determined by the GM or by rolling a d4; 1: neutral good, 2: lawful neutral, 3: chaotic neutral, 4: neutral evil. The book has an Intelligence of 18, a Wisdom of 12, and a Charisma of 10. It speaks, reads, and understands Common, Draconic, Elvish, and Infernal, and can see and hear normally out to a range of 60 feet. While the wizard’s sentience within remembers nothing of who it was in life, it still possesses a wealth of knowledge. If you spend at least 1 minute discussing an arcane topic, such as a mythical event, a spell, a creature, or a magic item, with the spellbook, you gain advantage on any Arcana, History, Nature, or Religion checks pertaining to that topic. Impromptu Memorization. As a bonus action, you can replace one of your prepared wizard spells with a different spell scribed in the book as the spellbook whispers the spell’s incantation to you. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Wizard"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Living Stake","description":"Wondrous item, rare Fashioned from mandrake root, this stake longs to taste the heart’s blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire’s chest. At the end of the vampire’s next turn, roots force their way into the vampire’s heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire’s chest, the stake is destroyed. The stake has no effect on targets other than vampires.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Living Stake","description":"Wondrous item, rare Fashioned from mandrake root, the living stake longs to taste the heart’s blood of vampires. A successful melee attack attaches it to a vampire’s chest. On the following round, roots force their way into the creature’s heart, negating fast healing and preventing gaseous form. If the target is reduced to 0 hit points, it is immobilized as if it had been staked. The stake can be pulled out with a successful DC 17 Strength (Athletics) check made as an action; doing this destroys the magic item. The stake has no eﬀect on targets other than vampires.","properties":{"Category":"Items","Expansion":16,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Living Witch Finger","description":"Wondrous item, Any (requires attunement) All living witch fingers that are displayed properly as hag gifts grant a +1 bonus to AC. This armor class bonus will not stack with any other armor bonus. Each living witch finger is slightly different and will grant different powers to you based on your knowledge of the victim, their race, and their level of power. Power And Living Witch Fingers A living witch finger is different from a common witch finger because the victim is still alive. If the living witch finger is your own finger then you get an increased power explained below. The power and abilities of any living witch finger depends on: Knowledge of the victim The victim’s race The victim’s level of power Living witch fingers still function if the living victim is on a different plane of existence from their severed and enchanted finger. The following list is not exhaustive, but represents the sort of living witch fingers found on neutral and evil spellcasters, the deranged, the desperate, or in stolen loot piles. Knowledge or Intimacy The level of knowledge and or intimacy with the victim will grant one of the following bonuses. Note that randomly discovered witch fingers usually result in no knowledge of the victim. Nothing. Common, no bonus. Circumstantial. Common, +1 to a random skill. Understanding. Uncommong, +2 to a random skill. Complete. Rare, +1 to skill of your choice, and +1 on Initiative rolls. If this finger used to belong to you then this is your level of understanding. The legend lore spell, at the DM’s discretion, will increase the knowledge level of a randomly found living witch finger to this level. Great Enemy. Very Rare, +1 to all skills you are proficient in and +2 on Initiative if in combat with this great enemy. This is the level of knowledge a hag has when displaying another hag’s Living Witch Finger. Mad Love. Legendary, +1 to your Proficiency when your twisted object of affection is within 120 feet and visual sight of you. If you fail a saving throw and your love is within sight then you can choose to succeed instead, but only once per day. Race of the Victim Note that undead victims are listed in the legendary section, and their once living bonuses for their race are lost. Player Races Common Human. Common, advantage on an ability check 1/Week. Uncommon Dragonborn. Uncommon, your spells of one type of energy damage, inflict +1 damage per die (Recharge 5-6). This damage increase will match the energy damage of the particular dragonborn victim that lost a finger. The living witch finger from a white dragonborn will add +1 cold damage per die with spells that do cold damage, such as cone of cold. Gnome. Uncommon, you have advantage on all Intelligence saving throws against magic spells or effects. Half-Elf. Uncommon, you have proficiency with a random skill that you are not already proficient with. Half-Orc. Uncommon, when you are reduced to 0 hit points you can choose to be reduced to 1 hit point instead. You can use this ability once per long rest. Tiefling. Uncommon, hellish rebuke, is now in your list of spells you can choose from. If you already have access to this spell, then you can cast it innately 1/Day. Rare Eladrin. Rare, you can innately cast misty step (self only) 3/Day. Aasimar. Rare, you can innately cast lesser restoration (self only) 3/Day. Firbolg. Rare, you can innately cast invisibility (self only) 3/Day. Kenku. Rare, you can innately cast knock (range 5 feet) 3/Day. Lizardfolk. Rare, you can innately cast barkskin (self only) 3/Day. Tabaxi. Rare, you can innately cast darkvision (self only) 3/Day. Triton. Rare, you can innately cast water breathing (self only) 3/Day. Monstrous Races Rare Bugbear. Rare, you can choose to deal 7 (2d6) additional damage with a spell that hits a surprised target. You can do this once per combat encounter. Gnoll. Rare, you can heal yourself for 7 (2d6) hit points if you kill a target with a spell attack, if the target is within 30 feet of you. You can do this once per combat encounter. Goblin. Rare, you do 7 (2d6) additional damage with a spell against a target that is a size category larger than you. You can do this once per combat encounter. Hobgoblin. Rare, you can choose to be immune to the effects of your own spell if you are allowed a saving throw. This immunity ends when your turn is completed. You can do this once per combat encounter. Kobold. Rare, you can choose to have an advantage with a spell attack roll if you have an ally within 5 feet of your spell’s target. You can do this once per combat encounter. Orc. Rare, you can move up to your normal speed as a bonus action, as long as it is towards a target you have cast a spell at this turn. You can do this once per combat encounter. Sahuagin or Kua-Toa. Rare, targets of your spell that can or are breathing water currently, regardless of how, take an additional 6 (2d6) acid damage. You can do this once per combat encounter. Yuan’ti. Rare, you can reduce the resistance to poison of a target of your spell if that spell does poison damage. Invulnerability becomes resistance; resistance becomes normal (no resistance); normal becomes vulnerability to poison. You can do this once per combat encounter. Very Rare Arcane. (see bestiary). Very rare, you have advantage on Charisma (Persuasion) checks if the target profits in some way by agreeing with you. Doppelganger. Very rare, you can chose to shape change into a creature you have killed with a spell less than 10 minutes before. The target must have been the same size category as you and you can only change into that shape or back into your true form. If you spend more than an hour in their form you may suffer madness complications based on the DM’s choice. Fey. Very rare, the damage dice used to determine your spell damage are increased by one step. For example, d3s become d4s, d4s become d6s, d6s become d8s, and so on. You can do this once per combat encounter. Githyanki. Very rare, as a reaction, any failed saving throw to resist a spell effect, succeeds instead. You can do this once per combat encounter. Githzerai. Very rare, if you cast a spell and its target or targets require a Wisdom saving throw you can force all or none of the affected targets to reroll their saving throw, even if they failed their saving throw the first time. You can do this once per combat encounter. Hags. If the user of a hag’s living witch finger is another hag, then they are immune to the victim hag’s spells or abilities. A hag will also have a +1 to all of her proficiencies. This bonus does not count for a hag using their own finger as a witch finger. A Hag using her own personal witch finger increases the saving throw DC of her abilities, spells, and abilities by +1 (this can stack with other witch finger bonuses). If a living witch finger of a hag is used by someone other than a hag, then they only receive a bonus based on the type of hag. Hags will receive these specific type bonus as well. Annis Hag. Very rare, you can increase the DC of your spell’s saving throw by adding all of your Int, Wis, and Chr ability modifiers to a spell. For example, you cast fireball and the spell saving throw DC is normally 8 + proficiency + Int for you. Using this power, the DC of that spell is now 8 + proficiency + Chr + Int + Wis. You can use this power once per long rest. Bheur Hag. Very rare, you can force all targets being hit by one of your cold damage spells to make an additional DC 15 Wisdom saving throw or be frightened for 2d3 rounds. Victims of this are allowed to reattempt this saving throw on the start of their combat rounds, with success removing the frightened condition. Green Hag. Very rare, you can cast one spell without breaking concentration, invisibility, or stealth and using no verbal or somatic components. You can do this once per long rest. Night Hag. Very rare, as a reaction, you can force one of the targets of your spell to spend the next d3 rounds trapped in the Ethereal Plane unless they make a DC 15 Charisma saving throw. After their d3 combat rounds have expired they return with a snap and roll initiative again. You can do this once per long rest. Nightshade Hag (see bestiary). Very rare, as an action, you can gaze attack a sentient creature that can see you as long as they are within 60 feet of you. This gaze attack is a Charisma contest, with the loser gaining the restrained condition for 1d4 rounds. If a nightshade hag is using her own witch finger then she can gaze attack two creatures at once, with the risk of restraining herself if she fails a Charisma contest against either target. Sea Hag. Very Rare, one frightened creature within 30 feet of you, must make a Charisma saving throw DC 15 or be reduced to 0 hit points if they fail a spell saving throw caused by one of your spells. You can do this once per long rest. Legendary. The fingers of demons, devils, angels, and other legendary races are as prized as they are powerful. No two witch fingers of this category are going to be the same. These living witch fingers disintegrate if their victim is permanently destroyed. These are sometimes given to trusted and powerful servants or claimed as prizes during especially violent or depraved periods of the Blood War. The Immortal hag, Ravel, has somehow made multiple witch fingers from her own hand and spread them throughout the planes. These are considered legendary and cursed by sane spellcasters. Undead. Legendary, if your spell targets a single living target and that target fails a saving throw for that spell, you can, if you are living, regain 18 (3d8 + 6) hit points. If you are undead you cannot heal yourself but can choose to cause another 18 (3d8 + 6) necrotic damage to your target. The rarity of this witch finger stems from the fact that the finger is made before the target becomes undead. An undead creature cannot have a witch finger made from its body.","properties":{"Category":"Items","Expansion":34600,"Item Type":"Wondrous item","Item Rarity":"Any","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Loaded Dice","description":"Loaded Dice Wondrous item, rare (requires attunement) This set of six-sided dice is indistinguishable from mundane dice but blessed with good fortune. After you make an ability check, attack roll, or saving throw, but before the DM declares success or failure, you can expend 1 charge to reroll the d20. Loaded dice can have up to 7 charges and regain 1d6+1 charges each week. Additionally, when you use this magic item to play a dice game, you have advantage on ability checks made to determine the winner of the game.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loading","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Ammunition property that doesn’t have the Reload property This weapon gains the Loading property and its damage die increases by one step.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Loadstone","description":"Loadstone Wondrous item, rare This stone is a large gem worth 150 gp. Curse. The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. ( Dead in Thay )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Location Scrambler","description":"This 2-inch diameter disk can be placed onto a creature or object. It sends out a signal that confuses digital locators such as GPS devices and sensor tags, making the creature or object appear to be 1d10 x 10 miles from its actual location. This device has no effect on detection-based esper talents or techniques.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Lock","description":"Lock Adventuring gear A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Lock","description":"Lock Adventuring gear A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check . Your DM may decide that better locks are available for higher prices. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lock","description":"Lock Adventuring gear Cost 10 gp Weight 1 lb A key is provided with this lock. A creature proficient with thieves’ tools can pick the lock with a successful DC 15 Dexterity check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Lock","description":"Lock Adventuring gear Price: 10 gp A key is provided with the lock. Without the key, a creature can pick this lock with a successful DC 15 Dexterity check. The GM may decide that better locks are available for higher prices.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Lock","description":"Adventuring Gear Weight: 1 lb. Cost: 10 GP A Lock comes with a key. Without the key, a creature can use Thieves’ Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Lock"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lock","description":"Lock Adventuring gear A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check . Your DM may decide that better locks are available for higher prices. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lock of Trickery","description":"Lock of Trickery Wondrous item, common This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Lock of Trickery","description":"Wondrous Item, Common This lock appears to be an ordinary Lock (of the type described in chapter 6 of the Player’s Handbook ) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Lock of Trickery"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lockbreaker","description":"Weapon (dagger), common You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Locket of Dragon Vitality","description":"Wondrous item, very rare (requires attunement) Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior’s sword piercing a dragon’s chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon’s heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can’t be activated again until 3 days have passed. When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge’s Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates. Dragon Heart Ritual. If you are also attuned to the sword of volsung (see), you can drain 3 charges of the locket into the sword of volsung , rendering this item broken and irreparable, but you passively gain its effects while attuned to the sword. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Locket of Remembrance","description":"Wondrous item, uncommon (requires attunement) You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover. Communication. While holding or wearing the locket, you can use an action to cast the sending spell from it. The target must be the creature whose keepsake is in the locket. Once used, this property can’t be used again until you have completed a long rest. Location. While holding or wearing the locket, you can use an action to cast the locate creature spell from it at will. The target must be the creature whose keepsake is in the locket. Reminiscence. If the locket contains a keepsake from a dead creature, you can use it to manifest their spirit and speak with them while holding or wearing the locket. This works like the speak with dead spell, but the spirit’s answers are typically less cryptic and more helpful. Once used, this property can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Locket of Remembrance","description":"Wondrous item, common When a locket of remembrance is created, it is engraved with the name and likeness of a creature that has died. It is then dedicated to this creature. As long as the locket is worn by a living creature, the remembered creature’s remains can’t become Undead, and its soul can’t linger as an Undead creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lockpicks","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category A set of lockpicks includes a number of tools useful for picking locks. The two essentials are a tension bar and a pick which, when used together, can open most locks. Lockpicks are necessary to pick locks, but you can improvise a pick using stiff wire .","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Lockshiv","description":"Weapon (dagger), uncommon Component: ooze vesicle This bladed syringe holds a lead-heavy concoction that inhibits a creature’s ability to interact with the Weave. With intricate mechanics, the injection mechanism can be pre-loaded, allowing the weapon to release its magic-inhibiting effects when thrown. Suppression Serum. When you hit a creature with this weapon, you can inject some of the dagger’s fluid into the creature. The creature must succeed on a DC 13 Constitution saving throw or be unable to concentrate on spells until the end of its next turn. In addition, if it tries to cast a spell before the end of its next turn, it must make a DC 13 ability check using its spellcasting ability. On a failure, it wastes its action but doesn’t expend a spell slot or use of the spell. This property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Lockshiv (rare variant)","description":"Weapon (dagger), uncommon Component: ooze vesicle This bladed syringe holds a lead-heavy concoction that inhibits a creature’s ability to interact with the Weave. With intricate mechanics, the injection mechanism can be pre-loaded, allowing the weapon to release its magic-inhibiting effects when thrown. Suppression Serum. When you hit a creature with this weapon, you can inject some of the dagger’s fluid into the creature. The creature must succeed on a DC 13 Constitution saving throw or be unable to concentrate on spells until the end of its next turn. In addition, if it tries to cast a spell before the end of its next turn, it must make a DC 13 ability check using its spellcasting ability. On a failure, it wastes its action but doesn’t expend a spell slot or use of the spell. This property can be used twice, regaining all expended uses daily at dawn. Rare variant: The Suppression Serum property can be used three times, regaining all expended uses daily at dawn. This weapon deals an extra 1d8 poison damage to creatures capable of casting spells.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Locksmith's Oil","description":"Potion, common This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves’ tools rolls a d4 and adds the number rolled to the check.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lodestone Caltrops","description":"Wondrous item, uncommon This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag’s contents have been emptied three times, the bag can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Log Keeper","description":"This foot-long device records and replays audio, organizing entries by date. It can store up to 72 hours of audio before it automatically begins purging the earliest entries.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Log of Burning","description":"Log of Burning Wondrous item, uncommon This small log may be set on fire by uttering its command word. It is not consumed by the flames and continues to burn forever until it is doused.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Loincloth of Oni Magic","description":"Wondrous item, very rare (requires attunement by a barbarian) While attuned to this blood-red loincloth, you can cast and concentrate on any spells you know, even while you are raging. Furthermore, the loincloth has 6 charges. While attuned to it, you can use an action to expend 1 or more charges to cast one of the following spells (save DC 17): charm person (1 charge), sleep (1 charge), darkness (2 charges), invisibility (2 charges), gaseous form (3 charges), or cone of cold (4 charges). The loincloth regains 1d6 expended charges daily at dusk. Loincloths: for when you're too strong, sexy, or angry to wear pants.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a barbarian"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Lolth's Sting","description":"Injury Poison A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Cost: 200 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Lolth's Sting"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Long Rod","description":"Long Rod Large arcane artillery (rod), requires attunement by a spellcaster Armor Class: 15 Hit Points: 40 Damage Immunities: poison, psychic A long rod is a more portable version of a siege staff , measuring around 8 feet long. Including the stand required to brace it, it weighs close to 350 pounds. It takes five actions to set up a long rod , and the same to tear down for transport. Once set up, it takes one action to prime the rod, one to aim it, and one to fire it. Any spell that requires an attack roll or saving throw can be cast through the long rod . The range is magnified by a factor of 3, with a long range of up to 6 times the spell’s standard range. The spell’s area of effect is increased to 150%. If the spell normally affects a single target, it instead affects a 10-foot-radius sphere; if the spell normally requires an attack roll, targets must instead make a Dexterity saving throw. On a successful save, the target takes half damage and suffers no other effect.","properties":{"Category":"Items","Item Type":"Wondrous item (arcane artillery staff)","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Longblade","description":"Longblade Melee weapon (martial) Damage : 1d8 Damage Type : slashing Properties : Versatile (1d10) Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Versatile (1d10)","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Longbow","description":"Longbow Ranged weapon (martial, longbow) Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Range":"150/600","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Bow","Item Type":"Ranged Weapon","data-List":"false","Properties":"Ammunition, Heavy, Range, Two-Handed","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longbow","description":"Longbow Ranged weapon (martial, longbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Longbow","description":"Longbow Ranged weapon (martial, longbow) Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Longbow","description":"Longbow Ranged weapon (martial, bow) The longbow, or yumi, is perhaps the most common bow used by Rokugani samurai. It is a long, graceful bow made from wood or bamboo. The yumi has an asymmetric grip suited to being fired from a standing position rather than from horseback like the greatbow. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Longbow","description":"Martial Ranged Weapons Damage: 1d8 Piercing Properties: Ammunition ( Range 150/600; Arrow ), Heavy , Two-Handed Mastery: Slow Weight: 2 lb. Cost: 50 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"None","Name":"Longbow"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Longbow","description":"Longbow Ranged weapon (martial, longbow) Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Longbow +1","description":"Longbow +1 Ranged weapon (martial, longbow), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Range":"150/600","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Heavy, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longbow +1","description":"Longbow +1 Ranged weapon (martial, longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longbow +1","description":"Longbow +1 Ranged weapon (martial, longbow), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Range, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Longbow +1","description":"Longbow +1 Ranged weapon (martial, longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Longbow +1","description":"Weapon (Longbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Longbow +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longbow +1","description":"Weapon (Longbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Longbow +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Longbow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"450 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Longbow +1 Attack\",\"parent\":\"Longbow +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longbow +1\\\",\\\"range\\\":\\\"150/600\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Longbow +1 Damage\",\"parent\":\"Longbow +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Longbow +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"150/600","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Longbow +2","description":"Longbow +2 Ranged weapon (martial, longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+2 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longbow +2","description":"Longbow +2 Ranged weapon (martial, longbow), rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+2 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Range":"150/600","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Heavy, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longbow +2","description":"Weapon (Longbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Longbow +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longbow +2","description":"Weapon (Longbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Longbow +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Longbow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4050 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Longbow +2 Attack\",\"parent\":\"Longbow +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longbow +2\\\",\\\"range\\\":\\\"150/600\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Longbow +2 Damage\",\"parent\":\"Longbow +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Longbow +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"150/600","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Longbow +3","description":"Longbow +3 Ranged weapon (martial, longbow), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+3 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Range":"150/600","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Heavy, Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longbow +3","description":"Longbow +3 Ranged weapon (martial, longbow), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+3 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longbow +3","description":"Weapon (Longbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Longbow +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longbow +3","description":"Weapon (Longbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Longbow +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Longbow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Longbow +3 Attack\",\"parent\":\"Longbow +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longbow +3\\\",\\\"range\\\":\\\"150/600\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Longbow +3 Damage\",\"parent\":\"Longbow +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Longbow +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"150/600","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Longbow for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Longbow of Bloodletting","description":"Longbow of Bloodletting Ranged weapon (martial, longbow), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Longbow of Certain Death","description":"Longbow of Certain Death Weapon (longbow), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Longbow of Conflagration","description":"Longbow of Conflagration Ranged Weapon (martial, longbow), Rare (Requires Attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Secondary Damage: 1d6 Secondary Damage Type: Fire Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Longbow of Defense","description":"Longbow of Defense Ranged weapon (martial, longbow), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Defensive, Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Longbow of Inverted Probability","description":"Longbow of Inverted Probability Ranged weapon (martial, longbow), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Longbow of Lost Souls","description":"Longbow of Lost Souls Ranged weapon (martial, longbow), very rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune-scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is fired. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be fired to release the soul. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Longbow of Melodies","description":"Longbow of Melodies Ranged Weapon (martial, longbow), Very Rare (Requires Attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Expansion":27234,"Item Type":"Ranged Weapon","Properties":"Heavy, Range, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Longbow of the Healing Hearth","description":"Longbow Of The Healing Hearth Ranged weapon (martial, longbow), legendary (requires attunement) This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers. You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target. The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn. Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn. Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges). Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Modifiers: Ranged Attacks +3, Ranged Damage +3 Properties: Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Longbow of Throne's Command","description":"Longbow of Throne's Command Ranged Weapon (martial, longbow), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Longbow of Unlimited Ammunition","description":"Longbow of Unlimited Ammunition Ranged weapon Price: 40,000 gp This ornate bow has been meticulously designed with fillegry and carvings all along its length. This bow never requires ammunition to fire. When the wielder pulls the string of the bow back, it immediately conjures an arrow made of magical force. After being fired, these arrows exist for 1 minute before they disappear again. Anyone using this bow may make an additional attack each turn as a Bonus Action. Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Damage: 1d8","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Longbow of Warning","description":"Weapon (Longbow), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Longbow of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longcoat","description":"Longcoat Clothing (miscellaneous gear) Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Longhorn","description":"Longhorn Musical instrument A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Longship","description":"Longship Vehicle (water) Cost: 10,000 gp Speed: 3 mph Crew: 40 Passengers: 150 Cargo (tons): 10 AC: 15 HP: 300 Damage Threshold: 15 Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longship","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Longshot Blue Benevolence Arrow","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Blue Benevolence Bolt","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Indigo Insanity Arrow","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Indigo Insanity Bolt","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Purple Petrification Arrow","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Purple Petrification Bolt","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Red Restoration Arrow","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Red Restoration Bolt","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Teal Torpor Arrow","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longshot Teal Torpor Bolt","description":"Ammunition (arrow or bolt), varies Component: phial of aberration mucus During the veinworm plague, a cult of trypanophobic disease-worshippers refused to get vaccinated, becoming reservoirs in which the pathogen could reproduce and adapt. The Night Hospitaller, a sect of nocturnal combat nurses, developed a syringe-like ammunition as a means of delivering vaccinations from afar. Since then, this clinical tool has taken many guises, including the magically self-filling longshot. When you hit a creature with a ranged weapon attack using this ammunition, the elixir within is injected into the creature, which suffers its effects depending on the type of longshot ammunition used, as described below. A creature can choose to make itself an easy target against this ammunition, giving you advantage on the attack roll. If the attack misses, the elixir is ejected and wasted. Either way, the ammunition behaves like ordinary magical ammunition until the next dawn, when it is magically refilled. Red Restoration; Uncommon. On a hit, the attack doesn’t deal any damage. Instead, the target is cured of one disease or condition (target’s choice). The condition can be blinded, deafened, paralysed, or poisoned. Teal Torpor; Rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 15 Constitution saving throw or suffer the effects of the hold person spell until the end of its next turn. Blue Benevolence; Rare. On a hit, the attack doesn’t deal any damage. Instead, the target regains 4d4 + 4 hit points and gains the benefits of the bless spell for 1 minute. Indigo Insanity; Very rare. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 16 Constitution saving throw or suffer the effects of the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Purple Petrification; Legendary. On a hit, this ammunition deals the attack’s normal damage. In addition, the creature must succeed a DC 17 Constitution saving throw or suffer the effects of the flesh to stone spell. You must concentrate on this effect as you would on a spell.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Longspike","description":"Weapon (rapier), uncommon (optional attunement) The longspike grants its user the ability to strike from afar, without resorting to the use of unwieldy polearms. When grasped with force, the long, narrow blade extends, increasing the reach of its wielder’s thrust, and can implant a rapidly-growing net of hyphal tethers that can bind and constrict a foe. Hyphal Stretch . On your turn, you can squeeze the longspike (no action required), causing it to lengthen and increasing the reach of melee attacks you make with it by 5 feet until the end of your turn. Optional Attunement. You can choose to attune to this weapon, causing it to gain the Hyphal Grasp property while you remain attuned to it. OA: Hyphal Grasp . As a bonus action while holding the rapier, you can speak its command word to cause writhing hyphal filaments to grow from it. The next time you hit a creature with a weapon attack using longspike within the next minute, the target must succeed on a DC 13 Strength saving throw or be restrained by the magical hyphae for 1 minute . An affected creature can use an action to repeat the saving throw, ending the effect on a success. After you activate this property, roll a d6 . On a 1-2 , you can’t activate this property again until the following dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Longspike (very rare variant)","description":"Weapon (rapier), very rare (optional attunement) The longspike grants its user the ability to strike from afar, without resorting to the use of unwieldy polearms. When grasped with force, the long, narrow blade extends, increasing the reach of its wielder’s thrust, and can implant a rapidly-growing net of hyphal tethers that can bind and constrict a foe. Hyphal Stretch . On your turn, you can squeeze the longspike (no action required), causing it to lengthen and increasing the reach of melee attacks you make with it by 5 feet until the end of your turn. Optional Attunement. You can choose to attune to this weapon, causing it to gain the Hyphal Grasp property while you remain attuned to it. OA: Hyphal Grasp . As a bonus action while holding the rapier, you can speak its command word to cause writhing hyphal filaments to grow from it. The next time you hit a creature with a weapon attack using longspike within the next minute, the target must succeed on a DC 13 Strength saving throw or be restrained by the magical hyphae for 1 minute . An affected creature can use an action to repeat the saving throw, ending the effect on a success. After you activate this property, roll a d6 . On a 1-2 , you can’t activate this property again until the following dawn. Very rare variant: Increase the DC to 16 . You gain a +2 bonus to attack and damage rolls you make with this magic weapon. While you are attuned to this weapon, it gains the Hyphal Parasite property. OA: Hyphal Parasite. When you hit a creature with this weapon you can use a bonus action to cast the fungal infection * spell on it ( save DC 16 , no concentration required). After you activate this property, roll a d6 . On a 1-2 , you can’t activate this property again until the following dawn. *See Appendix B","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Longsword","description":"Longsword Melee weapon (martial, longsword) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Subtype":"Martial, Sword","Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Item Rarity":"Standard","Alternate Damage":"1d10","Alternate Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longsword","description":"Longsword Melee weapon (martial, longsword) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Longsword","description":"Longsword Melee weapon (martial, longsword) Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Longsword","description":"Martial Melee Weapon Damage: 1d8 Slashing Properties: Versatile (1d10) Mastery: Sap Weight: 3 lb. Cost: 15 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"None","Name":"Longsword"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Longsword","description":"Longsword Melee weapon (martial, longsword) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Longsword +1","description":"Longsword +1 Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":4415,"Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Longsword +1","description":"Longsword +1 Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longsword +1","description":"Longsword +1 Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longsword +1","description":"Longsword +1 Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Longsword +1","description":"Weapon (Longsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword +1","description":"Weapon (Longsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Longsword +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Longsword +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"415 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Longsword +1 Attack\",\"parent\":\"Longsword +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longsword +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Longsword +1 Damage\",\"parent\":\"Longsword +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Longsword +1 Attack (Two-handed)\",\"parent\":\"Longsword +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longsword +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Longsword +1 Damage (Two-handed)\",\"parent\":\"Longsword +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Sap","Name":"Longsword +1","Weight":3,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Longsword +2","description":"Longsword +2 Melee weapon (martial, longsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longsword +2","description":"Longsword +2 Melee weapon (martial, longsword), rare You have a +2 bonus to attack and damage rolls made with this weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Alternate Damage":"1d10","Alternate Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longsword +2","description":"Weapon (Longsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword +2","description":"Weapon (Longsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Longsword +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Longsword +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Longsword +2 Attack\",\"parent\":\"Longsword +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longsword +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Longsword +2 Damage\",\"parent\":\"Longsword +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Longsword +2 Attack (Two-handed)\",\"parent\":\"Longsword +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longsword +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Longsword +2 Damage (Two-handed)\",\"parent\":\"Longsword +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Longsword +2","Weight":3,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Longsword +3","description":"Longsword +3 Melee weapon (martial, longsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Longsword +3","description":"Longsword +3 Melee weapon (martial, longsword), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Longsword +3","description":"Weapon (Longsword), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword +3","description":"Weapon (Longsword), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Longsword +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Longsword +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Longsword +3 Attack\",\"parent\":\"Longsword +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longsword +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Longsword +3 Damage\",\"parent\":\"Longsword +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Longsword +3 Attack (Two-handed)\",\"parent\":\"Longsword +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Longsword +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Longsword +3 Damage (Two-handed)\",\"parent\":\"Longsword +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Longsword +3","Weight":3,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Longsword for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Longsword of Agonizing Paralysis","description":"Weapon (longsword), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Longsword of Bloodletting","description":"Longsword of Bloodletting Melee weapon (martial, longsword), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Longsword of Certain Death","description":"Longsword of Certain Death Weapon (longsword), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Longsword of Defense","description":"Longsword of Defense Melee weapon (martial, longsword), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Defensive, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Longsword of Inverted Probability","description":"Longsword of Inverted Probability Melee weapon (martial, longsword), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Longsword of Life Stealing","description":"Weapon (Longsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword of Life Stealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword of Retribution","description":"Weapon (longsword), very rare (requires attunement) You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one. The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit’s past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Longsword of Sharpness","description":"Weapon (Longsword), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword of Sharpness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword of the Planes","description":"Longsword of the Planes Melee Weapon (martial, longsword), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Longsword of Throne's Command","description":"Longsword of Throne's Command Melee Weapon (martial, longsword), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Longsword of Vengeance","description":"Weapon (Longsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword of Vengeance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword of Warning","description":"Weapon (Longsword), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Longsword of Wounding","description":"Weapon (Longsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Longsword of Wounding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Loom of Fate","description":"Wondrous item, rare If you spend 1 hour weaving on this portable loom, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can’t be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom’s power to alter fate.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lord Chamberlain’s Amulet","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Lord Commander’s Badge","description":"Lord Commander’s Badge Wondrous item, rare (requires attunement) As an action while wearing this seal, you can invoke its power to issue a bellowing command clearly audible to all creatures within 300 feet of you. When you do, you may choose up to 12 allies you can see who can hear the command. Those allies each gain 20 temporary hit points. While these temporary hit points remain, those allies gain advantage on attack rolls and saving throws. Once you use this power, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Lord's Ensemble","description":"Lord's Ensemble Wondrous item, very rare (requires attunement by a creature with a humanoid build) The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces—a helm, an amulet, and a robe—that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item. Lord’s Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it. Lord’s Amulet. This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location . Lord’s Robe. This elegant robe functions as a ring of free action , and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature with a humanoid build"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Lorehold Primer","description":"Lorehold Primer Wondrous item, uncommon (requires attunement by a spellcaster) The Lorehold Primer is a magic textbook created at Strixhaven’s Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (History) or an Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Lorgnettes of the Master Scribe","description":"The lorgnettes of the master scribe highlight and emphasize specific passages of spell scrolls, leading spellcasters to a clearer comprehension of their complex formulae. If the spell you are casting from a spell scroll is on your class’s spell list, but of a higher level than you can normally cast, you gain advantage on the required ability check with your spellcasting ability.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Lost Crown of Besilmer","description":"Lost Crown of Besilmer Wondrous item, legendary (requires attunement) This dwarven battle-helm consists of a sturdy openfaced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown: You have resistance to psychic damage. You have advantage on saving throws against effects that would charm you. You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. Relics of Besilmer The following items were crafted by the dwarves of Besilmer for their king, Torhild Flametongue.","properties":{"Category":"Items","Expansion":7390,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Lost Wings","description":"Before the great cataclysm, a group of wizards known as the Azrhaqun were infamous for their command over demonic forces. When the world was in danger, they realized that it might lead to their own end - and they made a desperate attempt at stopping the dragon god. They summoned an army of the most powerful kind of demon they could control, and sent them to attack the raging draconic deity. Despite all their combined power, they were no match for their enemy - and the entire legion of demons was wiped out. As a curious side effect of their destruction, the wings of the demons remained. Known as Lost Wings, these wondrous magical items are still alive and longing to attach themselves to a body. Several hundred of these are known to still exist in the world. It’s assumed that a few of them are still hidden or buried somewhere, waiting to be found. Even though the Lost Wings haven’t been magically cursed, their effects on mortal bodies are so similar that they count as cursed items. Cursed Item Magic schools: Transmutation Cost: 2000 gp Magic properties: The Lost Wings are longing to be attached to a living body. They attune to their new owner as they merge with a person’s back, a painful process that takes one hour. They can be removed at any time throughout this process. Once attached, the wings give you a flying speed of 40. You can use them without a time limit, as a natural part of your body. Over time, a mortal body begins to reject the demonic wings. Once after every 24 hours, the attuned owner has to succeed on a Constitution Saving Throw vs. DC 15, or gain one level of exhaustion. This will continue until the owner dies or removes the Lost Wings. The wings actively try to resist being removed. It requires a Strength check vs. DC 20 to rip them out. A failure results in 1d4 points of slashing damage for the attuned person. On a success, the owner has to succeed on a Constitution Saving Throw vs. DC 15 or suffer 2d6 points of slashing damage. A Remove Curse spell or a Greater Restoration spell can remove the wings without requiring a Strength check, and without inflicting damage. “Stop right there, for your own good!” Talva shouted. The thief was fast, quickened by the magic boots she stole, but Talva wasn’t just worried she’d escape. The winds on the balcony were strong. They were half-way up the main tower of the Arcanist Vault. The only way out was off the ledge - and that would require the thief to fly. The halfling woman in front of Talva turned around with a grin, flapping the red wings she had attached to her back. “These are mine now, and I’ll never give them back. Just as I’ll keep everything else in my bag here!” She raised the leather bag with all the stolen goods. “And that spray I used on you will keep you from casting any spells that can stop me!” Talva shook their head. “I don’t care about the items. If you leave now, you’ll die, because the wings -” “You can’t stop me!” The Halfling laughed as she interrupted Talva, and jumped off the ledge. The wizard sighed. The Arcanists would find her, they almost always do. But chances were high they’d find her dead. Talva would have happily given the halfling the other items if only she had left the wings behind.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Lotus of Oblivion","description":"Lotus of Oblivion Wondrous item, Legendary Myth has it that a magic fruit exists that can cure any disease and heal any wound, but whose unimaginable taste can make anyone who eats it forget who they are. Many have sought out the Lotus of Oblivion only to lose themselves in its otherworldly sweetness. Aspiring heroes who cannot resist the magic of the lotus soon abandon everything to spend their lives under a lotus tree and indulge in pleasure. The Sweetest Fruit. You can spend one minute to eat a Lotus of Oblivion. Doing so grants you several benefits. You are cured of all diseases, poison, and any condition that lowers your hit point maximum. You also regain 1 hit point at the start of each of your turns (10 hit points each minute) and your severed body members, if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the magic of the lotus instantaneously causes the limb to knit to the stump. Additionally, you gain inspiration and become immune to disease, poison, and being frightened. These benefits last for 24 hours. Curse of the Lotophagus. Each time you eat a Lotus of Oblivion, there is a 10 percent cumulative chance that you will become cursed and magically addicted to its sweetness. While cursed, you forget your ideals and bonds, and you must consume at least one lotus every 24 hours or have disadvantage on all attack rolls, ability checks, and saving throws. A greater restoration, remove curse , or similar effect ends the curse on you but does not reset the chance to become addicted again.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Lotus Pendant","description":"Lotus Pendant Wondrous item, legendary (requires a ttunement) A finely crafted but somewhat mundane looking necklace featuring a small iron lotus in the center. The wearer’s maximum hit points are increased by 10.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Love Potion","description":"Potion, Hag, Uncommon This potion is one of the oldest hag gifts that hags still know how to make. Drinking a hag love potion willingly is not an evil act. Giving this potion to an unwilling or unaware victim can be an evil act, depending on the situation and the DM. A love potion is one of those rare items made by hags that doesn’t look like they were made out of blood, gore, and muck. These potions are kept in lovely clear bottles of glass, usually adorned with anything that sparkles or pictures of hearts. This potion has two main uses and its effects change based on who the drinker is. Willing drinker. A willing drinker has usually purchased a love potion from a hag, who told them that the safest way to use it is to drink it around as many people as possible so that the potion has a larger group to choose from. Any male humanoid dumb enough to drink a love potion near a hag blacks out for three days and wakes up roughly 10 miles away with all of their belonings but an exhaustion level of 3. The hag will forever ignore that male and answer no questions about the lost time. As she gets closer to giving birth she will disappear into obscurity, usually surrounded by other hags, until the child is born. A willing drinker who drinks a potion with only one person within view will fall madly in love with that person. If they are lucky, the feelings will be reciprocated. Regardless this feeling will evaporate a month later unless the drinker drinks another love potion. If the person is unreceptive to the drinker’s love, then the drinker will need to make a DC 13 Wisdom saving throw each day for a week. If the drinker fails a saving throw then the drinker will attempt to take the target of their affection by force, regardless of witnesses. This is considered a charm, and it can be dispelled by a 5th spell-level dispel magic, dispel evil and good, greater restoration, or wish spell. A person under the effect of this charm who is reduced to 0 hit points will wake up with no recollection of their actions. Unwilling drinker. The victim is either fed a hag love potion unwillingly or has had it slipped into their food and drink. Upon consuming the potion the victim makes a DC 15 Wisdom save, and upon success is completely unaffected by the potion and is immune to love potions for a year and a day. If the drinker fails their saving throw then the potion takes effect on the victim. They are now Love Drunk for the next seven days. A hag will often sell a cure to love drunk (she drugs the victim and locks them in a cage for a week). Love Drunk If any viable target of affection (humanoids will not be normally attracted to animals, some have a particular gender preference, etc.) is seen within 90 feet of the victim then the victim must make a DC 13 Charisma saving throw or fall madly in love with the target. Once a target has been determined the following saving throw must be made every day for a week if the target does not return the victim’s love. If the target of love drunk is the creature who forced the victim to drink a love potion, then the victim has disadvantage on the saving throw. Upon failing a saving throw the victim suffers from Short-term madness (see Dungeon Master’s Guide ) for 1d10 minutes. If at any point the victim has two failed saving throws during this week then they now suffer from Indefinite madness. This is considered a charm, and it can be dispelled by a 5th spell-level dispel magic , dispel evil and good , greater restoration , or wish spell.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Low-light Goggles","description":"Low-light Goggles Utility, varies The standard version of this eyewear improves your vision’s photonic range, increasing clarity of detail in any form of lighting. It is an uncommon item. While wearing these goggles, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Spectrum Goggles. This variant is a very rare item that grants you both darkvision and infravision. You can only use one type of vision at a time. You can switch between the two types as an action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Loyal Bola +0","description":"Loyal Bola +0 Ranged weapon (martial, bola), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Bola +1","description":"Loyal Bola +1 Ranged weapon (martial, bola), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Bola +2","description":"Loyal Bola +2 Ranged weapon (martial, bola), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Bola +3","description":"Loyal Bola +3 Ranged weapon (martial, bola), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Bola. When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can’t rise from prone until it or another creature uses an action to free the prone creature. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Special, Thrown Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Boomerang +0","description":"Loyal Boomerang +0 Melee weapon (martial, boomerang), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Boomerang +1","description":"Loyal Boomerang +1 Melee weapon (martial, boomerang), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4+1 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Boomerang +2","description":"Loyal Boomerang +2 Melee weapon (martial, boomerang), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4+2 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Boomerang +3","description":"Loyal Boomerang +3 Melee weapon (martial, boomerang), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4+3 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Chakram +0","description":"Loyal Chakram +0 Melee weapon (martial, chakram), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Chakram +1","description":"Loyal Chakram +1 Melee weapon (martial, chakram), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Chakram +2","description":"Loyal Chakram +2 Melee weapon (martial, chakram), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Chakram +3","description":"Loyal Chakram +3 Melee weapon (martial, chakram), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown (range 100/300). If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 100/300 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dagger +0","description":"Loyal Dagger +0 Melee weapon (simple, dagger), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dagger +1","description":"Loyal Dagger +1 Melee weapon (simple, dagger), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dagger +2","description":"Loyal Dagger +2 Melee weapon (simple, dagger), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dagger +3","description":"Loyal Dagger +3 Melee weapon (simple, dagger), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dart +0","description":"Loyal Dart +0 Ranged weapon (simple, dart), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dart +1","description":"Loyal Dart +1 Ranged weapon (simple, dart), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dart +2","description":"Loyal Dart +2 Ranged weapon (simple, dart), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Dart +3","description":"Loyal Dart +3 Ranged weapon (simple, dart), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Handaxe +0","description":"Loyal Handaxe +0 Melee weapon (simple, handaxe), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Handaxe +1","description":"Loyal Handaxe +1 Melee weapon (simple, handaxe), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+1 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Handaxe +2","description":"Loyal Handaxe +2 Melee weapon (simple, handaxe), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+2 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Handaxe +3","description":"Loyal Handaxe +3 Melee weapon (simple, handaxe), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6+3 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Javelin +0","description":"Loyal Javelin +0 Melee weapon (simple, javelin), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Javelin +1","description":"Loyal Javelin +1 Melee weapon (simple, javelin), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6+1 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Javelin +2","description":"Loyal Javelin +2 Melee weapon (simple, javelin), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6+2 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Javelin +3","description":"Loyal Javelin +3 Melee weapon (simple, javelin), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6+3 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Light Hammer +0","description":"Loyal Light Hammer +0 Melee weapon (simple, light hammer), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Light Hammer +1","description":"Loyal Light Hammer +1 Melee weapon (simple, light hammer), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Light Hammer +2","description":"Loyal Light Hammer +2 Melee weapon (simple, light hammer), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Light Hammer +3","description":"Loyal Light Hammer +3 Melee weapon (simple, light hammer), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Net +0","description":"Loyal Net +0 Ranged weapon (martial, net), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Net +1","description":"Loyal Net +1 Ranged weapon (martial, net), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Net +2","description":"Loyal Net +2 Ranged weapon (martial, net), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Net +3","description":"Loyal Net +3 Ranged weapon (martial, net), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Projectile","description":"Loyal Projectile Weapon (any weapon with the thrown property), common (+0), uncommon (+1), rare (+2), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack.","properties":{"Category":"Items"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Spear +0","description":"Loyal Spear +0 Melee weapon (simple, spear), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Spear +1","description":"Loyal Spear +1 Melee weapon (simple, spear), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Spear +2","description":"Loyal Spear +2 Melee weapon (simple, spear), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+2 (1d8+2) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Spear +3","description":"Loyal Spear +3 Melee weapon (simple, spear), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+3 (1d8+3) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Trident +0","description":"Loyal Trident +0 Melee weapon (martial, trident), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Trident +1","description":"Loyal Trident +1 Melee weapon (martial, trident), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Trident +2","description":"Loyal Trident +2 Melee weapon (martial, trident), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal Trident +3","description":"Loyal Trident +3 Melee weapon (martial, trident), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal War Fan +0","description":"Loyal War Fan +0 Melee weapon (martial, war fan), common (+0) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal War Fan +1","description":"Loyal War Fan +1 Melee weapon (martial, war fan), uncommon (+1) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal War Fan +2","description":"Loyal War Fan +2 Melee weapon (martial, war fan), rare (+2) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Loyal War Fan +3","description":"Loyal War Fan +3 Melee weapon (martial, war fan), very rare (+3) (requires attunement) You are considered proficient with this magic weapon, and you have a bonus to the attack and damage rolls made with it. The bonus is determined by the weapon’s rarity. When you make a ranged weapon attack with the weapon, whether you hit or miss, the weapon returns to you as part of the attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+3 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Luba's Tarokka of Souls","description":"Luba's Tarokka of Souls Wondrous item, artifact (requires attunement ) Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife. Created by a figure of Vistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will. Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords. Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide : 2 minor detrimental properties 2 minor beneficial properties Spells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages , detect evil and good , detect magic , detect poison and disease , locate object , or scrying . Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn. Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells. Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects: Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour. Woe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour. The deck can be used in this way twice, and you regain all expended uses at the next dawn. Prisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual . If you roll a soul that has already escaped, roll again. Souls of the Tarokka d100 Card Soul 1 Artifact Flameskull 2 Beast Wraith 3 Broken One Banshee 4 Darklord Vampire 5 Donjon Mummy 6 Executioner Death knight 7 Ghost Ghost 8 Horseman Mummy lord 9 Innocent Ghost 10 Marionette Mummy 11 Mists Wraith 12 Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15-00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe. Shuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarroka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you. Destroying the Deck. Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich , that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM's design. Mother Luba and the Vistani The creator of the Tarokka of Souls , Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists. A halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience—ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.” Some years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls . It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Lucent Destroyer","description":"Lucent Destroyer Ranged weapon (firearm, musket), very rare (requires attunement) This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn’t have the loading property. The base of the weapon is emblazoned with the light rune. Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will. Invoking the Rune. As an action, you can invoke the weapon’s rune to cast the sunbeam spell (save DC 17) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: radiant Modifiers: Ranged Attacks +1, Ranged Damage +1 Properties: Two-Handed Range: 40/120 Weight: 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Lucent Grenade","description":"This grenade deals no damage, instead flaring with an intense glow of bright light in a 20-foot radius and dim light in a 15-foot radius. The glow lasts for 1 minute. If the target is a creature, it must succeed a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Melee Weapon","Properties":"Special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Luck Blade","description":"Luck Blade Weapon (any sword), legendary (requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Luck Blade","description":"Luck Blade Weapon (any sword), legendary (requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck . If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. Wish . The sword has 1d4 – 1 charges . While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Sword","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Luck Blade (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Weapon","Item Rarity":"Yes","Name":"Luck Blade"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Glaive","description":"Weapon (Glaive), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Luck Blade Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Greatsword","description":"Weapon (Greatsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Luck Blade Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Longsword","description":"Weapon (Longsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Luck Blade Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Rapier","description":"Weapon (Rapier), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Luck Blade Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Scimitar","description":"Weapon (Scimitar), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Luck Blade Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Shortsword","description":"Weapon (Shortsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Luck Blade Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Luck Blade Sickle","description":"Weapon (Sickle), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Luck Blade Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lucky Charm of the Monkey King","description":"Wondrous item, common (requires attunement) This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can’t be used again until the next dawn. You can be attuned to only one lucky charm at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lucky Coin","description":"Wondrous item, common This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the coin runs out of luck and becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lucky Dusty Rabbit's Foot","description":"Wonderous item, uncommon This worn rabbit’s foot is fluffy with several decade’s worth of rock dust. The foot has two charges and regains all expended charges at dawn. While holding this item, you can use an action to expend one of its charges to cast the jump spell.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Lucky Eyepatch","description":"Wondrous item, uncommon (requires attunement) You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Luminous Larvae","description":"Wondrous Item, Common This small glass vial holds bio-luminescent larvae submerged in magical liquid. Guiding Glow. As a bonus action, you can shake the vial, agitating the larvae and causing them to increase their glow. The vial glows with bright light in a 5-foot radius and dim light for an additional 10 feet for 1 minute. When the vial has glowed for a total of 1 hour, it can't glow again in this way until the next dawn. Protective Pests. As an action, you can open the vial and toss the larvae into the air, where they transform into a swarm of glowing butterflies that surround you or another creature of your choice within 5 feet. For 1 minute, that creature has advantage on saving throws against spells and other magical effects. Once used in this way, the larvae and the vial lose their magic properties and become nonmagical.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Luminous War Pick","description":"Luminous War Pick Weapon (War Pick), Rare (Requires Attunement) The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. Damage: 1d8+1 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Lunar Lance","description":"Weapon (Any Polearm), Uncommon Made by shadow goblins to keep larger foes at a distance, lunar lances are often given to goblins on battlements or other vantage points. They weigh literally nothing but are as sharp as any dagger. This weapon adds 10 feet to your reach when attacking with it.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Lunar Light","description":"Wondrous item, common This miniature moon is the size of a large marble, able to be held comfortably in one hand. Light of the Moon. The lunar light sheds bright light in a 20-foot radius and dim light for 20 feet beyond that. This light is shed forever but can be blocked by something opaque like heavy cloth or a leather pouch. Lunar Cycle. The lunar light always shows the phase of the nearest moon. When on the Material Plane, you can always determine the date by looking at it. The light of the moon can comfort even in the darkest places.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Animancer","book":"Enchiridion Vaz’kin’rai"},{"name":"Lupine Crown","description":"Wondrous item, rare (requires attunement) This grisly helm is fashioned from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lur of Istanoll","description":"Lur of Istanoll Wondrous item, very rare This magical lur was crafted by artisans working at the University of Istanoll to be used for a variety of purposes. When used to perform, it grants a +2 bonus to Charisma (Performance) checks and it may be used as a shield, though it only grants a +1 bonus to armor class. The lur is also capable of producing several magical notes. To learn a single note requires a long rest and a successful DC 17 Charisma (Performance) check. The notes are learned in the following order. All the notes prior to a note must be learned before that note can learned. Ignite/Dim. Either all candles and torches within 120 feet are lit, or their flames are extinguished (performer’s choice). Inspire. All creatures of your choice within 30 feet gain the benefits of the bless spell for 1 minute. Open. All non-magical locks are unlocked, and all non-magical doors are opened within 500 feet. Replenish. As a reaction to an ally casting a spell, the performer may use this feature to restore the spell slot the caster just used to the caster. Regroup. The performer selects up to 3 specific individuals they know on the current plane of existence. For the next twelve hours those individuals know the location of the performer and that the performer wishes to be found by them. Once this note is learned, the user knows there are no more notes to learn. The user is unable to teach notes to other potential users—each student must discover their own knowledge, themselves, which was once a motto used by the university. Once a specific note is played, that note cannot be played again until a short or long rest is finished.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Luring Perfume","description":"Potion, rare This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Lute","description":"Lute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lute","description":"Lute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Lute","description":"Lute Adventuring gear (musical instrument) A plucked string instrument with a body generally covered in animal skin, lutes come in many different varieties. The biwa, or short-necked lute, has a long history in Rokugan, and is carried by many traveling musicians due to its portability. The shamisen has three strings, a longer neck than the biwa, and a drum-like body, and is popular in many Rokugani courts and tea houses alike, having been popularized at many port cities as the Mantis Clan rose in prominence. The snakeskin-covered sanshin of the islands east of Rokugan was likely the inspiration from which the shamisen was developed, and is one of the major instruments of the peoples of those islands. The tovshuur is a form of two- or three-stringed lute played by the Ujik peoples of the Plains of Wind and Stone that has become popular in Rokugan via the Unicorn Clan. It is often played in concert with singing, storytelling, and dancing.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lute","description":"Tool (Musical Instrument) Ability: Charisma Weight: 2 lb. Cost: 35 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Lute"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lute","description":"Lute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lute (weapon)","description":"Lute (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lute of the Trickster","description":"Wonderous item, very rare (requires attunement) This intricately designed lute is made of a smooth wood stained in a subtle green. The rose of the lute is a carving of eight arrows pointing in different directions in a radial pattern. Each peg on the pegboard is a small grinning man with horns made of gold. The Lute has 2 charges and regains 1 charge each day at dawn. While playing this lute you may expend a charge and become invisible, at the same time an exact illusory duplicate of yourself replaces you. The illusion remains for an hour but disappears if you attack or lose your invisibility. You can see and hear through your illusion while it exists. Although your illusion may continue to play music you do not have to. You can use your bonus action to control your illusion, including allowing it to speak or change the music it is playing. ","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Lute of Thunderous Thumping","description":"Weapon (Club), Very Rare This reinforced lute can be wielded as a magic Club that deals an extra 2d8 Thunder damage on a hit. Sing and Swing. If you’re a Bard, you can use your Charisma modifier instead of your Strength modifier when making a melee attack roll with the lute, provided you sing or hum while making the attack.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Lute of Thunderous Thumping"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Lux's Teacup Holster","description":"Wondrous Item, Common This finely crafted leather teacup holster can be worn at the hip and contains an ornately decorated teacup and saucer, plus a small side pouch for tea. While holding the teacup, you can use an action to speak the holster’s command word and have the cup magically fill with scalding hot (“Tea. Hot.”) or iced (“Tea. Cold.”) tea of the flavor of tea leaves contained in the side pouch. If the pouch is empty, the cup fills with flavorless water instead. Once the holster has produced 2 gallons of liquid, it can’t produce more until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Luxon Beacon","description":"Luxon Beacon Wondrous item, legendary This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched. Fragment of Possibility. A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can’t grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon beacon can’t gain another Fragment of Possibility from any source. When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll. Soul Snare. If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon beacon , their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Luxon Beacon","description":"Luxon Beacon Wondrous item, legendary This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched. Fragment of Possibility. A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can’t grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon beacon can’t gain another Fragment of Possibility from any source. When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll. Soul Snare. If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon beacon , their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Lycan Tooth","description":"Lycan Tooth Spell catalyst, rare Using the canine tooth of an alpha lycanthrope, a spellcaster can create a hybrid beast form. When you cast the polymorph or animal shapes spell, you can choose to allow the spell to consume this spell catalyst. When you do, each target assumes a hybrid form of itself and the beast, causing the spell’s properties to change in the following ways: The target’s ability scores are replaced by the chosen beast’s only if the beast’s are higher. Instead of replacing the creature’s movement speeds, proficiencies, resistances, immunities, senses, and other traits with those of the chosen beast, the target has the beast’s in addition to its own for the spell’s duration. The target is still able to speak, cast spells, and take any other action that requires hands or speech. If the chosen beast is the same size as the target, it can choose for its equipment to change to accommodate the hybrid form for the duration of the spell, instead of melding into its new form. If the equipment was made to accommodate its hybrid form, it can still activate, use, wield, and otherwise benefit from the equipment. All other rules of the spell still apply.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Lynx Mask","description":"Lynx Mask Wondrous item, (requires attunement ) +1 to History Disadvantage on Charisma checks Monk's Aura: Once a day, you can give yourself, or an ally, +5 to Persuasion for one hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Lyre","description":"Lyre Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Lyre","description":"Lyre Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lyre","description":"Tool (Musical Instrument) Ability: Charisma Weight: 2 lb. Cost: 30 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Lyre"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lyre","description":"Lyre Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Lyre of Building","description":"Lyre of Building Wondrous item, rare (requires attunement by a bard ) While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn. In addition, you can play the lyre as an action to cast fabricate , move earth , passwall , or summon construct (appears in this book), and that spell can't be cast from it again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Ma'Aru Scale Mail","description":"As the Phaenec travel the vast deserts of the Ember Wastelands, they gather a mineral called Stargold. It can be found anywhere in their native lands, but only a few grains at every single spot. The material needed for a single armor has been gathered over centuries, and only a few hundred of these items exist today. Stargold has properties similar to iron, but looks like shimmering, highly reflective gold. Receiving a Ma’Aru armor is considered a great honor, and the Phaenec almost never gift such an item to anyone but their own Threndavi warriors. When becoming such a warrior, the tribe member usually receives an armor that belonged to a retired or dead Threndavi. They learn from their mentor to repair and adapt a Ma’Aru in order to “make it their own”. A Threndavi Warrior wearing a Ma'Aru armor The Phaenec believe that the spirits of the ancestors who wore the Ma’Aru before help and protect the young warrior. By wearing a Ma’Aru armor, the tribe member not only becomes part of the Threndavi, but also part of the community of warriors that wore this specific armor. The word Ma’Aru literally translates to “spirit armor” or “spirit shell”. To the Phaenec, the word encompasses all the knowledge and spiritual belief that is associated with the items. A Ma’Aru armor can be of any armor type. They are usually not magical, although a few exceptions are known. The armor reflects bright light in a way that it can temporarily blind opponents. Phaenec Threndavi have mastered the skills to use this to their advantage. If anyone other than a Threndavi wears such armor while in bright light, every creature relying on eye sight and attacking the wearer has to make a Constitution Saving Throw against DC 10 on their first attack. On a failure, the attacker has disadvantage on attacks until the end of their next turn. After that, their eyes have adjusted to the reflective light. This effect can only be avoided by completely covering the armor Khazimi wiped the tears from her eyes. She had always wanted to become a protector of the tribe. To wear the golden armor. But she was too young. Now the world had ended, and her tribe had been destroyed. Khazimi wasn’t there to protect them. Her fingers caressed the shining metal of the Ma’Aru armor. It was the only thing still intact. Khazimi made a decision. She would wear the golden armor, and she would protect every single Phaenec that was still alive. From this moment on, she would be a Threndavi, and her entire kind would be her tribe.","properties":{"Category":"Items","Expansion":17295,"Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Maarsha’s Ear","description":"Wondrous item, very rare Maarsha's Ear is a withered ear of the sea hag mummy lord, Maarsha. It allows its wielder to use an action to send a message to Maarsha as if using the sending spell. Once used, the magic item can’t be used again until the next dawn. When you hold the withered ear to your ear, you gain a +5 bonus to Wisdom (Perception) checks made to hear undead creatures.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Mac-Fuirmidh Cittern","description":"Mac-Fuirmidh Cittern Wondrous item, uncommon (requires attunement by a bard ) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog cloud","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mac-Fuirmidh Cittern of the Bards","description":"Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Mac-Fuirmidh cittern Barkskin, Cure Wounds, Fog Cloud","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Mac-Fuirmidh Cittern of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace","description":"Mace Melee weapon (martial, mace) Damage: 1d6 Damage Type: bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Mace","description":"Mace Melee weapon (simple, mace) Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Simple, Mace","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace","description":"Mace Melee weapon (simple, mace) Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mace","description":"Simple Melee Weapon Damage: 1d6 Bludgeoning Properties: — Mastery: Sap Weight: 4 lb. Cost: 5 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"None","Name":"Mace"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mace","description":"Mace Melee weapon (simple, mace) Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mace +1","description":"Mace +1 Melee weapon (simple, mace) , uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Damage: 1d6+1 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mace +1","description":"Mace +1 Melee weapon ( simple, mace ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage: 1d6+1 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace +1","description":"Mace +1 Melee weapon (simple, mace), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage: 1d6+1 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mace +1","description":"Mace +1 Melee weapon (martial, mace), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Damage: 1d6 Damage Type: bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Mace +1","description":"Weapon (Mace), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Mace +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace +1","description":"Weapon (Mace), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mace +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mace +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"405 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mace +1 Attack\",\"parent\":\"Mace +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mace +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Mace +1 Damage\",\"parent\":\"Mace +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Sap","Name":"Mace +1","Weight":4,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mace +2","description":"Mace +2 Melee weapon (simple, mace) , rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Damage: 1d6+2 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mace +2","description":"Mace +2 Melee weapon ( simple, mace ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Damage: 1d6+2 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace +2","description":"Weapon (Mace), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Mace +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace +2","description":"Weapon (Mace), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mace +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mace +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mace +2 Attack\",\"parent\":\"Mace +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mace +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Mace +2 Damage\",\"parent\":\"Mace +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Mace +2","Weight":4,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mace +3","description":"Mace +3 Melee weapon ( simple, mace ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Damage: 1d6+3 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace +3","description":"Mace +3 Melee weapon (simple, mace) , very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Damage: 1d6 + 3 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mace +3","description":"Weapon (Mace), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Mace +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace +3","description":"Weapon (Mace), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mace +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mace +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mace +3 Attack\",\"parent\":\"Mace +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mace +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Mace +3 Damage\",\"parent\":\"Mace +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Mace +3","Weight":4,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mace of Agonizing Paralysis","description":"Weapon (mace), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Mace of Bloodletting","description":"Mace of Bloodletting Melee weapon (simple, mace), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mace of Brilliance","description":"Mace Of Brilliance Weapon (mace), rare This mace has a head shaped like a clam and composed of the purest coral, with pronounced ridges on its outer shell. The handle is wrapped in selkie leather inlaid with lapis lazuli. When you hit a fiend or undead creature with this magic weapon, you inflict 1d6 additional radiant damage. You can use a bonus action to hold the mace aloft and command it to shed bright light in a 10-foot radius, and dim light in another 10-foot radius, for up to 30 minutes. This power is usable once per day.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Mace of Certain Death","description":"Mace of Certain Death Weapon (mace), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Mace of Defense","description":"Mace of Defense Melee weapon (simple, mace), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type: Bludgeoning Properties: Defensive Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mace of Disruption","description":"Mace of Disruption Melee weapon (simple, mace) , rare (requires attunement ) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Damage: 1d6 Damage Type: Bludgeoning Secondary Damage: 2d6 Secondary Damage Type: Radiant Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mace of Disruption","description":"Mace of Disruption Melee weapon (simple, mace) , rare (requires attunement ) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Simple, Mace","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Rare","Secondary Damage":"2d6","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace of Disruption","description":"Weapon (Mace), Rare (Requires Attunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Mace of Disruption"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace of Disruption","description":"Weapon (Mace), Rare (Requires Attunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mace of Disruption\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mace of Disruption\\\",\\\"description\\\":\\\"When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.\\\\nLight. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mace of Disruption Attack\",\"parent\":\"Mace of Disruption\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mace of Disruption\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Mace of Disruption Damage\",\"parent\":\"Mace of Disruption Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Mace of Disruption Attunement\",\"parent\":\"Mace of Disruption\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Mace of Disruption Fiend or Undead Effect\",\"parent\":\"Mace of Disruption Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Mace of Disruption vs Fiend or Undead\\\",\\\"description\\\":\\\"When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d6\\\"}\"},{\"name\":\"Mace of Disruption Fiend or Undead Destroy Save\",\"parent\":\"Mace of Disruption Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Fiend or Undead Destroy Save (Mace of Disruption)\\\",\\\"description\\\":\\\"When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is destroyed.\\\",\\\"onSucceed\\\":\\\"The creature has the Frightened condition until the end of your next turn.\\\"}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Mace of Disruption","Weight":4,"data-description":"When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.\nLight. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mace of Domination","description":"Mace of Domination Weapon (mace), very rare (requires attunement) Damage: 1d8+2 bludgeoning Weight: 5 lbs. Properties: Simple You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dominate. While attuned to and holding this weapon, you can use an action to cast Dominate Beast at 7th level (concentration, 8 hour duration), Dominate Person at 7th level (concentration, 1 hour duration), or Dominate Monster at 8th level (1 hour duration). The target’s Wisdom saving throw has a DC 15 or your spell DC, whichever is higher. This property can be used once per day.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (mace)","Properties":"Simple","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Mace of Inverted Probability","description":"Mace of Inverted Probability Melee weapon (simple, mace), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mace of Smiting","description":"Mace of Smiting Melee weapon (simple, mace) , rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Damage: 1d6+1 Damage Type: Bludgeoning Secondary Damage: 2d6 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mace of Smiting","description":"Mace of Smiting Melee weapon (simple, mace) , rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct . When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Damage: 1d6+1 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Simple, Mace","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace of Smiting","description":"Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Mace of Smiting"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace of Smiting","description":"Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mace of Smiting\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mace of Smiting\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.\\\\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mace of Smiting Attack\",\"parent\":\"Mace of Smiting\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Mace of Smiting\\\",\\\"onHitDisplay\\\":\\\"When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.\\\",\\\"description\\\":\\\"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Mace of Smiting Damage\",\"parent\":\"Mace of Smiting Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":1,\\\"_critBonus\\\":7,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Mace of Smiting vs Construct Effect\",\"parent\":\"Mace of Smiting\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Mace of Smiting vs Construct\\\",\\\"description\\\":\\\"The Mace of Smiting's bonus to attack and damage increases to +3 when you use the weapon to attack a Construct.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Mace of Smiting","Weight":4,"data-description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mace of Terror","description":"Mace of Terror Melee weapon (simple, mace) , rare (requires attunement ) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mace of Terror","description":"Mace of Terror Melee weapon (simple, mace) , rare (requires attunement ) This magic weapon has 3 charges . While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn . Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Simple, Mace","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mace of Terror","description":"Weapon (Mace). Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Mace of Terror"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mace of the Black Crown","description":"Mace Of The Black Crown Melee weapon (simple, mace), artifact (requires attunement) This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. Sentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown . Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. Dormant. The mace grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. While holding the mace, you can use an action to summon an imp . Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn. Awakened. When the mace reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. The weapon’s Summon Devil feature can also be used to summon a bearded devil . You have resistance to poison damage while holding this weapon. Exalted. When the mace reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. The weapon’s Summon Devil feature can also be used to summon a barbed devil . You have resistance to fire damage while you hold this weapon. Damage: 1d6 Damage Type: bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"weapon (mace)","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Mace of the Black Crown","description":"Mace of the Black Crown Weapon (mace), artifact (requires attunement) This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. Sentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown . Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. Dormant. The mace grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. While holding the mace, you can use an action to summon an imp . Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn. Awakened. When the mace reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. The weapon’s Summon Devil feature can also be used to summon a bear ded devil . You have resistance to poison damage while holding this weapon. Exalted. When the mace reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. The weapon’s Summon Devil feature can also be used to summon a bar bed devil . You have resistance to fire damage while you hold this weapon. Damage: 1d6 + 1/2/3 Damage Type: Bludgeoning Secondary Damage: 1d6/2d6/3d6 Secondary Damage Type: fire Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Mace of the Black Crown, Awakened","description":"Mace of the Black Crown Weapon (mace), artifact (requires attunement) This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. Sentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown . Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. Dormant. The mace grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. While holding the mace, you can use an action to summon an imp . Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn. Awakened. When the mace reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. The weapon’s Summon Devil feature can also be used to summon a bear ded devil . You have resistance to poison damage while holding this weapon. Damage: 1d6 + 2 Damage Type: Bludgeoning Secondary Damage: 2d6 Secondary Damage Type: fire Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Mace of the Black Crown, Dormant","description":"Mace of the Black Crown Weapon (mace), artifact (requires attunement) This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. Sentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown . Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. Dormant. The mace grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. While holding the mace, you can use an action to summon an imp . Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn. Damage: 1d6 + 1 Damage Type: Bludgeoning Secondary Damage: 1d6 Secondary Damage Type: fire Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Mace of the Black Crown, Exalted","description":"Mace of the Black Crown Weapon (mace), artifact (requires attunement) This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. Sentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown . Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. Dormant. The mace grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. While holding the mace, you can use an action to summon an imp . Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn. Awakened. When the mace reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. The weapon’s Summon Devil feature can also be used to summon a bear ded devil . You have resistance to poison damage while holding this weapon. Exalted. When the mace reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. The weapon’s Summon Devil feature can also be used to summon a bar bed devil . You have resistance to fire damage while you hold this weapon. Damage: 1d6 +3 Damage Type: Bludgeoning Secondary Damage: 3d6 Secondary Damage Type: fire Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Mace of the Forest King","description":"Mace of the Forest King Weapon (mace), very rare (requires attunement by a druid, ranger, or nature domain cleric) Damage: 1d8+2 bludgeoning Weight: 4 lbs. Properties: Simple You gain a +2 bonus to attack and damage rolls made with this magic weapon. Binding Vines. A creature struck by the mace must succeed on a DC 15 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. Petals Burst. As an action, you cause the mace to blast thousands of colorful flower petals at one creature you can see within 30 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Forest Wisdom. You can cast Commune with Nature as an action. Once each property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (mace)","Properties":"Simple","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid, ranger, or nature domain cleric"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Mace of the Torchbearer","description":"Weapon (mace), rare (requires attunement) Component: elemental volatile mote of fire To gain their full potency, these gold-plated granite weapons must be blessed by a Sun Priest for three nights and three days over the summer solstice. The Torchbearers, holy warriors of the Sun God, develop a zealous compulsion to spread their diety’s light the longer they wield such a weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and as an action while holding it, you can cast the sacred flame cantrip (save DC 15). Spread the Light. As a bonus action, you can speak the weapon’s command word, igniting a magical flame surrounded by small floating debris. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While ablaze, the mace deals an extra 1d4 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. Curse. This item is cursed, and attuning to it extends the curse to you. While cursed, you are unwilling to part with the mace, keeping it within reach at all times, and you can hear the Sun God speak to you through the flames. When you move within 30 feet of a source of fire at least 1 foot in diameter for the first time on your turn or start your turn there, you must make a DC 10 Wisdom saving throw. On a failure, you must spend the rest of the turn moving towards the fire by the shortest safe route. You touch the fire when it’s within reach, taking 1d8 fire damage. On a successful saving throw, or after touching the fire, you come to your senses and are immune to the call of this particular fire for the next 24 hours.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mace of the Torchbearer (very rare variant)","description":"Weapon (mace), rare (requires attunement) Component: elemental volatile mote of fire To gain their full potency, these gold-plated granite weapons must be blessed by a Sun Priest for three nights and three days over the summer solstice. The Torchbearers, holy warriors of the Sun God, develop a zealous compulsion to spread their diety’s light the longer they wield such a weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and as an action while holding it, you can cast the sacred flame cantrip (save DC 15). Spread the Light. As a bonus action, you can speak the weapon’s command word, igniting a magical flame surrounded by small floating debris. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While ablaze, the mace deals an extra 1d4 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. Curse. This item is cursed, and attuning to it extends the curse to you. While cursed, you are unwilling to part with the mace, keeping it within reach at all times, and you can hear the Sun God speak to you through the flames. When you move within 30 feet of a source of fire at least 1 foot in diameter for the first time on your turn or start your turn there, you must make a DC 10 Wisdom saving throw. On a failure, you must spend the rest of the turn moving towards the fire by the shortest safe route. You touch the fire when it’s within reach, taking 1d8 fire damage. On a successful saving throw, or after touching the fire, you come to your senses and are immune to the call of this particular fire for the next 24 hours. Very rare variant: Increase the attack and damage bonus to +2 and the DC of sacred flame to 16.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mace of Tiamat - Common","description":"The power of Tiamat in the head of a mace. Lore Three of these maces were given to priests of the Cult of the Dragon, who were rewarded with great power if they proved themselves in battle. Location The three maces are in different locations. One is with its original Cult of the Dragon owner, though both are buried under 10-feet of dirt and rock due to a landslide caused during an incursion with a silver dragon. Another is safely kept in the treasure hoard of an adult copper dragon. The third is wielded by Graseeyha Houndstooth, a Dragonborn of Tiamat who has proven herself in battle. Encounter Ideas The Dig. Pervis Dulley, a gnome anthropologist and archaeologist (sage), and his ten teenage students (commoners) are digging near the location of the above-mentioned landslide. One of the students (a thin lad named Geoffrey) uncovers the weapon and is immediately thrown 20 feet into the air after touching it. Treasure Hunters. Either via combat or exploration, the adventurers obtain a Mace of Tiamat from an adult copper dragon named Xorthynovost. Knowing its power against good-aligned dragons, he does not relinquish the weapon easily. Dirty Chromatic Dragon Killers. If the adventurers have killed several chromatic dragons, Graseeyha Houndstooth is sent to rid the realm of the heroic dragon killers. She wields an Uncommon Mace of Tiamat. Progression The Mace of Tiamat progresses each time the attuned creature’s proficiency bonus increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Warded. Any non-evil creature holding this magic weapon must make a DC 25 Wisdom saving throw at the end of each of its turns. On a failure, the creature takes 2d10 force damage, drops the weapon, and is pushed 20-feet away. This magical warding cannot be dispelled. Dragon Heads. The weapon’s five Dragon Heads (black, blue, green, red, white) become active as it progresses in power. It begins with one active head, which you choose when you attune to the weapon. Dragon Breath. As part of your attack action, you may speak the weapon’s command word to release a breath weapon attack from one of the weapon’s activated heads. This breath weapon attack originates from the mace and travels in the direction of your attack. (The amount of damage and save DC depends on the progression of the weapon.) Black Dragon. The weapon produces acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X acid damage on a failed save, or half as much damage on a successful one. Blue Dragon. The weapon produces lightning in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X lightning damage on a failed save, or half as much damage on a successful one. Green Dragon. The weapon produces poisonous gas in a 15-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking X poison damage on a failed save, or half as much damage on a successful one. Red Dragon. The weapon produces fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X fire damage on a failed save, or half as much damage on a successful one. White Dragon. The weapon produces an icy blast in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X cold damage on a failed save, or half as much damage on a successful one. Common The Dragon Breath of the Dragon Head you activated when you attuned to this weapon deals 2 damage of its specified type. Once used, you can’t use the Dragon Breath property again until you finish a long rest.","properties":{"Category":"Items","Expansion":32138,"Item Type":"Weapon (Mace)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Mace of Tiamat"},{"name":"Mace of Tiamat - Legendary","description":"The power of Tiamat in the head of a mace. Lore Three of these maces were given to priests of the Cult of the Dragon, who were rewarded with great power if they proved themselves in battle. Location The three maces are in different locations. One is with its original Cult of the Dragon owner, though both are buried under 10-feet of dirt and rock due to a landslide caused during an incursion with a silver dragon. Another is safely kept in the treasure hoard of an adult copper dragon. The third is wielded by Graseeyha Houndstooth, a Dragonborn of Tiamat who has proven herself in battle. Encounter Ideas The Dig. Pervis Dulley, a gnome anthropologist and archaeologist (sage), and his ten teenage students (commoners) are digging near the location of the above-mentioned landslide. One of the students (a thin lad named Geoffrey) uncovers the weapon and is immediately thrown 20 feet into the air after touching it. Treasure Hunters. Either via combat or exploration, the adventurers obtain a Mace of Tiamat from an adult copper dragon named Xorthynovost. Knowing its power against good-aligned dragons, he does not relinquish the weapon easily. Dirty Chromatic Dragon Killers. If the adventurers have killed several chromatic dragons, Graseeyha Houndstooth is sent to rid the realm of the heroic dragon killers. She wields an Uncommon Mace of Tiamat. Progression The Mace of Tiamat progresses each time the attuned creature’s proficiency bonus increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Warded. Any non-evil creature holding this magic weapon must make a DC 25 Wisdom saving throw at the end of each of its turns. On a failure, the creature takes 2d10 force damage, drops the weapon, and is pushed 20-feet away. This magical warding cannot be dispelled. Dragon Heads. The weapon’s five Dragon Heads (black, blue, green, red, white) become active as it progresses in power. It begins with one active head, which you choose when you attune to the weapon. Dragon Breath. As part of your attack action, you may speak the weapon’s command word to release a breath weapon attack from one of the weapon’s activated heads. This breath weapon attack originates from the mace and travels in the direction of your attack. (The amount of damage and save DC depends on the progression of the weapon.) Black Dragon. The weapon produces acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X acid damage on a failed save, or half as much damage on a successful one. Blue Dragon. The weapon produces lightning in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X lightning damage on a failed save, or half as much damage on a successful one. Green Dragon. The weapon produces poisonous gas in a 15-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking X poison damage on a failed save, or half as much damage on a successful one. Red Dragon. The weapon produces fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X fire damage on a failed save, or half as much damage on a successful one. White Dragon. The weapon produces an icy blast in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X cold damage on a failed save, or half as much damage on a successful one. Common The Dragon Breath of the Dragon Head you activated when you attuned to this weapon deals 2 damage of its specified type. Once used, you can’t use the Dragon Breath property again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +2 against dragons and dragonborn of good alignment. You activate another dragon head. The damage of Dragon Breath increases to 2d6, and the save DC increases to 12. Rare The bonus to attack and damage rolls against dragons and dragonborn of good alignment increases to +3. You activate another Dragon Head. The damage of Dragon Breath increases to 4d6, the save DC increases to 14, and the length of each Dragon Breath doubles (60/30). You can now use Dragon Breath twice, regaining all uses when you finish a long rest. Very Rare The bonus to attack and damage rolls increases to +2, and the bonus against dragons and dragonborn of good alignment increases to +4. You activate another Dragon Head. The damage of Dragon Breath increases to 6d6, and the save DC increases to 16. You now regain all expended uses of Dragon Breath after a short or long rest. Legendary The bonus to attack and damage rolls increases to +3, and the bonus against dragons and dragonborn of good alignment increases to +5. You activate the final Dragon Head. The damage of Dragon Breath increases to 8d6, the length of each Dragon Breath triples (90/45), and the save DC increases to 18. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":32138,"Item Type":"Weapon (Mace)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Mace of Tiamat"},{"name":"Mace of Tiamat - Rare","description":"The power of Tiamat in the head of a mace. Lore Three of these maces were given to priests of the Cult of the Dragon, who were rewarded with great power if they proved themselves in battle. Location The three maces are in different locations. One is with its original Cult of the Dragon owner, though both are buried under 10-feet of dirt and rock due to a landslide caused during an incursion with a silver dragon. Another is safely kept in the treasure hoard of an adult copper dragon. The third is wielded by Graseeyha Houndstooth, a Dragonborn of Tiamat who has proven herself in battle. Encounter Ideas The Dig. Pervis Dulley, a gnome anthropologist and archaeologist (sage), and his ten teenage students (commoners) are digging near the location of the above-mentioned landslide. One of the students (a thin lad named Geoffrey) uncovers the weapon and is immediately thrown 20 feet into the air after touching it. Treasure Hunters. Either via combat or exploration, the adventurers obtain a Mace of Tiamat from an adult copper dragon named Xorthynovost. Knowing its power against good-aligned dragons, he does not relinquish the weapon easily. Dirty Chromatic Dragon Killers. If the adventurers have killed several chromatic dragons, Graseeyha Houndstooth is sent to rid the realm of the heroic dragon killers. She wields an Uncommon Mace of Tiamat. Progression The Mace of Tiamat progresses each time the attuned creature’s proficiency bonus increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Warded. Any non-evil creature holding this magic weapon must make a DC 25 Wisdom saving throw at the end of each of its turns. On a failure, the creature takes 2d10 force damage, drops the weapon, and is pushed 20-feet away. This magical warding cannot be dispelled. Dragon Heads. The weapon’s five Dragon Heads (black, blue, green, red, white) become active as it progresses in power. It begins with one active head, which you choose when you attune to the weapon. Dragon Breath. As part of your attack action, you may speak the weapon’s command word to release a breath weapon attack from one of the weapon’s activated heads. This breath weapon attack originates from the mace and travels in the direction of your attack. (The amount of damage and save DC depends on the progression of the weapon.) Black Dragon. The weapon produces acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X acid damage on a failed save, or half as much damage on a successful one. Blue Dragon. The weapon produces lightning in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X lightning damage on a failed save, or half as much damage on a successful one. Green Dragon. The weapon produces poisonous gas in a 15-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking X poison damage on a failed save, or half as much damage on a successful one. Red Dragon. The weapon produces fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X fire damage on a failed save, or half as much damage on a successful one. White Dragon. The weapon produces an icy blast in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X cold damage on a failed save, or half as much damage on a successful one. Common The Dragon Breath of the Dragon Head you activated when you attuned to this weapon deals 2 damage of its specified type. Once used, you can’t use the Dragon Breath property again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +2 against dragons and dragonborn of good alignment. You activate another dragon head. The damage of Dragon Breath increases to 2d6, and the save DC increases to 12. Rare The bonus to attack and damage rolls against dragons and dragonborn of good alignment increases to +3. You activate another Dragon Head. The damage of Dragon Breath increases to 4d6, the save DC increases to 14, and the length of each Dragon Breath doubles (60/30). You can now use Dragon Breath twice, regaining all uses when you finish a long rest.","properties":{"Category":"Items","Expansion":32138,"Item Type":"Weapon (Mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Mace of Tiamat"},{"name":"Mace of Tiamat - Uncommon","description":"The power of Tiamat in the head of a mace. Lore Three of these maces were given to priests of the Cult of the Dragon, who were rewarded with great power if they proved themselves in battle. Location The three maces are in different locations. One is with its original Cult of the Dragon owner, though both are buried under 10-feet of dirt and rock due to a landslide caused during an incursion with a silver dragon. Another is safely kept in the treasure hoard of an adult copper dragon. The third is wielded by Graseeyha Houndstooth, a Dragonborn of Tiamat who has proven herself in battle. Encounter Ideas The Dig. Pervis Dulley, a gnome anthropologist and archaeologist (sage), and his ten teenage students (commoners) are digging near the location of the above-mentioned landslide. One of the students (a thin lad named Geoffrey) uncovers the weapon and is immediately thrown 20 feet into the air after touching it. Treasure Hunters. Either via combat or exploration, the adventurers obtain a Mace of Tiamat from an adult copper dragon named Xorthynovost. Knowing its power against good-aligned dragons, he does not relinquish the weapon easily. Dirty Chromatic Dragon Killers. If the adventurers have killed several chromatic dragons, Graseeyha Houndstooth is sent to rid the realm of the heroic dragon killers. She wields an Uncommon Mace of Tiamat. Progression The Mace of Tiamat progresses each time the attuned creature’s proficiency bonus increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Warded. Any non-evil creature holding this magic weapon must make a DC 25 Wisdom saving throw at the end of each of its turns. On a failure, the creature takes 2d10 force damage, drops the weapon, and is pushed 20-feet away. This magical warding cannot be dispelled. Dragon Heads. The weapon’s five Dragon Heads (black, blue, green, red, white) become active as it progresses in power. It begins with one active head, which you choose when you attune to the weapon. Dragon Breath. As part of your attack action, you may speak the weapon’s command word to release a breath weapon attack from one of the weapon’s activated heads. This breath weapon attack originates from the mace and travels in the direction of your attack. (The amount of damage and save DC depends on the progression of the weapon.) Black Dragon. The weapon produces acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X acid damage on a failed save, or half as much damage on a successful one. Blue Dragon. The weapon produces lightning in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X lightning damage on a failed save, or half as much damage on a successful one. Green Dragon. The weapon produces poisonous gas in a 15-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking X poison damage on a failed save, or half as much damage on a successful one. Red Dragon. The weapon produces fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X fire damage on a failed save, or half as much damage on a successful one. White Dragon. The weapon produces an icy blast in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X cold damage on a failed save, or half as much damage on a successful one. Common The Dragon Breath of the Dragon Head you activated when you attuned to this weapon deals 2 damage of its specified type. Once used, you can’t use the Dragon Breath property again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +2 against dragons and dragonborn of good alignment. You activate another dragon head. The damage of Dragon Breath increases to 2d6, and the save DC increases to 12.","properties":{"Category":"Items","Expansion":32138,"Item Type":"Weapon (Mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Mace of Tiamat"},{"name":"Mace of Tiamat - Very Rare","description":"The power of Tiamat in the head of a mace. Lore Three of these maces were given to priests of the Cult of the Dragon, who were rewarded with great power if they proved themselves in battle. Location The three maces are in different locations. One is with its original Cult of the Dragon owner, though both are buried under 10-feet of dirt and rock due to a landslide caused during an incursion with a silver dragon. Another is safely kept in the treasure hoard of an adult copper dragon. The third is wielded by Graseeyha Houndstooth, a Dragonborn of Tiamat who has proven herself in battle. Encounter Ideas The Dig. Pervis Dulley, a gnome anthropologist and archaeologist (sage), and his ten teenage students (commoners) are digging near the location of the above-mentioned landslide. One of the students (a thin lad named Geoffrey) uncovers the weapon and is immediately thrown 20 feet into the air after touching it. Treasure Hunters. Either via combat or exploration, the adventurers obtain a Mace of Tiamat from an adult copper dragon named Xorthynovost. Knowing its power against good-aligned dragons, he does not relinquish the weapon easily. Dirty Chromatic Dragon Killers. If the adventurers have killed several chromatic dragons, Graseeyha Houndstooth is sent to rid the realm of the heroic dragon killers. She wields an Uncommon Mace of Tiamat. Progression The Mace of Tiamat progresses each time the attuned creature’s proficiency bonus increases. Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Warded. Any non-evil creature holding this magic weapon must make a DC 25 Wisdom saving throw at the end of each of its turns. On a failure, the creature takes 2d10 force damage, drops the weapon, and is pushed 20-feet away. This magical warding cannot be dispelled. Dragon Heads. The weapon’s five Dragon Heads (black, blue, green, red, white) become active as it progresses in power. It begins with one active head, which you choose when you attune to the weapon. Dragon Breath. As part of your attack action, you may speak the weapon’s command word to release a breath weapon attack from one of the weapon’s activated heads. This breath weapon attack originates from the mace and travels in the direction of your attack. (The amount of damage and save DC depends on the progression of the weapon.) Black Dragon. The weapon produces acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X acid damage on a failed save, or half as much damage on a successful one. Blue Dragon. The weapon produces lightning in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 10 Dexterity saving throw, taking X lightning damage on a failed save, or half as much damage on a successful one. Green Dragon. The weapon produces poisonous gas in a 15-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking X poison damage on a failed save, or half as much damage on a successful one. Red Dragon. The weapon produces fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X fire damage on a failed save, or half as much damage on a successful one. White Dragon. The weapon produces an icy blast in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking X cold damage on a failed save, or half as much damage on a successful one. Common The Dragon Breath of the Dragon Head you activated when you attuned to this weapon deals 2 damage of its specified type. Once used, you can’t use the Dragon Breath property again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +2 against dragons and dragonborn of good alignment. You activate another dragon head. The damage of Dragon Breath increases to 2d6, and the save DC increases to 12. Rare The bonus to attack and damage rolls against dragons and dragonborn of good alignment increases to +3. You activate another Dragon Head. The damage of Dragon Breath increases to 4d6, the save DC increases to 14, and the length of each Dragon Breath doubles (60/30). You can now use Dragon Breath twice, regaining all uses when you finish a long rest. Very Rare The bonus to attack and damage rolls increases to +2, and the bonus against dragons and dragonborn of good alignment increases to +4. You activate another Dragon Head. The damage of Dragon Breath increases to 6d6, and the save DC increases to 16. You now regain all expended uses of Dragon Breath after a short or long rest.","properties":{"Category":"Items","Expansion":32138,"Item Type":"Weapon (Mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Mace of Tiamat"},{"name":"Mace of Warning","description":"Weapon (Mace), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Mace of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Machete","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Machete","description":"This weapon deals double damage to Plants and vegetation.","properties":{"Category":"Items","Item Type":"Weapon (machete)","Properties":"Special","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Machina Ex","description":"Machina Ex Weapon (heavy rifle), epic (requires affinity by a humanoid) This circuitry-laden blaster rifle is the brainchild of Karto fel Jojari, a kesh artificer who fashioned the weapon after his ship and crew were decimated by the kanasi. Machina Ex has the stats of a heavy rifle without the burst fire or recoil properties. You gain a +3 bonus to attack and damage rolls made with this weapon. It has the following additional features. Collapsible. The weapon is fitted with a collapsible frame . Pulse Ammunition. The weapon fires electrical pulses from an integrated sorium micro-generator. It deals lightning damage instead of piercing. The rifle never runs out of ammunition. AI Slayer. When you roll a 20 on an attack roll made with this weapon against an automaton, the automaton must succeed on a DC 17 Constitution saving throw or be destroyed. As the weapon specifically targets the internal programming of automatons, this feature does not affect constructs. Data Hacker. Machina Ex can use the spoof command power (rank 5 version, DC 17). It decides when to use this power and the power’s effects function as if the weapon had activated it. After using this feature, it can’t do so again for 24 hours. Additional Languages. While holding the weapon, you can speak and read ALOMU, Alphaline, and Keshian. Sentience. Machina Ex is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 19, and a Charisma of 12. It has hearing, darkvision, and infravision out to a range of 120 feet, and blindsight out to a range of 20 feet. It can connect itself to the SIM and has a grade 5 firewall while connected. The weapon can speak, read, and understand Common, ALOMU, Alphaline, and Keshian. It can also communicate with its wielder telepathically. Its voice is deep, overlaid with a digitized timbre. While you have affinity with it, Machina Ex also understands every language you know. Personality. Machina Ex speaks in a friendly, if deadpan digital voice. It often makes subtle attempts at humor which, due to its manner of speech, can be easily misconstrued. The weapon’s primary goal is the destruction of the kanasi, as it harbors the personal resentment of its creator. It completely loses its friendly disposition in any scenario involving the kanasi. This attitude extends to other self-aware machines as well, particularly those with above-average intelligence, such as the machina and some mecharoids. Considering the weapon’s very nature, the irony of its antipathy toward intelligent machines is not lost on it. It mentions this with humored sarcasm to prevent itself from falling into bouts of self-loathing.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Maddening blindness","description":"Contact or Injury This poisonous paste is a mixture of the crushed spores of bioluminescent fungi. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be blinded for 1d4 hours. The poison lingers in the creature’s body even after the blindness fades, causing the creature to have nightmares the next time it rests. The creature must repeat the saving throw when it finishes its next long rest. On a failed save, the creature gains only the benefits of a short rest instead.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mag-lock","description":"Mag-Lock Miscellaneous gear This magnetic clamp lock can be placed on any medium to large container, normal door, or latch. It has a digital coded lock and can only be opened with a successful DC 16 Dexterity check with Infiltration tools or a DC 15 Intelligence check with a Hacker’s kit. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mag-seal case","description":"Mag-Seal Case Miscellaneous gear (container) This is a normal briefcase (see Container Capacity) equipped with a small mag-lock. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Magantium's Helm","description":"Wondrous Item (Helmet), Legendary (r equires attunement by a spellcaster) Special. When you wear this helm, you receive a +1 bonus to AC. While attuned to the helm, you gain advantage on saving throws against spells and effects cast by hags and witches. Telepathy. You can speak telepathically to any creature within 40 ft. Magantium´s Whispers. For the next minute, you gain advantage on spell attacks. Once you use this feature, you can't use it again until you finish a short or long rest. Hag´s Aura. While wearing the helm, you gain a +1 bonus to your spell attack rolls and spell save DCs. Enhanced Mind. Your intelligence score increases by +2 to a maximum of 20. You gain advantage on Intelligence ability checks and saving throws. Witch's Cunning. When you cast a spell that deals damage of a type that the target is resistant or immune to, you can use your reaction to infuse the spell with hexing magic. Roll a d6; on a roll of 4 or higher, the spell bypasses the target's resistance or immunity, and the target takes full damage. Once you use this feature, you can't use it again until you finish a long rest. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Wondrous item (Helmet)","Properties":"Helmet","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Magazine, clockwork crossbow","description":"This empty magazine can hold ammunition for its indicated weapon up to the value noted in parenthesis on the weapon’s magazine property.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Magazine, dwarven revolving musket","description":"This empty magazine can hold ammunition for its indicated weapon up to the value noted in parenthesis on the weapon’s magazine property.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mage Hunter's Armor (Level 1)","description":"This elaborate gold breastplate is backed with supple leather. Elaborate magical runes and symbols are worked prominently into the metal. Ventu the Tall was responsible for one of the most infamous events in history. Ventu was a follower of a fringe religious order which believed all the world’s ills stemmed from magic not granted by a deity. The order claimed that wizards, sorcerers, and their ilk were to blame for all the evil in the land as that magic was tainted by human hands rather than gifted by divine ones. Lord Ventu held tremendous sway in the kingdom, and he brought that considerable power to bear on his self-appointed mission of wiping out every last practitioner of magic in the land who wielded magic without the blessing of a deity. Thus began the Purge Arcana . To carry out the Purge Arcana , Ventu needed loyal warriors who could seek out and destroy practitioners of the arcane arts. To this end, he assembled a squad of like-minded zealots, and he outfitted them with breastplates enchanted by priests of his deity to neutralize magic and aid in killing those that wielded it. For years, Ventu’s Mage Hunters scoured his kingdom, killing anyone who dared to practice magic. It was a dark and dangerous time, filled with fear and paranoia. Over time, Ventu grew increasingly paranoid, and his actions became more and more bizarre. Eventually, he decided that even his own Mage Hunters had become tainted by prolonged contact with the very magic that they were tasked to destroy. He summoned his most loyal soldiers and ordered them to round up and murder the Mage Hunters. For the Mage Hunters, it was the final straw. Many fled the kingdom in fear, but a few banded together and stormed Ventu’s fortress. They killed the mad zealot then looked on his lifeless body in shocked disbelief. The Mage Hunters were appalled at what they had done, but they were even more appalled at what had transpired in the kingdom. It was as if Ventu had woven a spell on everyone and, now that he was dead, the spell was broken. The Mage Hunters disbanded. Most renounced what they had done and destroyed their magical breastplates. Most, but not all… Armor (breastplate), fabled (5th-level and higher properties require attunement) When a creature within 5 feet of you casts a spell while you are wearing this armor, you can use a reaction to make one melee weapon attack against that creature. Mage Hunter (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. When you fail a saving throw against a spell that targets only you, you can use your reaction to succeed on that saving throw instead. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC, and you can now use this armor’s 5th-level property up to two times before the next dawn. In addition, you have advantage on saving throws against spells that target only you. 13th level. You now gain a +2 bonus to AC, instead of +1, and you can now use this armor’s 5th-level property up to three times before the next dawn. In addition, you have advantage on saving throws against all spells. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, if you roll a 20 on a saving throw against a spell that targets only you and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mage Hunter's Armor (Level 13)","description":"This elaborate gold breastplate is backed with supple leather. Elaborate magical runes and symbols are worked prominently into the metal. Ventu the Tall was responsible for one of the most infamous events in history. Ventu was a follower of a fringe religious order which believed all the world’s ills stemmed from magic not granted by a deity. The order claimed that wizards, sorcerers, and their ilk were to blame for all the evil in the land as that magic was tainted by human hands rather than gifted by divine ones. Lord Ventu held tremendous sway in the kingdom, and he brought that considerable power to bear on his self-appointed mission of wiping out every last practitioner of magic in the land who wielded magic without the blessing of a deity. Thus began the Purge Arcana . To carry out the Purge Arcana , Ventu needed loyal warriors who could seek out and destroy practitioners of the arcane arts. To this end, he assembled a squad of like-minded zealots, and he outfitted them with breastplates enchanted by priests of his deity to neutralize magic and aid in killing those that wielded it. For years, Ventu’s Mage Hunters scoured his kingdom, killing anyone who dared to practice magic. It was a dark and dangerous time, filled with fear and paranoia. Over time, Ventu grew increasingly paranoid, and his actions became more and more bizarre. Eventually, he decided that even his own Mage Hunters had become tainted by prolonged contact with the very magic that they were tasked to destroy. He summoned his most loyal soldiers and ordered them to round up and murder the Mage Hunters. For the Mage Hunters, it was the final straw. Many fled the kingdom in fear, but a few banded together and stormed Ventu’s fortress. They killed the mad zealot then looked on his lifeless body in shocked disbelief. The Mage Hunters were appalled at what they had done, but they were even more appalled at what had transpired in the kingdom. It was as if Ventu had woven a spell on everyone and, now that he was dead, the spell was broken. The Mage Hunters disbanded. Most renounced what they had done and destroyed their magical breastplates. Most, but not all… Armor (breastplate), fabled (5th-level and higher properties require attunement) When a creature within 5 feet of you casts a spell while you are wearing this armor, you can use a reaction to make one melee weapon attack against that creature. Mage Hunter (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. When you fail a saving throw against a spell that targets only you, you can use your reaction to succeed on that saving throw instead. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC, and you can now use this armor’s 5th-level property up to two times before the next dawn. In addition, you have advantage on saving throws against spells that target only you. 13th level. You now gain a +2 bonus to AC, instead of +1, and you can now use this armor’s 5th-level property up to three times before the next dawn. In addition, you have advantage on saving throws against all spells. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, if you roll a 20 on a saving throw against a spell that targets only you and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mage Hunter's Armor (Level 17)","description":"This elaborate gold breastplate is backed with supple leather. Elaborate magical runes and symbols are worked prominently into the metal. Ventu the Tall was responsible for one of the most infamous events in history. Ventu was a follower of a fringe religious order which believed all the world’s ills stemmed from magic not granted by a deity. The order claimed that wizards, sorcerers, and their ilk were to blame for all the evil in the land as that magic was tainted by human hands rather than gifted by divine ones. Lord Ventu held tremendous sway in the kingdom, and he brought that considerable power to bear on his self-appointed mission of wiping out every last practitioner of magic in the land who wielded magic without the blessing of a deity. Thus began the Purge Arcana . To carry out the Purge Arcana , Ventu needed loyal warriors who could seek out and destroy practitioners of the arcane arts. To this end, he assembled a squad of like-minded zealots, and he outfitted them with breastplates enchanted by priests of his deity to neutralize magic and aid in killing those that wielded it. For years, Ventu’s Mage Hunters scoured his kingdom, killing anyone who dared to practice magic. It was a dark and dangerous time, filled with fear and paranoia. Over time, Ventu grew increasingly paranoid, and his actions became more and more bizarre. Eventually, he decided that even his own Mage Hunters had become tainted by prolonged contact with the very magic that they were tasked to destroy. He summoned his most loyal soldiers and ordered them to round up and murder the Mage Hunters. For the Mage Hunters, it was the final straw. Many fled the kingdom in fear, but a few banded together and stormed Ventu’s fortress. They killed the mad zealot then looked on his lifeless body in shocked disbelief. The Mage Hunters were appalled at what they had done, but they were even more appalled at what had transpired in the kingdom. It was as if Ventu had woven a spell on everyone and, now that he was dead, the spell was broken. The Mage Hunters disbanded. Most renounced what they had done and destroyed their magical breastplates. Most, but not all… Armor (breastplate), fabled (5th-level and higher properties require attunement) When a creature within 5 feet of you casts a spell while you are wearing this armor, you can use a reaction to make one melee weapon attack against that creature. Mage Hunter (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. When you fail a saving throw against a spell that targets only you, you can use your reaction to succeed on that saving throw instead. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC, and you can now use this armor’s 5th-level property up to two times before the next dawn. In addition, you have advantage on saving throws against spells that target only you. 13th level. You now gain a +2 bonus to AC, instead of +1, and you can now use this armor’s 5th-level property up to three times before the next dawn. In addition, you have advantage on saving throws against all spells. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, if you roll a 20 on a saving throw against a spell that targets only you and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mage Hunter's Armor (Level 5)","description":"This elaborate gold breastplate is backed with supple leather. Elaborate magical runes and symbols are worked prominently into the metal. Ventu the Tall was responsible for one of the most infamous events in history. Ventu was a follower of a fringe religious order which believed all the world’s ills stemmed from magic not granted by a deity. The order claimed that wizards, sorcerers, and their ilk were to blame for all the evil in the land as that magic was tainted by human hands rather than gifted by divine ones. Lord Ventu held tremendous sway in the kingdom, and he brought that considerable power to bear on his self-appointed mission of wiping out every last practitioner of magic in the land who wielded magic without the blessing of a deity. Thus began the Purge Arcana . To carry out the Purge Arcana , Ventu needed loyal warriors who could seek out and destroy practitioners of the arcane arts. To this end, he assembled a squad of like-minded zealots, and he outfitted them with breastplates enchanted by priests of his deity to neutralize magic and aid in killing those that wielded it. For years, Ventu’s Mage Hunters scoured his kingdom, killing anyone who dared to practice magic. It was a dark and dangerous time, filled with fear and paranoia. Over time, Ventu grew increasingly paranoid, and his actions became more and more bizarre. Eventually, he decided that even his own Mage Hunters had become tainted by prolonged contact with the very magic that they were tasked to destroy. He summoned his most loyal soldiers and ordered them to round up and murder the Mage Hunters. For the Mage Hunters, it was the final straw. Many fled the kingdom in fear, but a few banded together and stormed Ventu’s fortress. They killed the mad zealot then looked on his lifeless body in shocked disbelief. The Mage Hunters were appalled at what they had done, but they were even more appalled at what had transpired in the kingdom. It was as if Ventu had woven a spell on everyone and, now that he was dead, the spell was broken. The Mage Hunters disbanded. Most renounced what they had done and destroyed their magical breastplates. Most, but not all… Armor (breastplate), fabled (5th-level and higher properties require attunement) When a creature within 5 feet of you casts a spell while you are wearing this armor, you can use a reaction to make one melee weapon attack against that creature. Mage Hunter (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. When you fail a saving throw against a spell that targets only you, you can use your reaction to succeed on that saving throw instead. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC, and you can now use this armor’s 5th-level property up to two times before the next dawn. In addition, you have advantage on saving throws against spells that target only you. 13th level. You now gain a +2 bonus to AC, instead of +1, and you can now use this armor’s 5th-level property up to three times before the next dawn. In addition, you have advantage on saving throws against all spells. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, if you roll a 20 on a saving throw against a spell that targets only you and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mage Hunter's Armor (Level 9)","description":"This elaborate gold breastplate is backed with supple leather. Elaborate magical runes and symbols are worked prominently into the metal. Ventu the Tall was responsible for one of the most infamous events in history. Ventu was a follower of a fringe religious order which believed all the world’s ills stemmed from magic not granted by a deity. The order claimed that wizards, sorcerers, and their ilk were to blame for all the evil in the land as that magic was tainted by human hands rather than gifted by divine ones. Lord Ventu held tremendous sway in the kingdom, and he brought that considerable power to bear on his self-appointed mission of wiping out every last practitioner of magic in the land who wielded magic without the blessing of a deity. Thus began the Purge Arcana . To carry out the Purge Arcana , Ventu needed loyal warriors who could seek out and destroy practitioners of the arcane arts. To this end, he assembled a squad of like-minded zealots, and he outfitted them with breastplates enchanted by priests of his deity to neutralize magic and aid in killing those that wielded it. For years, Ventu’s Mage Hunters scoured his kingdom, killing anyone who dared to practice magic. It was a dark and dangerous time, filled with fear and paranoia. Over time, Ventu grew increasingly paranoid, and his actions became more and more bizarre. Eventually, he decided that even his own Mage Hunters had become tainted by prolonged contact with the very magic that they were tasked to destroy. He summoned his most loyal soldiers and ordered them to round up and murder the Mage Hunters. For the Mage Hunters, it was the final straw. Many fled the kingdom in fear, but a few banded together and stormed Ventu’s fortress. They killed the mad zealot then looked on his lifeless body in shocked disbelief. The Mage Hunters were appalled at what they had done, but they were even more appalled at what had transpired in the kingdom. It was as if Ventu had woven a spell on everyone and, now that he was dead, the spell was broken. The Mage Hunters disbanded. Most renounced what they had done and destroyed their magical breastplates. Most, but not all… Armor (breastplate), fabled (5th-level and higher properties require attunement) When a creature within 5 feet of you casts a spell while you are wearing this armor, you can use a reaction to make one melee weapon attack against that creature. Mage Hunter (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. When you fail a saving throw against a spell that targets only you, you can use your reaction to succeed on that saving throw instead. Once used, the armor can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC, and you can now use this armor’s 5th-level property up to two times before the next dawn. In addition, you have advantage on saving throws against spells that target only you. 13th level. You now gain a +2 bonus to AC, instead of +1, and you can now use this armor’s 5th-level property up to three times before the next dawn. In addition, you have advantage on saving throws against all spells. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, if you roll a 20 on a saving throw against a spell that targets only you and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mage's Blood","description":"Potion, Uncommon This flask contains a viscous liquid that can be smeared on a weapon or up to 10 pieces of ammunition as an action. When you hit a creature with a weapon or piece of ammunition coated in the liquid, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the creature has disadvantage on saving throws against spells and other magical effects.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Mage's Diadem","description":"Wondrous Item, Very Rare (Requires Attunement) When you cast a spell while wearing this magic diadem, you gain temporary hit points equal to the level of the spell (minimum of 1 hit point). Contingency. This diadem can store a single spell cast into it. During a process that takes 10 minutes, any creature can cast a spell of up to 5th level that has a casting time of 1 action, and that can target you, into the diadem by touching it as the spell is cast. The spell has no effect, but is stored in the diadem until a circumstance described by you occurs. The spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. The spell uses the spell slot level, spell save DC, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell takes effect only on you, even if it can normally target others. Once the spell takes effect, it is gone from the diadem and a new spell can’t be stored in the diadem until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Magebane Battleaxe","description":"Magebane Battleaxe Melee weapon (martial, battleaxe), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Club","description":"Magebane Club Melee weapon (simple, club), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type: bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Dagger","description":"Magebane Dagger Melee weapon (simple, dagger), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Flail","description":"Magebane Flail Melee weapon (martial, flail), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Damage: 1d8 Damage Type: bludgeoning Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Glaive","description":"Magebane Glaive Melee weapon (martial, glaive), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Greataxe","description":"Magebane Greataxe Melee weapon (martial, greataxe), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Greatclub","description":"Magebane Greatclub Melee weapon (simple, greatclub), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: bludgeoning Properties: Two-handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Greatsword","description":"Magebane Greatsword Melee weapon (martial, greatsword), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Halberd","description":"Magebane Halberd Melee weapon (martial, halberd), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: slashing Properties: Heavy, Reach, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Handaxe","description":"Magebane Handaxe Melee weapon (simple, handaxe), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Javelin","description":"Magebane Javelin Melee weapon (simple, javelin), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: piercing Properties: Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Lance","description":"Magebane Lance Melee weapon (martial, lance), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Damage: 1d12 Damage Type: piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Light hammer","description":"Magebane Light Hammer Melee weapon (simple, light hammer), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Longsword","description":"Magebane Longsword Melee weapon (martial, longsword), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Mace","description":"Magebane Mace Melee weapon (simple, mace), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Damage: 1d6 Damage Type: bludgeoning Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Maul","description":"Magebane Maul Melee weapon (martial, maul), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Morningstar","description":"Magebane Morningstar Melee weapon (martial, morningstar), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Damage: 1d8 Damage Type: piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Pike","description":"Magebane Pike Melee weapon (martial, pike), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Quarterstaff","description":"Magebane Quarterstaff Melee weapon (simple, quarterstaff), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Rapier","description":"Magebane Rapier Melee weapon (martial, rapier), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Shortsword","description":"Magebane Shortsword Melee weapon (martial, shortsword), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Sickle","description":"Magebane Sickle Melee weapon (simple, sickle), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Spear","description":"Magebane Spear Melee weapon (simple, spear), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Trident","description":"Magebane Trident Melee weapon (martial, trident), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane War pick","description":"Magebane War Pick Melee weapon (martial, war pick), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Damage: 1d8 Damage Type: piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Warhammer","description":"Magebane Warhammer Melee weapon (martial, warhammer), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Weapon (Template)","description":"Magebane Weapon (Template) Weapon (any melee weapon), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Roll20 Note: This item is not compatible with drag and drop.","properties":{"Category":"Items","Expansion":20536,"Item Type":"Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebane Whip","description":"Magebane Whip Melee weapon (martial, whip), very rare (requires attunement) While wielding this weapon, you gain the following benefits: You have advantage on attack rolls made with this weapon against any creature that is concentrating on a spell. You have advantage on saving throws against spells and other magical effects If you succeed on a saving throw against a spell or magical effect by 5 or more, you are unaffected by the spell and can use your reaction to reflect the spell or effect back at the creature who cast it using the initial caster’s attack bonus and save DC. Spells with an area of effect that are reflected back on their caster will originate from the caster’s space. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Magebind Shackles","description":"Wondrous item, rare Component: magical material - cold iron Cold iron is poison to magic, and those with arcane power in their blood abhor its stinging kiss. The pain inflicted by these shackles has been described by its victims as akin to pure magma boiling within their veins, as the magic they hold dominion over revolts against the metal, tearing their bodies apart from within in an attempt to escape. Cold Clasp. As an action while holding these shackles, you can speak their command word to attempt to teleport them directly onto a fey or spellcaster you can see within 10 feet of you. The target creature must succeed on a DC 15 Charisma saving throw or be suddenly restrained by the shackles. The shackles typically fasten themselves around a creature’s wrists and neck, but can change their form to accommodate different sizes and anatomies. These shackles function similarly to a mundane pair of manacles, but have 50 hit points instead of 15 and move with the restrained creature if it teleports. The restrained creature can also attempt a DC 15 Charisma check to escape them, teleporting them back to the original wielder on a success. Breaking out of the shackles with a successful Strength check only forces them open and doesn’t destroy them. In addition, every time the restrained creature takes an action, bonus action, or reaction, the shackles deal 1d4 force damage to it. If any of those are taken to cast a spell, the shackles deal 2d4 damage instead. This property of the shackles can be used twice, regaining all expended uses daily at dawn. Harvesting - Cold Iron Cold iron is a metal found deep underground in areas where magic is scarce or nonexistent. It has a component DC of 15 and has no time limit in which it needs to be harvested. However, if you are capable of casting spells, you have disadvantage on ability checks made to harvest this material.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magebind Shackles (very rare variant)","description":"Wondrous item, rare Component: magical material - cold iron Cold iron is poison to magic, and those with arcane power in their blood abhor its stinging kiss. The pain inflicted by these shackles has been described by its victims as akin to pure magma boiling within their veins, as the magic they hold dominion over revolts against the metal, tearing their bodies apart from within in an attempt to escape. Cold Clasp. As an action while holding these shackles, you can speak their command word to attempt to teleport them directly onto a fey or spellcaster you can see within 10 feet of you. The target creature must succeed on a DC 15 Charisma saving throw or be suddenly restrained by the shackles. The shackles typically fasten themselves around a creature’s wrists and neck, but can change their form to accommodate different sizes and anatomies. These shackles function similarly to a mundane pair of manacles, but have 50 hit points instead of 15 and move with the restrained creature if it teleports. The restrained creature can also attempt a DC 15 Charisma check to escape them, teleporting them back to the original wielder on a success. Breaking out of the shackles with a successful Strength check only forces them open and doesn’t destroy them. In addition, every time the restrained creature takes an action, bonus action, or reaction, the shackles deal 1d4 force damage to it. If any of those are taken to cast a spell, the shackles deal 2d4 damage instead. This property of the shackles can be used twice, regaining all expended uses daily at dawn. Very rare variant: Increase the DCs to 16 and the damage to 1d10, or 2d10 if the restrained creature casts a spell. Harvesting - Cold Iron Cold iron is a metal found deep underground in areas where magic is scarce or nonexistent. It has a component DC of 15 and has no time limit in which it needs to be harvested. However, if you are capable of casting spells, you have disadvantage on ability checks made to harvest this material.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Greatsword","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Greatsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4. Legendary variant: Increase the attack and damage bonus to +3, the level of spell this weapon can dispel to 7th level or lower, and the d6 once a spell is dispelled to a d8.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Greatsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Longsword","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Longsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4. Legendary variant: Increase the attack and damage bonus to +3, the level of spell this weapon can dispel to 7th level or lower, and the d6 once a spell is dispelled to a d8.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Longsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Rapier","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Rapier (legendary variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4. Legendary variant: Increase the attack and damage bonus to +3, the level of spell this weapon can dispel to 7th level or lower, and the d6 once a spell is dispelled to a d8.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Rapier (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Scimitar","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Scimitar (legendary variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4. Legendary variant: Increase the attack and damage bonus to +3, the level of spell this weapon can dispel to 7th level or lower, and the d6 once a spell is dispelled to a d8.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Scimitar (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Shortsword","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Shortsword (legendary variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4. Legendary variant: Increase the attack and damage bonus to +3, the level of spell this weapon can dispel to 7th level or lower, and the d6 once a spell is dispelled to a d8.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Blade Shortsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: pouch of monstrosity (sphinx) claws Made of a Weave-intersecting alloy, these armaments were the go-to weapon for the mage-hunting Order of the Spellbreakers. Fanatical elements within the order have recently taken power, bringing with them an abhorrence for all things arcane. Having largely destroyed their magical arsenal, such weapons have become quite rare and are only wielded by the few who cling to the old ways. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Dispel Magic. When you hit a target that is under the effect of one or more spells with an attack using this weapon, you can choose to dispel one of the spells affecting it if the spell is of 5th level or lower. If you do, the target takes 1d6 force damage for each level of the spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is equal to or lower than the level of the dispelled spell, this property can’t be used again until the next dawn. Rare variant: Reduce the attack and damage bonus to +1, the level of spell this weapon can dispel to 3rd level or lower, and the d6 once a spell is dispelled to a d4.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Breastplate","description":"Armor (breastplate), very rare (requires attunement) This magical armor has 3 charges. When you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you can expend a charge to instead take no damage on a success and only half as much damage on a failure. The armor regains all expended charges at dusk. Additionally, while you are attuned to this armor and wearing it, acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. When you take damage from a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily become nonmagical.","properties":{"Category":"Items","Item Type":"Armor (breastplate, half plate, or full plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Bulwark","description":"Armour (shield), rare (requires attunement) Component: monstrosity (sphinx) bone Like a leaden wall, Spellbreakers would encircle evil magic users, sending spells ricocheting up into the night sky. Eventually, when the enemy’s magic was spent, these red and black shields would thrust forward, hammering their foe to the ground where they could be shackled. Though few are now found, these magehunter bulwarks can be a thorn in the side of even the mightiest lich. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Deflect Spell. When you are hit by a spell attack or subjected to a spell or magical effect that allows you to make a Dexterity saving throw to reduce or avoid the damage taken while holding this shield, you can use your reaction to deflect some of the spell’s energy. When you do so, the damage you take from the attack or effect is reduced by 2d10. If you reduce the damage to 0, the spell has no effect on you, and you can attempt to reflect the spell’s raw energy at its origin. Make a ranged attack roll (+7 to hit) against the target, dealing force damage equal to the result of your 2d10 roll on a hit. Once this property of the shield has been used, roll a d4. On a 1, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Bulwark (legendary variant)","description":"Armour (shield), rare (requires attunement) Component: monstrosity (sphinx) bone Like a leaden wall, Spellbreakers would encircle evil magic users, sending spells ricocheting up into the night sky. Eventually, when the enemy’s magic was spent, these red and black shields would thrust forward, hammering their foe to the ground where they could be shackled. Though few are now found, these magehunter bulwarks can be a thorn in the side of even the mightiest lich. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Deflect Spell. When you are hit by a spell attack or subjected to a spell or magical effect that allows you to make a Dexterity saving throw to reduce or avoid the damage taken while holding this shield, you can use your reaction to deflect some of the spell’s energy. When you do so, the damage you take from the attack or effect is reduced by 2d10. If you reduce the damage to 0, the spell has no effect on you, and you can attempt to reflect the spell’s raw energy at its origin. Make a ranged attack roll (+7 to hit) against the target, dealing force damage equal to the result of your 2d10 roll on a hit. Once this property of the shield has been used, roll a d4. On a 1, it can’t be used again until the next dawn. Uncommon variant: Reduce the to hit bonus to +5. Remove the AC bonus. Very rare variant: Increase the damage reduction to 4d10 and the to hit bonus to +8. Legendary variant: Increase the AC bonus to +2, the damage reduction to 4d10, and the to hit bonus to +10.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Bulwark (uncommon variant)","description":"Armour (shield), rare (requires attunement) Component: monstrosity (sphinx) bone Like a leaden wall, Spellbreakers would encircle evil magic users, sending spells ricocheting up into the night sky. Eventually, when the enemy’s magic was spent, these red and black shields would thrust forward, hammering their foe to the ground where they could be shackled. Though few are now found, these magehunter bulwarks can be a thorn in the side of even the mightiest lich. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Deflect Spell. When you are hit by a spell attack or subjected to a spell or magical effect that allows you to make a Dexterity saving throw to reduce or avoid the damage taken while holding this shield, you can use your reaction to deflect some of the spell’s energy. When you do so, the damage you take from the attack or effect is reduced by 2d10. If you reduce the damage to 0, the spell has no effect on you, and you can attempt to reflect the spell’s raw energy at its origin. Make a ranged attack roll (+7 to hit) against the target, dealing force damage equal to the result of your 2d10 roll on a hit. Once this property of the shield has been used, roll a d4. On a 1, it can’t be used again until the next dawn. Uncommon variant: Reduce the to hit bonus to +5. Remove the AC bonus.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Bulwark (very rare variant)","description":"Armour (shield), rare (requires attunement) Component: monstrosity (sphinx) bone Like a leaden wall, Spellbreakers would encircle evil magic users, sending spells ricocheting up into the night sky. Eventually, when the enemy’s magic was spent, these red and black shields would thrust forward, hammering their foe to the ground where they could be shackled. Though few are now found, these magehunter bulwarks can be a thorn in the side of even the mightiest lich. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Deflect Spell. When you are hit by a spell attack or subjected to a spell or magical effect that allows you to make a Dexterity saving throw to reduce or avoid the damage taken while holding this shield, you can use your reaction to deflect some of the spell’s energy. When you do so, the damage you take from the attack or effect is reduced by 2d10. If you reduce the damage to 0, the spell has no effect on you, and you can attempt to reflect the spell’s raw energy at its origin. Make a ranged attack roll (+7 to hit) against the target, dealing force damage equal to the result of your 2d10 roll on a hit. Once this property of the shield has been used, roll a d4. On a 1, it can’t be used again until the next dawn. Uncommon variant: Reduce the to hit bonus to +5. Remove the AC bonus. Very rare variant: Increase the damage reduction to 4d10 and the to hit bonus to +8.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magehunter Cutlass","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Estoc","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Greatsword","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Half Plate Armor","description":"Armor (half plate), very rare (requires attunement) This magical armor has 3 charges. When you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you can expend a charge to instead take no damage on a success and only half as much damage on a failure. The armor regains all expended charges at dusk. Additionally, while you are attuned to this armor and wearing it, acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. When you take damage from a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily become nonmagical.","properties":{"Category":"Items","Item Type":"Armor (breastplate, half plate, or full plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Katana","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse, Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Khopesh","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse, Light, Trip","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Longsword","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Machete","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Plate Armor","description":"Armor (full plate), very rare (requires attunement) This magical armor has 3 charges. When you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you can expend a charge to instead take no damage on a success and only half as much damage on a failure. The armor regains all expended charges at dusk. Additionally, while you are attuned to this armor and wearing it, acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. When you take damage from a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily become nonmagical.","properties":{"Category":"Items","Item Type":"Armor (breastplate, half plate, or full plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Rapier","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Scimitar","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magehunter Shortsword","description":"Weapon (any sword), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. If you use this weapon to hit a creature that is under the effect of a spell, one spell of your choice affecting the target is dispelled if it is 5th-level or lower, and the target takes an extra 1d8 force damage for the level of the dispelled spell (dispelled cantrips deal no extra damage). Once a spell is dispelled, roll a d6. If the number is less than or equal to the level of dispelled spell, the sword loses this trait until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any sword)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magic Mirror","description":"Magic Mirror Wondrous item, very rare (requires attunement) This silver hand mirror is decorated with intricate etchings of birds, flowers, bats, and skulls. When you hold this mirror and gaze into it, you can cast the scrying spell through it (save DC 17). While scrying with the mirror, you can cast telekinesis on one creature or object you can see within 30 feet of it. You don’t need to concentrate on this effect to maintain it, but it ends if the scrying spell ends. Once it is used, the telekinesis feature of the mirror can’t be used again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you can’t end your attunement to the mirror, and you must keep it on your person at all times. When you are attuned to the mirror, you find yourself compelled to use it as often as possible, and you are distracted by thoughts of your appearance. When you cast scrying through this mirror, you must make a DC 17 Wisdom saving throw. On each failed save, the mirror gains more influence over your thoughts and actions, as indicated on the table below. Number of Failures Effect 1 You spend your free time staring at your reflection in the mirror to the point of distraction. It takes you an extra hour to finish a short or long rest. 2 In addition to the above effect, you often compare your appearance to that of your companions, and you become jealous of any of their features that you consider superior to your own. You have disadvantage on Charisma saving throws. 3 or more In addition to the above effects, you cannot suffer the presence of anyone you consider a potential competitor. The character with the highest Charisma score in the room, even if that character is your ally, becomes the target of your ire. You go out of your way to undercut that character whenever you get a chance. You might circulate harmful rumors, spill a drink on them at an inopportune time, or even cause them harm if it would bring them low.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Magic Spinring","description":"Ring, very rare (require attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: animal friendship (save DC 13) (1 charge), find steed (2 charges), tiny hut (2 charges), heroes' feast (3 charges).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Magic-Eater","description":"Weapon (any sword), very rare (requires attunement) This seemingly plain, iron weapon drains magic from creatures that touch it. Spells that detect magic register it as non-magical, but a DC 13 Intelligence check (or any creature proficient in the Arcana skill) identifies that this is similar to an anti-magic field, rather than a normal mundane object. Once attuned, a creature gains the following benefits: When inflicting an Injury with this weapon, thresholds of spellcasters are treated as 10 lower, and Injuries dealt by this weapon cause them to lose their highest level unspent spell slot until they finish a long rest. If a spellcaster attunes to this weapon they lose their highest level spell slot at the end of each long rest. Causing a creature to lose a spell slot gives the weapon 1 charge, up to a maximum of 5 charges. You can spend 3 charges to cast dispel magic when you hit with an attack made by the weapon, or as an action.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Weapon","Item Rarity":"very rare (requires\r attunement)"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Magical - Journeyman","description":"Journeyman weapon property Components: Masterwork exotic weapon This weapon becomes magical and gains a +1 bonus to its attack and damage rolls. This benefit stacks if you apply the Magical property at different levels.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magical - Legendary","description":"Legendary weapon property Components: Masterwork exotic weapon This weapon becomes magical and gains a +1 bonus to its attack and damage rolls. This benefit stacks if you apply the Magical property at different levels.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magical - Master","description":"Master weapon property Components: Masterwork exotic weapon This weapon becomes magical and gains a +1 bonus to its attack and damage rolls. This benefit stacks if you apply the Magical property at different levels.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magical Tattoo Ink","description":"Wondrous Item, Common This vial holds up to 10 oz. of magical tattoo ink. When drawing or writing with it, you can will the ink to change color to any color of your choice. You can also use the ink and accompanying quill to etch a magical tattoo onto the skin of a willing creature, granted that you know the design of the tattoo. This process takes 1 hour, during which you must make a Dexterity (Sleight of Hand) check. On a failure, the ink is wasted and the tattoo fades away immediately. The Magical Tattoo Ink table lists the DC and ink consumed when creating tattoos of various rarities. Magical Tattoo Ink Rarity Ink Used Sleight of Hand DC Common 1 oz. 10 Uncommon 2 oz. 13 Rare 4 oz. 15 Very Rare 8 oz. 17","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Magician’s Assistant","description":"Wondrous item, uncommon Magician’s Assistant has 3 charges. It regains all expended charges after a long rest. While holding this magical orb, you can use your reaction to expend one charge and cast the shield spell. You can use the orb as a spellcasting focus for your spells.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Magician's Gloves","description":"Wondrous item, rare (requires attunement) Component: undead ethereal ichor Legends speak of a secret cabal of wizards who specialise in casting the mage hand cantrip, and whose secrets have been harnessed to create these mystifying gloves. Though some simple-minded fools may choose to ridicule this oddly specific mastery, being slapped silly by several spectral palms is often enough to decisively silence them. Archmage’s Hand. While wearing these gloves, you can cast the mage hand cantrip, with the following changes: You can create two spectral hands instead of one, and you can control any number of them as a bonus action. The spell lasts until you are unconscious or choose to end it (no action required). If a hand is ever more than 30 feet away from you, it immediately disappears and reappears in your space. The hands are stronger than normal, and each is capable of lifting a weight in pounds equal to 10 x your proficiency bonus. The hands are more dexterous than normal, and you can use them to perform ability checks that you would be able to perform using your hands. When you control the hands, you can use each one to make a melee spell attack (+7 to hit) against a target within 5 feet of it, dealing 1d6 force damage on a hit.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magician's Gloves (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: undead ethereal ichor Legends speak of a secret cabal of wizards who specialise in casting the mage hand cantrip, and whose secrets have been harnessed to create these mystifying gloves. Though some simple-minded fools may choose to ridicule this oddly specific mastery, being slapped silly by several spectral palms is often enough to decisively silence them. Archmage’s Hand. While wearing these gloves, you can cast the mage hand cantrip, with the following changes: You can create two spectral hands instead of one, and you can control any number of them as a bonus action. The spell lasts until you are unconscious or choose to end it (no action required). If a hand is ever more than 30 feet away from you, it immediately disappears and reappears in your space. The hands are stronger than normal, and each is capable of lifting a weight in pounds equal to 10 x your proficiency bonus. The hands are more dexterous than normal, and you can use them to perform ability checks that you would be able to perform using your hands. When you control the hands, you can use each one to make a melee spell attack (+7 to hit) against a target within 5 feet of it, dealing 1d6 force damage on a hit. Uncommon variant: Reduce the number of hands created by the spell to 1 and the attack bonus to +5.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magician's Gloves (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: undead ethereal ichor Legends speak of a secret cabal of wizards who specialise in casting the mage hand cantrip, and whose secrets have been harnessed to create these mystifying gloves. Though some simple-minded fools may choose to ridicule this oddly specific mastery, being slapped silly by several spectral palms is often enough to decisively silence them. Archmage’s Hand. While wearing these gloves, you can cast the mage hand cantrip, with the following changes: You can create two spectral hands instead of one, and you can control any number of them as a bonus action. The spell lasts until you are unconscious or choose to end it (no action required). If a hand is ever more than 30 feet away from you, it immediately disappears and reappears in your space. The hands are stronger than normal, and each is capable of lifting a weight in pounds equal to 10 x your proficiency bonus. The hands are more dexterous than normal, and you can use them to perform ability checks that you would be able to perform using your hands. When you control the hands, you can use each one to make a melee spell attack (+7 to hit) against a target within 5 feet of it, dealing 1d6 force damage on a hit. Uncommon variant: Reduce the number of hands created by the spell to 1 and the attack bonus to +5. Very rare variant: Increase the number of hands created by the spell to 3 and the attack bonus to +8.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magician's Judge","description":"Magician's Judge Melee weapon (martial, greatsword), rare An executioner’s blade from the Age of Arcanum, this magic greatsword is one of many similar weapons once used to execute magic-wielding criminals. Though most commonly found in the lands now known as Wildemount and Issylra, a few such blades have found their way to Tal’Dorei. If you hit a creature with an attack using this weapon, you can cast the dispel magic spell from the sword against the target as part of the attack. Alternatively, you can use an action to cast dispel magic from the sword against a target of your choice. If you need to make a check with your spellcasting ability modifier as part of casting the spell, you make this check with a +3 modifier or your own spellcasting ability modifier, whichever is higher. Once you cast dispel magic using this weapon, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Magik Oil","description":"Wondrous item, common (socketable) This magik oil can be socketed on any item you don’t mind getting oil stains on. The slow drip of oil from its never-closing spout imbues the item to which it is attached with magic, rendering the item much more durable. Metal can’t be corroded by acid and wood & clothing cease being flammable. Strong magic, such as that from a 6th-level spell or higher, can overcome this enhanced resilience. If socketed on a weapon, that weapon’s damage becomes magical. If socketed on armour, the oil lubricates the joints, removing any disadvantage on Dexterity (Stealth) checks the armour normally imposes.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Magma Mantle","description":"Wondrous item, rare (requires attunement) This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Magma Ruby Axe","description":"The most important part of a Magma Ruby Axe is the eponymous ruby. It was mined on the elemental plane of fire itself, and brought into the world of Ashandri through portals in the Ember Wastelands. The elemental allies of the mortals living there showed them how to fuse the rubies with weapons to grant them magical powers. This is how the first Magma Ruby Axes were created. Nowadays, the process is well known among those who specialize in crafting magic items. Merchants have spread these items all over the world, and made a small fortune in doing so. Magic schools: Evocation Cost: 5.000 gp Damage: 1d6 slashing + 2d6 fire Magic properties: The embedded fire ruby instills the Magma Ruby Axe with elemental fire. Touching the ruby and speaking a command word engulfs the whole weapon with fire. Only the wielders hands and arms are magically protected from being burned. The flames shed bright light in a 40-foot radius, and additional dim light for another 40 feet. While the handaxe is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to touch the ruby and speak the command word again. Dazra approached the customer with a smile. “You have a very good eye. It’s just in your price range, and this weapon can inflict devastating damage on your enemies. Well, if they aren’t as resistant to fire as we Ember Orcs are, of course. Even then, a very good weapon.” The human smiled. She had noticed the branded rune on his forehead right when he entered. He was a Branded Tribute, the poor soul. “I need it to fight the servants of an ice demon. So this is exactly what I’m looking for. When I’m done there... I might come back for anything to help me fight the demon itself.” Dazra raised an eyebrow. Killing the demon that your soul was sold off to? One way to get it back, for sure. She didn’t expect him to succeed, but she’d make him a good price to give him a fighting chance. “I’ll tell you something, if you buy the axe, I’ll throw in a few potions that protect you against any magic that relies on cold. Deal?”","properties":{"Category":"Items","Expansion":26136,"Item Type":"Weapon (Handaxe)","Properties":"Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Magnetar's Mantle","description":"Armor (Medium or Heavy Metal Armor), Uncommon This armor is crafted from an alloy of cobalt, iron, and silver. Magnetic Overload This armor has 3 charges and regains all expended charges daily at dawn. As a Bonus Action, you can expend 1 charge to cause one of these effects. Attraction Field. You create a magnetic field in a 10-foot radius around you for 1 minute or until you end the effect as a Bonus Action. When a creature in the area attempts to move away from you while wearing or carrying a metal object weighing 1 lb or more, it must spend 4 feet of movement for every 1 foot it moves. Magnetic Pulse. You release a magnetic pulse in a 10-foot radius around you. Each creature in the area that is wearing or carrying an object made of metal weighing 1 lb or more must succeed on a DC 15 Strength save or be pushed 10 feet away from you and fall Prone.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Armor","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Magnetic Barriers","description":"Mechanical trap Any steel or iron within 20 feet of the barriers is drawn toward them. Medium-sized creatures carrying 30 or more pounds of ferrous metal are pulled toward the barriers. Small creatures or smaller are pulled if they have 15 pounds of metal, and Large creatures or larger if they have at least 60 pounds. Affected creatures must roll a Strength contest against the trap (Strength modifier of +7). Creatures wearing metallic armor suffer disadvantage on this roll. Affected creatures are pulled up to 20 feet and slammed against the barrier for up to 7 (2d6) bludgeoning damage and gain the grappled condition (escape DC 18). Metal-wearing creatures that aren’t grappled by the magnetic force can move away from the barrier or perpendicular to it at only half speed, though they can still move toward it at normal speed. Creatures not carrying large amounts of metal but holding metal items in their hands must make DC 17 Strength checks or these items are ripped free. 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In Zero-G, you can move at a rate of 10 feet and do not suffer from disadvantages to ability checks associated with being in Zero-G. In normal gravity, you cannot move and cannot be pushed, pulled, or knocked prone. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Magnetic Mitts","description":"Wondrous Item, Rare (Requires Attunement) These gauntlets are made of magnetite. Magnetic Control As an Action, you can cast the Telekinesis spell, targeting only metal objects, requiring no components, and using Constitution as your spellcasting ability.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Magnetite Horn","description":"Wondrous item, uncommon (socketable) Fashioned from the harvested horn of a magnetite dragon, this charm can be socketed on a ferrous weapon or on a worn item that contains iron, conferring different benefits to each. Ferrous Weapon. While you hold the socketed weapon, when you are hit by a weapon attack made with a ferrous weapon or ammunition that you can see, you can use your reaction to activate the magnetic properties of the horn. When you do so, the attack’s weapon or ammunition is pulled towards your own, giving you a +1 bonus to your AC against the attack as you attempt to parry it and possibly turning the hit into a miss. Ferrous Worn Item. While you wear the socketed item, when a creature within 5 feet of you is targeted by a weapon attack made with a ferrous weapon or ammunition, you can use your reaction to activate the magnetic properties of the horn. When you do so, roll a d20 . On an 11 or higher, you become the target of the attack instead.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Magnifying Glass","description":"Magnifying Glass Adventuring gear This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magnifying Glass","description":"Magnifying Glass Adventuring gear Price: 100 gp This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants Advantage on any Attribute Check made to appraise or inspect an item that is small or highly detailed.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Magnifying Glass","description":"Adventuring Gear Weight: — Cost: 100 GP A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Magnifying Glass"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Magnifying Glass","description":"Magnifying Glass Adventuring gear This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Magnifying Glass of X-Ray Vision","description":"Magnifying Glass of X-ray Vision Wondrous item, very rare While holding this magnifying glass, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don’t prevent light from passing through them. The vision is blocked by more than 1 foot of stone, 1 inch of common metal, 3 feet of wood or dirt, or any thin sheet of lead. You must complete a long rest before using this item again.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"Magnum","description":"","properties":{"Category":"Items","Item Type":"Weapon (magnum)","Properties":"Ammunition (50/200), Heavy, Reload (6)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magnum for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (50/200), Heavy, Reload (6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Magnum Opus Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell. Very rare variant: Increase the DCs to 16. The sword can be used to cast the hallucinatory terrain spell with its Boundless Imagination property.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Longsword","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell. Very rare variant: Increase the DCs to 16. The sword can be used to cast the hallucinatory terrain spell with its Boundless Imagination property.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Rapier","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell. Very rare variant: Increase the DCs to 16. The sword can be used to cast the hallucinatory terrain spell with its Boundless Imagination property.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell. Very rare variant: Increase the DCs to 16. The sword can be used to cast the hallucinatory terrain spell with its Boundless Imagination property.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnum Opus Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: fey psyche Raw creative energy given physical form, this weapon embodies the inherent ability of sapient creatures to shape the world to their will, creating beauty and art. Made entirely out of paint, its blade constantly changes to mimic the masterpieces of artists old and new. Limitless Shapes. As a bonus action while holding this weapon, you can cause the paint that makes up its blade to shift, changing its size and shape to transform the weapon into any type of sword. Boundless Imagination. While holding this sword, you can cast the minor illusion cantrip at will. In addition, you can use the sword to cast the disguise self , major image , and silent image spells (save DC 15). Once the sword has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Captivating Imagery. When you cast a spell of 1st level or higher using the Boundless Imagination property, you can tailor the spell’s illusion to a specific creature. Choose a creature that can see the illusion within 30 feet of you. That creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. Uncommon variant: Reduce the DCs to 13. The sword can’t be used to cast the major image spell. Very rare variant: Increase the DCs to 16. The sword can be used to cast the hallucinatory terrain spell with its Boundless Imagination property.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Magnus","description":"This impressive handgun, named for its creator, Magnus Opum, weighs almost twice that of a repeater. It’s infamous for its heft, recoil, and stopping power, and it is favored by gunslingers that accept no compromises.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster, Heavy, Overheat","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Maiden Hands","description":"Wondrous item, Weird, Legendary These thin leather gloves are fingerless to allow a hag the use of her nails in combat. These gloves are crafted using the skin off of a female humanoid's hands. Even right after crafting, they appear completely grey as if all the color was drained from them. A hag that wears these gloves can cast alter self as a bonus action, to transform into the form of the female humanoid that the maiden hands were fashioned from. A hag can also choose to only alter the appearance of her hands, which hags have been known to to as a sick joke or as a sort of fashion statement. A hag that is expecting battle can use the maiden hands to increase the damage that her nails or claws inflict, but if she does so then they cannot be used in the alter self fashion until the next twilight. A hag that uses the maiden hands in this fashion has her nails or claws take on a mother-of-pearl sheen. Each nail or claw attack made by the hag inflicts an additional 3 (1d6) slashing damage. Any creature, other than a hag, that wears the maiden hands will polymorphy into the dead female humanoid’s form until a remove curse is cast upon them","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Maiden's Osteosymbiosis","description":"Maiden's Osteosymbiosis Trick weapon (special), very rare (requires attunement) Head and spine severed from a Cloistered Maiden, the first wielder of this accursed weapon was considered insane, even amongst madmen—after all, the difference between genius and stupidity is that genius has its limits. To control the osteosymbiosis, one must fuse their arm to the bony corpse of an abomination of nature and pray that the gods won’t punish this crime against creation. Attunement. When you attune to this item, the warm, still moving spine merges with the bones in your arm and replaces them. Bones consumed in this way do not reappear when you unattune from the item. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon, and it has the Bone Explosion property. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the osteosymbiosis is embedded in your flesh, with spikes protruding from your knuckles, changing your unarmed strikes. In its transformed state, it generates a weapon made of bones. When it transforms, roll a d8 to determine the weapon’s type, according to the table below. You are proficient with all the forms of this weapon. D8 WEAPON 1 Battleaxe 2 Maul 3 Lance 4 Longsword 5 Rapier 6 Flail 7 Whip 8 Pike Untransformed. Your unarmed attacks deal an extra 1d8 piercing damage. Once on each of your turns when you hit a target with an unarmed strike, you can rupture the bone spikes that grow from your hands, leaving them embedded in your prey. You deal an extra 1d4 piercing damage to your target and it gains 1 bone shard. Your bone protrusions regrow immediately. Transformed. Your attacks with this weapon deal an extra 1d4 slashing damage and score critical hits on a roll of 19 or 20. Further, the osseous nature of this armament renders it frail. If you score a critical hit against a creature, the weapon breaks upon the target's flesh, dealing an extra 4d4 piercing damage, and the target gains 4 bone shards. The weapon then reverts to its untransformed state. Bone Explosion. As a bonus action, you can detonate all the bone shards embedded in one of your prey. If the target is dead, the shards fail to detonate. Each creature other than you within 15 feet of the target must make a DC 15 Dexterity saving throw. On a failure, a creature takes 1d4 piercing damage for each bone shard that detonated. On a success, it takes half as much damage. The bone shards shatter into dust and disappear. A creature with more than 2 bone shards embedded in its body has disadvantage on this saving throw. Maiden’s Curse: While attuned to this weapon, when a Blood Moon of Rebirth rises, the maiden’s curse awakens and spreads to its owner. You must make a Wisdom saving throw against the Madness DC of the moon. If your character has a womb—or has ever had a womb in their body—on a failure, the weapon merges with you completely and you turn into a Cloistered Maiden under the GM’s control. If you never had a womb, on a failure, instead of transforming, you die. *Roll20 Note: The damage populated by this attack is extra damage. To represent each of the weapon types, drag their +2 forms into the character sheet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Maiden's Tears","description":"Potion, rare This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Maiden's Tower","description":"Armour (shield), rare (requires attunement) Component: ooze (amalgamooze) bone The Order of the Knights Penitent believes that only constant punishment can keep sinful impulses at bay and lead to a life of righteousness. Perched atop this shield’s spiked exterior is a serene, silver face. When the shield encases a creature, bloody tears pour from its empty eyes, and its cold metallic lips occasionally twitch into a smile when it causes a victim especially great agony. Share the Pain. When a creature hits you with a melee attack while you’re holding the shield, its spikes extend to pierce that creature in return, dealing 1d8 piercing damage to it. Once this happens, it can’t happen again until the end of your next turn. Locked In. While holding the shield, you can use an action to force a creature within 5 feet of you to make a DC 15 Charisma saving throw. On a failure, the shield opens like an iron maiden and swallows the target, which is transported to a torturous demiplane, as per the banishment spell, for 1 minute or until your concentration ends (as if concentrating on a spell). Once this property of the shield is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Maiden's Tower","description":"Armour (shield), rare (requires attunement) Component: construct metal plating The Order of the Knights Penitent believes that only constant punishment can keep sinful impulses at bay and lead to a life of righteousness. Perched atop this shield’s spiked exterior is a serene, silver face. When the shield encases a creature, bloody tears pour from its empty eyes, and its cold metallic lips occasionally twitch into a smile when it causes a victim especially great agony. Share the Pain. When a creature hits you with a melee attack while you’re holding the shield, its spikes extend to pierce that creature in return, dealing 1d8 piercing damage to it. Once this happens, it can’t happen again until the end of your next turn. Locked In. While holding the shield, you can use an action to force a creature within 5 feet of you to make a DC 15 Charisma saving throw. On a failure, the shield opens like an iron maiden and swallows the target, which is transported to a torturous demiplane, as per the banishment spell, for 1 minute or until your concentration ends (as if concentrating on a spell). Once this property of the shield is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Maiden's Tower (uncommon variant)","description":"Armour (shield), rare (requires attunement) Component: ooze (amalgamooze) bone The Order of the Knights Penitent believes that only constant punishment can keep sinful impulses at bay and lead to a life of righteousness. Perched atop this shield’s spiked exterior is a serene, silver face. When the shield encases a creature, bloody tears pour from its empty eyes, and its cold metallic lips occasionally twitch into a smile when it causes a victim especially great agony. Share the Pain. When a creature hits you with a melee attack while you’re holding the shield, its spikes extend to pierce that creature in return, dealing 1d8 piercing damage to it. Once this happens, it can’t happen again until the end of your next turn. Locked In. While holding the shield, you can use an action to force a creature within 5 feet of you to make a DC 15 Charisma saving throw. On a failure, the shield opens like an iron maiden and swallows the target, which is transported to a torturous demiplane, as per the banishment spell, for 1 minute or until your concentration ends (as if concentrating on a spell). Once this property of the shield is used, it can’t be used again until the next dawn. Uncommon variant: The shield doesn’t have the Locked In property.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Maiden's Tower (uncommon variant)","description":"Armour (shield), rare (requires attunement) Component: construct metal plating The Order of the Knights Penitent believes that only constant punishment can keep sinful impulses at bay and lead to a life of righteousness. Perched atop this shield’s spiked exterior is a serene, silver face. When the shield encases a creature, bloody tears pour from its empty eyes, and its cold metallic lips occasionally twitch into a smile when it causes a victim especially great agony. Share the Pain. When a creature hits you with a melee attack while you’re holding the shield, its spikes extend to pierce that creature in return, dealing 1d8 piercing damage to it. Once this happens, it can’t happen again until the end of your next turn. Locked In. While holding the shield, you can use an action to force a creature within 5 feet of you to make a DC 15 Charisma saving throw. On a failure, the shield opens like an iron maiden and swallows the target, which is transported to a torturous demiplane, as per the banishment spell, for 1 minute or until your concentration ends (as if concentrating on a spell). Once this property of the shield is used, it can’t be used again until the next dawn. Uncommon variant: The shield doesn’t have the Locked In property.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Maiden's Tower (very rare variant)","description":"Armour (shield), rare (requires attunement) Component: ooze (amalgamooze) bone The Order of the Knights Penitent believes that only constant punishment can keep sinful impulses at bay and lead to a life of righteousness. Perched atop this shield’s spiked exterior is a serene, silver face. When the shield encases a creature, bloody tears pour from its empty eyes, and its cold metallic lips occasionally twitch into a smile when it causes a victim especially great agony. Share the Pain. When a creature hits you with a melee attack while you’re holding the shield, its spikes extend to pierce that creature in return, dealing 1d8 piercing damage to it. Once this happens, it can’t happen again until the end of your next turn. Locked In. While holding the shield, you can use an action to force a creature within 5 feet of you to make a DC 15 Charisma saving throw. On a failure, the shield opens like an iron maiden and swallows the target, which is transported to a torturous demiplane, as per the banishment spell, for 1 minute or until your concentration ends (as if concentrating on a spell). Once this property of the shield is used, it can’t be used again until the next dawn. Uncommon variant: The shield doesn’t have the Locked In property. Very rare variant: Increase the DC to 16. The Locked In property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Maiden's Tower (very rare variant)","description":"Armour (shield), rare (requires attunement) Component: construct metal plating The Order of the Knights Penitent believes that only constant punishment can keep sinful impulses at bay and lead to a life of righteousness. Perched atop this shield’s spiked exterior is a serene, silver face. When the shield encases a creature, bloody tears pour from its empty eyes, and its cold metallic lips occasionally twitch into a smile when it causes a victim especially great agony. Share the Pain. When a creature hits you with a melee attack while you’re holding the shield, its spikes extend to pierce that creature in return, dealing 1d8 piercing damage to it. Once this happens, it can’t happen again until the end of your next turn. Locked In. While holding the shield, you can use an action to force a creature within 5 feet of you to make a DC 15 Charisma saving throw. On a failure, the shield opens like an iron maiden and swallows the target, which is transported to a torturous demiplane, as per the banishment spell, for 1 minute or until your concentration ends (as if concentrating on a spell). Once this property of the shield is used, it can’t be used again until the next dawn. Uncommon variant: The shield doesn’t have the Locked In property. Very rare variant: Increase the DC to 16. The Locked In property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Mail of Barbed Chain","description":"Armor (chainmail), rare (requires attunement) This suit of chainmail is woven through with heavy barbs, which dig painfully into the wearer’s flesh. While attuned, it grants a +2 bonus to AC, but the wearer’s Injury thresholds are reduced by 5. Additionally, whenever the wearer grapples or becomes grappled by another creature, or is swallowed by a creature, that creature takes 1d6 points of piercing damage. It takes that damage again at the start of each of the wearer’s turns while the condition remains.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Mail of the Sword Master","description":"Armor (half plate), uncommon (requires attunement) While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mail of the Waste Walker","description":"Mail of the Waste Walker Armor (chain mail), rare (requires attunement) This suit of chain mail is weathered and rusty. Its links are broken in several locations, and it has no matching gauntlets. While you wear this armor, you have a +1 bonus to AC and you ignore the effects of moving across difficult terrain. As an action, you can permanently change a 10-foot cube of nonmagical stone to a 10-foot cube of caustic mud. If the affected stone is on the ground, the area becomes muddy enough for creatures to be caught in it. Each foot a creature moves through the area costs 4 feet of movement. A creature that starts its turn in the mud or moves into the mud for the first time on its turn takes 3d4 acid damage and must make a successful DC 15 Strength check or be restrained. A restrained creature can try to pull itself free of the mud by using an action to make another DC 15 Strength check. If the affected stone is part of a wall or a ceiling, the mud falls to the ground. Any creature in the area where the mud falls must make a successful DC 15 Dexterity saving throw or take 2d8 bludgeoning damage. Unless environmental conditions prevent it, the mud dries after 1 hour. Once you have used this feature of the armor, you can’t do so again for 24 hours.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Armor (chain mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Maiming Weapon","description":"Weapon (Any), Uncommon When you roll a 20 on your attack roll using this magic weapon, the target’s speed is halved, and it has disadvantage on Strength and Dexterity ability checks and saving throws until it finishes a short rest or receives magical healing.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Makeup Kit","description":"Makeup Kit Adventuring gear (artisan's tools) In Rokugani courts, wearing makeup is common for samurai of all genders. The most common type of makeup is powdered rouge, applied to the cheeks to simulate the blush of health even when the wearer is exhausted, ill, or hungover. Courtly makeup also involves powder layered on the face and neck, shaved eyebrows replaced with smudges of dark powder higher on the forehead, and bright-red lipstick. Modern courtiers in most courts do not usually wear the full complement of classic makeup, instead choosing the elements that they feel best suit their own personality and style. Appearing at court in traditional makeup, though, is a reliable way to impress older and more conservative courtiers.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Makhaira","description":"Weapon, longsword, common This longsword has a single curved blade with a flat edge along the top. It is heavier than most longswords, making it more effective while mounted.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"standard"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Malfunctioning Apparatus","description":"Mechanical Trap All creatures in the room are attacked by a mechanical apparatus every turn they are inside the room. It attacks with a +8 bonus and deals 13 (3d6+3) bludgeoning damage plus 2 (1d4) lightning damage. A malfunctioning apparatus is usually encountered with a robot or other automaton that is likewise malfunctioning and hostile. 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The creature also has the Blinded condition while Poisoned in this way. Cost: 250 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Malice"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Malice (Inhaled)","description":"Malice Adventuring gear (poison, inhaled) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mallet","description":"Mallet Melee weapon (martial, hammer) With a shaft roughly six feet long topped by a huge, barrel-shaped mallet head, a mallet is built to breach doors and smash walls—but it also works quite well on monsters with rock-like hides, as the bushi of the Hida School often demonstrate. Special. When you attack an object or construct with this weapon, its damage profile is 2d6 bludgeoning. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: Bludgeoning Properties: Heavy, Versatile, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Manacles","description":"Manacles Adventuring gear These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. Weight: 6","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":6,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Manacles","description":"Manacles Adventuring gear Price: 2 gp These metal restraints can bind a humanoid creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 22 Strength check. Each set of manacles comes with one key. Without the key, a creature can pick the manacles’ lock with a successful DC 15 Dexterity check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Manacles","description":"Adventuring Gear Weight: 6 lb. Cost: 2 GP As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled , Incapacitated , or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls , and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves’ Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Manacles"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Manacles","description":"Manacles Adventuring gear These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. Weight: 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Manchineel (Tree of Death)","description":"Manchineel is a tree reaching up to 40 feet high with shiny green leaves and small greenish flowers. Its fruits are green or greenish-yellow when ripe. This tree is extremely toxic. It causes immediate and severe skin rashes if touched, which causes a victim to have disadvantage with all Constitution saving throws and checks for 2d6 hours unless they make a DC 13 Constitution saving throw. Even water dripping from the leaves can cause this irritation. The smoke from burning manchineel trees can cause blindness and vomiting. Any creature that eats an apple, often called little apple of death, off of a manchineel tree immediately takes 2 (1d3) acid damage and they must make a DC 13 Constitution saving throw or they begin to suffocate as their throat swells shut. A suffocating creature can survive for 1 plus their Constitution modifier in minutes before they are incapacitated with their hit points reduced to 0. A suffocating creature automatically fails their death saving throws. Manchineel Desserts. Even hags are careful while preparing a dish with little apples of death. Hags don’t have to worry about covering up the taste, for the little apples taste like apples. But, only creatures immune to acid can safely eat these so more than one hag has accidentally died while trying to cook with this very dangerous fruit. A hag that can successfully bake a manchineel pie without dying has created a pie that is almost impossible to distinguish from any other apple pie.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Maneuvering","description":"Journeyman armor property Components: Masterwork suit of exotic light or medium armor This armor contains a set of spring-loaded, automatically retracting grappling hooks. As a reaction when you fall, or as a bonus action on your turn, you can project a grappling hook at a target location you can see that is no farther away than walking speed. If the target location can hold your weight, you are pulled there, expending movement as normal. This movement doesn’t provoke opportunity attacks. You must have a Dexterity score of 16 or higher to wear this armor.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mangonel","description":"Mangonel Large object Armor Class : 15 Hit Points : 100 Damage Immunities : poison, psychic A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects. Mangonel Stone. Ranged Weapon Attack : +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit : 27 (5d10) bludgeoning damage.","properties":{"Category":"Items","Expansion":7583,"Item Type":"ranged weapon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mangonel","description":"Large Object Armor Class: 15 Hit Points: 100 Mangonel Stone (Requires Load and Aim). Ranged Attack Roll: +5, range 200/800 ft. (can’t hit targets within 60 feet of itself). Hit: 27 (5d10) Bludgeoning damage. A Mangonel is a catapult that hurls heavy projectiles in a high arc, so it can hit targets behind walls. Loading a Mangonel requires two Utilize actions, and aiming it requires two more Utilize actions. Then a crew member can take the Mangonel Stone action.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Mangonel"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Manhunter's Leathers","description":"Armor (any leather or hide), rare This armor is made of patchwork layers of humanoid leather. While worn, a creature with this armor has advantage on Strength or Charisma (Intimidation) checks, and disadvantage on Charisma (Persuasion) and Charisma (Deception) checks made to convince people of their innocence. Additionally, once per short or long rest, the creature may increase the saving throw DC of a Death Blow that they deliver to a humanoid creature by 2.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Manica","description":"This shield consists of overlapping metal segments fastened to leather straps and wrapped around the upper and lower arm. You can don or doff a manica as an action. Though the manica provides less protection than other shields, it allows you free use of your shield hand. You can’t gain the manica’s bonus to AC while wielding a weapon in that hand, and, as normal, you can benefit from only one shield at a time.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Manor Key","description":"Manor Key Wondrous item, rare (requires the Mark of Hospitality) This long key, studded with tiny Siberys dragonshards, can only be used by a creature with the Mark of Hospitality. You can use an action to trace the outline of a door in the air with the manor key and cast Mordenkainen’s magnificent mansion without requiring material components. The spell ends after 24 hours or when you use the key to lock the door and dismiss the effect; at that time, any creatures within the mansion are expelled into an open space near its entrance. Once used, the key cannot be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires the Mark of Hospitality"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Manticore Shield","description":"Manticore Shield Armor (shield), very rare This gold metal shield is surprisingly light. Three wooden-like spikes are affixed to its outer surface. The manticore shield grants you an additional +1 bonus to AC. Furthermore, if any spikes are still attached to the outer surface, the shield is considered a light weapon and can be used as an off-hand attack, causing 5 (1d8 + 1) piercing damage on a hit. As a bonus action, one of the spikes can be launched as a ranged attack using your ranged attack bonus; it has a normal range of 50 feet and a maximum range of 100 feet, and causes 5 (1d8 + 1) piercing damage. All used spikes are regenerated following a long rest.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Manticore's Tail","description":"Weapon (morningstar), uncommon (requires attunement) Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon’s spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mantis Style Armlet","description":"Mantis Style Armlet Wondrous item, rare This green brass armlet depicts a mantis with its forelegs raised. While wearing this wondrous item, you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. In addition, when you are hit by a melee weapon attack and you have at least one hand free, you can use your reaction to parry. When you do, you reduce the damage by 1d6 + your Strength or Dexterity modifier + 1.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mantis Trading Ship","description":"Mantis Trading Ship Vehicle Part trader’s vessel, part warship, Mantis ships are swift, maneuverable vessels capable of overtaking most other craft that ply the oceans near the Rokugani coastline. This makes them excellent vessels for Mantis captains who chase glory and gold on the seas.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Mantle of Blood Vengeance","description":"Wondrous item, uncommon (requires attunement) This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mantle of Radiance","description":"Wondrous Item, Very Rare (Requires Attunement) This magic cloak is woven from the softest silk and inlaid with gold seams. You have resistance to Radiant damage while wearing this cloak. Light Step. While you’re wearing this cloak in bright light, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is also in bright light. Radiant Transformation. While you’re wearing this cloak, you can use an action to transform into a radiance elemental . The transformation functions as the polymorph spell, except that you retain your Intelligence, Wisdom, and Charisma scores. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Mantle of Spell Resistance","description":"Mantle of Spell Resistance Wondrous item, rare (requires attunement ) You have advantage on saving throws against spells while you wear this cloak.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mantle of Spell Resistance","description":"Mantle of Spell Resistance Wondrous item, rare (requires attunement ) You have advantage on saving throws against spells while you wear this cloak.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Shoulders","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mantle of Spell Resistance","description":"Wondrous Item, Rare (Requires Attunement) You have Advantage on saving throws against spells while you wear this cloak.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Mantle of Spell Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mantle of Spell Resistance","description":"Wondrous Item, Rare (Requires Attunement) You have Advantage on saving throws against spells while you wear this cloak.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mantle of Spell Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mantle of Spell Resistance\\\",\\\"description\\\":\\\"You have Advantage on saving throws against spells while you wear this cloak.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mantle of Spell Resistance Attunement\",\"parent\":\"Mantle of Spell Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Mantle of Spell Resistance Advantage on Saving Throws VS spells\",\"parent\":\"Mantle of Spell Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"You have Advantage on saving throws against spells while wearing the Mantle of Spell Resistance.\\\"}\"}]","filter-Attunement":"Rare","Name":"Mantle of Spell Resistance","data-description":"You have Advantage on saving throws against spells while you wear this cloak.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mantle of the Forest Lord","description":"Wondrous item, rare (requires attunement) Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mantle of the Lightbender","description":"Mantle of the Lightbender Wondrous Item, Uncommon (Requires Attunement) This elegant cloak is lined with the iridescent mane of a lightbender. When you’re hit with an attack while wearing this cloak, you can use your reaction to reveal that the attacker is attacking a past visual imprint of you. You appear in an unoccupied space you can see within 30 feet of your imprint, the attack misses, then the imprint disappears. You can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight. Once you use the cloak to reveal a past visual imprint of yourself, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mantle of the Lion","description":"Wondrous item, uncommon (requires attunement) Treasured by the warriors of Omphaya, this splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle’s lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle’s bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle’s bite against the prone creature as a bonus action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Mantle of the Lion","description":"Wondrous item, rare (requires attunement) This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle’s lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle’s bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle’s bite against the prone creature as a bonus action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mantle of the Void","description":"Wondrous item, rare (requires attunement) While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell’s effects. Void-Powered Strike. You can use a bonus action to infuse your next spell or attack with power from the Void. Choose one creature that failed its saving throw against your spell or that was hit by your attack. That creature is stunned until the end of its next turn. Once used, you can’t use this property again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Manual of Bodily Health","description":"Manual of Bodily Health Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Manual of Bodily Health","description":"Manual of Bodily Health Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Manual of Bodily Health","description":"Wondrous Item, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Manual of Bodily Health"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Manual of Bodily Health","description":"Wondrous Item, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Manual of Bodily Health\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Manual of Bodily Health\\\",\\\"description\\\":\\\"This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. 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If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Manual of Gainful Exercise","description":"Manual of Gainful Exercise Wondrous item, very rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Manual of Gainful Exercise","description":"Manual of Gainful Exercise Wondrous item, very rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Manual of Gainful Exercise","description":"Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Manual of Gainful Exercise"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Manual of Gainful Exercise","description":"Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Manual of Gainful Exercise\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Manual of Gainful Exercise\\\",\\\"description\\\":\\\"This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. 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A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage. d20 Golem Time Cost 1-5 Clay 30 days 65,000 gp 6-17 Flesh 60 days 50,000 gp 18 Iron 120 days 100,000 gp 19-20 Stone 90 days 80,000 gp To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Manual of Golems","description":"Manual of Golems Wondrous item, very rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage. d20 Golem Time Cost 1-5 Clay 30 days 65,000 gp 6-17 Flesh 60 days 50,000 gp 18 Iron 120 days 100,000 gp 19-20 Stone 90 days 80,000 gp To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Manual of Golems","description":"Wondrous Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days 50,000 GP 18 Iron Golem 120 days 100,000 GP 19–20 Stone Golem 90 days 80,000 GP","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Manual of Golems"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Manual of Golems","description":"Wondrous Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days 50,000 GP 18 Iron Golem 120 days 100,000 GP 19–20 Stone Golem 90 days 80,000 GP","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Manual of Golems\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Manual of Golems\\\",\\\"description\\\":\\\"This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage.\\\\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\\\\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See the Monster Manual for the golem's stat block. The golem is under your control, and it understands and obeys your commands.\\\\n1d20 Golem Time Cost\\\\n1-5 Clay Golem 30 days 65,000 GP/n6-17 Flesh Golem 60 days 50,000 GP\\\\n18 Iron Golem 120 days 100,000 GP\\\\n19-20 Stone Golem 90 days 80,000 GP\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Manual of Golems","data-description":"This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage.\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See the Monster Manual for the golem's stat block. The golem is under your control, and it understands and obeys your commands.\n1d20 Golem Time Cost\n1-5 Clay Golem 30 days 65,000 GP/n6-17 Flesh Golem 60 days 50,000 GP\n18 Iron Golem 120 days 100,000 GP\n19-20 Stone Golem 90 days 80,000 GP","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Manual of Methods +1","description":"Wondrous Item, Rare +1 (Requires Attunement) A long, battered tube contains this worn scroll of parchment. While attuned to this text, your ability to execute maneuvers is extraordinary, giving you a bonus to your maneuver save DC. The bonus is determined by the manual’s rarity. Additionally, this manual has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the manual, you can expend a charge to perform a maneuver or make an opportunity attack without using your reaction.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Manual of Methods +2","description":"Wondrous Item, Very Rare +2 (Requires Attunement) A long, battered tube contains this worn scroll of parchment. While attuned to this text, your ability to execute maneuvers is extraordinary, giving you a bonus to your maneuver save DC. The bonus is determined by the manual’s rarity. Additionally, this manual has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the manual, you can expend a charge to perform a maneuver or make an opportunity attack without using your reaction.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Manual of Methods +3","description":"Wondrous Item, Legendary +3 (Requires Attunement) A long, battered tube contains this worn scroll of parchment. While attuned to this text, your ability to execute maneuvers is extraordinary, giving you a bonus to your maneuver save DC. The bonus is determined by the manual’s rarity. Additionally, this manual has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the manual, you can expend a charge to perform a maneuver or make an opportunity attack without using your reaction.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Manual of Quickness of Action","description":"Manual of Quickness of Action Wondrous item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Manual of Quickness of Action","description":"Manual of Quickness of Action Wondrous item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Manual of Quickness of Action","description":"Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Manual of Quickness of Action"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Manual of Quickness of Action","description":"Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Manual of Quickness of Action\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Manual of Quickness of Action\\\",\\\"description\\\":\\\"This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic\\\\nbut regains it in a century.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Manual of Quickness of Action","data-description":"This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic\nbut regains it in a century.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Manual of Runewrought Constructs","description":"Wondrous Item, Very Rare This tome contains information and designs necessary to make a particular type of Construct. To use the manual, you must have an Intelligence score of 13 or higher and proficiency with smith's or tinker's tools. Item Time Cost Manual of Gravity Golems 100 days 80,000 gp Manual of Necrorune Bulettes 80 days 60,000 gp Manual of Runeward Golems 50 days 50,000 gp Manual of Runewrought Bulettes 20 days 10,000 gp Manual of Snufflers 10 days 1,500 gp To create a Construct, you must pay the specified cost in supplies and spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. After every 10 days of labor, you must make a DC 10 Dexterity check using smith's or tinker's tools. On a failed save, you make no progress in those 10 days and waste a proportionate amount of supplies (e.g., when constructing a runeward golem , failing a check means wasting 1/5th of the purchased supplies). Whether you succeed or fail, the DC of this check increases by 1 after each time you make it. Once you've succeeded on enough checks to finish the Construct, the book is consumed in eldritch flames. The Construct becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Manual of the Archmage","description":"This thick tome with over a 1,000 pages is an encyclopedia covering topics of the highest complexity related to academic studies and magic. The manual entries are connected in webs of cross-reference and automatically shift their appearance to list the corresponding entries, making research fast and comprehensive. If you study a topic for 10 minutes, your newfound understanding grants you advantage on one Intelligence (Arcana) skill check within the next one hour.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Manual of the Lesser Golem","description":"Wondrous item, rare A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex . d20 Golem Time Cost 1–7 Hair 2 days 100 gp 8–13 Mud 5 days 500 gp 14–17 Glass 10 days 2,000 gp 18–20 Wood 15 days 20,0000 gp","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Manual of the Lesser Golem","description":"A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 10 (3d6) psychic damage that can only be regained after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. d20 Golem Time Cost 1-7 Hair 2 days 100 gp 8-13 Mud 5 days 500 gp 14-17 Glass 10 days 2,000 gp 18-20 Wood 15 days 20,000 gp","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Manual of Vine Golems","description":"Wondrous item, very rare This tome contains information and incantations necessary to make a vine golem (see Tome of Beasts 2 ). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can’t use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The vine golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Many-Headed Flail","description":"Weapon (flail), rare (requires attunement) Component: pouch of monstrosity (hydra) teeth Embodying the fiercely independent nature of a hydra, this flail’s multiple heads can be stubborn to a fault. It is not uncommon for a head to remain attached to a creature it has bitten, despite the wishes of its wielder. When this happens, the flail simply breaks off the persistent head, and a new one instantly sprouts to take its place. Reactive Strikes. While wielding this weapon, you gain a special reaction that you can take once on each round. This special reaction can only be used to make an opportunity attack with the flail, and you can’t use it on the same turn that you take your normal reaction. Clamp Down. When you hit a creature with an opportunity attack using this flail, you deal an extra 1d4 piercing damage to it and can choose to immediately grapple the target (escape DC 15), as the hydra heads bite down on it. The grapple ends if you let go of the flail. While a creature is grappled in this manner, you can’t use the flail to attack a different target.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Many-Headed Flail (uncommon variant)","description":"Weapon (flail), rare (requires attunement) Component: pouch of monstrosity (hydra) teeth Embodying the fiercely independent nature of a hydra, this flail’s multiple heads can be stubborn to a fault. It is not uncommon for a head to remain attached to a creature it has bitten, despite the wishes of its wielder. When this happens, the flail simply breaks off the persistent head, and a new one instantly sprouts to take its place. Reactive Strikes. While wielding this weapon, you gain a special reaction that you can take once on each round. This special reaction can only be used to make an opportunity attack with the flail, and you can’t use it on the same turn that you take your normal reaction. Clamp Down. When you hit a creature with an opportunity attack using this flail, you deal an extra 1d4 piercing damage to it and can choose to immediately grapple the target (escape DC 15), as the hydra heads bite down on it. The grapple ends if you let go of the flail. While a creature is grappled in this manner, you can’t use the flail to attack a different target. Uncommon variant: The item doesn’t have the Clamp Down property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Many-Headed Flail (very rare variant)","description":"Weapon (flail), rare (requires attunement) Component: pouch of monstrosity (hydra) teeth Embodying the fiercely independent nature of a hydra, this flail’s multiple heads can be stubborn to a fault. It is not uncommon for a head to remain attached to a creature it has bitten, despite the wishes of its wielder. When this happens, the flail simply breaks off the persistent head, and a new one instantly sprouts to take its place. Reactive Strikes. While wielding this weapon, you gain a special reaction that you can take once on each round. This special reaction can only be used to make an opportunity attack with the flail, and you can’t use it on the same turn that you take your normal reaction. Clamp Down. When you hit a creature with an opportunity attack using this flail, you deal an extra 1d4 piercing damage to it and can choose to immediately grapple the target (escape DC 15), as the hydra heads bite down on it. The grapple ends if you let go of the flail. While a creature is grappled in this manner, you can’t use the flail to attack a different target. Uncommon variant: The item doesn’t have the Clamp Down property. Very rare variant: Increase the DC to 16 and the extra damage to 1d10. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Manychop Battleaxe","description":"Manychop Axe Weapon (battleaxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, if you score a critical hit on a target, you can immediately make an additional attack with the manychop axe against every target of your choice within range, with a separate attack roll for each target.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Manychop Greataxe","description":"Manychop Axe Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, if you score a critical hit on a target, you can immediately make an additional attack with the manychop axe against every target of your choice within range, with a separate attack roll for each target.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Manychop Handaxe","description":"Manychop Axe Weapon (handaxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, if you score a critical hit on a target, you can immediately make an additional attack with the manychop axe against every target of your choice within range, with a separate attack roll for each target.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Map","description":"Adventuring Gear Weight: — Cost: 1 GP If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Map"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Map Case","description":"Adventuring Gear Weight: 1 lb. Cost: 1 GP A Map Case holds up to 10 sheets of paper or 5 sheets of parchment .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Map Case"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Map of Many Places","description":"Wondrous Item, Common This magic map looks like a blank sheet of grungy parchment. As an action you can use the command phrase “where am I” to have the parchment magically show a topographical map of the area within a 5-mile radius, including all objects, structures, and terrain features larger than 20 cubic feet. The map remains for 1 hour or until you roll it up as an action. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Map or scroll case","description":"Map or Scroll Case Adventuring gear This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Map or Scroll Case","description":"Map or Scroll Case Adventuring gear This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Map or Scroll Case","description":"Map or Scroll Case Adventuring gear This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mapifying Glass","description":"Wondrous item, rare Component: fey eye The inquisitive people of the Moonlit Lands have a proverb: “Shed some light on the world, and it will reveal itself to you.” It turns out it’s a little more literal than it first seems. This item has 3 charges and regains all expended charges daily at dawn. Moonlight Map. As an action while holding this item in dim or bright light, you can expend 1 charge and point it at a flat surface within 10 feet of you, causing light to shine through the magnifying glass and form the image of a map on that surface for 10 minutes or until you speak a command word to make it disappear. This map represents the area in a 200-foot square centred on you, at your elevation. When it forms, choose one or more of the additional effects below. For each effect chosen beyond the first, you must expend 1 additional charge. The size of the map is increased to a 300-foot square. The map shows traps and other hazards in the area marked in red. The map shows secret doors and passages in the area marked in yellow. The map shows creatures in the area at the time it formed as small white dots. If a creature, object, or area is warded against divination magic, it doesn’t show on the map.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mapifying Glass (common variant)","description":"Wondrous item, rare Component: fey eye The inquisitive people of the Moonlit Lands have a proverb: “Shed some light on the world, and it will reveal itself to you.” It turns out it’s a little more literal than it first seems. This item has 3 charges and regains all expended charges daily at dawn. Moonlight Map. As an action while holding this item in dim or bright light, you can expend 1 charge and point it at a flat surface within 10 feet of you, causing light to shine through the magnifying glass and form the image of a map on that surface for 10 minutes or until you speak a command word to make it disappear. This map represents the area in a 200-foot square centred on you, at your elevation. When it forms, choose one or more of the additional effects below. For each effect chosen beyond the first, you must expend 1 additional charge. The size of the map is increased to a 300-foot square. The map shows traps and other hazards in the area marked in red. The map shows secret doors and passages in the area marked in yellow. The map shows creatures in the area at the time it formed as small white dots. If a creature, object, or area is warded against divination magic, it doesn’t show on the map. Common variant: Reduce the size of the map to a 100-foot square. Remove the charges and the additional effects. You can use the Moonlight Map property without expending charges, but once it has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mapifying Glass (uncommon variant)","description":"Wondrous item, rare Component: fey eye The inquisitive people of the Moonlit Lands have a proverb: “Shed some light on the world, and it will reveal itself to you.” It turns out it’s a little more literal than it first seems. This item has 3 charges and regains all expended charges daily at dawn. Moonlight Map. As an action while holding this item in dim or bright light, you can expend 1 charge and point it at a flat surface within 10 feet of you, causing light to shine through the magnifying glass and form the image of a map on that surface for 10 minutes or until you speak a command word to make it disappear. This map represents the area in a 200-foot square centred on you, at your elevation. When it forms, choose one or more of the additional effects below. For each effect chosen beyond the first, you must expend 1 additional charge. The size of the map is increased to a 300-foot square. The map shows traps and other hazards in the area marked in red. The map shows secret doors and passages in the area marked in yellow. The map shows creatures in the area at the time it formed as small white dots. If a creature, object, or area is warded against divination magic, it doesn’t show on the map. Common variant: Reduce the size of the map to a 100-foot square. Remove the charges and the additional effects. You can use the Moonlight Map property without expending charges, but once it has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the charges. You can use the Moonlight Map property without expending charges, selecting only one of its additional effects, but once it has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mapping Ink","description":"Wondrous item, uncommon This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Maracas of Mauling","description":"Maracas of Mauling Weapons (Two Maces), Very Rare (requires attunement) Valued by brawling bards and musically inclined warriors alike, these two magic maracas are also powerful maces. The Maracas of Mauling can be used as musical instruments and as maces. You gain a +2 bonus to attack and damage rolls made with each of them. Maracas of Mauling come in pairs. If one of the maracas in a pair is destroyed, the other one becomes nonmagical. A creature can attune to both maracas or two creatures can attune to one maraca each. A creature attuning to both maracas uses a single attunement slot to do so. Dance of Doom. While wielding both Maracas of Mauling, you can use a bonus action to burst into the Dance of Doom, which is audible from as far away as 300 feet and lasts for 1 minute. It ends early if you are incapacitated or if you drop both maracas. You can also finish the Dance of Doom at any time (no action required). While you’re doing the Dance of Doom, you gain the following benefits: You have advantage on Charisma (Performance) checks to dance, sing, and play the maracas. Your walking speed increases by 10 feet. Melee attacks with the Maracas of Mauling deal an extra 1d8 thunder damage. When a creature hits you with a melee attack, you can use your reaction to perform a series of defensive dance moves. Until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack. Once finished, the Dance of Doom can’t be danced again until the next dawn. Optional Rule: Extended Dance of Doom At the gamemaster’s discretion, a creature may continue doing the Dance of Doom until they become exhausted. After doing the Dance of Doom for 1 minute, a creature wishing to continue to dance must make a DC 10 Constitution saving throw. On a success, the creature can continue to dance for 1 additional minute. On a failure, the creature stops dancing, gains 1 level of exhaustion, and falls prone. A creature that succeeds on the saving throw may choose to continue extending the dance. The DC of the Constitution saving throw increases by 5 each time the creature attempts to extend the dance by 1 more minute. Orelyn on Maracas of Mauling “Obviously, the creator of these curiously combined musical instruments cannot have been a serious person, but the damage these… ‘maracas’ can deal is serious indeed. I suppose they could be deadly in the hands of a warrior who is not afraid to combine their martial prowess with some dancing. How unusual!”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapons (Two Maces)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Marble Elephant Figurine of Wondrous Power","description":"Marble Elephant Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Marble Elephant Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Marble Elephant. This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Marble Elephant Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Margreve Fur","description":"Wondrous item, rare (requires attunement) Many tales tell of those who gain the powers of Margreve’s animals by wearing their fur. While wearing this cloak, you have proficiency with Dexterity saving throws (if you don’t have it already). You also have proficiency in the Deception and Persuasion skills. If you already have either of these proficiencies, your proficiency bonus is doubled for those checks.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Marid Conch","description":"Marid Conch Wondrous item, very rare This iridescent pink conch shell weighs 1 pound. When you use an action to rub the conch, a cloud of thick sea mist flows out of the shell. At the end of your turn, the mist disappears with a flash of harmless lightning, and a marid appears in an unoccupied space within 30 feet of you. The Monster Manual for the marid’s statistics. The first time the shell is rubbed, the DM rolls to determine what happens. d100 Effect 01-10 The marid attacks you. After fighting for 5 rounds, the marid disappears, and the conch loses its magic. 11-90 The marid serves you for 1 hour, doing as you command. The marid then returns to the conch. The conch can’t be activated again for 24 hours. The next two times the conch is used, the same effect occurs. If the conch is opened a fourth time, the marid escapes and disappears, and the conch loses its magic. 91-00 The marid can cast the wish spell three times for you. It disappears when it grants the wish or after 1 hour, and the conch loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mariner's Armor","description":"Mariner's Armor Armor (light, medium, or heavy), uncommon While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mariner's Armor (Template)","description":"Armor (Any Light, Medium, or Heavy), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"Yes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Breastplate","description":"Armor (Breastplate), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Mariner's Breastplate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Chain Mail","description":"Armor (Chain Mail), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Mariner's Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Chain Shirt","description":"Armor (Chain Shirt), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Mariner's Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Half Plate Armor","description":"Armor (Half Plate Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Mariner's Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Hide Armor","description":"Armor (Hide Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Mariner's Hide Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Leather Armor","description":"Armor (Leather Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Mariner's Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Padded Armor","description":"Armor (Padded Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Mariner's Padded Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Plate Armor","description":"Armor (Plate Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Mariner's Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Ring Mail","description":"Armor (Ring Mail), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Yes","Name":"Mariner's Ring Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Scale Mail","description":"Armor (Scale Mail), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Yes","Name":"Mariner's Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Splint Armor","description":"Armor (Splint Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"Yes","Name":"Mariner's Splint Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mariner's Studded Leather Armor","description":"Armor (Studded Leather Armor), Uncommon While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn. The armor is decorated with fish and shell motifs.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Yes","Name":"Mariner's Studded Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Marionette’s Shiver","description":"Poison, rare Named for the uncontrolled shakes, shivers, and spasms this toxin induces in a target’s muscles, it grants perhaps one of the most horrific deaths imaginable. When ingested by a creature, that creature must make a DC 13 Constitution saving throw. On a failed save, it gains 3 levels of exhaustion as its muscles begin to spasm uncontrollably. Every hour for the next 24 hours, it must repeat that saving throw, gaining another level of exhaustion on every failed saving throw. A successful saving throw delays the next required saving throw by 2 hours, but does not remove the poison. During this time, the creature cannot rest, and attacks made against the creature have advantage.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Mark of the Arbiter","description":"Poison, Rare This crystal clear, odorless liquid is one of two vials worn around the neck of all sworn Arbiters. Designed to kill efficiently and quietly, it causes the eyes of the dead or living victim to become bloodshot and a dark purple bruising forms below the eye that fades after 12 hours. The guild’s symbol is derived from this poison, the key ingredient of which is the Lily of the Valley. Duration: 2 minutes. Anyone ingesting a single dose of the Mark of the Arbiter must succeed on a DC 18 Constitution saving throw or suffer 7 (1d10 + 2) poison damage at the start of each of their turns. ","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Markum's Glaive (Level 1)","description":"The shaft of this glaive is made from a single, long piece of driftwood. The head is forged from mithril with a stylized sea horse etched into each side. Lord Markum loved standing on the battlements of his keep by the sea. One morning, Lord Makum noticed the bruised body of a mermaid lying on the rocks below. He hurried down and discovered she was unconscious but alive. Markum gently carried her into the keep and did what he could for her until the healers arrived. When the beautiful mermaid’s eyes finally fluttered open, Lord Markum fell deeply and hopelessly in love. The mermaid explained that her people were suffering relentless attacks from a tribe of sahuagin. The mermaid had been wounded during the last raid and had washed upon the rocks near Lord Markum’s keep. Markum was desperate to help. He was a powerful warrior, but he could not simply hold his breath and wade into the sea with his plate mail and great sword. He called for his oldest and most trusted advisor, the wizard Pelgroth. Together, Markum, a skilled weapon smith, and Pelgroth, an accomplished magic crafter, set out to even the odds. The result was a mighty glaive enchanted with powerful water magic. Markum lifted the great weapon and felt the power of the sea rise inside him. They swam at once into the deep until they came to the merfolk’s glittering, coral city. When the next raid occurred, Markum battled the sahuagin relentlessly and rallied the merfolk warriors, pressing on until every sahuagin was slain. Now a hero to the merfolk, Markum and the mermaid were soon married. From that day onward, Lord Markum fought alongside the merfolk, until the terrible day he was slain by a powerful four-armed sahuagin, who took Markum’s glaive as a battle trophy. It’s said that sahuagin still has it to this day. Weapon (glaive), fabled (5th-level and higher properties require attunement) While wielding this glaive, you can use an action to cast the dominate beast spell (save DC 15) from it on a beast that has an innate swimming speed. Once used, the glaive can’t be used in this way again until the next dawn. Seafarer (Requires Attunement). As your level increases, you gain the following benefits while wielding the glaive. 5th level. You can breathe underwater, and you have a swimming speed of 60 feet. In addition, you have resistance to cold damage, and you and anything you are wearing or carrying can tolerate temperatures as low as -50 degrees Fahrenheit. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can use an action to cast the water breathing spell from the glaive. Once used, the glaive can’t be used in this way again until the next dawn. 13th level. You gain a +2 bonus to attack and damage rolls with this glaive, instead of +1. In addition, when you hit an evil humanoid that has an innate swimming speed, such as a sahuagin, with this glaive, the humanoid takes an extra 2d6 slashing damage. 17th level. You gain a +3 bonus to attack and damage rolls with this glaive, instead of +2. In addition, you can now cast the dominate beast spell (save DC 17) from the glaive at will on a beast that has an innate swimming speed. You can have only one beast dominated at a time. If you dominate another, the spell on the previous target ends.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Markum's Glaive (Level 13)","description":"The shaft of this glaive is made from a single, long piece of driftwood. The head is forged from mithril with a stylized sea horse etched into each side. Lord Markum loved standing on the battlements of his keep by the sea. One morning, Lord Makum noticed the bruised body of a mermaid lying on the rocks below. He hurried down and discovered she was unconscious but alive. Markum gently carried her into the keep and did what he could for her until the healers arrived. When the beautiful mermaid’s eyes finally fluttered open, Lord Markum fell deeply and hopelessly in love. The mermaid explained that her people were suffering relentless attacks from a tribe of sahuagin. The mermaid had been wounded during the last raid and had washed upon the rocks near Lord Markum’s keep. Markum was desperate to help. He was a powerful warrior, but he could not simply hold his breath and wade into the sea with his plate mail and great sword. He called for his oldest and most trusted advisor, the wizard Pelgroth. Together, Markum, a skilled weapon smith, and Pelgroth, an accomplished magic crafter, set out to even the odds. The result was a mighty glaive enchanted with powerful water magic. Markum lifted the great weapon and felt the power of the sea rise inside him. They swam at once into the deep until they came to the merfolk’s glittering, coral city. When the next raid occurred, Markum battled the sahuagin relentlessly and rallied the merfolk warriors, pressing on until every sahuagin was slain. Now a hero to the merfolk, Markum and the mermaid were soon married. From that day onward, Lord Markum fought alongside the merfolk, until the terrible day he was slain by a powerful four-armed sahuagin, who took Markum’s glaive as a battle trophy. It’s said that sahuagin still has it to this day. Weapon (glaive), fabled (5th-level and higher properties require attunement) Weapon (glaive), fabled (5th-level and higher properties require attunement) While wielding this glaive, you can use an action to cast the dominate beast spell (save DC 15) from it on a beast that has an innate swimming speed. Once used, the glaive can’t be used in this way again until the next dawn. Seafarer (Requires Attunement). As your level increases, you gain the following benefits while wielding the glaive. 5th level. You can breathe underwater, and you have a swimming speed of 60 feet. In addition, you have resistance to cold damage, and you and anything you are wearing or carrying can tolerate temperatures as low as -50 degrees Fahrenheit. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can use an action to cast the water breathing spell from the glaive. Once used, the glaive can’t be used in this way again until the next dawn. 13th level. You gain a +2 bonus to attack and damage rolls with this glaive, instead of +1. In addition, when you hit an evil humanoid that has an innate swimming speed, such as a sahuagin, with this glaive, the humanoid takes an extra 2d6 slashing damage. 17th level. You gain a +3 bonus to attack and damage rolls with this glaive, instead of +2. In addition, you can now cast the dominate beast spell (save DC 17) from the glaive at will on a beast that has an innate swimming speed. You can have only one beast dominated at a time. If you dominate another, the spell on the previous target ends.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Markum's Glaive (Level 17)","description":"The shaft of this glaive is made from a single, long piece of driftwood. The head is forged from mithril with a stylized sea horse etched into each side. Lord Markum loved standing on the battlements of his keep by the sea. One morning, Lord Makum noticed the bruised body of a mermaid lying on the rocks below. He hurried down and discovered she was unconscious but alive. Markum gently carried her into the keep and did what he could for her until the healers arrived. When the beautiful mermaid’s eyes finally fluttered open, Lord Markum fell deeply and hopelessly in love. The mermaid explained that her people were suffering relentless attacks from a tribe of sahuagin. The mermaid had been wounded during the last raid and had washed upon the rocks near Lord Markum’s keep. Markum was desperate to help. He was a powerful warrior, but he could not simply hold his breath and wade into the sea with his plate mail and great sword. He called for his oldest and most trusted advisor, the wizard Pelgroth. Together, Markum, a skilled weapon smith, and Pelgroth, an accomplished magic crafter, set out to even the odds. The result was a mighty glaive enchanted with powerful water magic. Markum lifted the great weapon and felt the power of the sea rise inside him. They swam at once into the deep until they came to the merfolk’s glittering, coral city. When the next raid occurred, Markum battled the sahuagin relentlessly and rallied the merfolk warriors, pressing on until every sahuagin was slain. Now a hero to the merfolk, Markum and the mermaid were soon married. From that day onward, Lord Markum fought alongside the merfolk, until the terrible day he was slain by a powerful four-armed sahuagin, who took Markum’s glaive as a battle trophy. It’s said that sahuagin still has it to this day. Weapon (glaive), fabled (5th-level and higher properties require attunement) Weapon (glaive), fabled (5th-level and higher properties require attunement) While wielding this glaive, you can use an action to cast the dominate beast spell (save DC 15) from it on a beast that has an innate swimming speed. Once used, the glaive can’t be used in this way again until the next dawn. Seafarer (Requires Attunement). As your level increases, you gain the following benefits while wielding the glaive. 5th level. You can breathe underwater, and you have a swimming speed of 60 feet. In addition, you have resistance to cold damage, and you and anything you are wearing or carrying can tolerate temperatures as low as -50 degrees Fahrenheit. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can use an action to cast the water breathing spell from the glaive. Once used, the glaive can’t be used in this way again until the next dawn. 13th level. You gain a +2 bonus to attack and damage rolls with this glaive, instead of +1. In addition, when you hit an evil humanoid that has an innate swimming speed, such as a sahuagin, with this glaive, the humanoid takes an extra 2d6 slashing damage. 17th level. You gain a +3 bonus to attack and damage rolls with this glaive, instead of +2. In addition, you can now cast the dominate beast spell (save DC 17) from the glaive at will on a beast that has an innate swimming speed. You can have only one beast dominated at a time. If you dominate another, the spell on the previous target ends.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Markum's Glaive (Level 5)","description":"The shaft of this glaive is made from a single, long piece of driftwood. The head is forged from mithril with a stylized sea horse etched into each side. Lord Markum loved standing on the battlements of his keep by the sea. One morning, Lord Makum noticed the bruised body of a mermaid lying on the rocks below. He hurried down and discovered she was unconscious but alive. Markum gently carried her into the keep and did what he could for her until the healers arrived. When the beautiful mermaid’s eyes finally fluttered open, Lord Markum fell deeply and hopelessly in love. The mermaid explained that her people were suffering relentless attacks from a tribe of sahuagin. The mermaid had been wounded during the last raid and had washed upon the rocks near Lord Markum’s keep. Markum was desperate to help. He was a powerful warrior, but he could not simply hold his breath and wade into the sea with his plate mail and great sword. He called for his oldest and most trusted advisor, the wizard Pelgroth. Together, Markum, a skilled weapon smith, and Pelgroth, an accomplished magic crafter, set out to even the odds. The result was a mighty glaive enchanted with powerful water magic. Markum lifted the great weapon and felt the power of the sea rise inside him. They swam at once into the deep until they came to the merfolk’s glittering, coral city. When the next raid occurred, Markum battled the sahuagin relentlessly and rallied the merfolk warriors, pressing on until every sahuagin was slain. Now a hero to the merfolk, Markum and the mermaid were soon married. From that day onward, Lord Markum fought alongside the merfolk, until the terrible day he was slain by a powerful four-armed sahuagin, who took Markum’s glaive as a battle trophy. It’s said that sahuagin still has it to this day. Weapon (glaive), fabled (5th-level and higher properties require attunement) Weapon (glaive), fabled (5th-level and higher properties require attunement) While wielding this glaive, you can use an action to cast the dominate beast spell (save DC 15) from it on a beast that has an innate swimming speed. Once used, the glaive can’t be used in this way again until the next dawn. Seafarer (Requires Attunement). As your level increases, you gain the following benefits while wielding the glaive. 5th level. You can breathe underwater, and you have a swimming speed of 60 feet. In addition, you have resistance to cold damage, and you and anything you are wearing or carrying can tolerate temperatures as low as -50 degrees Fahrenheit. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can use an action to cast the water breathing spell from the glaive. Once used, the glaive can’t be used in this way again until the next dawn. 13th level. You gain a +2 bonus to attack and damage rolls with this glaive, instead of +1. In addition, when you hit an evil humanoid that has an innate swimming speed, such as a sahuagin, with this glaive, the humanoid takes an extra 2d6 slashing damage. 17th level. You gain a +3 bonus to attack and damage rolls with this glaive, instead of +2. In addition, you can now cast the dominate beast spell (save DC 17) from the glaive at will on a beast that has an innate swimming speed. You can have only one beast dominated at a time. If you dominate another, the spell on the previous target ends.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Markum's Glaive (Level 9)","description":"The shaft of this glaive is made from a single, long piece of driftwood. The head is forged from mithril with a stylized sea horse etched into each side. Lord Markum loved standing on the battlements of his keep by the sea. One morning, Lord Makum noticed the bruised body of a mermaid lying on the rocks below. He hurried down and discovered she was unconscious but alive. Markum gently carried her into the keep and did what he could for her until the healers arrived. When the beautiful mermaid’s eyes finally fluttered open, Lord Markum fell deeply and hopelessly in love. The mermaid explained that her people were suffering relentless attacks from a tribe of sahuagin. The mermaid had been wounded during the last raid and had washed upon the rocks near Lord Markum’s keep. Markum was desperate to help. He was a powerful warrior, but he could not simply hold his breath and wade into the sea with his plate mail and great sword. He called for his oldest and most trusted advisor, the wizard Pelgroth. Together, Markum, a skilled weapon smith, and Pelgroth, an accomplished magic crafter, set out to even the odds. The result was a mighty glaive enchanted with powerful water magic. Markum lifted the great weapon and felt the power of the sea rise inside him. They swam at once into the deep until they came to the merfolk’s glittering, coral city. When the next raid occurred, Markum battled the sahuagin relentlessly and rallied the merfolk warriors, pressing on until every sahuagin was slain. Now a hero to the merfolk, Markum and the mermaid were soon married. From that day onward, Lord Markum fought alongside the merfolk, until the terrible day he was slain by a powerful four-armed sahuagin, who took Markum’s glaive as a battle trophy. It’s said that sahuagin still has it to this day. Weapon (glaive), fabled (5th-level and higher properties require attunement) Weapon (glaive), fabled (5th-level and higher properties require attunement) While wielding this glaive, you can use an action to cast the dominate beast spell (save DC 15) from it on a beast that has an innate swimming speed. Once used, the glaive can’t be used in this way again until the next dawn. Seafarer (Requires Attunement). As your level increases, you gain the following benefits while wielding the glaive. 5th level. You can breathe underwater, and you have a swimming speed of 60 feet. In addition, you have resistance to cold damage, and you and anything you are wearing or carrying can tolerate temperatures as low as -50 degrees Fahrenheit. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, you can use an action to cast the water breathing spell from the glaive. Once used, the glaive can’t be used in this way again until the next dawn. 13th level. You gain a +2 bonus to attack and damage rolls with this glaive, instead of +1. In addition, when you hit an evil humanoid that has an innate swimming speed, such as a sahuagin, with this glaive, the humanoid takes an extra 2d6 slashing damage. 17th level. You gain a +3 bonus to attack and damage rolls with this glaive, instead of +2. In addition, you can now cast the dominate beast spell (save DC 17) from the glaive at will on a beast that has an innate swimming speed. You can have only one beast dominated at a time. If you dominate another, the spell on the previous target ends.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Martial","description":"Apprentice weapon property Components: Masterwork simple weapon This weapon becomes a martial weapon, and its damage die increases by one step.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Martial Mattock","description":"Melee weapon (martial) The mattock is a glorious peasant tool, widespread and skillfully used by peasants from all over the Kingdom and beyond. Together with the Sword, it constitutes one of the symbols of the Kingdom. The \"Martial\" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Martial Pitchfork","description":"Melee weapon (martial) The pitchfork is a tool used for harvesting hay, straw, manure, and turning over topsoil. Due to the effort often required when using it, it is also colloquially called \"pitchpork\". The \"Martial\" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Martyr's Amulet","description":"Wondrous Item, Rare (Requires Attunement by a Cleric or Paladin) This steel amulet is painted with a palm marred by a crimson swirl and counts as a holy symbol for you. Martyr’s Sacrifice. When a creature you can see within 30 feet of you takes 10 or more damage from a single source, you can use your reaction to halve the damage (rounded up) that creature takes. If you do, you take the remaining half as Necrotic damage that can’t be negated or reduced, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. Whenever you use this property, the amulet also gains 1 charge. The amulet can hold up to 3 charges and loses all its charges 1 minute after gaining its last charge. Martyr’s Magic. You can expend the amulet’s charges to cause the following effects: Bless (1 Charge). When you make an attack roll, ability check, or saving throw, you can roll a d4 and add the number rolled to the result. Smite (1 Charge). When you hit with an attack, you can deal an additional 1d8 Radiant damage to the target. Spellcasting (1–3 Charges). As a bonus action, you cast mass healing word (3 charges), sanctuary (1 charge), or spiritual weapon (2 charges), using your own spellcasting ability and requiring no material components.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Marvelous Clockwork Mallard","description":"Wondrous item, rare This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard’s key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can’t be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard’s key. Carry. The mallard grows to Large size, and it can carry one Medium or two Small passengers. The mallard can maintain this form for up to 8 hours. Once used, this property can’t be used again until 16 hours have passed. Deliver Message. The mallard records your spoken message of up to 25 words, then flies to a destination of your choice and plays the recorded message for a designated recipient. This works like the animal messenger spell, except the tireless clockwork mechanism can fly up to 100 miles in a day for up to 5 days before it winds down and ceases to function. When the mallard delivers the message, the recipient can record a response, and the mallard returns to you and plays that message, if the round trip isn’t more than 500 miles of travel. Distract. The mallard flies to and pesters a target you can see for up to 1 minute. The mallard does no damage to the target, but its angry quacking, pecking, and flapping wings are distracting. For the duration, the target has disadvantage on attack rolls against any target except the mallard, and it must make a DC 13 Constitution saving throw at the end of each of its turns to maintain concentration on any active spell. At the end of the duration or if the target dies, the mallard returns to you then deactivates. Once used, this property can’t be used again until the next dawn. Quack. The mallard quacks loudly and constantly for up to 10 minutes or until you command it to stop as a bonus action. This quack is audible up to 600 feet away. This property can be used no more than once per hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Marvelous Painted World","description":"Wondrous item, legendary This masterful painting, at least a 5-foot square in area, was crafted by a master painter using at least ten pots of marvelous pigments . It depicts a serene painted world. The painting itself acts as a portal to a demiplane in which the painted world exists, and is large enough to allow Medium creatures to pass through unhindered. Inside the painted world, a misty archway is a portal to the real world. If the painting is rolled up or faced toward a solid surface, the portal disappears inside the painted world. The location, objects, and creatures depicted within the painted world are determined by the painting’s creator, but such objects and creatures can’t leave the painted world, as they can’t pass through the portal, and disappear into smoke if removed from the demiplane by other means. Time passes at half speed within the painted world, and you don’t need to eat or drink while within it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Marvelous Pigments","description":"Marvelous Pigments Wondrous item, very rare Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Masher Basher","description":"Weapon (greatclub), uncommon A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mask","description":"Mask Adventuring gear Many sets of armor include a mempō, or protective mask, to cover the wearer’s face on the battlefield. This mask is crafted from iron or leather, covered with lacquer or clay, and painted to resemble a face. While some depict humanlike features, many showcase jagged oni teeth, a ferocious mouth, or a frightening expression. Members of the Scorpion Clan also often wear elaborate masks at court, to remind themselves and others that the perils of court are no less deadly than those of the battlefield.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Mask of Comedy","description":"Mask of Comedy Wondrous item, uncommon This brightly painted mask depicts a face with a huge grin. When you use an action to don this mask, a creature of your choice that can see you and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw. On a failure, the creature perceives you as hilariously funny and falls prone in fits of laughter for 1 minute, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends. Once used, this property of the mask can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mask of Comedy and Mask of Tragedy","description":"Mask of Comedy and Mask of Tragedy Wondrous item, Very Rare (requires attunement) Myth has it that the earliest bards in recorded history used the original Mask of Comedy and Mask of Tragedy to perform in ancient plays. Since then, many magical performers have sought to create their own pair and several exist across the world. While wearing the Mask of Comedy, you have advantage on Charisma checks related to performing in comedies and telling funny stories. While wearing the Mask of Tragedy, you have advantage on Charisma checks related to performing in tragedies and telling sad stories. Masks of comedy and tragedy come in pairs. If one of the masks in a pair is destroyed, the other one becomes nonmagical. Each mask can be attuned to one creature at a time. A creature attuning to both masks uses a single attunement slot to do so. Thousand Faces. While wearing one of the masks, you can use an action to cast the disguise self spell from it at will. When cast from the Mask of Tragedy, disguise self can create only tragic disguises that look perpetually sad and dramatic. When cast from the Mask of Comedy, disguise self can create only comedic disguises that look perpetually cheerful and funny. The spell ends if the mask is removed. Theatrical Telepathy. While attuned to one of the masks, you can cast the sending spell at will, targeting the creature who is attuned to the other mask. To do so, both you and the creature must wear the masks.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Mask of Disguise","description":"Mask of Disguise Wondrous item, rare (requires attunement) This mask is made of white plaster and depicts a face with holes for the eyes and mouth. When you use an action to don this mask, you make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for 1 hour or until you use your action to take the mask off. You can seem 2 feet shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this item hold up to casual physical inspection. For example, if you use this item to add a hat to your outfit, anyone touching the hat believes that they feel it. However, anyone making a detailed physical inspection of your appearance and succeeding on a DC 15 Intelligence (Investigation) check discerns that you are magically disguised. The disguise lasts up to 1 hour and the mask may be used as many times as you wish.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mask of Heroic Cunning","description":"Mask of Heroic Cunning Wondrous item, legendary While you wear this magical mask, it exudes an aura that dims the recognition capabilities of creatures that see you. Unless you tell a creature or a creature sees you put on or take off the mask, it is unable to tell that the masked and unmasked versions of you are the same person except through a divination spell of 5th level or higher. Super Heroic (Requires Attunement). You must be attuned to a cape of heroic presence and a suit of heroic prowess to attune to this item. The attunement ends if you end your attunement to either of these items. While you are attuned to this item, you gain the following benefits: The bonuses granted by your attuned cape of heroic presence and suit of heroic prowess increase to +2. While wearing this mask, you gain a +2 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Intelligence modifier or Wisdom modifier. If you gain a bonus to the roll from both the mask and another magic item, you use the higher of the two bonuses, not the combination. As an action, you can cause each of your attuned cape of heroic presence , mask of heroic cunning , and suit of heroic prowess to magically appear on your person and begin wearing them, or cause each of them that you are wearing to magically disappear off your person and reappear concealed within a pack you own and can see. While you wear each of your attuned cape of heroic presence , mask of heroic cunning , and suit of heroic prowess , you have a 40 foot flying speed and can hover, any damage you take is reduced by 3, and you count as Gargantuan for the purposes of grappling and for determining your carrying capacity and the weight you can push, drag, or lift.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mask of Malediction","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this mask, you are immune to being frightened. Additionally, you can use an action to change your appearance into a humanoid you've seen as with the disguise self spell, using Charisma as the spellcasting ability. Familiar Faces. Whenever a creature within 30 feet of you makes an attack roll that targets only you, you can use a reaction to cause the mask to take on the appearance of a creature the attacker most fears or most loves. The attacker must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or make the attack and any subsequent attacks against you on that turn with disadvantage. Whether it succeeds or fails, the creature is immune to this effect for the next 24 hours. Anathema. This mask is cursed, and becoming attuned to it extends the curse on you. As long as you remain cursed, you are unwilling to take it off, and your sense of self becomes blurred. While attuned to it, you have disadvantage on Charisma saving throws.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Mask of the Beast","description":"Mask of the Beast Wondrous item, uncommon This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Mask of the Beast","description":"Mask of the Beast Wondrous item, uncommon This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Mask of the Dragon Queen","description":"Mask of the Dragon Queen Wondrous item, unique, requires attunement Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen . Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer’s head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (5/Day). If you fail a saving throw, you can choose to succeed instead. Damage Absorption. You have resistance against acid, cold, fire, lightning, and poison damage. If you already have resistance to any of these damage types from another source, you instead have immunity to the damage type. If you already have immunity to the damage type from another source, whenever you are subjected to that damage type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Additionally, while you are attuned to and wear this mask, you can have any of the properties from any one mask: Water Breathing. (Black, Green) You can breathe underwater. Lingering Shock. (Blue) If you deal lightning damage to a creature, it can’t take reactions until its next turn. Dragon Fire. (Red) If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. Winter’s Fury. (White) While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"unique","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Mask of the Dragon Queen","description":"Mask of the Dragon Queen Wondrous item, artifact (requires attunment) Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer’s head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (5/Day). If you fail a saving throw, you can choose to succeed instead. Damage Absorption. You have resistance against acid, cold, fire, lightning, and poison damage. If you already have resistance to any of these damage types from another source, you instead have immunity to the damage type. If you already have immunity to the damage type from another source, whenever you are subjected to that damage type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property. Water Breathing. (Black, Green) You can breathe underwater. Lingering Shock. (Blue) If you deal lightning damage to a creature, it can’t take reactions until its next turn. Dragon Fire. (Red) If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. Winter’s Fury. (White) While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.","properties":{"Category":"Items","Expansion":4500,"Item Type":"Wondrous item","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Mask of the Dragon Queen","description":"Mask of the Dragon Queen Wondrous item, unique, requires attunement Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen . Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer’s head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (5/Day). If you fail a saving throw, you can choose to succeed instead. Damage Absorption. You have resistance against acid, cold, fire, lightning, and poison damage. If you already have resistance to any of these damage types from another source, you instead have immunity to the damage type. If you already have immunity to the damage type from another source, whenever you are subjected to that damage type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Additionally, while you are attuned to and wear this mask, you can have any of the properties from any one mask: Water Breathing. (Black, Green) You can breathe underwater. Lingering Shock. (Blue) If you deal lightning damage to a creature, it can’t take reactions until its next turn. Dragon Fire. (Red) If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. Winter’s Fury. (White) While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.","properties":{"Category":"Items","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Mask of the Leaping Gazelle","description":"Wondrous item, uncommon This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mask of the Leaping Gazelle","description":"Wondrous item, uncommon Favored by warriors and hunters on the grasslands of Narumbeki, this painted wooden animal mask is adorned with a pair of gazelle horns. When you wear this mask, your walking speed increases by 10 feet, and you can make a long jump of as much as 25 feet with a 10-foot running start.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Mask of the Oni","description":"Mask of the Oni Wondrous Item, very rare (requires attunement) Weight: 1 lb. While you are attuned to this magic iron mask, it melds to your face when worn and can not be removed against your will. Oni Form. As a bonus action, you take on the form of an Oni for 1 hour. Your size becomes Large. You gain +2 to Strength-based weapon attacks and make Strength checks and Strength saving throws with advantage. This ability can be used once per day and recharges at midnight. Oni Magic. While wearing the mask in Oni Form, you can innately cast the following spells at their base level, requiring no material components: 1/day each: charm person, darkness, sleep","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Mask of the Outsider","description":"Mask of the Outsider Wondrous item, very rare (requires attunement) Each of these stylized masks exhibit features commonly associated with one of the following creature types: celestial, fey, or fiend. While you are wearing the mask, you can speak with any creature of that type as long as you can both speak at least one language. Additionally, creatures of that type will perceive you as being one of them rather than a humanoid. As an action, you can cast the polymorph spell on yourself. When you do, instead of choosing a beast, you must choose a creature of the mask’s type whose CR is no more than half your level. After you cast this spell using the mask, you cannot cast it in this way again until the next sunrise.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mask of the Spiderling","description":"Mask of the Spiderling Wondrous item, uncommon (requires attunement) This mask is made of molded black leather and a strange, dark-silver metal, resembling a carapace, with spider-like legs that attach it to the wearer’s head. While you are attuned to this mask, you gain the following traits: You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, and you have a climbing speed equal to your walking speed. The mask does not allow you to move this way on a slippery surface, such as one covered by ice or oil. You can communicate with spiders, ettercaps, and similar creatures. Once per day, you can use an action to create webbing in one of the following ways. You can spin a spiderweb that covers an area with a radius of up to 20 feet. The webbing can support up to 500 pounds. While in contact with the web, you know the exact location of any other creature in contact with the same web. You can make a ranged attack with your webbing (range 30/60 feet) and try to snare a creature or an object. On a hit, the target is restrained. A creature can use its action to break the webbing with a successful DC 14 Strength check. The webbing can also be attacked and destroyed (AC 11; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Once you’ve created webbing in this fashion, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Mask of the War Chief","description":"Wondrous item, rarity varies (requires attunement) These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mask of Tragedy","description":"Wondrous item, rare (requires attunement) This gray mask depicts a face with a frowning mouth and sad eyes. When you use an action to don this mask, a creature of your choice that can see you and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw. On a failure, the creature is overcome by grief and falls prone in a fit of wailing for 1 minute, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends. Once used, this property of the mask can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mask of Wits","description":"Mask of Wits Wondrous item, rare This strange wooden mask covers only the left side of the wearer’s face. When asked to make an ability or skill check the wearer is allowed to use a different ability score to determine their modifier. The mask may be used in this way three times. After that a long rest must be completed before the mask may be used again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Mason's Kit","description":"Mason's Kit Adventuring gear (artisan's tools) A mason’s kit is usually an assortment of chisels (not suitable as weapons), chalk, hammers, and measuring implements. Most Rokugani masonry is “dry stone,” meaning that there is no mortar binding the stones together, and the stones rely on interlocking friction to remain intact. Even so, some kits may include ingredients for mortar, and those that do also include trowels.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Mason's Tools","description":"Mason's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mason's Tools","description":"Mason's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":8,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mason's Tools","description":"Mason's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mason's Tools","description":"Artisan's Tools Ability: Strength Weight: 8 lb. Cost: 10 GP Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Mason's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mason's Tools","description":"Mason's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 8","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Masque Charm","description":"Masque Charm Wondrous item, common A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Masquerade Tattoo","description":"Masquerade Tattoo Wondrous item (tattoo), common (requires attunement ) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Massive","description":"Journeyman weapon property Components: Masterwork exotic melee weapon with the Superheavy property This weapon gains the Massive property and its damage die increases by two steps. Massive. You can only make an attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can’t make any attacks until the start of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an extra two dice of damage for each attack you forgo when using this weapon.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Massive Fluffy Spider Egg","description":"Adoptable Spider Eggs Dark elves customarily gift each other spider eggs that hatch on Spidermas, a significant holiday celebrated across the Sunken World. Spidermas honors the Great Spider, the mysterious and benevolent dark elf deity also affectionately known as the Old Spider or Granny Spider. On Spidermas Day, dark elves watch in awe as eggs of magically significant and benign spiders crack open and baby spiders crawl out. With love and care, a baby spider can grow to be a faithful companion to anyone who takes the time to raise it. Many different spider eggs exist, and expert arachnologists can tell what type of baby spider will hatch from each. On Spidermas Day, or at the gamemaster’s discretion, a spider egg hatches and an adoptable baby spider crawls into the world. Regardless of type, all baby spiders are defenseless and require daily care and food depending on their size to grow. Different baby spiders grow at different speeds. An adoptable baby spider is two size categories smaller than its adult form and completely defenseless, relying on you for nourishment and protection. When a spider reaches maturity, it may choose to stay with you if you treated it well, becoming a companion. At the gamemaster’s discretion, characters proficient in Animal Handling may train their adult spiders to fight alongside them in battle, serve as mounts, and perform other tasks. Gamemaster Tip: Spider Stat Blocks You can find stat blocks for the spider , the giant wolf spider , the giant spider , and the phase spider in either the SRD or the core 5e rulebooks! Cute Spider Egg Wondrous Item, Common This fist-sized egg is pleasantly warm to the touch. As it gets closer to Spidermas, you can hear tiny clacking noises coming out of it. After it hatches, the cute baby spider likes to cling to your clothes and only climb off to feed on crumbs of food and tiny bugs if those are not available on your person. With care and nurture, the cute baby spider grows into a spider (CR 0) after 30 days. This spider is friendly to you and your companions. It will do its best to keep your equipment free from bugs. Unless trained to fight, it avoids combat and prefers to snuggle inside your backpack or in the folds of your clothes, but it will defend itself from hostile creatures. Smooth Spider Egg Wondrous Item, Uncommon This head-sized egg is silky-smooth to the touch. As it gets closer to Spidermas, you can hear screeching noises coming out of it. After it hatches, the smooth baby spider likes to skitter around and climb on walls. It requires as much food and water as a medium-sized creature each day. With care and nurture, the smooth baby spider grows into a giant wolf spider (CR 1/4) after 60 days. This giant wolf spider is friendly to you and your companions. It likes to follow you anywhere you go and rub up against your legs to get your attention. Unless trained to fight, it tries to avoid combat by climbing up walls or hiding in crevices, but it will defend itself from hostile creatures. Heavy Spider Egg Wondrous Item, Rare This gnome-sized egg is heavier than it looks. As it gets closer to Spidermas, you can hear a steady hum coming out of it. After it hatches, the heavy baby spider likes to weave webs in dark corners. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the heavy baby spider grows into a giant spider (CR 1) after 180 days. This giant spider is friendly to you and your companions. It likes to hang out on its webs and gaze at people coming and going, and it loves to watch over you and your companions while you sleep. Unless trained to fight, it prefers to climb out of reach and use its Web ranged weapon attack to restrain enemies during combat, but it will defend itself from hostile creatures. Iridescent Spider Egg Wondrous Item, Very Rare This barrel-sized egg is almost weightless and glows faintly when touched. As it gets closer to Spidermas, you can hear otherworldly plinks and plonks coming out of it. After it hatches, the iridescent baby spider likes to relax in the mist between dimensions, also known as the ethereal plane, and shift back to reality whenever it feels lonely or gets hungry. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the iridescent baby spider grows into a phase spider (CR 3) after a year. This phase spider is friendly to you and your companions. It will keep an eye out for enemies trying to sneak up on you and your companions through the ethereal plane. Unless trained to fight, it prefers to hide in the ethereal plane during combat, but it will defend itself from hostile creatures. Massive Fluffy Spider Egg Wondrous Item, Legendary This human-sized egg is covered in a fluffy, wool-like substance. As it gets closer to Spidermas, you can hear rumbling sounds coming out of it, and the egg sometimes trembles when touched. After it hatches, the massive fluffy baby spider likes to follow you around and will attempt to play harmless pranks with its webs on you and your companions. It requires sixteen times as much food and water as a medium-sized creature each day. With care and nurture, the massive fluffy baby spider grows into an enormous wooly spider (CR 8) after two years. This enormous wooly spider is friendly to you and your companions. It will happily carry friendly creatures, as well as equipment up to its carrying capacity, holding everything in its thick wool. Unless trained to fight, it tries to pick up you and your companions on its huge back and run away from any perceived danger as soon as combat begins. It typically does not attack unless trained to, but it will defend itself from hostile creatures. Humongous Spider Egg (The Arachniarch’s Egg) Wondrous Item, Artifact This horse-sized egg looks like an ancient boulder and is completely impervious to damage. As it gets closer to Spidermas, nothing seems to happen, but if this is indeed the egg of the legendary Arachniarch, it might one day hatch into a tremendously powerful and massive spider! After it hatches, the humongous baby spider likes to gently nudge smaller creatures with its head and pick up and carry random items and even small buildings around, trying to be helpful. It requires sixty-four times as much food and water as a medium-sized creature each day. With care and nurture, the humongous baby spider grows into the Arachniarch (CR 21) after four years. The Arachniarch is friendly to you and your companions. Thanks to its massive size, it can carry entire buildings on its back as long as they fit in a 50-foot cube, and it will happily do so for you and your companions. Unless trained to fight, it tries to shield you and your companions from harm during combat, placing its enormous body between you and your enemies to grant you full cover. It typically does not attack unless trained to, but it will defend itself from hostile creatures.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Master Angler's Tackle","description":"Wondrous item, common This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Master Commander’s Mantle","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Master Key","description":"The Master Key opens any lock, even those protected by magical means, and suppresses any mundane or magical traps on the object that would activate when opening it. You can use the Master Key to cast a knock spell, which is silent without any audible effects and which suppresses alarm or other protective spells like glyphs or symbols on the object for 10 minutes. Once used, the magical property of the master key can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Masterful Makeup Kit","description":"Masterful Makeup Kit Wondrous Item, Rare Created by a legendary drag queen who mastered the art of transformation, this magic makeup kit allows anyone to put on any type of makeup and face painting imaginable, create tattoos, change their skin color, and live the fantasy. The kit comes with a magically-refillable array of cosmetics and dyes, facial props including noses and horns, and a fierce makeup removal towel. Makeup Mastery. You can spend 10 minutes to put on makeup that visually alters your facial features, and the color and texture of your skin. Your face can appear as the face of a member of any other race with which you share the same basic arrangement of eyes, ears, nose, and mouth. Your skin can appear as the skin of a member of any other race, unless that race has fur, scales, or feathers. Otherwise, the extent of this transformation is up to you and may also include conventional makeup and tattoos. This transformation can only be applied to one creature at a time. Demakeup Resistance. Once applied, makeup from a Masterful Makeup Kit can only be removed with this or another Masterful Makeup Kit, the application of Universal Solvent or Oil of Etherealness , or with a wish spell. Makeup from a Masterful Makeup Kit can also be removed if you die. Using a Masterful Makeup Kit, you can spend 1 minute to remove any makeup from a face, or 10 minutes to remove any makeup from a body. Universal Solvent , Oil of Etherealness , and the wish spell remove any makeup from a Masterful Makeup Kit immediately. Realness. Unless you purposefully wear it so its nature is obvious, makeup from the Masterful Makeup Kit is indistinguishable from real skin. Only a wish spell can reveal your true features and skin color as long as you wear the makeup. The makeup envelops whoever wears it in a faint aura of transmutation magic if targeted by detect magic . Stylish Sunblock. While wearing makeup from the Masterful Makeup Kit, you are immune to sunburn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Mastermind Civilian Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Designer 3-piece suit or designer business dress, Dress shoes or Sensible heels Vehicle : Luxury Car, Car stuff Mundane : Pocket stuff/Purse stuff, Expensive watch Weapons : Pocket .38 Pistol","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Mastermind Military Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Military fatigues, Combat boots Mundane : Soldier’s kit, Portable Radio, Night Vision Goggles, Fidget Spinner Weapons : 9mm Service Pistol Armor : Ballistic Vest, Medium","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Mastix, Whip of Erebos","description":"Mastix, Whip of Erebos Melee weapon (martial, whip), artifact (requires attunement) Erebos wields Mastix , a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod. Whip of the Dead. Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt. Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk. Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety: Piety 1+. The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful. Piety 25+. The whip has 1 randomly determined major beneficial property. Piety 50+. The whip has 1 additional randomly determined major beneficial property. If you aren't a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties. See \"Artifacts\" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. Erebos's Claim. While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk. Destroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: slashing Modifiers: Attack Rolls +3, Damage Rolls +3 Secondary Damage: 2d8 Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":5432,"Item Type":"Weapon ","Item Rarity":"artifact "},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Matador's Tongue","description":"Melee weapon (martial, whip) This long and supple leather whip is used by Penumbrian Matadors to keep the beasts at bay and perform incredible stunts. Special : You can use a Matador’s Tongue whip to gain advantage in Strength (Athletics) and Dexterity (Acrobatics) checks. You can also use Wisdom (Animal Handling) instead of Charisma (Intimidation) when trying to intimidate beasts.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach, Special"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Matalotok","description":"Weapon (warhammer), legendary (requires attunement) Matalotok , the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok . Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.","properties":{"Category":"Items","Expansion":4414,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Matalotok","description":"Matalotok Melee weapon (martial, warhammer), legendary (requires attunement) Matalotok , the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok . Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Matched Blades of the Eternal Feudalists (Clive's Cacophony)","description":"This matched set of dueling swords exude wealth and expert craftsmanship. Songbirds decorate the blade of one sword, while a rising sun gleams on the blade of the other. Over two centuries ago, two young, wealthy aristocrats agreed to a duel over a matter so trivial, it has long since been forgotten. The two men, Sir Clive Dumfry and Lord Ivor Arron, had vast wealth and properties, but both fancied themselves the finest duelist in the world. When they fought, it was as celebrities. However, so perfectly matched were they that their duel ended in a draw. Then a rematch. And re-rematch. And so it continued for decades, until each man’s skill and senses began to fail. At that point, caring about nothing but the duel, each commissioned a particular sword to overcome their fading senses; Sir Clive’s hearing loss, and Lord Ivor’s dimming eyesight. Sir Clive was convinced he could duel if he could but hear the blows land and blocks asserted. Lord Ivor knew he could duel if he could but see the clash of blades. Legend has it that they didn’t really want to kill each other, but in the end, old age came for them both, leaving their weapons to fate. Weapon (scimitar), fabled (5th-level and higher properties require attunement) These paired scimitars are each named and engraved with unique symbols. The blade engraved with songbirds is a magic sword known as Clive’s cacophony , and the blade engraved with a rising sun is a magic sword known as Ivor’s illumination . When you hit a target with Clive’s cacophony , the target takes an extra 1d4 thunder damage as the blade produces a clang, scrape, or other sound of metal-on-metal, like those made when blades clash. When you hit a target with Ivor’s illumination , the target takes an extra 1d4 radiant damage as the blade produces small sparks and flashes, like those made when blades clash. Matched Blades (Requires Attunement). You must have both Clive’s cacophony and Ivor’s illumination to attune to the weapons. You attune to the two swords as if they were one item. As your level increases, you gain the following benefits while wielding theses swords. 5th level. When you roll a 20 on an attack roll made with either weapon, the target is deafened ( Clive’s cacophony ) or blinded ( Ivor’s illumination ) for 1 minute. A blinded or deafened creature can make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns, ending the condition on itself on a success. In addition, you have advantage on saving throws against being blinded or deafened. 9th level. The extra thunder and radiant damage you deal with each sword increases to 2d6. 13th level. When you roll a 20 on an attack roll made with either weapon, each creature within 10 feet of the target is also deafened ( Clive’s cacophony ) or blinded ( Ivor’s illumination ) for 1 minute. A blinded or deafened creature can make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns, ending the condition on itself on a success. In addition, you have immunity to the blinded and deafened conditions. 17th level. When you hit a target with either weapon, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be deafened ( Clive’s cacophony ) or blinded ( Ivor’s illumination ) for 1 minute. In addition, when you roll a 20 on an attack roll made with either weapon against a target that is already deafened or blinded, the target becomes blinded and deafened permanently. This blindness and deafness can be ended only by a heal or wish spell.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Matched Blades of the Eternal Feudalists (Ivor's Illumination)","description":"This matched set of dueling swords exude wealth and expert craftsmanship. Songbirds decorate the blade of one sword, while a rising sun gleams on the blade of the other. Over two centuries ago, two young, wealthy aristocrats agreed to a duel over a matter so trivial, it has long since been forgotten. The two men, Sir Clive Dumfry and Lord Ivor Arron, had vast wealth and properties, but both fancied themselves the finest duelist in the world. When they fought, it was as celebrities. However, so perfectly matched were they that their duel ended in a draw. Then a rematch. And re-rematch. And so it continued for decades, until each man’s skill and senses began to fail. At that point, caring about nothing but the duel, each commissioned a particular sword to overcome their fading senses; Sir Clive’s hearing loss, and Lord Ivor’s dimming eyesight. Sir Clive was convinced he could duel if he could but hear the blows land and blocks asserted. Lord Ivor knew he could duel if he could but see the clash of blades. Legend has it that they didn’t really want to kill each other, but in the end, old age came for them both, leaving their weapons to fate. Weapon (scimitar), fabled (5th-level and higher properties require attunement) These paired scimitars are each named and engraved with unique symbols. The blade engraved with songbirds is a magic sword known as Clive’s cacophony , and the blade engraved with a rising sun is a magic sword known as Ivor’s illumination . When you hit a target with Clive’s cacophony , the target takes an extra 1d4 thunder damage as the blade produces a clang, scrape, or other sound of metal-on-metal, like those made when blades clash. When you hit a target with Ivor’s illumination , the target takes an extra 1d4 radiant damage as the blade produces small sparks and flashes, like those made when blades clash. Matched Blades (Requires Attunement). You must have both Clive’s cacophony and Ivor’s illumination to attune to the weapons. You attune to the two swords as if they were one item. As your level increases, you gain the following benefits while wielding theses swords. 5th level. When you roll a 20 on an attack roll made with either weapon, the target is deafened ( Clive’s cacophony ) or blinded ( Ivor’s illumination ) for 1 minute. A blinded or deafened creature can make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns, ending the condition on itself on a success. In addition, you have advantage on saving throws against being blinded or deafened. 9th level. The extra thunder and radiant damage you deal with each sword increases to 2d6. 13th level. When you roll a 20 on an attack roll made with either weapon, each creature within 10 feet of the target is also deafened ( Clive’s cacophony ) or blinded ( Ivor’s illumination ) for 1 minute. A blinded or deafened creature can make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns, ending the condition on itself on a success. In addition, you have immunity to the blinded and deafened conditions. 17th level. When you hit a target with either weapon, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be deafened ( Clive’s cacophony ) or blinded ( Ivor’s illumination ) for 1 minute. In addition, when you roll a 20 on an attack roll made with either weapon against a target that is already deafened or blinded, the target becomes blinded and deafened permanently. This blindness and deafness can be ended only by a heal or wish spell.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Matlan's Crossbow","description":"Weapon (Martial, Ranged), Rare Weapon Damage: 1d12 piercing Ammunition (80/320), Two-Handed, Heavy, Loading, Special Spiked: You can use the crossbow to bash enemies with its spiked design. When you use it this way, the Crossbow is treated as a Melee Simple weapon with the Finesse tag. It has a reach of 5 ft. and it deals 1d6 piercing damage. Designed to Kill: your weapon attacks with Matlan’s Crossbow score a critical hit on a roll of 19 or 20. Explosive Bolt (3/day): When you make a ranged weapon attack with Matlan’s Crossbow you can infuse a bolt with magical force. The target and every other creature within 10 ft. of them must make a CON SAVE 14 or take 7 (2d6) force damage. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Crossbow)","Properties":"Two-handed, Heavy, Loading, Special","Item Rarity":"rare"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Matrushka Doll","description":"Wondrous item, rare (requires attunement) A Matrushka doll consists of a wooden effigy about a hand’s span tall. The figure is hollow, and within it rest 1d3 smaller figures. Each doll is smaller than the previous one and fits neatly within the next larger one. The owner of a Matrushka doll can use her reaction to reroll a failed save. With each use, the smallest doll inside is consumed. When the last doll inside is consumed, the outer shell turns to dust.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Matryoshka Dolls","description":"Wondrous item, rare (requires attunement) This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic , reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it. The Mischievous Doll. The first and largest doll has a mischievous, winking face. As an action, you can speak the doll’s name and expend 1 charge. The three smaller dolls fly back and nestle into the largest, as long as they are untethered and within 30 feet of it. A creature attempting to grab one of the smaller dolls as it is called must succeed on a DC 15 Dexterity (Sleight of Hand) check. The Jolly Doll. The second doll has a jolly upside-down face. As an action, you can speak the doll’s name and expend 1 charge to befuddle nearby humanoids. Each humanoid within 15 feet of the doll and that can see it must succeed on a DC 15 Wisdom saving throw or the world seems off-kilter to it for 1 minute or until it can no longer see the doll. When a befuddled creature makes an attack, it has a 50 percent chance of targeting a nearby space instead of its target. After the attack roll is made, roll percentile dice to determine where the hit occurred. On a result of 50-100, the creature hits the intended target. On a result of 25-50, the creature hits the space 5 feet to the right of the intended target. On a result of 1-25, the target hits the space 5 feet to the left of the intended target. At the GM’s discretion, a befuddled creature’s hits in nearby spaces might strike creatures or objects in those spaces. The Growling Doll. The third doll has a growling face with tiny, engraved teeth. As an action, you can speak the doll’s name and expend 1 charge to command it to bite a creature that is holding or carrying it. The doll makes its attack roll with a +8 bonus. On a hit, the target takes 2d4 piercing damage, and the doll attaches to the target for 1 minute, until detached, or until you command it to detach. While the doll is attached, you can use a bonus action on each of your turns to command the doll to chomp down on the target, dealing 1d4 piercing damage to the target. Commanding the attached doll in this way doesn’t expend extra charges. A creature, including the target, can use its action to detach the doll. The Cutest Doll. The smallest doll has the cutest, little, smiling face. As an action, you can speak the doll’s name and expend 1 charge to captivate nearby humanoids. Each humanoid within 15 feet of the doll and that can see it must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the doll for 1 minute. The spell ends early if a target can no longer see the doll. If a target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Maul","description":"Maul Melee weapon (martial, maul) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":10,"Subtype":"Martial, Maul","Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Maul","description":"Maul Melee weapon (martial, maul) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Maul","description":"Maul Melee weapon (martial, maul) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Maul","description":"","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Breach, heavy, two-handed"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Maul","description":"Martial Melee Weapon Damage: 2d6 Bludgeoning Properties: Heavy , Two-Handed Mastery: Topple Weight: 10 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"None","Name":"Maul"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Maul","description":"Maul Melee weapon (martial, maul) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Maul +1","description":"Maul +1 Melee weapon ( martial, maul), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+1 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Maul +1","description":"Maul +1 Melee weapon (martial, maul), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+1 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Maul +1","description":"Maul +1 Melee weapon ( martial, maul ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+1 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Maul +1","description":"Maul +1 Melee weapon (martial, maul), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Maul +1","description":"Weapon (Maul), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Maul +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Maul +1","description":"Weapon (Maul), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Maul +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Maul +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"410 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Maul\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Maul +1 Attack\",\"parent\":\"Maul +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Maul +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Maul +1 Damage\",\"parent\":\"Maul +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Topple","Name":"Maul +1","Weight":10,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"2d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Maul +2","description":"Maul +2 Melee weapon ( martial, maul ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+2 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Maul +2","description":"Maul +2 Melee weapon (martial, maul), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+2 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Maul +2","description":"Weapon (Maul), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Maul +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Maul +2","description":"Weapon (Maul), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Maul +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Maul +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Maul\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Maul +2 Attack\",\"parent\":\"Maul +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Maul +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Maul +2 Damage\",\"parent\":\"Maul +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Maul +2","Weight":10,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"2d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Maul +3","description":"Maul +3 Melee weapon ( martial, maul ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+3 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Maul +3","description":"Maul +3 Melee weapon (martial, maul), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+3 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Maul +3","description":"Weapon (Maul), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Maul +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Maul +3","description":"Weapon (Maul), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Maul +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Maul +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Maul\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Maul +3 Attack\",\"parent\":\"Maul +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Maul +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Maul +3 Damage\",\"parent\":\"Maul +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Maul +3","Weight":10,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"2d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Maul for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Maul of Agonizing Paralysis","description":"Weapon (maul), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Maul of Bloodletting","description":"Maul of Bloodletting Melee weapon (martial, maul), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Maul of Certain Death","description":"Maul of Certain Death Weapon (maul), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Maul of Defense","description":"Maul of Defense Melee weapon (martial, maul), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Defensive, Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Maul of Inverted Probability","description":"Maul of Inverted Probability Melee weapon (martial, maul), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Maul of Throne's Command","description":"Maul of Throne's Command Melee Weapon (martial, maul), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6+1 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Maul of Thunderbolts","description":"Weapon (Maul), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed, Thrown","Item Rarity":"Yes","Name":"Maul of Thunderbolts"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Maul of Warning","description":"Weapon (Maul), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Maul of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mawling Maul","description":"Weapon (any hammer), uncommon Burning with ravenous hunger and unquenchable hanger, this mimic-infused weapon struggles relentlessly against the sturdy iron chains that bind it. Loosening the chains stimulates the weapon’s digestive juices which, if not quenched, can have caustic consequences for its wielder. Mimic Unleashed. As a bonus action while holding the hammer, you can loosen the chains restraining the mimic, leaving it free to mercilessly maul your foes. While the chains are loose, the hammer bites targets that it hits, dealing an extra 1d4 piercing damage. If you end your turn holding the hammer while the chains are loose, and you didn’t hit a creature with an attack using the hammer that turn, the hammer’s excess digestive juices pour down the handle and you take 1d4 acid damage. The chains tighten on their own if the hammer isn’t held for 1 minute or if you use a bonus action to tighten the chains while holding the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mawling Maul (rare variant)","description":"Weapon (any hammer), uncommon Burning with ravenous hunger and unquenchable hanger, this mimic-infused weapon struggles relentlessly against the sturdy iron chains that bind it. Loosening the chains stimulates the weapon’s digestive juices which, if not quenched, can have caustic consequences for its wielder. Mimic Unleashed. As a bonus action while holding the hammer, you can loosen the chains restraining the mimic, leaving it free to mercilessly maul your foes. While the chains are loose, the hammer bites targets that it hits, dealing an extra 1d4 piercing damage. If you end your turn holding the hammer while the chains are loose, and you didn’t hit a creature with an attack using the hammer that turn, the hammer’s excess digestive juices pour down the handle and you take 1d4 acid damage. The chains tighten on their own if the hammer isn’t held for 1 minute or if you use a bonus action to tighten the chains while holding the weapon. Rare variant: Increase the extra piercing damage to 1d6 and the acid damage you take to 1d6 . The hammer has the Bilious Blow property. Bilious Blow. When you roll a 20 on an attack roll made with this hammer, the mimic spews bile all over the target, covering it completely. A creature covered in bile takes 1d4 acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash the bile off. Increase this acid damage to 2d4 if the chains were loose when the hammer hit.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mawling Maul Light Hammer","description":"Weapon (any hammer), uncommon Burning with ravenous hunger and unquenchable hanger, this mimic-infused weapon struggles relentlessly against the sturdy iron chains that bind it. Loosening the chains stimulates the weapon’s digestive juices which, if not quenched, can have caustic consequences for its wielder. Mimic Unleashed. As a bonus action while holding the hammer, you can loosen the chains restraining the mimic, leaving it free to mercilessly maul your foes. While the chains are loose, the hammer bites targets that it hits, dealing an extra 1d4 piercing damage. If you end your turn holding the hammer while the chains are loose, and you didn’t hit a creature with an attack using the hammer that turn, the hammer’s excess digestive juices pour down the handle and you take 1d4 acid damage. The chains tighten on their own if the hammer isn’t held for 1 minute or if you use a bonus action to tighten the chains while holding the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mawling Maul Light Hammer (rare variant)","description":"Weapon (any hammer), uncommon Burning with ravenous hunger and unquenchable hanger, this mimic-infused weapon struggles relentlessly against the sturdy iron chains that bind it. Loosening the chains stimulates the weapon’s digestive juices which, if not quenched, can have caustic consequences for its wielder. Mimic Unleashed. As a bonus action while holding the hammer, you can loosen the chains restraining the mimic, leaving it free to mercilessly maul your foes. While the chains are loose, the hammer bites targets that it hits, dealing an extra 1d4 piercing damage. If you end your turn holding the hammer while the chains are loose, and you didn’t hit a creature with an attack using the hammer that turn, the hammer’s excess digestive juices pour down the handle and you take 1d4 acid damage. The chains tighten on their own if the hammer isn’t held for 1 minute or if you use a bonus action to tighten the chains while holding the weapon. Rare variant: Increase the extra piercing damage to 1d6 and the acid damage you take to 1d6 . The hammer has the Bilious Blow property. Bilious Blow. When you roll a 20 on an attack roll made with this hammer, the mimic spews bile all over the target, covering it completely. A creature covered in bile takes 1d4 acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash the bile off. Increase this acid damage to 2d4 if the chains were loose when the hammer hit.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mawling Maul Warhammer","description":"Weapon (any hammer), uncommon Burning with ravenous hunger and unquenchable hanger, this mimic-infused weapon struggles relentlessly against the sturdy iron chains that bind it. Loosening the chains stimulates the weapon’s digestive juices which, if not quenched, can have caustic consequences for its wielder. Mimic Unleashed. As a bonus action while holding the hammer, you can loosen the chains restraining the mimic, leaving it free to mercilessly maul your foes. While the chains are loose, the hammer bites targets that it hits, dealing an extra 1d4 piercing damage. If you end your turn holding the hammer while the chains are loose, and you didn’t hit a creature with an attack using the hammer that turn, the hammer’s excess digestive juices pour down the handle and you take 1d4 acid damage. The chains tighten on their own if the hammer isn’t held for 1 minute or if you use a bonus action to tighten the chains while holding the weapon.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mawling Maul Warhammer (rare variant)","description":"Weapon (any hammer), uncommon Burning with ravenous hunger and unquenchable hanger, this mimic-infused weapon struggles relentlessly against the sturdy iron chains that bind it. Loosening the chains stimulates the weapon’s digestive juices which, if not quenched, can have caustic consequences for its wielder. Mimic Unleashed. As a bonus action while holding the hammer, you can loosen the chains restraining the mimic, leaving it free to mercilessly maul your foes. While the chains are loose, the hammer bites targets that it hits, dealing an extra 1d4 piercing damage. If you end your turn holding the hammer while the chains are loose, and you didn’t hit a creature with an attack using the hammer that turn, the hammer’s excess digestive juices pour down the handle and you take 1d4 acid damage. The chains tighten on their own if the hammer isn’t held for 1 minute or if you use a bonus action to tighten the chains while holding the weapon. Rare variant: Increase the extra piercing damage to 1d6 and the acid damage you take to 1d6 . The hammer has the Bilious Blow property. Bilious Blow. When you roll a 20 on an attack roll made with this hammer, the mimic spews bile all over the target, covering it completely. A creature covered in bile takes 1d4 acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash the bile off. Increase this acid damage to 2d4 if the chains were loose when the hammer hit.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any hammer","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mayhem Mask","description":"Wondrous item, very rare (requires attunement) This goat mask with long, curving horns is carved from dark wood and framed in goat’s hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mbira of Strong Emotions","description":"Wondrous item, rare (requires attunement) This musical instrument consists of a wooden board with two dozen staggered metal tines attached to it that are plucked by the user to produce a tune. When you play the mbira using your action, you can evoke a particular emotion in creatures within 30 feet that can hear your music. You are immune to this effect, and you can designate up to four allies in the area who also are not affected. Each other creature must succeed on a DC 15 Charisma saving throw or become affected by the music (and can choose to fail this saving throw if so desired). An unwilling creature can attempt a new saving throw each round to resist the effect. If an affected creature moves farther than 30 feet away from the mbira, the effect ceases for that creature, but an unwilling creature can continue to attempt the Charisma saving throw. Each time you use the instrument, choose one of the following emotions. Every creature that fails its saving throw, whether willingly or otherwise, is affected. Anger. Creatures become less friendly toward other creatures in the area, not including you and your allies. Friendly creatures become indifferent; indifferent creatures become hostile. Fear. Creatures become frightened by your music and try to move farther than 30 feet away from it. Joy. Creatures are overcome with pleasant thoughts. Hostile creatures become indifferent; indifferent creatures become friendly. Tranquility. Creatures become charmed. They stop whatever they are doing to listen quietly to your music. The emotion lasts for as long as you remain in the same location and continue playing music. After you have been playing for 1 hour, you must succeed on a DC 10 Constitution saving throw to continue. For each hour you continue to play after the first, the DC increases by 1 and you gain 1 level of exhaustion. Once you have used the mbira to evoke one of the four emotions, the instrument can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Meat Hookshot","description":"Meat Hookshot Trick weapon (blunderbuss & sickle), uncommon When the manikin of the Sloered abattoir gained sentience, the Scions sent enforcers to quell this threat to Luyarnha’s delicate existence. From the abbatoir’s meat hooks and the blunderbusses of the slain enforcers, The Slaughtered—as the manikins named themselves—crafted these versatile weapons. Nicknamed “the meat hook”, the hookshot is a trick weapon used by hunters to help close the gap to their prey in a devastating whirl of blades and gunpowder. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the hookshot is two one-handed weapons connected by a short length of chain; a sickle and a blunderbuss. In its transformed state, the weapon is a single two-handed weapon; a blunderbuss with a bladed attachment that can act as a battleaxe. Untransformed. While untransformed, the sickle has the finesse property, and the blunderbuss doesn't have the two-handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a bonus action, ignoring the barrel property. Transformed. When you take the Attack action, you can attack with either the blunderbuss or the bladed attachment (which uses the stats of a battleaxe wielded with two hands). In addition, this item gains the Hookshot property. Hookshot. As an action, you can launch the sickle from the blunderbuss, to which it remains attached by a length of sturdy chain. Make a ranged weapon attack against a creature you can see within 30 feet of you. On a hit, the target takes slashing damage equal to 1d4 plus your Dexterity modifier. If the creature is of your size or smaller, it must succeed on a DC 13 Strength saving throw or be pulled in a straight line to the nearest unoccupied space adjacent to you. If the creature is of a size larger than yours, you are pulled in a straight line to the nearest unoccupied space adjacent to it. At the end of your turn, the hook detaches from the creature and reattaches itself to the blunderbuss. *Roll20 Note: Add the Meat Hookshot Sickle and the Meat Hookshot Blunderbuss to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Meat Hookshot Blunderbuss","description":"*Roll20 Note: This weapon should be added to a character sheet with the Meat Hookshot to populate attacks in its untransformed form. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12). Spread Fire. A weapon that has the spread fire property can’t make a normal attack, instead spraying a cone in front of you with a length equal to its range (for example, a blunderbuss with ‘range 20’ will fire in a 20-foot cone in front of you). Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take the weapon's normal damage. Untransformed. While untransformed, the sickle has the finesse property, and the blunderbuss doesn't have the two-handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a bonus action, ignoring the barrel property.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 20), Barrel 2 (S), Blaring, Spread Fire, Twinned Barrel","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Meat Hookshot Sickle","description":"*Roll20 Note: This weapon should be added to a character sheet with the Meat Hookshot to populate attacks in its untransformed form. Untransformed. While untransformed, the sickle has the finesse property, and the blunderbuss doesn't have the two-handed property. Using this pair of weapons together requires the sickle to be held in one hand and the blunderbuss in the other. When you take the Attack action with the sickle, you can make an attack with the blunderbuss as a bonus action, ignoring the barrel property.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Finesse","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Meaty Mushroom","description":"Sumulis Tangrielis, rare The meaty mushroom is edible; in fact they are both delicious and nutritious whether raw or cooked. Considered a delicacy of the Fungi Forest, all manner of creatures may be encountered around these mushrooms, much like Upperworld beasts huddled around a waterhole. Immunity Booster. A character that eats meaty mushrooms at least once a day for a week gains advantage on Constitution saving throws brought about by strenuous physical activity. The bonus remains as long as the character maintains this diet.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mechanical Tail\r","description":"Wondrous item, uncommon (requires attunement) Component: phial of construct blood This item is another creation of the eccentric Anton Spark, tinkerer extraordinaire. This mechanical tail is powered by a magic-infused steam core. Any creature can wear it on its back and, once attuned, use it as if it was born with a tail. When you attune to the mechanical tail, it attaches to your lower back and can’t be removed against your will. You can use the tail to make grapples and have advantage on Strength (Athletics) checks made to grapple creatures of your size or smaller with it. Steam-Powered Strike. As an action, you can sweep your tail with wicked, steam-powered ferocity. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d8 slashing damage and is knocked prone. On a successful one, it takes half as much damage and isn’t knocked prone. Once this property of the tail has been used, roll a d4. On a 1, the tail runs out of steam and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mechanical Tail (legendary variant)","description":"Wondrous item, uncommon (requires attunement) Component: phial of construct blood This item is another creation of the eccentric Anton Spark, tinkerer extraordinaire. This mechanical tail is powered by a magic-infused steam core. Any creature can wear it on its back and, once attuned, use it as if it was born with a tail. When you attune to the mechanical tail, it attaches to your lower back and can’t be removed against your will. You can use the tail to make grapples and have advantage on Strength (Athletics) checks made to grapple creatures of your size or smaller with it. Steam-Powered Strike. As an action, you can sweep your tail with wicked, steam-powered ferocity. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d8 slashing damage and is knocked prone. On a successful one, it takes half as much damage and isn’t knocked prone. Once this property of the tail has been used, roll a d4. On a 1, the tail runs out of steam and this property can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d8. Very rare variant: Increase the DC to 16 and the damage to 5d8. You have advantage on Strength (Athletics) checks made to grapple creatures using the tail. Legendary variant: Increase the DC to 17 and the damage to 5d10. You can use the tail to grapple creatures two sizes larger than you or smaller and have advantage on Strength (Athletics) checks made to do so.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mechanical Tail (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: phial of construct blood This item is another creation of the eccentric Anton Spark, tinkerer extraordinaire. This mechanical tail is powered by a magic-infused steam core. Any creature can wear it on its back and, once attuned, use it as if it was born with a tail. When you attune to the mechanical tail, it attaches to your lower back and can’t be removed against your will. You can use the tail to make grapples and have advantage on Strength (Athletics) checks made to grapple creatures of your size or smaller with it. Steam-Powered Strike. As an action, you can sweep your tail with wicked, steam-powered ferocity. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d8 slashing damage and is knocked prone. On a successful one, it takes half as much damage and isn’t knocked prone. Once this property of the tail has been used, roll a d4. On a 1, the tail runs out of steam and this property can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d8.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mechanical Tail (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: phial of construct blood This item is another creation of the eccentric Anton Spark, tinkerer extraordinaire. This mechanical tail is powered by a magic-infused steam core. Any creature can wear it on its back and, once attuned, use it as if it was born with a tail. When you attune to the mechanical tail, it attaches to your lower back and can’t be removed against your will. You can use the tail to make grapples and have advantage on Strength (Athletics) checks made to grapple creatures of your size or smaller with it. Steam-Powered Strike. As an action, you can sweep your tail with wicked, steam-powered ferocity. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d8 slashing damage and is knocked prone. On a successful one, it takes half as much damage and isn’t knocked prone. Once this property of the tail has been used, roll a d4. On a 1, the tail runs out of steam and this property can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d8. Very rare variant: Increase the DC to 16 and the damage to 5d8. You have advantage on Strength (Athletics) checks made to grapple creatures using the tail.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mechanist's Tools","description":"This kit contains a wide variety of tools used for metalworking and robotics, including a compact saw-grinder-mill tool, a welding torch and mask, an auto-hammer, and a lathe. It also includes enough scrap metal to begin and end most inexpensive projects. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to build, repair, and modify constructs and complex machines.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Med-tech Module","description":"Med-Tech Module Utility, uncommon (requires affinity) This 1/2 inch diameter, flat, metal tile adheres to your skin. It houses a medical micro-drone that monitors and treats injuries. While you wear this item, you stabilize whenever you are dying at the start of your turn. In addition, your maximum number of Hit Dice you have available during a short rest increases by an amount equal to half your level.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Medal of Muscle","description":"Medal of Muscle Wondrous item, common You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medal of the Conch","description":"Medal of the Conch Wondrous item, common When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medal of the Horizonback","description":"Medal of the Horizonback Wondrous item, common When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medal of the Maze","description":"Medal of the Maze Wondrous item, common When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medal of the Meat Pie","description":"Medal of the Meat Pie Wondrous item, common You gain 2d4 + 2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can’t be used again, and the medal becomes nonmagical. While magical, this medal is slightly warm to the touch (as if it’s fresh from the oven) and smells faintly of baked pie crust.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medal of the Wetlands","description":"Medal of the Wetlands Wondrous item, common When you use an action to trace the edge of this medal, difficult terrain doesn’t cost you extra movement for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medal of Valor","description":"Wondrous item, uncommon You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Medal of Wit","description":"Medal of Wit Wondrous item, common You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Medallion of Empathy","description":"Medallion of Empathy Wondrous item, uncommon (requires attunement) This star-shaped silver medallion is engraved with the image of a heart held in a pair of hands. While wearing it, you have advantage on Wisdom (Insight) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Medallion of Gargoyles","description":"Medallion of Gargoyles Wondrous item, rare (requires attunement) This stone medallion is shaped like a grotesque head. While wearing this item, you can use your action to summon a pair of gargoyles that emerge from a piece of stone that you can see within range. A gargoyle summoned by this amulet disappears when it drops to 0 hit points or after 1 hour. The summoned gargoyles are friendly to you and your companions. Roll initiative for them as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. Once the medallion is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Medallion of the Seldarine","description":"Medallion of the Seldarine Wondrous item, common Use an action once a day to gain advantage when making Persuasion (Charisma), Performance (Charisma) or Indimiation (Charisma) checks while interacting with Clerics, Paladins or High Priests of any religious order of any good/neutral aligned elven deity. Weight: 1","properties":{"Category":"Items","Item Type":"Item","Item Rarity":"common"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Medallion of Thoughts","description":"Medallion of Thoughts Wondrous item, uncommon (requires attunement ) The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Medallion of Thoughts","description":"Medallion of Thoughts Wondrous item, uncommon (requires attunement ) The medallion has 3 charges . While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Medallion of Thoughts","description":"Wondrous Item, Uncommon (Requires Attunement) The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Medallion of Thoughts"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Medallion of Thoughts","description":"Wondrous Item, Uncommon (Requires Attunement) The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Medallion of Thoughts\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Medallion of Thoughts\\\",\\\"description\\\":\\\"The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. 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While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Medic's Sash","description":"Wondrous item, uncommon (requires attunement) While wearing this sash, your carrying capacity doubles. In addition, your movement doesn’t provoke opportunity attacks if you are carrying a friendly creature that has 0 hit points or is dying. First Aid. The sash has 3 charges. While wearing the sash, you can expend 1 charge as an action to cast the spare the dying spell, and you can expend 2 charges as an action to cast the cure wounds spell, using your Charisma modifier as your spellcasting ability modifier (minimum of +1). The sash recovers all expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Medium Tent","description":"Medium Tent Adventuring gear Bigger than basic tents, larger tents such as yurts were brought to Rokugan from the far-off steppes by the Unicorn Clan. Made from thick leather or canvas with a felt floor, a yurt can house a group of four indefinitely in relative comfort. They are heavy and awkward to build or take down.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Medium Trooper","description":"Medium Trooper Armor (medium) Much like the light variant, this is a suit of layered padding with a chest piece and guards made of tempered polymer plating. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 12","properties":{"Category":"Items","Expansion":27051,"Item Type":"Medium Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Medkit","description":"This case functions as a healer’s kit. It also contains two potions of greater healing","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Medkit","description":"Medkit Miscellaneous gear This small pack of emergency stims and anti-viral solutions has enough for three uses. Each use gives you advantage on a single Wisdom (Medicine) roll made to stabilize a dying creature. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Medusa’s Head","description":"Medusa’s Head Wondrous item, Legendary (Requires Attunement) Myth has it that an ancient hero once beheaded the first medusa and used her petrified head to turn a terrible sea monster into stone. Ages passed, but the head still retains some of the medusa’s dark magic, allowing whoever wields it to turn onlookers to stone. Petrifying Gaze. While holding Medusa’s Head, you can use your action to force a creature within 30 feet that can see you to make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Megaraptor","description":"Prehistoric titans still walk the hidden jungle reaches of the world. Despite being almost thirty feet in length, megaraptors are speedy, agile, and relatively light, weighing only 1 ton. Unlike other raptors, with their sickle-clawed feet, megaraptors have a footlong scythe claw on their forelimb that they use to dispatch their prey. Some jungle tribes know the secret of raising and training megaraptors and use them as mounts and beasts of war.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Meld Harness","description":"Wondrous item, very rare (requires attunement by the rider) While mounted on a willing creature that wears this harness, you can use an action to speak a command word and meld yourself, the harness, and all the equipment you carry into the mounted creature or vice versa. The absorbed creature’s presence is not detectable by nonmagical senses. While melded, the mounted creature’s mind is linked with yours, and you can communicate with each other telepathically. The creature that isn’t absorbed gains the following properties: It gains any damage resistances, immunities, and special senses (such as darkvision) that the absorbed creature has. If it takes damage, the absorbed creature takes the same amount and same type of damage. If it dies, the absorbed creature is expelled from its body, landing prone into an unoccupied space within 5 feet of the corpse. The absorbed creature can perceive everything the other perceives, but can’t move, speak, or take any actions. Either creature can end the absorption on its turn without taking any action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by the rider"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Memento Mori","description":"Wondrous item, rare This sealed letter, infused with chronomancy magic, contains a written description of how the creature that reads it shall die. The letter always contains specific descriptions, such as “The red-eyed orc drove its scimitar through Faizon the Blue’s heart,” but may also use cryptic or vague language. It never specifies an exact time. Once a creature has read the letter, it has advantage on death saving throws, and dies only after gaining five death saving throw failures, instead of three. However, when the creature arrives at the moment of its death described in the letter, it dies without making death saving throws if it is reduced to 0 hit points. Once a memento mori is opened and read, it becomes an ordinary letter. Its effects end only if the creature that read it dies and is later restored to life.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Memory Chocolate","description":"Wondrous item, very rare If cacao beans are allowed to ferment under the influence of the new moon and certain fae rituals are enacted before they are turned into chocolate, the resulting confection becomes memory chocolate , an especially firm, pleasingly fragrant food. When you melt the chocolate on your tongue for 1 minute, you can kiss or lick a willing creature as an action and transport them into a memory from your past. (Licking is considered more gauche than kissing.) This effect lasts until the next dawn. You and the target are mentally transported into this memory and your physical bodies are locked in an embrace and a trance-like state. While you experience the memory, you can’t move or take any actions, and you can’t perceive anything with regard to your own senses. You choose the memory and appear in it as you are now, but as an imperceptible observer unable to affect the memory. The target enters the memory as your past self and experiences the memory exactly as you did, but is unable to change the memory. Once the memory ends, but before the effect does, you can choose to initiate a new memory, repeat the same memory, or end the trance. The memory sharing lasts until the next dawn or you end it. The target can choose to leave the memory at any point (no action required) and wake up. ","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Memory Disk","description":"Wondrous Item, Uncommon This rune-engraved, circular disk has a crystal button at its center and a movable dial at its edge. Record Memory As an Action, you can use the crystal to record everything you can see and hear within 30 feet for up to 10 minutes. The disk can hold 3 memories at a time and, if full, you can use the dial to choose which existing memory is overwritten by a new one. As an Action, you can turn the crystal to project a visible and audible illusion of the selected memory.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Memory Gems","description":"When a sentient being dies in one of the world-islands of Braythe, there’s a very small chance that one (or some) of their memories remains in the world. These stray memories can be captured and preserved in so-called Memory Gems. Created and, mostly, stored in the Tower of Memories, these arcane gemstones contain all the sensory information the original being perceived, and the feelings they had. But such a reminiscence is not necessarily complete, or reliable - they aren’t precise recordings, but actual memories as the being remembered a situation at their moment of death. To access a memory, you need a gem key - a small diamond with an arcane rune engraved into it. You speak a short incantation while holding a gem key, and all memory gems within a five foot radius release a silvery mist that keeps hovering above their respective gemstones. Touching the mist instantly dissolves it, while you find yourself as an observer in the stored memory. Some of the preserved stories or events are short, others can last hours. You can navigate through a memory by asking questions in your mind, or thinking of specific topics. If the memory does not contain any information about these topics, you simply stay in the moment. Otherwise you instantly find yourself in the relevant moment. Interacting with the imagined world around you is impossible - you can only observe, and none of the people in the memory notice you. It is possible to walk around, look at things from a different perspective, or approach someone to better hear what they are saying. Despite the relative freedom, you cannot leave a scene, nor can you find out any information that the original owner of the memory didn’t have. Details can also be flawed or entirely twisted, someone who came for help could be misinterpreted as being dangerous, etc. Sometimes, a particularly strong emotion can completely rewrite or even erase parts of a memory. The maximum amount of time you can stay within the memories is one minute. While you explore it, your body stays unconscious in the exact position it was in. A single memory gem cannot be accessed more than three times a day, making the search for information in longer memories a protracted task sometimes. If a memory gem is ever destroyed, it releases its silvery mist, which then instantly dissolves. The stored memory is then lost forever. The amount of memories in the Dead People's Library is known only to the local librarians. According to their estimates, only about one in every ten thousand people leaves stray memories at death. If it happens, it can be a single memory - or up to several dozens of them. They can be memories from short before a person’s death, or go back as far as their birth. Rumors are that the library also contains memories from a time before the creation of the world. The librarians prefer not to talk about this topic. Virios stared at the librarian, then at the gemstone lying on the table before him. This was it. His father’s last memory. He died in the first days of Ashandri, and Virios was always convinced it had been murder. Only a month ago, he found out this memory gem existed, stored in the Dead People's Library at the Tower of Memories. And now, he would find out the truth. The librarian gave him a reassuring smile. “Are you ready?” Virios nodded, and the young gnome raised his hand, holding up a beautiful diamond with a rune carved into it. After the librarian spoke a couple of arcane words, the gem on the table sparkled, and then released a beautiful, silvery mist. “Now I just need to touch it?” The librarian nodded. “But remember - this is a memory, not the absolute truth. Touch the mist, and you will see your father’s last memory…”","properties":{"Category":"Items","Expansion":17295,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Memory Philter","description":"Wondrous item, rare This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter’s effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below. Bonds of Friendship. When a creature you can see within 30 feet targets you with an attack or a spell, you can use a reaction to pour out this philter. The creature must choose a new target or the attack or spell is wasted. A creature that can’t be charmed is immune to this effect. To create this philter, a humanoid must sacrifice a happy memory of a time with a friend. Coward’s Shame. The target becomes frightened. While frightened in this way it flees from you by the most direct route it can, and it can only take actions that facilitate its escape. If the creature ends its turn more than 30 feet away from you and can’t see you, it can repeat the saving throw, ending the effect on a success. To create this philter, a humanoid must sacrifice a memory of a failure or embarrassment. Raging Lust. The target is charmed by you until you or one of your allies does something to harm the target. If you are the sort of creature the target normally finds attractive, it treats you as the object of its desire while charmed. You can make one suggestion (as the spell) of the target. The target can repeat the saving throw when it finishes a long rest. On a failed save, it remains charmed and you can make another suggestion . On a success, the effect ends. To create this philter, a humanoid must sacrifice all memory of a romantic partner. Righteous Wrath. When you activate this philter, each creature other than you within 30 feet must succeed on a DC 15 Wisdom saving throw or be overcome by burning ferocity until the start of your next turn. On its turn, an affected creature must attack a foe if it is able, and every attack made by an affected creature that hits is automatically a critical hit. To create this philter, a humanoid must sacrifice all memory of a great victory in battle. Widow’s Tears. A creature you can see within 30 feet is overcome by devastating grief. The target is stunned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. To creature this philter, a humanoid must sacrifice all memory of a deceased loved one. Youthful Joy. The target regains 3d8 + 6 hit points and reduces its exhaustion level by one. To create this philter, a humanoid must sacrifice a favored childhood memory.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Memory Philter","description":"This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the shadow fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter’s effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can only be used once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10 minute ritual and the sacrifice of a memory. The required sacrifice is detailed in each memory entry below. Bonds of Friendship . As a reaction when a creature you can see within 30 feet targets you with an attack or a spell, you can pour out the philter. The creature must choose a new target or the attack or spell is wasted. A creature that can’t be charmed is immune to this effect. To create this philter, a humanoid must sacrifice a happy memory of a time with a friend. Coward’s Shame . The target becomes frightened. While frightened in this way it flees from you by the most direct route it can, and it can only take actions that facilitate its escape. If the creature ends its turn more than 30 feet away from you and can’t see you, it can repeat the saving throw, ending the effect on a success. To create this philter, a humanoid must sacrifice a memory of a failure or embarrassment. Youthful Joy. The target regains 3d8 + 6 hit points and removes 1 level of exhaustion. To create this philter, a humanoid must sacrifice a favored childhood memory. Raging Lust . The target is charmed by you, until you or one of your allies does something to harm the target. If you are the sort of creature the target normally finds attractive, it treats you as the object of its desire while charmed. You can make one suggestion (as the spell) of the target. The target can repeat the saving throw when it finishes a long rest. On a failed save, it remains charmed and you can make another suggestion. On a success, the effect ends. To create this philter, a humanoid must sacrifice all memory of a romantic partner.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Memory sphere","description":"Fashioned from specially bred, long-lived insects and created to provide nostalgic tokens to the nearly immortal elves, a memory sphere is a living crystal globe capable of holding a small item no larger than a coin, key, ring, or medallion. You can use an action to insert or remove an item from the self-sealing sphere. When you insert an item, you can whisper a short phrase, which must be 10 words or less, to the insect. When you rub the insect’s belly, it mimics your voice and repeats the phrase. At the GM’s discretion, this repetition can help you recall information related to the subject you told the memory sphere, granting you advantage on the check to recall the information.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mender's Mark","description":"Wondrous item, uncommon (requires attunement by a bard, cleric, druid, or paladin) This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can’t pass it to another creature, but it can remove the brooch as an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Bard, Cleric, Druid, or Paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mephit Core","description":"Mephit Core Spell catalyst, uncommon Mephits are tiny fragments of the paraelemental planes come to life. When cracked open they have no internal organs, but they do have a core that acts as a doorway between the material plane and their home. When you cast the find familiar or find greater familiar UAH spell, you can choose to allow the spell to consume this spell catalyst. When you do, your familiar takes the form of a mephit of your choice, rather than the spell’s normal options.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mephitic Seal (Drawn)","description":"Mephitic Seal Eldritch Carving, uncommon, requires attunement This intricate carving is a rotten word, nauseating to those who hear it and causing plagues upon the world, or so the story goes. A rogue faction of manikins has managed to locate the original carving and have been using it to further their own goals, much to the dismay of beings of flesh—yet such power could so easily be turned against them. Miasma of Death. As an action, you can conjure a toxic miasma in a 15-foot-radius sphere at a point you can see within 30 feet of you. The sphere spreads around corners. The miasma remains there until the end of your next turn. Each creature that is completely within the miasma at the start of its turn must make a DC 18 Constitution saving throw, taking a number of d6s of poison damage equal to your proficiency bonus and becoming poisoned for the duration of the miasma on a failed save. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this carving twice, and you regain all expended uses when you finish a long rest. When you summon the miasma, it gains your choice of 1 property from the following list of options: Obfuscation: The area becomes heavily obscured. Immunity: You are immune to and ignore the effects of the miasma. Duration: The miasma lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can move the miasma up to 10 feet as a bonus action on each of your turns. If this carving is scarified, you can move it up to 30 feet instead. Radius: The radius increases to 25 feet. Virulent: The damage dice become d12s instead of d6s. Lingering: On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Mephitic Seal (Scarified)","description":"Mephitic Seal Eldritch Carving, very rare, requires attunement This intricate carving is a rotten word, nauseating to those who hear it and causing plagues upon the world, or so the story goes. A rogue faction of manikins has managed to locate the original carving and have been using it to further their own goals, much to the dismay of beings of flesh—yet such power could so easily be turned against them. Miasma of Death. As an action, you can conjure a toxic miasma in a 15-foot-radius sphere at a point you can see within 30 feet of you. The sphere spreads around corners. The miasma remains there until the end of your next turn. Each creature that is completely within the miasma at the start of its turn must make a DC 18 Constitution saving throw, taking a number of d6s of poison damage equal to your proficiency bonus and becoming poisoned for the duration of the miasma on a failed save. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this carving a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you summon the miasma, it gains your choice of 4 properties from the following list of options: Obfuscation: The area becomes heavily obscured. Immunity: You are immune to and ignore the effects of the miasma. Duration: The miasma lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can move the miasma up to 10 feet as a bonus action on each of your turns. If this carving is scarified, you can move it up to 30 feet instead. Radius: The radius increases to 25 feet. Virulent: The damage dice become d12s instead of d6s. Lingering: On a successful save, a creature takes half as much damage and isn't poisoned. Corrosion: The miasma deals an extra number of d4s of acid damage equal to your proficiency bonus on a failed save. Creatures that fail the saving throw by 5 or more are blinded until the end of your next turn. Destruction: You can cause the miasma to exude a corrosive substance that can eat through 1-inch-thick nonmagical wood, metal, or stone each round. If you do so, the miasma ignores resistance and immunity to poison damage and the poisoned condition, and constructs have disadvantage on the saving throw. Protection: When you summon the miasma, you can choose a number of creatures other than yourself equal to your proficiency bonus; they are immune to the effects of the miasma. You must concentrate on this carving as you would concentrate on a spell. Hallucinatory Toxins: You turn your miasma into powerful hallucinogens, changing its damage type from poison to psychic. The saving throw becomes an Intelligence saving throw instead. Any other property of the miasma that inflicts poison damage instead inflicts psychic damage. You cannot use the Destruction property alongside this one.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Mephitic Seal (Tattooed)","description":"Mephitic Seal Eldritch Carving, rare, requires attunement This intricate carving is a rotten word, nauseating to those who hear it and causing plagues upon the world, or so the story goes. A rogue faction of manikins has managed to locate the original carving and have been using it to further their own goals, much to the dismay of beings of flesh—yet such power could so easily be turned against them. Miasma of Death. As an action, you can conjure a toxic miasma in a 15-foot-radius sphere at a point you can see within 30 feet of you. The sphere spreads around corners. The miasma remains there until the end of your next turn. Each creature that is completely within the miasma at the start of its turn must make a DC 18 Constitution saving throw, taking a number of d6s of poison damage equal to your proficiency bonus and becoming poisoned for the duration of the miasma on a failed save. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this carving a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you summon the miasma, it gains your choice of 2 properties from the following list of options: Obfuscation: The area becomes heavily obscured. Immunity: You are immune to and ignore the effects of the miasma. Duration: The miasma lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can move the miasma up to 10 feet as a bonus action on each of your turns. If this carving is scarified, you can move it up to 30 feet instead. Radius: The radius increases to 25 feet. Virulent: The damage dice become d12s instead of d6s. Lingering: On a successful save, a creature takes half as much damage and isn't poisoned. Corrosion: The miasma deals an extra number of d4s of acid damage equal to your proficiency bonus on a failed save. Creatures that fail the saving throw by 5 or more are blinded until the end of your next turn. Destruction: You can cause the miasma to exude a corrosive substance that can eat through 1-inch-thick nonmagical wood, metal, or stone each round. If you do so, the miasma ignores resistance and immunity to poison damage and the poisoned condition, and constructs have disadvantage on the saving throw. ","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Merchant's Headwear","description":"Wondrous Item, Very Rare (Requires Attunement) This magic headwear is woven from silk cloth and decorated with gold studs. You have advantage on Insight and Persuasion checks while wearing it. The headwear has 3 charges for the following properties and regains all expended charges daily at dawn: Merchant's Protection. When you fail an Intelligence, Wisdom, or Charisma saving throw, you can expend 1 charge to succeed instead. Merchant's Sight. As a bonus action, you can expend 1 charge to gain Truesight out to a range of 30 feet for 1 minute.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Merchant's Mint","description":"Magic plant, rare Themes: Abundance, communication, and honorable deals Environments: In tracks left by caravans, near grain silos, where treaties were signed Merchant’s mint is a low-growing, sprawling plant with square stems covered in pairs of leaves with serrated edges. Its flowers grow in clusters along narrow cones atop short stems and range in color from white to purple. Minor Wort. As an action, you can place a sprig of merchant’s mint beneath your tongue and cast the comprehend languages spell on yourself. The sprig must remain in your mouth for the duration of the spell. The spell ends if you spit out the mint. Ceremony Wort. When you and another creature are at odds, write both of your names on a page, wrap it up with two sprigs of merchant’s mint, and burn the bundle to summon a pseudodragon to operate as a draconic arbitrator of the dispute. Alternatively, you can summon a pact drake (see Creature Codex). The draconic arbitrator hears complaints from both sides to find an amicable solution and defends itself against hostile creatures, but it otherwise takes no actions. The draconic arbitrator can speak Common and Draconic and remains until the dispute is resolved, up to 1 hour. At the GM’s discretion, the arbitrator can disappear early if it is summoned into a particularly dangerous location or if the disputing parties clearly don’t seek resolution. This wort requires 2 cuttings of merchant’s mint. Cultivated Wort. A garden of merchant’s mint that has been cultivated for at least 12 weeks guards the nearby lands from disease and famine. Within 5 miles of the garden, fields and cropland never become barren, harvests are always abundant, and livestock never grows ill when grazing from pasture.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Merchant's Scale","description":"Merchant's Scale Adventuring gear A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods , to help determine their worth. Weight: 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Merchant's Scale","description":"Merchant's Scale Adventuring gear A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods , to help determine their worth. Weight: 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mercurial Suit","description":"Mercurial Suit Armor (nanoweave suit), cypheos (requires affinity) These experimental hardsuits were created during the Great Breach War at the dawn of the current age. Only three of them were created, forged from the core of the Crucible of Kul Kothar. A Mercurial Suit is a Nanoweave Suit made from state-of-the-art nanocarbon weave combined with a sorium outer shell. The armor’s material is highly flexible and the sorium frame changes its size and shape to fit any form. A creature that doesn’t gain affinity with the armor can’t put it on. The armor instead shifts off of the creature, moving to an unoccupied space within 10 feet. When an affined creature suits up into a Mercurial Suit , the armor moves and conforms onto the wearer’s body. You have a +2 bonus to AC while wearing this armor. The armor has the Environmental, Sealed, and Silenced properties (see “Armor Upgrade Properties”). You can use an action to suit up or un-suit from this armor. When you un-suit, the armor appears to meld into your body. While wearing the armor, you can change its color, style, and decor as a bonus action, but the armor retains its normal bulk and weight. Random Properties. The mercurial suit has the following random properties. 1 minor beneficial property 1 major beneficial property 1 minor detrimental property 1 major detrimental property Symbiosis. The Mercurial Suit can’t be removed from you while you have affinity with it. When you lose affinity with the armor, it detaches from you. Special Properties. The armor has 10 charges and regains all expended charges after you finish a long rest. An affined creature wearing the Mercurial Suit can harness the armor’s properties, which are as follows: Your Strength score is 19. This has no effect on you if your Strength is already 19 or higher. You have a flying speed equal to your walking speed. You can expend 1 charge as an action to increase your flying speed to 60 feet for up to 10 minutes. If you instead choose to spend 3 charges, the duration increases to 1 hour. As an action, you can expend 1 charge to use the laser blast power as a ranged channeling, forging, or weapon Attack (your choice). The power is activated at rank 9 and deals 12d6 radiant damage. As an action, you can expend 2 charges to use the flame blast power (save DC 19) with the armor. The power is actvated at rank 9 and deals (14d6) fire damage. Destroying a Suit. A Mercurial Suit is impervious to all damage and the effects of Esper Powers. It can be destroyed by casting it into the core of Kul Kothar’s Crucible. If cast into the core of any other Crucible, it reappears in a random star system in the same galaxy.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Environmental, sealed, silenced","Item Rarity":"cypheos"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Merfolks Tear","description":"Wonderous item, uncommon Emerald’s Price : 600 gp Legend says that this silver chain holding two blue teardrop pendants was a gift from a goddess to unite a human with their merfolk lover. While wearing this pendant, you can breathe underwater, you can speak and understand Aquan, and you have a swimming speed of 40 feet.","properties":{"Category":"Items","Item Type":"Wonderous Item"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 8"},{"name":"Mess Kit","description":"Mess Kit Adventuring gear This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Weight: 1","properties":{"Category":"Items","Expansion":4415,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mess Kit","description":"Mess Kit Adventuring gear This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mess Kit","description":"Mess Kit Adventuring gear This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Messenger Flame","description":"The Messenger Flame is not unsimilar to a golem, but based on fire elemental magic. The small construct has no soul, but a relatively high intelligence. In the large cities of the Ember Wastelands with their high towers, these intelligent items are used to quickly deliver messages. They are about one foot tall. Each Messenger Flame is created specifically for an individual owner, a family or an organization. A burning rune floating above its head shows who owns the Flame. The item knows its owner or owners extremely well, and only accepts tasks from them. Trying to fool a Messenger Flame into thinking you are its owner requires a near-perfect disguise and a deception check. The DC for both disguise and deception is 20, and failing one of the checks means the Messenger Flame sees through your attempt to fool it. It will then try its best to warn its real owner, and might even call for help. The construct has a Hover Speed of 120 ft. With an Intelligence Score of 14, it is smart enough to deduce necessary information for a message. It also has a general understanding of how the owner or owners want to communicate, what information should be kept secret and who the obvious enemies or allies are. It also truly tries to understand (and follow) its owner’s true intention when delivering a message, not just following the literal commands. The Messenger Flame is capable of not only delivering the message, but also allows follow-up questions (if it believes it’s safe to answer - otherwise it will just state it doesn't have the specific information). They are also capable of guiding the target of its delivery to a location it knows. Its owner can ask the Messenger Flame any details of what it has seen or heard in the last 24 hours - which is why these constructs are occasionally used as spies, as well. A Messenger Flame has the following immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned as well as fire damage and bludgeoning, piercing, and slashing from nonmagical attacks. It has 1 HD, and 5 hp (1d8+1). A Messenger Flame that gets destroyed bursts up in a five feet wide ball of flame, inflicting 2d8+2 fire damage to anyone in the area. Since it is essentially a moving, talking fire, the Messenger Flame constantly emits a light similar to a torch. When ordering a Messenger Flame, the future owner can decide what its voice will sound like. It is always mixed with the sound of crackling fire, though. In many areas of the Ember Wastelands, owning one or more Messenger Flames is seen as a status symbol. Lori looked out for the messenger her future employer promised to send. He knew who she was, but she had no idea who would come to get her. She made eye contact with almost every person that passed her, a situation that made her highly uncomfortable after a while. Suddenly, she noticed something rushing at her. She turned around, and what she saw was a small fireball directed at her! Within the blink of an eye, a thousand thoughts rushed through her mind. Who would attack her, during daylight, in the middle of a city? Why did no one else get scared? How was she supposed to get away? Her muscles strained, and she was ready to jump aside, when the flame suddenly stopped. Only a foot away from her, the fire hovered in the air. Only now Lori noticed this thing had a face, and arms. \"Lori the Mercenary, welcome to the city of Sharloc's Trade,\" the thing said with a friendly voice, mixed with the sound of crackling fire. \"My master awaits you. Please accompany me. If you have any questions in advance, I am here to answer them.\"","properties":{"Category":"Items","Expansion":17295,"Item Type":"Wondrous item","Properties":" Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned as well as fire damage and bludgeoning, piercing, and slashing from nonmagical Attacks.\nIt has 1 HD, and 5 hp (1d8+1). A Messenger Flame that gets destroyed bursts up in a five feet wide ball of flame, inflicting 2d8+2 fire damage to anyone in the area.","Item Rarity":"rare"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Messenger Owl Seed","description":"Wondrous Item, Common When thrown, the seed turns into a normal owl with an Intelligence score of 14 and the ability to speak Common and Umbral. It will carry a spoken message and any object weighing up to 1 pound for a distance of up to 30 miles, delivering them to a particular person, a creature with a particular title or station (such as the “guard at the east gate of the Court of Golden Oak” or “the Baron of Grenstad”), or to a particular place (“the queen's bedchamber” or “the Hedgehog Tavern”). Once its mission is accomplished, the messenger owl waits for up to 4 hours for a return message or object to carry back to you. If no object or message is provided, it flies away and disappears.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Metal Baton","description":"Metal Baton Melee weapon (simple) Damage : 1d6 Damage Type : bludgeoning Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"—","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Metal Pole (10-foot)","description":"Metal Pole (10-Foot) Miscellaneous gear Weight : 7","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Metalocation Scrambler","description":"Metalocation Scrambler Utility, rare (requires affinity) This sorium trinket is usually found in the form of a necklace or bracelet. While wearing this trinket, you are hidden from clairsentient esper powers. You can’t be targeted by such powers or and you can’t be perceived supernatural perception. You also can’t be targeted by digital signal locators such as GPS trackers or sensor tags.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Metalworker's Tools","description":"Metalworker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Metamorphosis (Common)","description":"Weapon (Longbow), Common (Requires Attunement) If insect plague is on your class or subclass’s spell list, you are proficient with Metamorphosis and can use it as a spellcasting focus. While attuned to this magic weapon, your body develops arthropod features based on the weapon’s rarity. If your attunement ends, roll a number of d10s equal to your level. You take necrotic damage equal to your roll, which can’t be reduced in any way, and you lose your arthropod features. Common When you make an attack with this weapon, you may choose to fire a locust instead of an arrow. If you do, the attack ignores half cover and three quarters cover and deals 1d4 piercing damage on a hit instead of the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Metamorphosis (Legendary)","description":"Weapon (Longbow), Legendary (Requires Attunement) If insect plague is on your class or subclass’s spell list, you are proficient with Metamorphosis and can use it as a spellcasting focus. While attuned to this magic weapon, your body develops arthropod features based on the weapon’s rarity. If your attunement ends, roll a number of d10s equal to your level. You take necrotic damage equal to your roll, which can’t be reduced in any way, and you lose your arthropod features. Common When you make an attack with this weapon, you may choose to fire a locust instead of an arrow. If you do, the attack ignores half cover and three quarters cover and deals 1d4 piercing damage on a hit instead of the weapon’s normal damage. Uncommon Armor. You gain a chitinous exoskeleton. While you are wearing no armor, your AC equals 13 + your Constitution modifier, and you are resistant to bludgeoning and slashing damage from nonmagical attacks. Rare Antennae. You gain a pair of olfactory antennae. You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you can taste objects by touching them with your antennae, and have advantage on checks to determine if objects you touch this way are poisoned. Very Rare Wings. You gain dragonfly-like wings. While you are wearing no armor, you have a flying speed equal to your walking speed. Legendary Healing Swarm. When you are reduced to 0 hit points, you can explode into a swarm of biting locusts. The swarm fills a 20-foot-radius sphere centered on you. The sphere spreads around corners, its area is lightly obscured and is difficult terrain. The sphere lasts until the end of the turn in which you were reduced to 0 hit points. When it dissipates, you reform and regain hit points equal to half the damage the swarm dealt. When the area appears, each creature in it must make a Constitution saving throw (spell save DC equal to 8 + your attack bonus with Metamorphosis). A creature takes 2d10 piercing damage on a failed save, or half as much damage on a successful one. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Metamorphosis (Rare)","description":"Weapon (Longbow), Rare (Requires Attunement) If insect plague is on your class or subclass’s spell list, you are proficient with Metamorphosis and can use it as a spellcasting focus. While attuned to this magic weapon, your body develops arthropod features based on the weapon’s rarity. If your attunement ends, roll a number of d10s equal to your level. You take necrotic damage equal to your roll, which can’t be reduced in any way, and you lose your arthropod features. Common When you make an attack with this weapon, you may choose to fire a locust instead of an arrow. If you do, the attack ignores half cover and three quarters cover and deals 1d4 piercing damage on a hit instead of the weapon’s normal damage. Uncommon Armor. You gain a chitinous exoskeleton. While you are wearing no armor, your AC equals 13 + your Constitution modifier, and you are resistant to bludgeoning and slashing damage from nonmagical attacks. Rare Antennae. You gain a pair of olfactory antennae. You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you can taste objects by touching them with your antennae, and have advantage on checks to determine if objects you touch this way are poisoned.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Metamorphosis (Uncommon)","description":"Weapon (Longbow), Uncommon (Requires Attunement) If insect plague is on your class or subclass’s spell list, you are proficient with Metamorphosis and can use it as a spellcasting focus. While attuned to this magic weapon, your body develops arthropod features based on the weapon’s rarity. If your attunement ends, roll a number of d10s equal to your level. You take necrotic damage equal to your roll, which can’t be reduced in any way, and you lose your arthropod features. Common When you make an attack with this weapon, you may choose to fire a locust instead of an arrow. If you do, the attack ignores half cover and three quarters cover and deals 1d4 piercing damage on a hit instead of the weapon’s normal damage. Uncommon Armor. You gain a chitinous exoskeleton. While you are wearing no armor, your AC equals 13 + your Constitution modifier, and you are resistant to bludgeoning and slashing damage from nonmagical attacks.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Metamorphosis (Very Rare)","description":"Weapon (Longbow), Very Rare (Requires Attunement) If insect plague is on your class or subclass’s spell list, you are proficient with Metamorphosis and can use it as a spellcasting focus. While attuned to this magic weapon, your body develops arthropod features based on the weapon’s rarity. If your attunement ends, roll a number of d10s equal to your level. You take necrotic damage equal to your roll, which can’t be reduced in any way, and you lose your arthropod features. Common When you make an attack with this weapon, you may choose to fire a locust instead of an arrow. If you do, the attack ignores half cover and three quarters cover and deals 1d4 piercing damage on a hit instead of the weapon’s normal damage. Uncommon Armor. You gain a chitinous exoskeleton. While you are wearing no armor, your AC equals 13 + your Constitution modifier, and you are resistant to bludgeoning and slashing damage from nonmagical attacks. Rare Antennae. You gain a pair of olfactory antennae. You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you can taste objects by touching them with your antennae, and have advantage on checks to determine if objects you touch this way are poisoned. Very Rare Wings. You gain dragonfly-like wings. While you are wearing no armor, you have a flying speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Metaspectrum Light Rod","description":"Metaspectrum Light Rod Utility, uncommon You can expend an action to switch on or turn off this powered glow rod. While on, the rod sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the rod’s bright light. As an action you can decrease the intensity, reducing the light to dim light in a 5-foot radius.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Mete-ore Bracers","description":"Wondrous item, rare (requires attunement) Component: magical material - cosmic iron Found only in the cores of crashed meteorites, cosmic iron is an exceedingly rare metal which magiscientists posit acquires its unusual properties from exposure to arcane radiation in the depths of space. Once forged into suitable equipment, it grants its wearer control over the forces of attraction and repulsion. These bracers have 4 charges and regain 1d4 expended charges daily at dawn. Gravity Manipulation. As an action while wearing the bracers, you can expend 1 charge and touch a creature to produce one of the following effects: Zero Gravity. You cast the levitate spell (save DC 15) on that creature. Augmented Gravity. The creature must succeed on a DC 15 Strength saving throw or be overwhelmed by immense gravitational pressure, becoming restrained for 1 minute or until you lose concentration on this effect, as if concentrating on a spell. A creature restrained by this effect takes 2d6 force damage from the pressure at the start of each of its turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mete-ore Bracers (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: magical material - cosmic iron Found only in the cores of crashed meteorites, cosmic iron is an exceedingly rare metal which magiscientists posit acquires its unusual properties from exposure to arcane radiation in the depths of space. Once forged into suitable equipment, it grants its wearer control over the forces of attraction and repulsion. These bracers have 4 charges and regain 1d4 expended charges daily at dawn. Gravity Manipulation. As an action while wearing the bracers, you can expend 1 charge and touch a creature to produce one of the following effects: Zero Gravity. You cast the levitate spell (save DC 15) on that creature. Augmented Gravity. The creature must succeed on a DC 15 Strength saving throw or be overwhelmed by immense gravitational pressure, becoming restrained for 1 minute or until you lose concentration on this effect, as if concentrating on a spell. A creature restrained by this effect takes 2d6 force damage from the pressure at the start of each of its turns. Uncommon variant: Reduce the DCs to 13, the charges to 2, and the recharge to 1d2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mete-ore Bracers (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: magical material - cosmic iron Found only in the cores of crashed meteorites, cosmic iron is an exceedingly rare metal which magiscientists posit acquires its unusual properties from exposure to arcane radiation in the depths of space. Once forged into suitable equipment, it grants its wearer control over the forces of attraction and repulsion. These bracers have 4 charges and regain 1d4 expended charges daily at dawn. Gravity Manipulation. As an action while wearing the bracers, you can expend 1 charge and touch a creature to produce one of the following effects: Zero Gravity. You cast the levitate spell (save DC 15) on that creature. Augmented Gravity. The creature must succeed on a DC 15 Strength saving throw or be overwhelmed by immense gravitational pressure, becoming restrained for 1 minute or until you lose concentration on this effect, as if concentrating on a spell. A creature restrained by this effect takes 2d6 force damage from the pressure at the start of each of its turns. Uncommon variant: Reduce the DCs to 13, the charges to 2, and the recharge to 1d2. Very rare variant: Increase the DCs to 16. The item gains the Sudden Release property. Sudden Release. When the effect of the Gravitation Manipulation property ends on a creature, you can choose to end it with a burst of gravitational force in the opposite direction. If the creature was affected by Zero Gravity, it’s slammed to the ground instead of floating down gently, and takes falling damage as normal. If the creature was affected by Augmented Gravity, it’s thrown 20 feet into the air, after which it falls unless it has a way of holding itself aloft.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Meteor Chain","description":"","properties":{"Category":"Items","Item Type":"Weapon (meteor chain)","Properties":"Heavy, Reach, Trip, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Meteor Hammer","description":"Meteor Hammer Melee Weapon (martial, hammer) A chain weapon that originates in Yún Fēng Guó and was brought to Rokugan via cultural exchange with the Dragon Clan, the meteor hammer consists of a long chain attached to either a metal ball and a handle or, in some cases, two metal balls. It is difficult to master, but can provide excellent control of space by threatening or ensnaring foes at range. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: Bludgeoning Properties: Reach, Snaring (15), Two-Handed Weight: 5","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Snaring (15), Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Meteoric Plate","description":"Armor (plate), rare (requires attunement) This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Micro-tool Accessory","description":"Micro-tool Accessory Augment (limb), varies This common augment is a small set of tools implanted into one of your arms. You can extend or retract the tools as a bonus action. While extended, you can use them as if you were holding a micro-toolset. While using the tools, you can’t use that hand for other purposes. Infiltrator's Accessory","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Micro-Toolset","description":"Micro-Toolset Miscellaneous gear This small set of tools grants you advantage on any Wisdom (Mechanics) skill checks to repair minor electronic tools and devices such as a SIM Unit or Portable Media Device. This provides no benefit for complex items such as automatons, computers, drones, weapons, or vehicles. Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Microanalyzer (digital microscope)","description":"Microanalyzer (Digital Microscope) Miscellaneous gear Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Microcomputer","description":"Microcomputer Augment (head), varies (requires affinity) This uncommon augment is a tiny digital device that functions as a personal computer and portable media device. You can view and input data through an augmented reality display that only you can see. As an action, you can connect to an unsecured display either wirelessly or through a built-in chip port. Advanced Microcomputer","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Microfilament Launcher","description":"Microfilament Launcher Mod (armor: medium or heavy), rare A container holding 30 feet of a self-guiding microfilment wire is mounted to your forearm. You can use an action to launch the cable toward a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained as the cable wraps around them. If the creature is Large or smaller, you can use an action to pull the restrained creature up to 10 feet closer to you. You can release the creature by using a bonus action to retract the cable. A target restrained by the cable can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the cable. The cable has AC 20 and 20 hit points. If reduced to 0 hit points, it is destroyed. Hit points of a damaged cable that isn’t destroyed can be restored during a short rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Microfilament Whip","description":"Microfilament Whip Melee weapon (martial) Damage : 1d6 Damage Type : slashing Properties : Finesse, reach Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Finesse, reach","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Microfilament Wire (50 feet)","description":"Microfilament Wire (50 Feet) Miscellaneous gear Often used as a lighter, more durable replacement for rope or cable, this thin wire, 10 hit points and an AC of 12. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Midas Khanjar","description":"Weapon (Dagger), Common This magic dagger has a blade of pure gold. Golden Touch. As an action, you can utter the dagger's command word and touch it to a nonmagical object no larger than eight cubic inches to turn the object into pure gold. Whenever this property is used, any object previously transformed by the dagger reverts back to its original form. An object's transformation also ends if a Dispel Magic spell or similar magic is used upon it.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Midnight Armor","description":"Armor (Light or Hide), Very Rare (Requires Attunement) Spun of pure shadow and invisible in sunlight, armor of this type is typically of shadow goblin or derro construction. While wearing this armor, you gain a +1 bonus to AC and resistance to radiant damage. In addition, you have advantage on Dexterity (Stealth) checks.","properties":{"Category":"Items","Item Type":"Light or Hide Armor","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Midnight Corrosion Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, and the temporary hit points you gain from the Sweet Savagery property to 3d6. The sword deals an extra 1d8 acid damage to any target it hits, instead of 1d6 to the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, and the temporary hit points you gain from the Sweet Savagery property to 3d6. The sword deals an extra 1d8 acid damage to any target it hits, instead of 1d6 to the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, and the temporary hit points you gain from the Sweet Savagery property to 3d6. The sword deals an extra 1d8 acid damage to any target it hits, instead of 1d6 to the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, and the temporary hit points you gain from the Sweet Savagery property to 3d6. The sword deals an extra 1d8 acid damage to any target it hits, instead of 1d6 to the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Corrosion Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: dragon (black) breath sac Rhuinon’s second submission to the Forgemaster was a cruel and vicious sword inspired by the malevolent black dragon. Every crushing swing made with this sword fills its wielder with an exhilarating glee and a burgeoning desire to cause more pain. Tempered in a magical acidic mixture, the sword’s dark blade constantly exudes mild caustic fumes. This magic sword deals an extra 1d6 acid damage to the first target it hits on each of your turns. The sword has 4 charges and regains all expended charges daily at dawn. Killsense. While holding this sword, you always know which hostile creature within 30 feet of you that isn’t behind total cover currently has the fewest hit points. Exploit Weakness. Crushing the weak fills you with a draconic ferocity. As a bonus action while you are within 30 feet of the creature that this sword indicates has the fewest hit points, you can expend 1 charge to gain advantage on the next attack roll you make against that creature before the end of your current turn. Sweet Savagery. Whenever you score a critical hit against a creature with this weapon, your soul sings with the sweet savagery of battle and you gain 1d6 temporary hit points, which last for 1 minute. Rare variant: The sword deals an extra 1d6 acid damage to any target it hits, instead of the first target it hits on each of your turns. Very rare variant: Increase the charges to 10, the recharge to 1d6 + 4, and the temporary hit points you gain from the Sweet Savagery property to 3d6. The sword deals an extra 1d8 acid damage to any target it hits, instead of 1d6 to the first target it hits on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Midnight Tears","description":"Ingested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn’t been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one. Cost: 1,500 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Midnight Tears"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Midnight tears (Ingested)","description":"A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mighty Servant of Leuk-o","description":"Mighty Servant of Leuk-o Wondrous item, artifact (requires attunement ) See the Mighty Servant of Leuk-o monster. Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it—and potentially execute a spree of unstoppable destruction. Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad . The best details on the device's origins and operation can be found in the Mind of Metal , a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o . Dangerous Attunement. Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens. The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact. Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact. Controlling the Servant. While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves' tools. A knock spell cast on the hatch also opens it until the start of the caster's next turn. A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction. While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways: Open or close the hatch (no action required, once per turn) Move the servant up to its speed (no action required) As an action, you can command the servant to take one of the actions in its stat block or some other action. When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature. While there are no attuned creatures inside the servant, it is an inert object. Ghost in the Machine. Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed. If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact—preferably using the servant, if possible. Self-Destruct. By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other. If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains. This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso—drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant. Destroying the Servant. The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad , both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Migration","description":"Weapon (Dart), Common (Requires Attunement) This dart is carved from polished ebony wood into the shape of a sleek duck. Its tail is decorated with duck-feather fletching, and its beak is tipped with an electrum barb. At the start of your turn, if this magic weapon is not in your possession, it re-materializes in your hand with the soft quack of a duck. Encounter Ideas Clever Trick. Boasting of its magical power, a young street urchin (commoner) named Chadwick sells the dart to an adventurer for 1d10 gp. Shortly after, the dart suddenly disappears from the buyer’s possession. A loud quack! issues forth from the child as they laugh, turn, and run away with both the dart and the gold. Help, It’s Cursed! A young thief (scout) named Evely asks the party to rid her of a “cursed” weapon she stole from a local hero, who is now looking for her. No matter how hard she tries to get rid of it, the dart always finds its way back into Evely’s possession, waiting to incriminate her. Dead Duck. A bird watcher falls out of a tree to his death. The adventurers find the dart in the bird watcher’s pack (as well as a spyglass).","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Dart)","Properties":"finesse, thrown","Item Rarity":"Common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Miliese Prism","description":"Miliese Prism Spell catalyst, common This transparent triangular, column-shaped crystal fractures light into dozens of colors when held to the light. When you cast the magic missile spell, you can choose to allow the spell to consume this spell catalyst. When you do, the darts created by this spell deal a damage type of your choice instead of force damage.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Military Jacket","description":"Military Jacket Armor (medium) Popular amongst officers and mercs, this jacket’s interior is lined with protective plates and hard padding. AC: 13 + Dex modifier (max 2) Weight : 6","properties":{"Category":"Items","Expansion":27051,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Military Saddle","description":"Weight: 30 lb. Cost: 20 GP A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Military Saddle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Millstone of Grinding","description":"Millstone of Grinding Wondrous Item, Uncommon This 5-ton, 10-foot-diameter flat stone bears the inscription “All is Grist.” While the mill is operational, the millstone can pulverize any Small or Tiny mundane object placed in the hole at its center. The object becomes a pinch of magic flour. As an action, a creature can add this flour to water, causing the object to return to its original form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mimic Ship-in-a-Bottle","description":"Wondrous item, uncommon Component: monstrosity (mimic) egg Each time this ship-in-a-bottle is observed, something is slightly different. One time, it might have three masts. Another time, the figurehead might have changed from dragon to narwhal, or the rigging has become a light shade of mauve. The only constants are the cannons, its malevolent ‘grin’, and the tentacles. This ship is, in fact, a baby mimic that hasn’t quite mastered the art of ‘mimicking’. Find Matey. As an action, you can uncork and upend the bottle, casting the find familiar spell. When you cast the spell in this way, the familiar takes the statistics of the ship mimic offspring and can attack. If the mimic is killed, a new mimic appears 8 hours after you fill the bottle with water and salt.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mimic's Heart","description":"Mimic's Heart Spell catalyst, rare When a mimic dies, much of its shape-changing magic remains in its heart. When you cast the disguise self spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell’s duration becomes indefinite, ending only when you die or use an action to end it.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mimickey","description":"Wondrous item, common (socketable) This bone and flesh keyring can be socketed on any weapon or held item. As an action, you can hold the item by the keyring and spin it in a circle, causing the socketed item to shrink to the size of a key. Using an action to spin it while key-sized returns it to its normal size.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mimir","description":"Mimir Wondrous item, rare (requires attunement) This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils. As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device. The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you. Esoteric Knowledge. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn. Planar Knowledge. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master’s Guide , as well as basic information about the gate-towns of the Outlands.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Mincemeat Pie","description":"Potion, rare This savory pie has a hint of sweetness. For 8 hours after you consume this food, you gain 5 temporary hit points each time you reduce a creature to 0 hit points. Once you have gained a total of 20 temporary hit points, you can’t gain more temporary hit points from this consumption of mincemeat pie .","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mincer","description":"Weapon (any melee), common To kill a creature fast and steal its blood without getting caught by law enforcement, the people of Tolia have developed new slightly-magical techniques to sharpen their weapons. When you score a critical hit with the mincer, you deal an extra 1d4 slashing damage. These weapons cost 200 KF/CS more than their regular counterparts.","properties":{"Category":"Items","Item Type":"Weapon (any melee)","Item Rarity":"common"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Mind Blade","description":"Mind Blade Weapon (any sword), rare (requires attunement by a specific individual) Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.","properties":{"Category":"Items","Expansion":1,"Item Type":"Weapon (Any Sword)"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mind Carapace Armor","description":"Mind Carapace Armor Armor (any heavy armor), uncommon (requires attunement by a specific individual) Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mind Lash","description":"Mind Lash Weapon (whip), rare (requires attunement by a mind flayer) In the hands of a creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature’s will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mind Shielding Band","description":"Mind Shielding Band Utility, uncommon (requires affinity) This circlet is worn around the head. While wearing it, you are immune to powers and abilities that allow other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the circlet to become invisible until you use another action to make it visible, until you remove the circlet, or until you die.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Mind's Bite","description":"Weapon (Morningstar), Rare (Requires Attunement) This magic morningstar is crafted from the flesh of a strange, otherworldly creature. The morningstar has 3 charges and regains all expended charges daily at dawn. When you hit a creature with the morningstar, you can expend 1 charge to deal an extra 1d8 Psychic damage to the target and cause one of the following effects: Aberrant Whisper. The target must succeed on a DC 13 Intelligence saving throw or be Frightened until the end of its next turn. Eldritch Curse. The target must succeed on a DC 13 Charisma saving throw or be affected as by the Bane spell until the end of its next turn. Mind Numbing. The target must succeed on a DC 13 Constitution saving throw or its Intelligence and Charisma scores are reduced by 1d4, to a minimum of 1, until it finishes a short or long rest. If this reduces either ability score to 1, the creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way, until the ability score is more than 1.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Mindblasting Cap","description":"Mindblasting Cap Wondrous Item, Very Rare (Requires Attunement) This soft, violet cap bears stitching in the pattern of folds on a brain. As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success. Once this bonus action is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Mindguard Crown","description":"Mindguard Crown Wondrous Item, Very Rare (Requires Attunement) While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Mindrazor","description":"Mindrazor Melee weapon (martial, rapier), Very Rare (Requires Attunement) This rapier was forged using shattered fragments of a powerful psionic crystal and ore from a falling star. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This rapier has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to attempt to inflict a psionic wound. The target must succeed on a DC 17 Intelligence saving throw or become vulnerable to psychic damage for 1 minute (save ends at end of turn). Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +0 Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mindsight Compound","description":"Mindsight Compound Compound, rare When you ingest this compound, you gain the effect of the detect thoughts power (save DC 13). The compound is a dense, purple solution.","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Mindsight Shard","description":"Psychic Shard Focus, varies (requires affinity) The standard version of this 6-inch-long, clear, crystal shard is a very rare item. While holding it you can expend an action to use it and activate the extended perception power (save DC 17). The following psychic shard variants are epic items and have additional properties. Mindsight Shard. You can use an action to activate the detect thoughts power (save DC 17) during your use of extended perception with the shard, targeting creatures you can see within 30 feet of the power’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if extended perception ends. Telepathic Shard. While using extended perception through the shard, you can communicate telepathically with creatures you can see within 30 feet of the power’s sensor. You can also use an action to activate the suggestion power (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if extended perception ends. Once used, the suggestion feature of the shard can’t be used again until you finish a long rest. Truesight Shard. While using extended perception through the shard, you have truesight with a radius of 120 feet centered on the power’s sensor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Miner's Pick","description":"Miner's Pick Adventuring gear Weight: 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Miner's Pick","description":"Miner's Pick Adventuring gear Weight: 10","properties":{"Category":"Items","Expansion":4415,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Miner's Pick","description":"Miner's Pick Adventuring gear Weight: 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Mining Bomb","description":"Miners often make bombs to help clear out large amounts of stone and ore; however, the bombs also can be used against structures or to destabilize foundations. These heavy bombs must be placed and ignited rather than thrown. After you light a mining bomb’s fuse, it explodes at the end of your next turn. Each creature within 10 feet of the mining bomb when it explodes must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A nonmagical object or structure in the area that isn’t being worn or carried takes 4d6 fire damage instead.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Mining Charge","description":"Mining Charge Wondrous item, rare This item is a fist-sized, unadorned metal sphere with a seam running around the circumference. As an action, you can twist the upper and lower halves of the sphere in different directions and throw it up to 60 feet. The sphere detonates on impact. Each living creature and unattended magical item within a 5-foot radius must succeed on a DC 12 Dexterity saving throw, taking 4d6 force damage on a failed save or half as much damage on a successful one. Stone and non-living wood (such as a door or chest) within the area is turned into fine dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Minoan Helm","description":"Wondrous item, rare (optional attunement) Component: monstrosity (minotaur) horn Gifted with a flawless sense of direction, minotaurs navigate the labyrinthine passages of their lairs with ease, and prefer to hunt in these environments where they enjoy a decisive advantage. Especially powerful minotaurs who have spilled copious amounts of blood in their mazes are able to shift the terrain to their will, further confusing their unfortunate prey. Labyrinth Dweller. While wearing this helm, you can perfectly recall any path you’ve travelled and can’t get lost by nonmagical means. In addition, you automatically succeed on Intelligence checks made to escape the maze spell, and have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to spot and open secret doors and passages. Optional Attunement. If you choose to attune to this item, you can use the Maze Architect property while you remain attuned to it. OA: Maze Architect. While wearing this helm, you can cast the passwall spell from it. When the spell is cast in this way, you can end it early as a bonus action, and when a creature first enters the passage created by the spell, you can deal 1d6 psychic damage to it. Once this property of the helm has been used, it can’t be used again until the next dawn. Curse. This helm is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, whenever you start your turn and can see a creature primarily coloured or dressed in red, you must make a DC 15 Wisdom saving throw. On a failed save, you must spend your turn moving towards that creature and, if possible, making melee attacks against it. Once you succeed on this saving throw, you can’t be affected by the curse again for 24 hours.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Minoan Helm (very rare variant)","description":"Wondrous item, rare (optional attunement) Component: monstrosity (minotaur) horn Gifted with a flawless sense of direction, minotaurs navigate the labyrinthine passages of their lairs with ease, and prefer to hunt in these environments where they enjoy a decisive advantage. Especially powerful minotaurs who have spilled copious amounts of blood in their mazes are able to shift the terrain to their will, further confusing their unfortunate prey. Labyrinth Dweller. While wearing this helm, you can perfectly recall any path you’ve travelled and can’t get lost by nonmagical means. In addition, you automatically succeed on Intelligence checks made to escape the maze spell, and have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to spot and open secret doors and passages. Optional Attunement. If you choose to attune to this item, you can use the Maze Architect property while you remain attuned to it. OA: Maze Architect. While wearing this helm, you can cast the passwall spell from it. When the spell is cast in this way, you can end it early as a bonus action, and when a creature first enters the passage created by the spell, you can deal 1d6 psychic damage to it. Once this property of the helm has been used, it can’t be used again until the next dawn. Curse. This helm is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed, whenever you start your turn and can see a creature primarily coloured or dressed in red, you must make a DC 15 Wisdom saving throw. On a failed save, you must spend your turn moving towards that creature and, if possible, making melee attacks against it. Once you succeed on this saving throw, you can’t be affected by the curse again for 24 hours. Very rare variant: Increase the DC to 16. You have a +1 bonus to AC while wearing this helm.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Minor Minstrel","description":"Wondrous item, common This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine’s original creator, and the figurine’s form is typically reflective of the song’s style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner’s garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mirgal’s Head","description":"Mirgal’s Head Wondrous item, very rare This iron bust is actually Mirgal’s head. It has no inherent magical properties but may be restored to ‘life’ later, after which Mirgal is able to hear and see whatever the person who carries it sees and hears.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Mirror","description":"Adventuring Gear Weight: 1/2 lb. Cost: 5 GP A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Mirror"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mirror of Divination","description":"Mirror of Divination Wondrous item, rare (requires attunement) While holding this silver hand mirror, you can ask a single question concerning a specific goal, event, or activity to occur within a tenday. A ghostly face appears in the mirror and offers a truthful reply, which might be a short phrase, a cryptic rhyme, or an omen. Once used, this property of the mirror can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mirror of Eavesdropping","description":"Wondrous item, rare This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror’s view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can’t activate it again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mirror of Images","description":"Mirror of Images Wondrous item, rare While holding this gold hand mirror, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 10 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in the mirror. This saving throw is made with advantage if the creature knows the mirror’s nature. While trapped in the mirror, the creature’s reflection remains visible and can talk to those in the real world. A creature trapped in the mirror doesn’t age and doesn’t need to eat, drink, or sleep. A creature trapped within the mirror can escape using magic that permits planar travel. If the mirror already contains a creature when used to trap a new creature, the current occupant is freed to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, any creature it contains is freed and appears in the nearest unoccupied space.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mirror of Infinite Transpondence","description":"Mirror of Infinite Transpondence Wondrous item, very rare These silver hand mirrors always come in pairs. When activated as an action, a mirror establishes a visual link with its paired mirror for 10 minutes, with the two mirrors acting as opposite sides of the same open window. The mirrors create this connection even if both are on different planes. When a single mirror of infinite transpondence is found, the GM decides where its paired mirror is and who possesses it. A random possessor and location can be determined by rolling on the table below. Named bearers are described in chapter 2. Mirror Locations d8 Location Possessor 1 Emon Seeker Odessa Tal’Dorei 2 Whitestone None; the mirror is in an empty dungeon 3 Kymal Sylker “The Millionaire” Uttolot 4 Westruun Realmseer Eskil Ryndarien 5 Syngorn Ouestra, the Voice of Memory 6 The Elemental Plane of Water Khedive Xundi, Lord of Silver Silt 7 The Plane of Shadow A Remnant chosen 8 An untraceable location The Wonderworker Once the connection between the two mirrors has been activated three times from either end, it can’t be activated again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Mirror of Life Trapping","description":"Mirror of Life Trapping Wondrous item, very rare When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":50,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mirror of Life Trapping","description":"Mirror of Life Trapping Wondrous item, very rare When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mirror of Life Trapping","description":"Wondrous Item, Very Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. A creature that knows the mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a Bag of Holding , Portable Hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Mirror of Life Trapping"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mirror of Reading","description":"Mirror of Reading Wondrous item, uncommon While holding this hand mirror, you can use an action to speak its command word and activate it. It remains activated for 1 hour, during which time you understand any written language that you see reflected in the mirror’s surface. Once used, this property of the mirror can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mirror of Recall","description":"Mirror of Recall Wondrous item, very rare Staring into this small hand mirror allows you to perfectly recall any conversation you have ever had, any sight you have ever seen, or any book you have ever read.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mirror of Reflected Pasts","description":"Mirror Of Reflected Past Wondrous Item, Very Rare (Requires Attunement) This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed if reduced to 0 hit points. While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn. If a non-Construct creature other than you sees its reflection in the activated mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A creature paralyzed by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this mirror’s effect for the next 24 hours. While paralyzed by the mirror, the creature sees events from their past reflected in the mirror’s glass. These memories aren’t real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror. Weight: 25","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Mirror of Seeing","description":"Mirror of Seeing Wondrous item, rare (requires attunement) While looking into this hand mirror, you can use your action to cast the scrying spell (save DC 15). While scrying this way, the images appear in the mirror. Once used, this property of the mirror can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mirror of the Past","description":"Mirror of the Past Wondrous item, rare The holder of this platinum hand mirror can learn some-thing about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. ( The Hidden Shrine of Tomoachan )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Mirror of Truesight","description":"Wondrous item, uncommon Component: fiend eye Nothing so delicate as glass or so pure as silver survives long on the Lower Planes. That in itself makes this magic item a rarity. Held by a handle of claw-like fingers, this magic mirror grants its user the ability to see who is truly the fairest of them all. Real Reflections. As an action while holding the mirror, you can speak its command word to cause its reflective surface to disappear for 1 minute. During that time, a creature that looks through the mirror while holding it has truesight out to 30 feet. Once this property of the mirror has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mirror of Truesight (rare variant)","description":"Wondrous item, uncommon Component: fiend eye Nothing so delicate as glass or so pure as silver survives long on the Lower Planes. That in itself makes this magic item a rarity. Held by a handle of claw-like fingers, this magic mirror grants its user the ability to see who is truly the fairest of them all. Real Reflections. As an action while holding the mirror, you can speak its command word to cause its reflective surface to disappear for 1 minute. During that time, a creature that looks through the mirror while holding it has truesight out to 30 feet. Once this property of the mirror has been used, it can’t be used again until the next dawn. Rare variant: Increase the range of truesight to 60 feet. The mirror can be used three times and regains all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mirror of Truesight (very rare variant)","description":"Wondrous item, uncommon Component: fiend eye Nothing so delicate as glass or so pure as silver survives long on the Lower Planes. That in itself makes this magic item a rarity. Held by a handle of claw-like fingers, this magic mirror grants its user the ability to see who is truly the fairest of them all. Real Reflections. As an action while holding the mirror, you can speak its command word to cause its reflective surface to disappear for 1 minute. During that time, a creature that looks through the mirror while holding it has truesight out to 30 feet. Once this property of the mirror has been used, it can’t be used again until the next dawn. Rare variant: Increase the range of truesight to 60 feet. The mirror can be used three times and regains all expended uses daily at dawn. Very rare variant: Increase the range of truesight to 120 feet. The mirror can be used five times and regains all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mirror Shield","description":"Mirror Shield Armor (shield), uncommon This shield is fashioned out of an enchanted mirror. Due to its weight and fragility, It does not grant any bonus to AC. You cannot benefit from both this item and a standard shield at the same time. While wielding this shield, you can use your reaction when you are targeted by a ranged spell attack or a line-based spell effect to reflect the spell back on the caster who is affected as if they were the target of the spell. Once the shield has reflected an effect in this fashion, it cracks and is unusable until it is repaired. The glass will slowly flow back together to repair itself over the course of 2d6 days. Alternately, the mirror can be repaired with a successful DC 15 ability check with Glassblower’s Tools made over the course of a short rest.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mirror, hand","description":"Mirror, Hand Miscellaneous gear Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Mirrored","description":"Legendary armor property Components: Masterwork suit of exotic light armor While wearing this armor, you can cast the mirror image spell as a bonus action without expending a spell slot. Once you use this property to cast the spell, you can’t do so again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mirrored Armor","description":"Armor (breastplate, half plate, plate, or shield), uncommon This metal armor is always polished to a mirror sheen, highly reflective, and can’t be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk’s Petrifying Gaze or a lich’s Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mirthy Hops","description":"Magic plant, rare Themes: Joy, fellowship, and humor Environments: Near wheat fields, in campsites, outside drinking halls and taverns Mirthy hops is a tall, climbing vine plant with dark green, heart-shaped leaves and fragrant, pale green flower cones covered in overlapping petals. Minor Wort. As an action, you can eat a bud of mirthy hops to triple your jump distance for 1 minute. For the duration, your jumping appears haphazard and unplanned, and a creature that sees you jumping must succeed on a Wisdom saving throw or burst into a fit of giggles until the start of your next turn. A giggling creature has disadvantage on its next attack roll or skill check. On a successful saving throw, the creature is immune to fits of giggles caused by mirthy hops for 24 hours. Ceremony Wort (11th Level). If you spend 1 minute singing a drinking song while holding a pitcher of ale with buds of mirthy hops floating in it, you can call on the assistance of the fey. At the end of the minute, you summon a fey creature as if you had cast the conjure fey spell. Unless you are in a situation where direct harm is about to befall you or the fey, the fey requires you to play a drinking game with it before it obeys any commands or agrees to any sort of service. The GM determines the nature and parameters of the drinking game, depending on the fey you summon. This wort requires 3 cuttings of mirthy hops. Cultivated Wort. A garden of mirthy hops that has been cultivated for at least 4 weeks defends the surrounding lands from overwhelming terror. Each creature within 1 mile of the garden has advantage on saving throws against being frightened, and it has disadvantage on Charisma (Intimidation) checks.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Misshapen Blade","description":"Misshapen Blade Weapon (scimitar), rare (requires attunement) The blade of this deformed scimitar is fashioned from iridescent green metal and has a hilt made of bone. You have a +1 bonus to attack and damage rolls when you wield this weapon. Twisting Blade. Whenever you attack with this weapon, it seems to squirm in your hand, avoiding shields and other barriers in its path. A target does not benefit from cover except for total cover and does not add any shield bonus it might have to its AC, including the bonus from the shield spell. Distorting Strike. When you score a critical hit with this weapon, the target must make a DC 15 Constitution saving throw. On a failed save, the creature’s limbs warp and twist, reducing its speed by half and imposing disadvantage on its attack rolls and Dexterity saving throws for 1 minute. A creature can make a new saving throw at the end of each of its turns, ending this effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Mistgate Censer","description":"Mistgate Censer Weapon (Mace), Legendary (Requires Attunement by a Cleric or Paladin) This flail-like mace was created as a censer for religious ceremonies, creating crimson clouds of redolent incense that hang in the air. You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can use this weapon as a holy symbol, and while you are attuned to it, you gain a +2 bonus to your spell attack rolls and the saving throw DCs of your spells. Sacred Smoke. While holding this weapon, you can light the incense in the censer as a bonus action, causing billowing, red smoke to issue forth from it until the end of your turn. When you light the censer, you can choose for the smoke to magically glow, shedding dim light for 10 feet. As you move, smoke lingers in the spaces you moved into, filling those spaces. Areas of smoke remain for 1 minute (or until dispersed by a wind with a speed of 20 miles an hour or more) and are heavily obscured for all creatures except you. You can teleport to any unoccupied smoke-filled space as a bonus action. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a Cleric or Paladin"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Mistral Mantle","description":"Mistral Mantle Wondrous item, very rare (requires attunement) This thick, fur-lined cloak has the ice rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather. While wearing this cloak, you have resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak’s cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving throw or take 1d6 cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn. Invoking the Rune. As an action, you can invoke the mantle’s rune to cast the sleet storm spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn’t difficult terrain for you, and you can see through the storm, ignoring the normal penalties of a heavily obscured area. Once the rune has been invoked, it can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Mistweaver's Cloak","description":"Wondrous Item, Uncommon (Requires Attunement) This magic cloak is woven from wool and fur. In the Mist. Whenever you take the Dash action, opportunity attacks against you are made with disadvantage until the start of your next turn. Moreover, when a creature makes a weapon attack against you with disadvantage and hits you, the attack's damage against you is halved. Conjure Fog. As an action, you can create a 20-foot-radius sphere of fog centered on you. The fog spreads around corners and moves with you, and its area is heavily obscured. It lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or you lose your concentration on it (as if concentrating on a spell). Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Mithral","description":"Master weapon property Components: Masterwork exotic melee weapon with the Finesse property This weapon’s damage die increases by two steps, and its weight is halved.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mithral Armor","description":"Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Mithral Armor","description":"Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Armor"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mithral Armor","description":"Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mithral Armor (Template)","description":"Armor (Any Medium or Heavy, Except Hide Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Armor (Template)","description":"Armor (Any Medium or Heavy, Except Hide Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Armor","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Uncommon","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Breastplate","description":"Armor (Breastplate), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Mithral Breastplate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Breastplate","description":"Armor (Breastplate), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Breastplate\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Breastplate\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":20,\\\"properties\\\":[],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Breastplate\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Breastplate Base Armor Class\",\"parent\":\"Mithral Breastplate\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Breastplate","Weight":20,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Chain Mail","description":"Armor (Chain Mail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"No","Name":"Mithral Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Chain Mail","description":"Armor (Chain Mail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Chain Mail\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":55,\\\"properties\\\":[\\\"No Stealth Disadvantage\\\"],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Chain Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Chain Mail Base Armor Class\",\"parent\":\"Mithral Chain Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":16}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Chain Mail","Weight":55,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":16,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Chain Shirt","description":"Armor (Chain Shirt), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Mithral Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Chain Shirt","description":"Armor (Chain Shirt), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Chain Shirt\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":20,\\\"properties\\\":[],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Chain Shirt\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Chain Shirt Base Armor Class\",\"parent\":\"Mithral Chain Shirt\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":13}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Chain Shirt","Weight":20,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":13,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Chakram +1","description":"Weapon, chakram, uncommon This mithral-forged, bladed circular disc is an unusual thrown weapon. It glides through the air, slicing through anything in its path before returning to the thrower. Attacks made with this weapon have a +1 bonus to attack and damage rolls. When you miss an attack with this weapon, you may try the same attack roll against another creature within 10 feet of the first target.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Ranged Weapon","Properties":"Light, Finesse, Range, Thrown, Special","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Mithral Dorata +1","description":"Weapon, spear, uncommon These mithral-forged spears are designed to be carried together, with one to be used for throwing and one to be used for close-quarters combat. Attacks made with this weapon have a +1 bonus to attack and damage rolls. You do not suffer disadvantage on ranged attacks due to enemies in close proximity when you are wielding this weapon.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Ranged, Thrown, Versatile","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Mithral Exsanguinator","description":"Weapon (war crescent), uncommon Component: magical material - blood mithral This otherwise impractical weapon design is made usable by the magical properties of mithral and its corrupted counterpart, which make it light as a feather and effortless to wield. A skilled master can manipulate a war crescent like an extension of their hand, using brisk and minute wrist movements to slice an opponent with deadly precision. While you are below half your hit point maximum, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Power from Pain. As a bonus action while holding this weapon, you can sacrifice your own vitality to empower it. You take 1d6 necrotic damage, and the next time you hit with an attack using this weapon before the end of your turn, it deals an extra 2d6 necrotic damage. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, the extra damage increases to 3d6.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mithral Exsanguinator (rare variant)","description":"Weapon (war crescent), uncommon Component: magical material - blood mithral This otherwise impractical weapon design is made usable by the magical properties of mithral and its corrupted counterpart, which make it light as a feather and effortless to wield. A skilled master can manipulate a war crescent like an extension of their hand, using brisk and minute wrist movements to slice an opponent with deadly precision. While you are below half your hit point maximum, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Power from Pain. As a bonus action while holding this weapon, you can sacrifice your own vitality to empower it. You take 1d6 necrotic damage, and the next time you hit with an attack using this weapon before the end of your turn, it deals an extra 2d6 necrotic damage. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, the extra damage increases to 3d6. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you are below half of your hit point maximum, this bonus increases to +2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mithral Exsanguinator (very rare variant)","description":"Weapon (war crescent), uncommon Component: magical material - blood mithral This otherwise impractical weapon design is made usable by the magical properties of mithral and its corrupted counterpart, which make it light as a feather and effortless to wield. A skilled master can manipulate a war crescent like an extension of their hand, using brisk and minute wrist movements to slice an opponent with deadly precision. While you are below half your hit point maximum, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Power from Pain. As a bonus action while holding this weapon, you can sacrifice your own vitality to empower it. You take 1d6 necrotic damage, and the next time you hit with an attack using this weapon before the end of your turn, it deals an extra 2d6 necrotic damage. Damage you take from this property ignores temporary hit points and can’t be reduced or prevented in any way. If you are below half of your hit point maximum when you use this property, the extra damage increases to 3d6. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you are below half of your hit point maximum, this bonus increases to +2. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you are below half of your hit point maximum, this bonus increases to +3.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Mithral Half Plate Armor","description":"Armor (Half Plate Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Mithral Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Half Plate Armor","description":"Armor (Half Plate Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Half Plate Armor\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"No Stealth Disadvantage\\\"],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Half Plate Armor\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Half Plate Armor Base Armor Class\",\"parent\":\"Mithral Half Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Half Plate Armor","Weight":40,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":15,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Honorblade +1","description":"Weapon, greatsword, very rare This oversized, mithral-forged makhaira was designed by ancient jancan smiths. Although it seems much too large for a human, the warrior monks of Aresia have been known to specialize in the use of honorblades. Attacks made with this weapon have a +1 bonus to attack and damage rolls. Whenever this magic weapon hits a creature wielding a non-magical shield, that shield is instantly destroyed.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Mithral Kopis +1","description":"Weapon, shortsword, uncommon This mithral-forged, forward-curving shortsword is heavier along the end of the blade. This gives it more cutting power than most shortswords. Attacks made with this weapon have a +1 bonus to attack and damage rolls. When you make an attack with this sword, you may choose to have it inflict piercing or slashing damage.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Mithral Makhaira +1","description":"Weapon, longsword, uncommon This mithral-forged longsword has a single curved blade with a flat edge along the top. It is heavier than most longswords, making it more effective while mounted. Attacks made with this weapon have a +1 bonus to attack and damage rolls. When you attack with this blade while you are mounted, it does an additional d4 slashing damage on hit.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Mithral Mist Armor (Template)","description":"Mithral Mist Armor (Template) Armor (medium or heavy, not hide), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. Roll20 Note: This item is not compatible with drag and drop.","properties":{"Category":"Items","Expansion":20536,"Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Breastplate","description":"Mithral Mist Breastplate Armor (medium, breastplate), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC: 14 + Dexterity Modifier (Maximum of 2)","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Chain mail","description":"Mithral Mist Chain Mail Armor (heavy, chain mail), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC: 16 Stealth: Disadvantage Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Chain shirt","description":"Mithral Mist Chain Shirt Armor (medium, chain shirt), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC: 13 + Dex modifier (max 2)","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Half Plate","description":"Mithral Mist Half Plate Armor (medium, half plate), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Plate","description":"Mithral Mist Plate Armor (heavy, plate), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC: 18 Stealth: Disadvantage Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Ring Mail","description":"Mithral Mist Ring Mail Armor (heavy), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC: 14 Stealth: Disadvantage","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Scale Mail","description":"Mithral Mist Scale Mail Armor (medium, scale mail), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Mist Splint","description":"Mithral Mist Splint Armor (heavy, splint), rare (requires attunement) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. While wearing this armor, you can use an action to cause one of the following effects: Billowing Mist. Your space fills with billowing silver mist. You are heavily obscured while in the mist, which lasts until the end of your next turn. Gaseous Form. You cast the gaseous form spell on yourself. Once you have used an effect, you can’t use that effect again until the next dawn. AC: 17 Stealth: Disadvantage Strength Requirement: 15","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Mithral Plate Armor","description":"Armor (Plate Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"No","Name":"Mithral Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Plate Armor","description":"Armor (Plate Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Plate Armor\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"No Stealth Disadvantage\\\"],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Plate Armor Base Armor Class\",\"parent\":\"Mithral Plate Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Plate Armor","Weight":65,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Ring Mail","description":"Armor (Ring Mail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"No","Name":"Mithral Ring Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Ring Mail","description":"Armor (Ring Mail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Ring Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Ring Mail\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"No Stealth Disadvantage\\\"],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Ring Mail Base Armor Class\",\"parent\":\"Mithral Ring Mail\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Ring Mail","Weight":40,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Scale Mail","description":"Armor (Scale Mail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Mithral Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Scale Mail","description":"Armor (Scale Mail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Scale Mail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Scale Mail\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. 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If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":14,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Splint Armor","description":"Armor (Splint Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"No","Name":"Mithral Splint Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mithral Splint Armor","description":"Armor (Splint Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Mithral Splint Armor\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Mithral Splint Armor\\\",\\\"description\\\":\\\"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"No Stealth Disadvantage\\\"],\\\"cost\\\":\\\"\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Mithral Splint Armor Base Armor Class\",\"parent\":\"Mithral Splint Armor\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"}]","filter-Attunement":"Uncommon","Name":"Mithral Splint Armor","Weight":60,"data-description":"Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mithral Xiphos +1","description":"Weapon, dagger, uncommon This mithral-forged dagger has a straight, leaf-shaped blade, which is excellent for thrusting and piercing between shields in phalanx formations. Attacks made with this weapon have a +1 bonus to attack and damage rolls. When you make an attack with this weapon, you ignore any AC that the enemy gains from wielding a shield.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Mithrandine Armor","description":"Armor (Medium or Heavy, but not Hide), Rare A unique mix of mithral reinforced with adamantine in vital sections, this magic armor doesn’t impose disadvantage on Dexterity (Stealth) checks and has no Strength requirement. Additionally, while wearing this armor any critical hit against you becomes a normal hit.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Armor","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Mittens of Winter","description":"Mittens of Winter Wondrous Item, uncommon Weight: none These knitted mittens are snug and warm. While you wear them, you have resistance to cold damage. Hurl Snowball. While wearing these mittens, you can create a snowball in your hands and hurl it at a creature or object within 30 feet. Make a ranged attack. On a hit, the target takes 1d4 cold damage and must succeed a DC 12 Constitution saving throw or be blinded until the end of their next turn. The snowball can also be thrown harmlessly if you choose.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Mizzen’s Guide to the Unseen","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) Mizzen’s Guide to the Unseen is a study of spirits and other supernatural beings that dwell beyond material reality. The bearer of this fabled grimoire is gifted with heightened perception and armed with knowledge about the invisible forces that govern the cosmos. While holding the book, you can use it as a spellcasting focus for your spells, and it functions as a spellbook for you. Additionally, while the book is on your person, you have advantage on saving throws made to resist becoming charmed or possessed. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: detect evil and good, varina’s virtuous valediction* 2nd level: see invisibility, spirit balm* 3rd level: apparition’s invitation*, spirit guardians 4th level: divination, unnatural causes* 5th level: vengeful spirits* 6th level: true seeing 7th level: etherealness Mizzen’s Guide (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. Whenever you cast a spell like detect magic, clairvoyance, or any similar spell that has an ongoing effect on your senses, the duration of that spell’s effect is doubled. 9th level. Once per long rest, you can use an action to ask the spirits that dwell within the grimoire a single question. The answer to the question is a one-word answer, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the spirits don’t know the answer to the question). There is a 10-percent chance that the grimoire answers with a lie (and the GM secretly makes this roll each time a question is asked). 13th level. Continued contact with the book has opened your mind to the universal language of the cosmos. You understand any language you hear, and creatures can understand anything you say regardless of the language you use, as long as they speak at least one language. 17th level. You can see invisible creatures and objects within 30 feet of you that are within line of sight. You can also see into the Ethereal Plane within the same distance. Quirks of Mizzen’s Guide to the Unseen. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of Mizzen’s Guide to the Unseen table. Quirks of Mizzen’s Guide to the Unseen d8 Result 1 You have a bad habit of answering questions with questions. 2 You see conspiracies behind everything, even the most innocent of subjects. 3 You are prone to hyperfocusing on a specific topic and can’t help talking about it. 4 You thrive on gossip and compulsively snoop around in other people’s business. 5 You feel compelled to leave coded or cryptic messages for others in public places. 6 You often get swept up in the emotion of the moment, and even the smallest of events can move you to tears. 7 You have a hard time accepting “facts” that most people assume to be true. 8 You have a knack for stumbling across haunted places and objects—or rather, places and objects that you think are haunted","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mizzium Apparatus","description":"Mizzium Apparatus Wondrous item, uncommon (requires attunement by a sorcerer, warlock, or wizard) Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium , all assembled into a harness. The item weighs 8 pounds. While you are wearing the mizzium apparatus , you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components. You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell. On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells. If you try to cast a cantrip you don’t know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect. 1st-Level Spells d6 Spell 1 burning hands 2 chaos bolt 3 color spray 4 faerie fire 5 fog cloud 6 thunderwave 2nd-Level Spells d6 Spell 1 blur 2 gust of wind 3 heat metal 4 Melf's acid arrow 5 scorching ray 6 shatter 3rd-Level Spells d6 Spell 1 fear 2 feign death 3 fireball 4 gaseous form 5 sleet storm 6 stinking cloud 4th-Level Spells d4 Spell 1 confusion 2 conjure minor elementals 3 Evard's black tentacles 4 ice storm 5th-Level Spells d4 Spell 1 animate objects 2 cloudkill 3 cone of cold 4 flame strike","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Breastplate","description":"Mizzium Breastplate Armor (medium), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 14 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Chain Mail","description":"Mizzium Chain Mail Armor (heavy), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 16 Stealth: Disadvantage Weight: 55 Minimum Strength: 13","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Chain Shirt","description":"Mizzium Chain Shirt Armor (medium), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. AC: 13 + Dex modifier (max 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Half Plate","description":"Mizzium Half Plate Armor (medium), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Mortar","description":"Mizzium Mortar Wondrous item, rare This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium , a magically enhanced metal alloy forged by the Izzet League . The end that’s pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining. The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn. Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. Mizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Plate","description":"Mizzium Plate Armor (heavy), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Ring Mail","description":"Mizzium Ring Mail Armor (heavy), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Scale Mail","description":"Mizzium Scale Mail Armor (medium), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mizzium Splint","description":"Mizzium Splint Armor (heavy), rare This suit of armor is reinforced with a magically enhanced metal alloy called mizzium , which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mnemonic Fob","description":"Wondrous item, uncommon (requires attunement by a spellcaster) This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. Pillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next dawn. Recall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mock Box","description":"Wondrous item, uncommon (requires attunement) While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Molten Bronze Skin","description":"Molten Bronze Skin Armor (breastplate, half plate, or plate), rare (requires attunement) This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Momentblade","description":"Weapon (any axe or sword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target disappears and shuffles forward in time. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. When the target returns, it is unaware that any time has passed. If the target is concentrating on a spell and succeeds on the check to maintain concentration after taking damage from your attack with this weapon, the round it disappeared doesn’t count against the spell’s remaining duration.","properties":{"Category":"Items","Item Type":"Weapon","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Monarch Battleaxe","description":"Never underestimate the power of butterflies. Legend The Monarch Batteaxe was created by Ipstein Havelfoot, a gnome with a fondness for butterflies. Ipstein was both a druid and a fighter, and tales of him and his magnificent battleaxe are told around the realm by scholars and bards alike. Isptein’s and the battleaxe’s whereabouts are unknown; however, many rumors flow from the mouths of bards in music, poetry, and story. Ipstein the Purple is a poem about how Ipstein’s last usage of the battleaxe permanently transformed him into a purple dragon. With Monarch’s Wings is a song with lyrics describing a purple, butterfly-winged Ipstein ascending to the heavens after perishing in battle. Ipstein the Tyrant is a story about how Ipstein’s use of magic eventually turned him into an evil creature—one who secretly rules and commands insectoid horrors from a hidden lair. Location In truth, Ipstein did perish in battle, but he did not ascend to the heavens on purple butterfly wings. He and his adventuring companions died while battling an evil cleric in her subterranean temple. The malevolent magic within the dungeon imprisoned Ipstein’s soul. Encounter Ideas Evil Lair. The adventures trek through the foul cleric’s underground temple which is filled with skeletons , zombies , and other undead creatures. While searching, they find an animated Ipstein wielding the axe in defense of the temple. Grave Robbers. Grave robbers are disturbing a nearby settlement. One of these unlawful humanoids wields Monarch Batleaxe. Magical Wares. A local merchant displays the beautiful axe in a window or at a fair. They have had trouble selling the item as many fighters believe it looks too fragile to be effective. Progression The Monarch Battleaxe progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Battleaxe), Rarity Varies (Requires Attunement) Common . Druids are proficient with the Monarch Battleaxe. Summon Butterflies. While holding this weapon, you can speak a command word as a bonus action to summon 12 Tiny purple butterflies which flutter around the axe head for 1 hour. Each butterfly has AC 10, 1 hit point, and automatically fails saving throws. While at least one butterfly remains, the weapon emits a purple glow, creating bright light in a 10-foot radius, and dim light for an additional 10 feet. Once you have summoned butterflies, you can’t do so again until you finish a long rest. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Butterfly Burst. When you hit with an attack using this weapon, you can expend up to 6 of your summoned butterflies to deal additional radiant damage to the target equal to the number of butterflies expended. Expended butterflies are destroyed. Rare . The number of summoned butterflies increases to 18. Monarch Wings. You can use a bonus action to expend up to 6 butterflies to cause spectral, purple butterfly wings to sprout from your back, giving you a fly speed equal to 5 times the number of butterflies expended. The wings remain for 1 hour, or until you use a bonus action to end the effect. Very Rare . The bonus to attack and damage rolls increases to +2 and the number of summoned butterflies increases to 24. The battleaxe deals an additional 1d8 radiant damage on a hit. Wrapped in Wings. As a bonus action, you can command 12 butterflies to swarm a creature within 60 feet of you that you can see. While swarmed this way, attacks against the creature have advantage. Any remaining butterflies return to the axe head if the creature is reduced to 0 hit points. Legendary . The bonus to attack and damage rolls increases to +3 and the additional radiant damage increases to 2d8. Monarch Form. As a bonus action, you can expend 18 butterflies to polymorph into a giant purple monarch butterfly for 1 hour (no concentration required). While in this form you have the statistics of a young black dragon , but your creature type is Fey, your attacks and abilities that deal acid damage deal radiant damage instead, and your acid damage immunity is replaced with immunity to radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Monarch Battleaxe (Common)","description":"Monarch Battleaxe Weapon (Battleaxe), Common (Requires Attunement) Druids are proficient with the Monarch Battleaxe. Summon Butterflies. While holding this weapon, you can speak a command word as a bonus action to summon 12 Tiny purple butterflies which flutter around the axe head for 1 hour. Each butterfly has AC 10, 1 hit point, and automatically fails saving throws. While at least one butterfly remains, the weapon emits a purple glow, creating bright light in a 10-foot radius, and dim light for an additional 10 feet. Once you have summoned butterflies, you can’t do so again until you finish a long rest. Progression The Monarch Battleaxe progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Monarch Battleaxe (Legendary)","description":"Monarch Battleaxe Weapon (Battleaxe), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The battleaxe deals an additional 2d8 radiant damage on a hit. Druids are proficient with the Monarch Battleaxe. Summon Butterflies. While holding this weapon, you can speak a command word as a bonus action to summon 24 Tiny purple butterflies which flutter around the axe head for 1 hour. Each butterfly has AC 10, 1 hit point, and automatically fails saving throws. While at least one butterfly remains, the weapon emits a purple glow, creating bright light in a 10-foot radius, and dim light for an additional 10 feet. Once you have summoned butterflies, you can’t do so again until you finish a long rest. Butterfly Burst. When you hit with an attack using this weapon, you can expend up to 6 of your summoned butterflies to deal additional radiant damage to the target equal to the number of butterflies expended. Expended butterflies are destroyed. Monarch Wings. You can use a bonus action to expend up to 6 butterflies to cause spectral, purple butterfly wings to sprout from your back, giving you a fly speed equal to 5 times the number of butterflies expended. The wings remain for 1 hour, or until you use a bonus action to end the effect. Wrapped in Wings. As a bonus action, you can command 12 butterflies to swarm a creature within 60 feet of you that you can see. While swarmed this way, attacks against the creature have advantage. Any remaining butterflies return to the axe head if the creature is reduced to 0 hit points. Monarch Form. As a bonus action, you can expend 18 butterflies to polymorph into a giant purple monarch butterfly for 1 hour (no concentration required). While in this form you have the statistics of a young black dragon , but your creature type is Fey, your attacks and abilities that deal acid damage deal radiant damage instead, and your acid damage immunity is replaced with immunity to radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Monarch Battleaxe (Rare)","description":"Monarch Battleaxe Weapon (Battleaxe), Rarity Varies (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Druids are proficient with the Monarch Battleaxe. Summon Butterflies. While holding this weapon, you can speak a command word as a bonus action to summon 18 Tiny purple butterflies which flutter around the axe head for 1 hour. Each butterfly has AC 10, 1 hit point, and automatically fails saving throws. While at least one butterfly remains, the weapon emits a purple glow, creating bright light in a 10-foot radius, and dim light for an additional 10 feet. Once you have summoned butterflies, you can’t do so again until you finish a long rest. Butterfly Burst. When you hit with an attack using this weapon, you can expend up to 6 of your summoned butterflies to deal additional radiant damage to the target equal to the number of butterflies expended. Expended butterflies are destroyed. Monarch Wings. You can use a bonus action to expend up to 6 butterflies to cause spectral, purple butterfly wings to sprout from your back, giving you a fly speed equal to 5 times the number of butterflies expended. The wings remain for 1 hour, or until you use a bonus action to end the effect. Progression The Monarch Battleaxe progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Monarch Battleaxe (Uncommon)","description":"Monarch Battleaxe Weapon (Battleaxe), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Druids are proficient with the Monarch Battleaxe. Summon Butterflies. While holding this weapon, you can speak a command word as a bonus action to summon 12 Tiny purple butterflies which flutter around the axe head for 1 hour. Each butterfly has AC 10, 1 hit point, and automatically fails saving throws. While at least one butterfly remains, the weapon emits a purple glow, creating bright light in a 10-foot radius, and dim light for an additional 10 feet. Once you have summoned butterflies, you can’t do so again until you finish a long rest. Butterfly Burst. When you hit with an attack using this weapon, you can expend up to 6 of your summoned butterflies to deal additional radiant damage to the target equal to the number of butterflies expended. Expended butterflies are destroyed. Progression The Monarch Battleaxe progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Monarch Battleaxe (Very Rare)","description":"Monarch Battleaxe Weapon (Battleaxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The battleaxe deals an additional 1d8 radiant damage on a hit. Druids are proficient with the Monarch Battleaxe. Summon Butterflies. While holding this weapon, you can speak a command word as a bonus action to summon 24 Tiny purple butterflies which flutter around the axe head for 1 hour. Each butterfly has AC 10, 1 hit point, and automatically fails saving throws. While at least one butterfly remains, the weapon emits a purple glow, creating bright light in a 10-foot radius, and dim light for an additional 10 feet. Once you have summoned butterflies, you can’t do so again until you finish a long rest. Butterfly Burst. When you hit with an attack using this weapon, you can expend up to 6 of your summoned butterflies to deal additional radiant damage to the target equal to the number of butterflies expended. Expended butterflies are destroyed. Monarch Wings. You can use a bonus action to expend up to 6 butterflies to cause spectral, purple butterfly wings to sprout from your back, giving you a fly speed equal to 5 times the number of butterflies expended. The wings remain for 1 hour, or until you use a bonus action to end the effect. Wrapped in Wings. As a bonus action, you can command 12 butterflies to swarm a creature within 60 feet of you that you can see. While swarmed this way, attacks against the creature have advantage. Any remaining butterflies return to the axe head if the creature is reduced to 0 hit points. Progression The Monarch Battleaxe progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Mongrelmaker's Handbook","description":"Wondrous item, very rare (requires attunement) This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can’t control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. Creature Time Cost Component Creatures Flying Snake 10 minutes 10gp A poisonous snake and a Small or smaller bird of prey Leonino* 10 minutes 15 gp A cat and a Small or smaller bird of prey Wolpertinger* 10 minutes 20 gp A rabbit, a Small or smaller bird of prey, and a deer Carbuncle* 1 hour 500 gp A cat and a bird of paradise Cockatrice 1 hour 150 gp A lizard and a domestic bird such as a chicken or turkey Death Dog 1 hour 100 gp A dog and a rooster Dogmole+ 1 hour 175 gp A dog and a mole Hippogriff 1 hour 200 gp A horse and a giant eagle Bearmit Crab* 6 hours 600 gp A brown bear and a giant crab Griffon 6 hours 600 gp A lion and a giant eagle Pegasus 6 hours 1,000 gp A white horse and a giant owl Manticore 24 hours 2,000 gp A lion, a porcupine, and a giant bat Owlbear 24 hours 2,000 gp A brown bear and a giant eagle *indicates a creature in the Creature Codex +indicates a creature in the Tome of Beasts","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Monkey's Paw","description":"Wondrous item, very rare (requires attunement) Component: fiend (devil) soul Torn from a vicious primate demon said to have sired countless abyssal layers, this shrivelled arm is still rife with corruption. Its fingers flex and curl on their own, producing unsettling cracking sounds that echo in the minds of listeners for torturous hours. The arm has 3 charges and regains all expended charges daily at dawn. Costly Attunement. When you attune to this item, its corrupted, abyssal flesh merges with your own, replacing a missing arm or consuming an existing one (your choice). An arm consumed in this way doesn’t reappear when your attunement to the item ends. Trick Weapon. As a bonus action, you can cause the arm to enlarge to absurd proportions or revert to its normal size. The arm has different properties depending on its size, as described below: Normal. You can expend 1 charge to cast one of the following spells from the arm (save DC 16): counterspell, fear, or hypnotic pattern. Enlarged. Your arm becomes a +1 maul with which you are proficient, and can’t be used to wield other weapons or shields, or otherwise handle items or perform the somatic component of spells. This maul has the reach property and doesn’t have the two-handed property. Curse. This arm is cursed, and attuning to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed in this way, you become tremendously unlucky. The GM decides how this lack of luck manifests itself. In addition, if you cast the wish spell to produce any effect other than duplicating another spell, it comes into effect in a way that brings you as much misfortune as possible while still fitting your literal wording.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Monkey's Paw (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: fiend (devil) soul Torn from a vicious primate demon said to have sired countless abyssal layers, this shrivelled arm is still rife with corruption. Its fingers flex and curl on their own, producing unsettling cracking sounds that echo in the minds of listeners for torturous hours. The arm has 3 charges and regains all expended charges daily at dawn. Costly Attunement. When you attune to this item, its corrupted, abyssal flesh merges with your own, replacing a missing arm or consuming an existing one (your choice). An arm consumed in this way doesn’t reappear when your attunement to the item ends. Trick Weapon. As a bonus action, you can cause the arm to enlarge to absurd proportions or revert to its normal size. The arm has different properties depending on its size, as described below: Normal. You can expend 1 charge to cast one of the following spells from the arm (save DC 16): counterspell, fear, or hypnotic pattern. Enlarged. Your arm becomes a +1 maul with which you are proficient, and can’t be used to wield other weapons or shields, or otherwise handle items or perform the somatic component of spells. This maul has the reach property and doesn’t have the two-handed property. Curse. This arm is cursed, and attuning to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed in this way, you become tremendously unlucky. The GM decides how this lack of luck manifests itself. In addition, if you cast the wish spell to produce any effect other than duplicating another spell, it comes into effect in a way that brings you as much misfortune as possible while still fitting your literal wording. Rare variant: Reduce the DC to 15 and the charges to 2. Remove the attack and damage bonus from the maul. Legendary variant: Increase the DC to 17 and the attack and damage bonus of the maul to +2. While the arm is in its Normal state, you gain a +1 bonus to the attack and damage rolls of any weapon with the finesse property that you wield with it (to a maximum of +3), and you have advantage on Sleight of Hand checks.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Monkey's Paw (rare variant)","description":"Wondrous item, very rare (requires attunement) Component: fiend (devil) soul Torn from a vicious primate demon said to have sired countless abyssal layers, this shrivelled arm is still rife with corruption. Its fingers flex and curl on their own, producing unsettling cracking sounds that echo in the minds of listeners for torturous hours. The arm has 3 charges and regains all expended charges daily at dawn. Costly Attunement. When you attune to this item, its corrupted, abyssal flesh merges with your own, replacing a missing arm or consuming an existing one (your choice). An arm consumed in this way doesn’t reappear when your attunement to the item ends. Trick Weapon. As a bonus action, you can cause the arm to enlarge to absurd proportions or revert to its normal size. The arm has different properties depending on its size, as described below: Normal. You can expend 1 charge to cast one of the following spells from the arm (save DC 16): counterspell, fear, or hypnotic pattern. Enlarged. Your arm becomes a +1 maul with which you are proficient, and can’t be used to wield other weapons or shields, or otherwise handle items or perform the somatic component of spells. This maul has the reach property and doesn’t have the two-handed property. Curse. This arm is cursed, and attuning to it extends the curse to you until you are targeted by the remove curse spell or similar magic. While cursed in this way, you become tremendously unlucky. The GM decides how this lack of luck manifests itself. In addition, if you cast the wish spell to produce any effect other than duplicating another spell, it comes into effect in a way that brings you as much misfortune as possible while still fitting your literal wording. Rare variant: Reduce the DC to 15 and the charges to 2. Remove the attack and damage bonus from the maul.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Monkey's Paw of Fortune","description":"Wondrous item, very rare (requires attunement) This preserved monkey’s paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey’s paw loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Monkshood resin","description":"Injury This poison is a thick syrup extracted from the petals of monkshood flowers. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 14 (4d6) poison damage. If the saving throw fails by 5 or more, the creature also loses the use of a single limb for 1 minute. The GM determines which limb and the effect of its temporary loss. The creature can repeat the saving throw at the end of each of its turns, regaining the use of its limb on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Monocle of Appraisal","description":"Monocle of Appraisal Wondrous Item, rare Weight: none While looking through this monocle, you can immediately appraise the gold piece value of gemstones, art objects, and other materials. Use the values listed in the Equipment section of the Basic Rules. Identify Magic. As an action, you can cast the Identify spell with the following differences. The casting time is 1 action, it requires no material components, and you must see the object or creature being targeted but you do not have to touch it.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Monocle of Secrets","description":"Monocle of Secrets Wondrous item, uncommon While you wear this gold-rimmed monocle, you have advantage on ability checks made to find secret doors and traps. Additionally, you can use an action while holding a mundane object to learn that object’s exact value, the materials used to create it, and whether it is genuine or counterfeit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Monomolecular Blade","description":"Weapon (Longsword), Very Rare (Requires Attunement) This thin, almost translucent longsword has an edge that shimmers with a faint light. Atomic Sharpness You have a +1 bonus to attack and damage rolls made with the weapon and your attack rolls with it score a Critical Hit on a roll of 19 or 20 on the d20. Splitting Edge When you hit a target with the sword, you can choose to deal an extra 1d10 Slashing damage to the target or 2d10 Slashing damage if the target is an object. When you do, roll a d4. On a roll of 1, the sword's edge is temporarily dulled and you can't use this property again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Monster and Spawn Reunion +2","description":"Monster and Spawn Reunion +2 Spell catalyst, rare (+2) By replacing the normal material components, mundane eggshell and snakeskin, with the eggshell and snakeskin of a cockatrice, the bigby’s hand spell is greatly enhanced. When you cast the bigby’s hand spell, you can choose to allow the spell to consume this spell catalyst. When you do, the summoned hand’s strength increases by an amount determined by the rarity of the spell catalyst.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Monster and Spawn Reunion +4","description":"Monster and Spawn Reunion +4 Spell catalyst, very rare (+4) By replacing the normal material components, mundane eggshell and snakeskin, with the eggshell and snakeskin of a cockatrice, the bigby’s hand spell is greatly enhanced. When you cast the bigby’s hand spell, you can choose to allow the spell to consume this spell catalyst. When you do, the summoned hand’s strength increases by an amount determined by the rarity of the spell catalyst.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Monstrous Heart","description":"Monstrous Heart Spell catalyst, uncommon The heart of every monstrosity is an amalgamation of natural and unnatural creatures. When you cast the alter self spell, you can choose to allow the spell to consume this spell catalyst. When you do, the duration becomes “Concentration, up to 24 hours” and you can choose two options, instead of one.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Moodmark Paint","description":"Moodmark Paint Wondrous item, common This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute. For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Moody Weapon","description":"Weapon (any), common (requires attunement) “What d'you mean it's not a moony sword?! Paisàn, I said moody!... a moody sword! ...No refunds!” When you make an attack with this magical weapon and roll a 1 on the d20 for the attack roll, the weapon switches and becomes a random different weapon (the Condottiero can choose the new weapon).","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Moon Child","description":"Lunarae, legendary While Lunarae mushrooms grow heartily within the Fungi Forest, they are very rare. Generally growing in small groups with a larger Moon Mother, they are considered so scarce that even the residents of the forest have only had the pleasure of glimpsing a “Moon Child” once or twice in their lives. Lunarae mushrooms are imbued with lunar power and the Moon Mother mushroom watches over the small fungi, bathing them in a soft blue glow and protecting them with its innate power to reverse gravity, as the spell. Distilled Gravity. The luminescent blue frills of a Moon Mother, when distilled over several weeks with a successful DC 12 Wisdom (Survival) check, allows a character to create an elixir that grants the imbiber darkvision to 120 feet and the ability to cast reverse gravity once per long rest for one week.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Moon Choker","description":"Wondrous item, Weird, Very Rare These black leather and gold chokers are very elaborate and difficult for a hag to make. This hag weird will not function in sunlight. Once made, they allow a hag to generate bright moonlight out to 30 feet and dim moonlight out to 60 feet once per day. The light lasts up to an hour or if dispelled by the hag. This moonlight allows a hag to use spells requiring moonlight. While producing moonlight, the moon choker also grants the hag resistance to one source of damage chosen when the moonlight is turned on. This choker will not function if worn by any creature other than a hag.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Moon Sickle +1","description":"Moon Sickle +1 Weapon (sickle), uncommon (requires attunement by a druid or ranger ) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Damage: 1d4+1 Damage Type: Slashing Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":8257,"Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Moon Sickle +1","description":"Moon Sickle +1 Melee weapon (simple, sickle), uncommon (requires attunment by a druid or ranger ) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4+1 Damage Type: Slashing Modifiers: Melee Attacks +1, Melee Damage +1,Spell Attack +1, Spell DC +1 Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Moon Sickle +2","description":"Moon Sickle +2 Weapon (sickle), rare (requires attunement by a druid or ranger ) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Damage: 1d4+2 Damage Type: Slashing Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":8257,"Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Moon Sickle +3","description":"Moon Sickle +3 Melee weapon (simple, sickle), very rare (requires attunement by a druid or ranger ) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Damage: 1d4+3 Damage Type: Slashing Properties: Light Weight: 2","properties":{"Category":"Items","Expansion":8257,"Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Moon Through the Trees","description":"Wondrous item, rare (requires attunement) This piney charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this charm’s blinding feature for the next 24 hours.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Moon Through the Trees","description":"Wondrous item, rare (requires attunement) This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this charm’s blinding feature for the next 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Moon Whip","description":"Moon Whip Weapon (Whip), Rare (requires attunement) Created by a relentless hunter of evil lycanthropes, polymorphist criminals, and other shapechangers, this weapon produces a luminous whip made of pure moonlight that can reveal the true form of creatures that stalk the night. When inactive, this item appears to be a whip handle. While holding it, you can use a bonus action to cause a silvery whip of pale light to spring into existence, or make the whip disappear. Made of moonlight, the Moon Whip has the light property. Lunar Lash. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit a shapechanger with it, that target takes an extra 1d8 radiant damage and instantly reverts to its original form. Moonlit Revelation. When active, the Moon Whip sheds moonlight, creating bright light in a 10-foot radius and dim light for an additional 10 feet. While in its original form, a shapechanger can’t assume a different form until it leaves the whip’s light. Item Variant: Greater Moon Whip At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Moon Whip grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 2d8 radiant damage to shapechangers (instead of 1d8). Player characters may undertake a quest to upgrade a Moon Whip into a Greater Moon Whip, possibly by defeating a mythical shapeshifter, or receiving the blessing of a moon deity.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Whip)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Moon-Touched Glaive","description":"Weapon (Glaive), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Moon-Touched Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moon-Touched Greatsword","description":"Moon-Touched Greatsword Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Moon-Touched Greatsword","description":"Weapon (Greatsword), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Moon-Touched Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moon-Touched Longsword","description":"Moon-Touched Longsword Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Moon-Touched Longsword","description":"Weapon (Longsword), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Moon-Touched Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moon-Touched Rapier","description":"Moon-Touched Rapier Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Moon-Touched Rapier","description":"Weapon (Rapier), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Moon-Touched Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moon-Touched Scimitar","description":"Moon-Touched Scimitar Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Moon-Touched Scimitar","description":"Weapon (Scimitar), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Moon-Touched Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moon-Touched Shortsword","description":"Moon-Touched Shortsword Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Moon-Touched Shortsword","description":"Weapon (Shortsword), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Moon-Touched Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moon-Touched Sword","description":"Moon-Touched Sword Weapon (any sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.","properties":{"Category":"Items","Expansion":6,"Item Type":"Equipment","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Moon-Touched Sword (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonbeam Chainmail","description":"Armor (Chain Mail), Very Rare (Requires Attunement by a Druid) This armor is made of woven moonlight by the bearfolk. It weighs only 5 pounds and always glows with a gentle radiance. Its glow cannot be hidden by tunics or cloaks. While wearing this armor, you gain a +1 bonus to AC, increasing to +2 under moonlight. In addition, you gain an additional use of Wild Shape. You are considered proficient with this armor even if you lack proficiency with medium armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Requires Attunement":"Requires Attunement by a Druid","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonblade","description":"Moonblade Melee weapon (martial, longsword), legendary (requires attunement by an elf or half-elf of neutral good alignment) Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade . In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. Moonblade Properties d100 Property 01-40 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. 41-80 The moonblade gains a randomly determined minor property (see \"Special Features\") 81-82 The moonblade gains the finesse property. 83-84 The moonblade gains the thrown property (range 20/60 feet). 85-86 The moonblade functions as a defender . 87-90 The moonblade scores a critical hit on a roll of 19 or 20. 91-92 When you hit with an attack using the moonblade , the attack an extra 1d6 slashing damage. 93-94 When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade , the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. 95-96 You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon. 97-98 The moonblade functions as a ring of spell storing . 99 You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual , except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. 00 The moonblade functions as a vorpal sword . Sentience. A moonblade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. Personality. Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. If a moonblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by an elf or half-elf of neutral good alignment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Moonblade (Template)","description":"Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade . In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see \"Magic Items\" ). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Moonblade Properties 1d100 Property 01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade , you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86–95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing . 00 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonblade Greatsword","description":"Weapon (Greatsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade . In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see \"Magic Items\" ). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Moonblade Properties 1d100 Property 01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade , you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86–95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing . 00 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Moonblade Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonblade Longsword","description":"Weapon (Longsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade . In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see \"Magic Items\" ). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Moonblade Properties 1d100 Property 01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade , you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86–95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing . 00 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Moonblade Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonblade Rapier","description":"Weapon (Rapier), Legendary (Requires Attunement by a Creature of the Weapon’s Choice) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade . In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see \"Magic Items\" ). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Moonblade Properties 1d100 Property 01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade , you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86–95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing . 00 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Moonblade Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonblade Scimitar","description":"Weapon (Scimitar), Legendary (Requires Attunement by a Creature of the Weapon’s Choice) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade . In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see \"Magic Items\" ). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Moonblade Properties 1d100 Property 01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade , you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86–95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing . 00 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Moonblade Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonblade Shortsword","description":"Weapon (Shortsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade . In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see \"Magic Items\" ). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Moonblade Properties 1d100 Property 01–60 Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade , you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86–95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing . 00 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Moonblade Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Moonbow","description":"Moonbow Ranged weapon (shortbow or longbow), rare (requires attunement) You can use a bonus action to speak this magic bow’s command word, causing moonlight to glow from the length. This moonlight shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the bow is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the bow.","properties":{"Category":"Items"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Moonbow (longbow)","description":"Moonbow (Longbow) Ranged weapon (martial, longbow), rare (requires attunement) You can use a bonus action to speak this magic bow’s command word, causing moonlight to glow from the length. This moonlight shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the bow is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the bow. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Secondary Damage: 2d6 Secondary Damage Type: fire","properties":{"Category":"Items","Expansion":20544,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Moonbow (shortbow)","description":"Moonbow (Shortbow) Ranged weapon (simple, shortbow), rare (requires attunement) You can use a bonus action to speak this magic bow’s command word, causing moonlight to glow from the length. This moonlight shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the bow is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the bow. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Range, Two-Handed Range: 80/320 Secondary Damage: 2d6 Secondary Damage Type: fire","properties":{"Category":"Items","Expansion":20544,"Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mooncatcher's Net","description":"Weapon (Net), Rare (Requires Attunement) Used by the river giants to harvest memory fragments from the dark waters of the Shadow Realm, mooncatcher's nets are woven by the priests of Hecate or by moonshadow catcher goblins. You have a +1 bonus on attack rolls with this magic weapon. It has the normal effects of a net but is very tough. A creature must succeed on a DC 16 Strength check to free itself or another creature from the net. Dealing 15 slashing damage to the net also frees the creature. The net has AC 14 and 25 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed. As well as using the net as a weapon, you can drag the net through dark water (see The Nature of Shadow ) to harvest 1d4 random memory fragments. Roll 1d10 on the table below for each fragment to determine the memory fragment captured. Each memory fragment can be used as component in creating a memory philter (see Memory Philters above) of the type listed in parentheses. You must make a successful DC 15 Dexterity (Sleight of Hand) check to transfer each memory fragment from the net into a suitable container or it is lost. d10 Memory fragment 1 Happy time with a friend ( philter of boundless joy ) 2 Embarrassing failure ( philter of deep despair ) 3 Glorious success ( philter of enchanted fortune ) 4 Favored childhood memory ( philter of innocence ) 5 Act of kindness ( philter of loving kindness ) 6 Romantic partner ( philter of lust ) 7 Deceased loved one ( philter of mercy ) 8 Great victory in battle ( philter of righteous wrath ) 9 A dream ( philter of waking dreams ) 10 Roll twice","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonfield Lens","description":"Wondrous item, very rare (requires attunement) This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: Find Loved One. You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. True Path. For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Moongilded Tarblood (Longbow)","description":"Moongilded Tarblood Trick weapon (longbow, longsword), rare (requires attunement) Tarblood is a creation of the Obitus Scholare, an amalgamation of hundreds of species’ blood that was forcefully injected to create enhanced hunters. The tarblood could not only be used to push past the apex of mortal power, but could also be used to create weapons—echoing the power of its wielder—when fused with moongold. This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. In addition, you gain a +1 bonus to attack and damage rolls made with this weapon. Special Attunement. While you are attuned to this weapon, you know one Blood Shot option of your choice from the Blood Archer Fighter (choose between Bloodboil, Constraining, Shadowblood, or Thunderblood Arrow). You can use this option when you make an attack with this bow. You can use this option twice, and you regain all expended uses daily at dawn. If you are a Blood Archer Fighter, you instead gain 2 additional uses of your Blood Shot feature. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the moongilded tarblood is a longbow. In its transformed state, it’s a longsword. By breaking the string, the tarblood melts and flows around the ivory handle, congealing into a longsword; if the sword handle is forcefully shoved into the blade, the weapon reverts into a longbow. Whenever you transform the weapon, the tarblood becomes unstable; your next hit with this weapon reduces the target’s speed by 10 feet until the start of your next turn as the tar wraps around them, before retreating to the weapon. Untransformed. The bow can fire regular ammunition, or it can fire lead bullets, the tarblood melting them into arrows. Transformed. While this weapon is transformed, if you inflict 25 points of damage with it in a single turn against a creature that has blood, and you have no more than one use of your Blood Shot remaining, you regain one use of your Blood Shot. *Roll20 Note: Add the Moongilded Tarblood (Longsword) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare ","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Moongilded Tarblood (Longsword)","description":"Moongilded Tarblood Trick weapon (longbow, longsword), rare (requires attunement) Tarblood is a creation of the Obitus Scholare, an amalgamation of hundreds of species’ blood that was forcefully injected to create enhanced hunters. The tarblood could not only be used to push past the apex of mortal power, but could also be used to create weapons—echoing the power of its wielder—when fused with moongold. This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. In addition, you gain a +1 bonus to attack and damage rolls made with this weapon. Special Attunement. While you are attuned to this weapon, you know one Blood Shot option of your choice from the Blood Archer Fighter (choose between Bloodboil, Constraining, Shadowblood, or Thunderblood Arrow). You can use this option when you make an attack with this bow. You can use this option twice, and you regain all expended uses daily at dawn. If you are a Blood Archer Fighter, you instead gain 2 additional uses of your Blood Shot feature. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the moongilded tarblood is a longbow. In its transformed state, it’s a longsword. By breaking the string, the tarblood melts and flows around the ivory handle, congealing into a longsword; if the sword handle is forcefully shoved into the blade, the weapon reverts into a longbow. Whenever you transform the weapon, the tarblood becomes unstable; your next hit with this weapon reduces the target’s speed by 10 feet until the start of your next turn as the tar wraps around them, before retreating to the weapon. Untransformed. The bow can fire regular ammunition, or it can fire lead bullets, the tarblood melting them into arrows. Transformed. While this weapon is transformed, if you inflict 25 points of damage with it in a single turn against a creature that has blood, and you have no more than one use of your Blood Shot remaining, you regain one use of your Blood Shot. *Roll20 Note: Add the Moongilded Tarblood (Longbow) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare ","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Moonglass Ring","description":"Moonglass Ring Wondrous Item, Rare (requires attunement by a spellcaster) Crafted in a rare collaboration between a moon elf sage and a group of deep dwarf explorers, this ring has been forged with ancient deep dwarven techniques and imbued with pure moonlight. While wearing this ring, you can use a bonus action and roll 1d4 + 1. You gain a temporary spell slot of that level. This temporary spell slot lasts until it is used, until you finish a long rest, or until the next dawn. The ring can’t be used this way again until the next dawn. Optional Rule: Upgrading Moonglass Ring into Asterite Ring At the gamemaster’s discretion, player characters may find a way to upgrade a Moonglass Ring into an Asterite Ring. The process might require a complex ritual to transmute moonglass into asterite that could be used as a plot hook for future adventures. Gamemaster Tip: Godsteel Ring A legendary ring that allows spellcasters to gain up to 9th level temporary spell slots is rumored to exist. You can find item details and artwork for the Godsteel Ring in Catilus’ Tome of Curious Creations: Madam Catifa’s Caravan of Magic Wonders .","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Moongold Equalizer (Flintlock)","description":"Moongold Equalizer (Flintlock) Trick weapon (flintlock, rifle), rare This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. Trick Weapon. As a bonus action, you can magically melt the moongold before solidifying it, switching between the transformed and untransformed states of this weapon. In its untransformed state, the equalizer is a flintlock. In its transformed state, the weapon is an ornate, two-handed weapon; a rifle. Untransformed. This flintlock has the Barrel 2 (F) property. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this flintlock. Transformed. When you attack with this weapon, you can choose to replace your attack with a particularly violent shot. Make a ranged weapon attack. On a hit, the target takes the weapon’s damage plus an extra 2d8 piercing damage. Hit or miss, this causes the weapon to partially liquefy and turn back into its untransformed state; it can’t be transformed again until the end of your next turn. You can use this attack only if you haven’t moved during this turn, and after you use this attack, your speed is 0 until the end of your turn. *Roll20 Note: Add the Moongold Equalizer (Rifle) to your sheet for full functionality. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Fast reload. You must use an attack, an action, or a bonus action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 100/320), Barrel 2 (F), Blaring","Item Rarity":"rare "},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Moongold Equalizer (Rifle)","description":"Moongold Equalizer (Rifle) Trick weapon (flintlock, rifle), rare This weapon, crafted with moongold, gives you a 1d4 bonus to damage rolls against nonhumanoid creatures. Moongold acts as a guiding light in the darkness; creatures holding or wearing moongold have advantage on saving throws against being frightened and madness. Trick Weapon. As a bonus action, you can magically melt the moongold before solidifying it, switching between the transformed and untransformed states of this weapon. In its untransformed state, the equalizer is a flintlock. In its transformed state, the weapon is an ornate, two-handed weapon; a rifle. Untransformed. This flintlock has the Barrel 2 (F) property. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this flintlock. Transformed. When you attack with this weapon, you can choose to replace your attack with a particularly violent shot. Make a ranged weapon attack. On a hit, the target takes the weapon’s damage plus an extra 2d8 piercing damage. Hit or miss, this causes the weapon to partially liquefy and turn back into its untransformed state; it can’t be transformed again until the end of your next turn. You can use this attack only if you haven’t moved during this turn, and after you use this attack, your speed is 0 until the end of your turn. *Roll20 Note: Add the Moongold Equalizer (Flintlock) to your sheet for full functionality. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12). Steady. A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn’t impose disadvantage on the attack roll. You can use this bonus action only if you haven’t moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed","Item Rarity":"rare "},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Moonlit Ward","description":"This 10-foot tall standing stone is inlaid with silver runes and symbols of Midgard’s moons, and weighs 7,500 pounds. When activated, the moonlit ward creates a 200-foot sphere of area safe from the Shadow Realm’s corruption. This area is considered not to be part of the Shadow Realm for purposes of gaining or recovering from shadow corruption. Activating the ward requires a special ritual that takes 8 hours to complete, performed on the night of a full moon, and it remains active until the next full moon. The ritual is detailed in the runes and carvings on the stone, and can be deciphered with a successful DC 20 Intelligence (Arcana or Religion) check. If three or more moonlit wards are arranged to surround an area and activated, they purge shadow corruption from the area between them.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Moonseeker's Lantern of Safe Returns","description":"Wondrous item, rare (requires attunement) This pyramid-shaped lantern has clear crystal sides and is made of black iron woven with sparkling silver. While holding this lantern, you can use an action to speak its command word. The lantern floats 2 feet away from you at shoulder height, and it sheds bright light in a 30-foot-radius sphere and dim light for an additional 30 feet. You and any of your companions within 30 feet of the lantern while it is shedding light can't be surprised, except when incapacitated by something other than nonmagical sleep. When you are in the Shadow Realm, the lantern also emits a pinpoint of light in the direction of Corremel, City of Lanterns.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonsteel Dagger","description":"Weapon (dagger), rare The blade of this magic weapon seems to shine from within with a pale white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, \"shapechanger\" refers to any creature with the Shapechanger trait.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Moonsteel Dagger","description":"The blade of this magic weapon seems to shine from within with a pale white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Moonsteel Rapier","description":"Weapon (rapier), rare The blade of this magic weapon seems to shine from within with a pale white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, \"shapechanger\" refers to any creature with the Shapechanger trait.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Moonsteel Rapier","description":"The blade of this magic weapon seems to shine from within with a pale white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Moonsteel Weapon","description":"Weapon (rapier or dagger), rare The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Moonsteel Weapon","description":"Weapon (Rapier or Dagger), Rare The blade of this magic weapon seems to shine from within with a pale white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonstone Banded Armor","description":"Armor (Heavy), Rare (Requires Attunement) This armor is made of woven moonlight by the shadow goblins. It weighs half as much as comparable armor and always glows with a gentle radiance. While wearing this armor, you have advantage on saving throws against spells and effects involving radiant, cold, or necrotic damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonstone Dreamer","description":"Ring, very rare Component: dragon eye Three azure tears in the fabric of space hover tremulously over the flawless moonstone set into this ring. A mesmerising spiral pattern swirls within the gem, occasionally coalescing into indistinct scenes of exotic landscapes, or perhaps offering a glimpse into the dreams of its wearer… Planar Portals. As an action while wearing this ring, you can swing your hand down in a clawing motion to open a portal to another plane of existence in an unoccupied space you can see within 5 feet of you. The portal is a 5-foot diameter opening, through which you can see your destination. Its entrance, which can only be interacted with on the side from which it was created, remains open for 1 minute. For the duration, any creature that can fit through the opening can cross the portal, appearing in an unoccupied space closest to the portal on the other side. This portal leads to a random location on your choice of the Dreamscape, the Ethereal Plane, the Plane of Fey, or the Material Plane. Once this property has been used to open a portal, it can’t be used to open a portal to the same plane until the next dawn. Sweet Dreams. As an action, you can use the ring to cast the dream spell (save DC 16), with the following changes. Once this property of the ring has been used, it can’t be used again until the next dawn. Instead of entering or inducing a trance state, you create a portal that looks and functions similarly to the ones described by the Planar Portals property, leading to the dreamscape of the creature targeted by the spell. The portal remains open for the duration of the spell, and any creature can cross it, but only up to 8 creatures can occupy the same dream at once. All creatures in the dream can act as messengers, but a dreaming creature can only be affected by one nightmare. Creatures can leave the dream through the portal at any point. If a creature is still in the dream when the spell ends, it is forcefully ejected, appearing in an unoccupied space next to where the portal stood. Instead of spawning nightmares, a messenger can make itself look familiar and comforting to the target. If it does, the target’s dreams become soothing and more restorative. When the target wakes up, it gains 10 temporary hit points.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Moonstone Dreamer (rare variant)","description":"Ring, very rare Component: dragon eye Three azure tears in the fabric of space hover tremulously over the flawless moonstone set into this ring. A mesmerising spiral pattern swirls within the gem, occasionally coalescing into indistinct scenes of exotic landscapes, or perhaps offering a glimpse into the dreams of its wearer… Planar Portals. As an action while wearing this ring, you can swing your hand down in a clawing motion to open a portal to another plane of existence in an unoccupied space you can see within 5 feet of you. The portal is a 5-foot diameter opening, through which you can see your destination. Its entrance, which can only be interacted with on the side from which it was created, remains open for 1 minute. For the duration, any creature that can fit through the opening can cross the portal, appearing in an unoccupied space closest to the portal on the other side. This portal leads to a random location on your choice of the Dreamscape, the Ethereal Plane, the Plane of Fey, or the Material Plane. Once this property has been used to open a portal, it can’t be used to open a portal to the same plane until the next dawn. Sweet Dreams. As an action, you can use the ring to cast the dream spell (save DC 16), with the following changes. Once this property of the ring has been used, it can’t be used again until the next dawn. Instead of entering or inducing a trance state, you create a portal that looks and functions similarly to the ones described by the Planar Portals property, leading to the dreamscape of the creature targeted by the spell. The portal remains open for the duration of the spell, and any creature can cross it, but only up to 8 creatures can occupy the same dream at once. All creatures in the dream can act as messengers, but a dreaming creature can only be affected by one nightmare. Creatures can leave the dream through the portal at any point. If a creature is still in the dream when the spell ends, it is forcefully ejected, appearing in an unoccupied space next to where the portal stood. Instead of spawning nightmares, a messenger can make itself look familiar and comforting to the target. If it does, the target’s dreams become soothing and more restorative. When the target wakes up, it gains 10 temporary hit points. Rare variant: Reduce the DC to 15. Once the Planar Portals property has been used, it can’t be used again until the next dawn. When you cast the dream spell with the Sweet Dreams property, it doesn't have any changes.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Moonwater","description":"Moonwater Wondrous item, rare A flask of moonwater feels heavier than one of water. Drinking it heals 1 hit point, but the main use of moonwater is in crafting particular magical items.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Moraks Staff","description":"MORAK´S STAFF Staff, rare (requires attunement by a spellcaster) Morak´s Gaze. When a creature within 15ft of you attacks you, they must make a DC 13 Wisdom saving throw or they become frightened by you. Once they succeed in this save, they are immune to this effect for the next 24 hours. Morak´s Rage. While holding the staff, you have resistance to fire damage. Morak´s Fury. As an action, you can cast a wave of magic in a 60ft semi sphere around you. Every creature in the area must make a DC WISDOM 14 save or receive 13 (2d12) necrotic damage. Once you use this feature, you can't use it again until you finish a short or long rest. Morak´s Curse. The staff is cursed and must consume the life of a living creature each day or risk being destroyed. At the start of each day, the creature attuned to this staff can feed its life force to the staff - they suffer a random effect from this list: d6 Curses 1 You suffer 19 (3d12) necrotic damage, or half of your maximum hp in necrotic damage - whichever is highest 2 You suffer 11 (2d10) necrotic damage 3 You suffer 9 (2d8) necrotic damage 4 You suffer 2 (1d4) necrotic damage 5 Nothing occurs 6 Nothing occurs The creature attuned to this staff can press the staff against a willing or unconscious living creature with at least 4 maximum hp and have them suffer the effects instead. If the attuned creature chooses not to feed the staff or if the chosen creature is immune to necrotic damage, the staff is destroyed, disintegrates and turns to dust. ","properties":{"Category":"Items","Item Type":"Weapon (Staff)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Morbid Makeup","description":"Wondrous item, uncommon This makeup kit contains only red, white, and black paint. It functions as a disguise kit which lets you convincingly appear as a Fey, Fiend, or Undead creature. While wearing the makeup, you have advantage on Charisma (Intimidation) checks you make against Humanoids. The kit contains enough makeup for 10 applications. Each application lasts up to 8 hours, and can be washed off as an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mordant Blade","description":"Weapon (any weapon that deals slashing damage), rare (requires attunement) You can use a bonus action to speak this magic weapon’s command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon. Acid Arc. While holding the weapon, you can use an action to swing it in a wide arc, spraying acid in a 15-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Morning Star","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Morning Star Weapon (morningstar), rare (requires attunement) Component: elemental core of fire Within these four, free-floating, ever-moving, gyroscopic rings is contained the source of morning star’s power: a ball of fusion; a miniaturised star. A creature attuned to the weapon can induce tiny solar flares that can blind or burn those in its path. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Dawn. As an action, you can cause morning star to shine a gloriously bright light at all creatures within a 20-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Ultraviolet. After you use the Dawn property, but before it can be used again at the next dawn, you can use an action to cause morning star to shine a focussed beam of ultraviolet light in a 5-foot-wide, 50-foot-long line. Each creature in the area must make a DC 15 Dexterity saving throw, taking 8d6 radiant damage on a failure, or half as much damage on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Morning Star (legendary variant)","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Morning Star Weapon (morningstar), rare (requires attunement) Component: elemental core of fire Within these four, free-floating, ever-moving, gyroscopic rings is contained the source of morning star’s power: a ball of fusion; a miniaturised star. A creature attuned to the weapon can induce tiny solar flares that can blind or burn those in its path. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Dawn. As an action, you can cause morning star to shine a gloriously bright light at all creatures within a 20-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Ultraviolet. After you use the Dawn property, but before it can be used again at the next dawn, you can use an action to cause morning star to shine a focussed beam of ultraviolet light in a 5-foot-wide, 50-foot-long line. Each creature in the area must make a DC 15 Dexterity saving throw, taking 8d6 radiant damage on a failure, or half as much damage on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the attack and damage bonus. Reduce the DCs to 13, the area of the Dawn property to a 15-foot cone, the area of the Ultraviolet property to a 5-foot-wide, 30-foot-long line, and the damage to 4d6. Very rare variant: Increase the DCs to 16, the area of the Dawn property to a 30-foot cone, the area of the Ultraviolet property to a 5-foot-wide, 60-foot-long line, and the damage to 12d6. While holding this item, you can cast the light cantrip at will. Legendary variant: Increase the attack and damage bonus to +2, the DCs to 17, the area of the Dawn property to a 40-foot cone, the area of the Ultraviolet property to a 5-foot-wide, 100-foot-long line, and the damage to 12d6. While holding this item, you can cast the light cantrip at will and the daylight spell. Once this weapon has been used to cast daylight, it can’t be used to cast it again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Morning Star (uncommon variant)","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Morning Star Weapon (morningstar), rare (requires attunement) Component: elemental core of fire Within these four, free-floating, ever-moving, gyroscopic rings is contained the source of morning star’s power: a ball of fusion; a miniaturised star. A creature attuned to the weapon can induce tiny solar flares that can blind or burn those in its path. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Dawn. As an action, you can cause morning star to shine a gloriously bright light at all creatures within a 20-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Ultraviolet. After you use the Dawn property, but before it can be used again at the next dawn, you can use an action to cause morning star to shine a focussed beam of ultraviolet light in a 5-foot-wide, 50-foot-long line. Each creature in the area must make a DC 15 Dexterity saving throw, taking 8d6 radiant damage on a failure, or half as much damage on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the attack and damage bonus. Reduce the DCs to 13, the area of the Dawn property to a 15-foot cone, the area of the Ultraviolet property to a 5-foot-wide, 30-foot-long line, and the damage to 4d6.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Morning Star (very rare variant)","description":"Eclipse, the Moon and Stars Item Set. When the magics of morning star and evening moon become intertwined through attunement to a single wielder, their innate dunamantic magics coalesce to create a miniature solar system. While you are attuned to both morning star and evening moon, you gain the following benefits: The attack and damage bonus of each weapon increases by 1, to a maximum of +3. You can use the Orbit and Eclipse properties, described below. Orbit. While holding both evening moon and morning star, you can use a bonus action to cause evening moon to begin orbiting you. As part of this bonus action, and as a bonus action on subsequent turns for as long as it remains in orbit, you can make one attack with evening moon against any creature within 15 feet of you. Evening moon orbits you at a distance of two feet, and while in orbit, you can’t use it to attack except with this property. You can catch evening moon (no action required) at any point. A creature within 5 feet of you can use its action to make a DC 21 Dexterity (Acrobatics) check, catching evening moon on a success or taking 1d6 slashing damage on a failure. Eclipse. As a bonus action while evening moon is orbiting you, you can cause it to hover in front of you instead, casting you in a dark obscuring light and granting you the benefits of the blur spell for 1 minute, or until you catch it or make an attack with it. Once this property of the set has been used, it can’t be used again until the next dawn. Morning Star Weapon (morningstar), rare (requires attunement) Component: elemental core of fire Within these four, free-floating, ever-moving, gyroscopic rings is contained the source of morning star’s power: a ball of fusion; a miniaturised star. A creature attuned to the weapon can induce tiny solar flares that can blind or burn those in its path. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Dawn. As an action, you can cause morning star to shine a gloriously bright light at all creatures within a 20-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Ultraviolet. After you use the Dawn property, but before it can be used again at the next dawn, you can use an action to cause morning star to shine a focussed beam of ultraviolet light in a 5-foot-wide, 50-foot-long line. Each creature in the area must make a DC 15 Dexterity saving throw, taking 8d6 radiant damage on a failure, or half as much damage on a success. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the attack and damage bonus. Reduce the DCs to 13, the area of the Dawn property to a 15-foot cone, the area of the Ultraviolet property to a 5-foot-wide, 30-foot-long line, and the damage to 4d6. Very rare variant: Increase the DCs to 16, the area of the Dawn property to a 30-foot cone, the area of the Ultraviolet property to a 5-foot-wide, 60-foot-long line, and the damage to 12d6. While holding this item, you can cast the light cantrip at will.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Morningstar","description":"Morningstar Melee weapon (martial, morningstar) Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Subtype":"Martial, Morningstar","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Morningstar","description":"Morningstar Melee weapon (martial, morningstar) Damage: 1d8 Damage Type: piercing Weight: 4","properties":{"Category":"Items","Expansion":17254,"Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Morningstar","description":"Morningstar Melee weapon (martial, morningstar) Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Morningstar","description":"Martial Melee Weapon Damage: 1d8 Piercing Properties: — Mastery: Sap Weight: 4 lb. Cost: 15 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"None","Name":"Morningstar"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Morningstar","description":"Morningstar Melee weapon (martial, morningstar) Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Morningstar +1","description":"Morningstar +1 Melee weapon (martial, morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage: 1d8+1 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Morningstar +1","description":"Morningstar +1 Melee weapon (martial, morningstar) , uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Damage: 1d8+1 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Morningstar +1","description":"Morningstar +1 Melee weapon ( martial, morningstar ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage: 1d8+1 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Morningstar +1","description":"Morningstar +1 Melee weapon (martial, morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Damage: 1d8 Damage Type: piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Morningstar +1","description":"Weapon (Morningstar), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Morningstar +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Morningstar +1","description":"Weapon (Morningstar), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Morningstar +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Morningstar +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"415 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Morningstar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Morningstar +1 Attack\",\"parent\":\"Morningstar +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Morningstar +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Morningstar +1 Damage\",\"parent\":\"Morningstar +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Sap","Name":"Morningstar +1","Weight":4,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Morningstar +2","description":"Morningstar +2 Melee weapon ( martial, morningstar ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Damage: 1d8+2 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Morningstar +2","description":"Morningstar +2 Melee weapon (martial, morningstar) , rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Damage: 1d8+2 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Morningstar +2","description":"Weapon (Morningstar), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Morningstar +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Morningstar +2","description":"Weapon (Morningstar), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Morningstar +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Morningstar +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Morningstar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Morningstar +2 Attack\",\"parent\":\"Morningstar +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Morningstar +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Morningstar +2 Damage\",\"parent\":\"Morningstar +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Morningstar +2","Weight":4,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Morningstar +3","description":"Morningstar +3 Melee weapon (martial, morningstar) , very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Damage: 1d8+3 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Morningstar +3","description":"Morningstar +3 Melee weapon ( martial, morningstar ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Damage: 1d8+3 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Morningstar +3","description":"Weapon (Morningstar), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Morningstar +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Morningstar +3","description":"Weapon (Morningstar), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Morningstar +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Morningstar +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Morningstar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Morningstar +3 Attack\",\"parent\":\"Morningstar +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Morningstar +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Morningstar +3 Damage\",\"parent\":\"Morningstar +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Morningstar +3","Weight":4,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Morningstar for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Morningstar of Agonizing Paralysis","description":"Weapon (morningstar), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Morningstar of Bloodletting","description":"Morningstar of Bloodletting Melee weapon (martial, morningstar), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Morningstar of Certain Death","description":"Morningstar of Certain Death Weapon (morningstar), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Morningstar of Defense","description":"Morningstar of Defense Melee weapon (martial, morningstar), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d8 Damage Type: Piercing Properties: Defensive Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Morningstar of Inverted Probability","description":"Morningstar of Inverted Probability Melee weapon (martial, morningstar), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Morningstar of Orcus","description":"Weapon (Morningstar), Very Rare (Requires Attunement) This grotesque morningstar is crafted from adamantine and imbued with profane energy. You have a +1 bonus to attack and damage rolls made with this magic weapon. Moreover, your weapon attacks made with the morningstar score a critical hit on a roll of 18, 19, or 20. Death’s Magic. The morningstar has 3 charges for the following properties and regains all expended charges daily at dawn: Absorb Life (1 Charge). When you hit a creature with the morningstar, you deal an additional 2d8 Necrotic damage to the creature and you gain temporary hit points equal to the Necrotic damage the creature takes. Create Undead (1–3 Charges). As an action, you conjure forth one of the following Undead creatures in an unoccupied space within 30 feet of you: a zombie (1 charge), skeleton (1 charge), shadow (2 charges), or ghoul (3 charges). The creature is under your control, and acts on your initiative in combat but takes its turn after you. It remains for 1 hour, until reduced to 0 hit points, or until you use this property again.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Morningstar)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Morningstar of Throne's Command","description":"Morningstar of Throne's Command Melee Weapon (martial, morningstar), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Damage: 1d8+1 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Morningstar of Warning","description":"Weapon (Morningstar), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Morningstar of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Morphing Weapon","description":"Weapon (Any), Uncommon While holding this magic weapon, you can use a bonus action to have it magically change its shape to that of another simple or martial weapon of your choice.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Morregi Divination Board","description":"Wondrous item, rare This circular wooden disc has a raised rim carved with geometric patterns and the face of the three-eyed titan Amhara. A small cloth bag containing sixteen dried palm nuts accompanies it. You can use the divination board to ask Amhara a single question concerning a specific event or activity scheduled to occur within the next 7 days. While seated on the ground, you use your action to toss the palm nuts onto the board and ask your question. As you study the pattern formed by the palm nuts, you hear the truthful answer to your question in your mind, supplied by the GM in the form of a short phrase or cryptic rhyme. The divination board doesn’t account for any possible circumstances that might change the outcome, such as the casting of spells or the loss or gain of a companion. Once you have consulted the board, it cannot be used in this way again for 7 days.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Mother's Petrified Finger","description":"Mother's Petrified Finger Bone (Consumable), Unique (Only 2) A creature may crush the finger bone and name a target it can see. The target cannot use legendary actions until the start of the crushing creature’s next turn.","properties":{"Category":"Items","Item Type":"Potion (bone)","Item Rarity":"unique (only 2)"},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Motion Sensor","description":"Motion Sensor Miscellaneous gear This device is linked to a display screen which presents the device’s data. The device can sense motion through walls and solid surfaces, indicating the location of any moving object within 50 feet. Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Motorboat","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Mountain Cleaver","description":"","properties":{"Category":"Items","Item Type":"Weapon (mountain cleaver)","Properties":"Heavy, Massive, Superheavy, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mountain Hewer","description":"Weapon (greataxe), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mountain Plate","description":"","properties":{"Category":"Items","Item Type":"Armor (mountain plate)","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mountaineer's Crossbow","description":"Weapon (any crossbow), uncommon This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can’t be used in this way again until 24 hours have passed.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mounted","description":"Journeyman weapon property Components: Masterwork martial or exotic ranged weapon with the Heavy property This weapon gains the Mounted property and its damage die increases by two steps. Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can’t be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mourning Jewelry","description":"Mourning Jewelry Ring, very rare (requires attunement) This ring has 1 charge for each of the following spells: antipathy/sympathy , commune , etherealness , and spirit guardians . Expended charges cannot be regained, and once each spell has been cast the ring disintegrates.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Mouse of Cowardice","description":"Wondrous item, rare This wind-up clockwork mouse terrifies even the largest beasts. When you speak its command word and set it rolling toward a Large or larger creature within 15 feet of you as an action, you cast the spell phantasmal killer (save DC 15) using the mouse. The mouse can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Moustache","description":"Whether you need to quickly change your appearance, or sneak a weapon into a party, nothing beats a moustache. Legend The gnomish spy Wemmar Phimmestdoodle was famed for his quick-change disguises and daring do. An expert archer, his most prized possession was Moustache ; part shortbow, part sweet handlebar facial affectation. Location Wemmar supposedly died during a mission to save the gnomish kingdom and was lain to rest with his trademark moustache on his lip. His crypt is located in the capital, in a well-manicured park popular with tourists and picnickers. Encounter Ideas Six Feet Undercover. In truth, the spy is using his death as a cover while searching out a mole in the government. With no one to trust and nowhere to turn, he needs allies. Dead, Yet Alive! Wemmar died, but has risen as a ghoul, complete with handlebar moustache. Catch That Stache! Wemmar’s intelligence allies buried him with a fake moustache since his weapon was looted at his death. Unwilling to let the dastardly mole get away with murder, they are looking for specialists to hunt them down. Progression Moustache progresses each time the creature who is attuned to it completes an audacious plan, heist, or scheme (what satisfies this definition is at the GM’s discretion). Statistics Weapon (Shortbow), Rarity Varies (Requires Attunement) Common . As a bonus action, you place the bow against your upper lip, shrinking it to the size and form of a handlebar moustache, which magically attaches to your face. While in moustache form, it can’t be used as a weapon. It can be removed and returned to shortbow form as a bonus action. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with a disguise kit while attuned to this weapon. If you already have proficiency, your proficiency bonus is doubled for any check that uses a disguise kit. Rare . Forceful Follicles. As an action, you can utter the command word while pretending to fire an arrow at a creature. The target’s facial hair grows excessively long and wraps around its body. If the target has no facial hair, it sprouts some for the duration. Any hair cut or burned away regrows instantly. The target must succeed on a DC 15 Strength saving throw or be restrained by the hair for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The excess hair falls away when the effect ends or when the target succeeds on a saving throw. You can use this property three times, and regain all expended uses when you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2 and the save DC for Forceful Follicles increases to 16. Play Dead. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and appear dead to any onlookers until the start of your next turn. A creature succeeding on a DC 20 Wisdom (Medicine) check determines you are not actually dead. While in this state, you are fully aware of your surroundings and can see through your closed eyelids. If you move or speak, the deception is instantly revealed. Once this property has been used, it can’t be used again until you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3 and the save DC for Forceful Follicles increases to 17. In addition, you can cast polymorph on yourself (no concentration required). Once the spell is cast, it can’t be cast this way again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Moustache (Common)","description":"Moustache Weapon (Shortbow), Common (Requires Attunement) As a bonus action, you place the bow against your upper lip, shrinking it to the size and form of a handlebar moustache, which magically attaches to your face. While in moustache form, it can’t be used as a weapon. It can be removed and returned to shortbow form as a bonus action. Progression Moustache progresses each time the creature who is attuned to it completes an audacious plan, heist, or scheme (what satisfies this definition is at the GM’s discretion).","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Moustache (Legendary)","description":"Moustache Weapon (Shortbow), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with a disguise kit while attuned to this weapon. If you already have proficiency, your proficiency bonus is doubled for any check that uses a disguise kit. In addition, you can cast polymorph on yourself (no concentration required). Once the spell is cast, it can’t be cast this way again until you finish a long rest. As a bonus action, you place the bow against your upper lip, shrinking it to the size and form of a handlebar moustache, which magically attaches to your face. While in moustache form, it can’t be used as a weapon. It can be removed and returned to shortbow form as a bonus action. Forceful Follicles. As an action, you can utter the command word while pretending to fire an arrow at a creature. The target’s facial hair grows excessively long and wraps around its body. If the target has no facial hair, it sprouts some for the duration. Any hair cut or burned away regrows instantly. The target must succeed on a DC 17 Strength saving throw or be restrained by the hair for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The excess hair falls away when the effect ends or when the target succeeds on a saving throw. You can use this property three times, and regain all expended uses when you finish a long rest. Play Dead. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and appear dead to any onlookers until the start of your next turn. A creature succeeding on a DC 20 Wisdom (Medicine) check determines you are not actually dead. While in this state, you are fully aware of your surroundings and can see through your closed eyelids. If you move or speak, the deception is instantly revealed. Once this property has been used, it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Moustache (Rare)","description":"Moustache Weapon (Shortbow), Rarity Varies (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with a disguise kit while attuned to this weapon. If you already have proficiency, your proficiency bonus is doubled for any check that uses a disguise kit. As a bonus action, you place the bow against your upper lip, shrinking it to the size and form of a handlebar moustache, which magically attaches to your face. While in moustache form, it can’t be used as a weapon. It can be removed and returned to shortbow form as a bonus action. Forceful Follicles. As an action, you can utter the command word while pretending to fire an arrow at a creature. The target’s facial hair grows excessively long and wraps around its body. If the target has no facial hair, it sprouts some for the duration. Any hair cut or burned away regrows instantly. The target must succeed on a DC 15 Strength saving throw or be restrained by the hair for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The excess hair falls away when the effect ends or when the target succeeds on a saving throw. You can use this property three times, and regain all expended uses when you finish a long rest. Progression Moustache progresses each time the creature who is attuned to it completes an audacious plan, heist, or scheme (what satisfies this definition is at the GM’s discretion).","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Moustache (Uncommon)","description":"Moustache Weapon (Shortbow), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with a disguise kit while attuned to this weapon. If you already have proficiency, your proficiency bonus is doubled for any check that uses a disguise kit. As a bonus action, you place the bow against your upper lip, shrinking it to the size and form of a handlebar moustache, which magically attaches to your face. While in moustache form, it can’t be used as a weapon. It can be removed and returned to shortbow form as a bonus action. Progression Moustache progresses each time the creature who is attuned to it completes an audacious plan, heist, or scheme (what satisfies this definition is at the GM’s discretion).","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Moustache (Very Rare)","description":"Moustache Weapon (Shortbow), Rarity Varies (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with a disguise kit while attuned to this weapon. If you already have proficiency, your proficiency bonus is doubled for any check that uses a disguise kit. As a bonus action, you place the bow against your upper lip, shrinking it to the size and form of a handlebar moustache, which magically attaches to your face. While in moustache form, it can’t be used as a weapon. It can be removed and returned to shortbow form as a bonus action. Forceful Follicles. As an action, you can utter the command word while pretending to fire an arrow at a creature. The target’s facial hair grows excessively long and wraps around its body. If the target has no facial hair, it sprouts some for the duration. Any hair cut or burned away regrows instantly. The target must succeed on a DC 16 Strength saving throw or be restrained by the hair for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The excess hair falls away when the effect ends or when the target succeeds on a saving throw. You can use this property three times, and regain all expended uses when you finish a long rest. Play Dead. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and appear dead to any onlookers until the start of your next turn. A creature succeeding on a DC 20 Wisdom (Medicine) check determines you are not actually dead. While in this state, you are fully aware of your surroundings and can see through your closed eyelids. If you move or speak, the deception is instantly revealed. Once this property has been used, it can’t be used again until you finish a long rest. Progression Moustache progresses each time the creature who is attuned to it completes an audacious plan, heist, or scheme (what satisfies this definition is at the GM’s discretion).","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Mudslick Tower","description":"Mudslick Tower Wondrous Item, Very Rare You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud. Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening . Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Muffle of Speech","description":"Muffle of Speech Wondrous item, very rare This mask covers the lower half of a creature’s face and muffles all sounds. While wearing the mask, you are unable to vocally speak. The mask can’t be removed unless you are attuned to it or dead. Transcend Speech (Requires Attunement). While you are attuned to and wearing this mask, you can ignore the verbal components of spells you cast, and you gain the ability to speak telepathically to creatures within 60 feet of you. You don’t have to share a language with a creature for it to understand your telepathic speech, though it can’t telepathically respond unless it has its own telepathy trait.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Muffled Armor","description":"Armor (padded, scale mail, half plate, or any heavy), common This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don’t have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Mug of Merry Drinking","description":"Wondrous item, common While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can’t freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Multi-Rocket Launcher","description":"","properties":{"Category":"Items","Item Type":"Weapon (multi-rocket launcher)","Properties":"Ammunition (30/90), Explosive, Heavy, Loading, Scatter (2d10), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mummy Eye","description":"Mummy Eye Spell catalyst, very rare When you cast the cause fear XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, a creature that fails the initial saving throw by 5 or more also becomes paralyzed for the spell’s duration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Mummy Hand","description":"Mummy Hand Spell catalyst, very rare When you cast the vampiric touch spell, you can choose to allow the spell to consume this spell catalyst. When you do, for the spell’s duration, a creature you hit with the spell’s melee attack must succeed on a Constitution saving throw against your spell save DC or become cursed with mummy rot until it dies or the curse is removed with the remove curse spell or similar magic. A target cursed with mummy rot can’t regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Munitions Compact","description":"Munitions Compact Utility, uncommon This cylindrical case is 18 inches long and 6 inches wide. It can be attached to a belt or worn over the shoulder. Each of the case’s three compartments connects to an extradimensional space that allows the case to hold numerous items while never weighing more than 2 pounds. The first compartment can hold up to sixty ammunition clips. The second compartment holds up to forty arrows, bolts, throwing blades, or similar objects. The third compartment can hold up to twenty grenades, explosive charges, power packs, or similar objects. You can draw any item the case contains as if doing so from a regular holster, quiver, or scabbard.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Murgaxor's Orb","description":"Murgaxor's Orb Wondrous item, legendary (requires attunement) Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor’s spirit has infused the orb, which he uses to spread a terrible curse among Strixhaven’s students. Sentience. Murgaxor’s orb is a sentient, chaotic evil magic item with the following properties: The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet. The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it. At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn’t a power of the orb that you control. Curse. Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor’s hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed: Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake. Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is incapacitated. After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar magic. All cases of the curse end if Murgaxor’s orb is destroyed. Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way detect magic offers no further details about. Destroying the Orb. Murgaxor’s orb has AC 18; 20 hit points; immunity to necrotic, poison, and psychic damage; and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Muroosa Balm","description":"Muroosa Balm Adventuring gear This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. Cost: 1 gp per dose for sunburn, 100 gp for a full application against fire.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Muscle Optimization Alpha","description":"Muscle Optimization Augment (body), varies (requires affinity) Biosynth fiber coils are woven into your muscle tissue, enhancing your raw physical power. With this augment, your Strength score changes to a score determined by the augment’s grade, as defined on the following table. The augment has no effect if your Strength without it is equal to or greater than the augment’s score. Grade Strength Rarity Alpha 19 Uncommon Beta 21 Rare Gamma 23 Very Rare Delta 25 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Muscle Optimization Beta","description":"Muscle Optimization Augment (body), varies (requires affinity) Biosynth fiber coils are woven into your muscle tissue, enhancing your raw physical power. With this augment, your Strength score changes to a score determined by the augment’s grade, as defined on the following table. The augment has no effect if your Strength without it is equal to or greater than the augment’s score. Grade Strength Rarity Alpha 19 Uncommon Beta 21 Rare Gamma 23 Very Rare Delta 25 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Muscle Optimization Delta","description":"Muscle Optimization Augment (body), varies (requires affinity) Biosynth fiber coils are woven into your muscle tissue, enhancing your raw physical power. With this augment, your Strength score changes to a score determined by the augment’s grade, as defined on the following table. The augment has no effect if your Strength without it is equal to or greater than the augment’s score. Grade Strength Rarity Alpha 19 Uncommon Beta 21 Rare Gamma 23 Very Rare Delta 25 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Muscle Optimization Gamma","description":"Muscle Optimization Augment (body), varies (requires affinity) Biosynth fiber coils are woven into your muscle tissue, enhancing your raw physical power. With this augment, your Strength score changes to a score determined by the augment’s grade, as defined on the following table. The augment has no effect if your Strength without it is equal to or greater than the augment’s score. Grade Strength Rarity Alpha 19 Uncommon Beta 21 Rare Gamma 23 Very Rare Delta 25 Epic","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Musket","description":"Musket Ranged weapon (martial, firearm) Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Loading . Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 40/120 Weight: 10","properties":{"Category":"Items","Expansion":7583,"Properties":"Ammunition, Loading, Two-Handed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Musket","description":"This long-barreled firearm comes in different styles. Its wooden handle often features engravings and other decorative embellishments that have significance to the owner or the original craftsperson.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Weapon","Properties":"Ammunition, gunpowder, loading, two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Musket","description":"Magitech Firearms Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range. Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp. Types. There are several types of magitech firearm currently found in the world. Blunderbuss. A high-powered, short range firearm that deals 3d4 piercing damage on a hit. It has the Ammunition (range 20/60), Loud (1000), Reload (1), and Two-handed properties. Musket. An inaccurate rifle that deals 1d10 piercing damage on a hit. It has the Ammunition (range 80/240), Loud (1000), Reload (1), and Two-handed properties. Pistol. A small, personal, double-barreled firearm that deals 1d8 piercing damage on a hit. It has the Ammunition (range 40/120), Loud (500), Reload (2) properties. Revolver. A small, personal firearm with a rotating barrel and accuracy-enhancing rifling that deals 1d10 piercing damage on a hit. It has the Ammunition (range 60/240), Loud (500), Reload (6) properties. Rifle. The longest range of all the firearms, typically equipped with a multi-bullet magazine, it deals 1d12 piercing damage on a hit. It has the Ammunition (range 120/480), Loud (500), Reload (6), and Two-handed properties.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Musket","description":"","properties":{"Category":"Items","Item Type":"Weapon (musket)","Properties":"Ammunition (80/320), Dry, Loading, Misfire, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Musket","description":"Martial Ranged Weapons Damage: 1d12 Piercing Properties: Ammunition ( Range 40/120; Bullet ), Loading , Two-Handed Mastery: Slow Weight: 10 lb. Cost: 500 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"None","Name":"Musket"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Musket +1","description":"Weapon (Musket), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Musket +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Musket +1","description":"Weapon (Musket), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Musket +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Musket +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"900 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Musket\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Musket +1 Attack\",\"parent\":\"Musket +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Musket +1\\\",\\\"range\\\":\\\"40/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Musket +1 Damage\",\"parent\":\"Musket +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Musket +1","Weight":10,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"40/120","Damage":"1d12","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Musket +2","description":"Weapon (Musket), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Musket +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Musket +2","description":"Weapon (Musket), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Musket +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Musket +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4500 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Musket\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Musket +2 Attack\",\"parent\":\"Musket +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Musket +2\\\",\\\"range\\\":\\\"40/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Musket +2 Damage\",\"parent\":\"Musket +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Musket +2","Weight":10,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"40/120","Damage":"1d12","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Musket +3","description":"Weapon (Musket), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Musket +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Musket +3","description":"Weapon (Musket), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Musket +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Musket +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40500 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Musket\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Musket +3 Attack\",\"parent\":\"Musket +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Musket +3\\\",\\\"range\\\":\\\"40/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Musket +3 Damage\",\"parent\":\"Musket +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Musket +3","Weight":10,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"40/120","Damage":"1d12","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Musket balls (10)","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Musket for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (80/320), Dry, Loading, Misfire, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Musket of Warning","description":"Weapon (Musket), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Musket of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mutineer's Blade","description":"Weapon (scimitar), rare (requires attunement) This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar’s command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target’s next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Muzzle of Training","description":"Muzzle of Training Wondrous item, uncommon This leather muzzle can be placed on any beast that has a snout, with the muzzle magically growing or shrinking to fit correctly. While a beast is wearing the muzzle, any Animal Handling checks made against it have advantage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Mycelial Cloak","description":"Wondrous item, rare (requires attunement) This hearty-scented cape is knitted from microscopic threads of autumn-hued mycelia. With alarming rapidity, the hyphae can drain a corpse, leaving it an emaciated husk and restoring its wearer to robust, good health. Detritivore. As a bonus action, you can target one Small or larger corpse, or one Small or larger creature with 0 hit points you can see within 15 feet of you, causing your mycelia to burrow over to it and rapidly drain it of nutrients. If the target is alive, it must succeed on a DC 15 Constitution saving throw or fail a death saving throw. Undead have disadvantage on this saving throw. On a failure, or if the target is a corpse, you regain 6d6 hit points . After you activate this feature, you can’t do so again until you finish a short or long rest. Mycelial Deconstruction. As an action, you can wrap the cloak around yourself, causing your body, and all the items you are wearing or holding, to dissolve into thousands of mycelial threads. You gain a burrowing speed equal to your walking speed, you can burrow through nonmagical unworked earth and stone, and you don’t disturb the material you move through. While in this form, you can pass through any microscopic gap large enough for a fungal hypha; have resistance to bludgeoning, piercing, and slashing damage; and can’t talk, manipulate objects, cast spells, or attack. You can reform in an unoccupied space as an action. After you activate this feature, you can’t do so again until you finish a short or long rest.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mycelosuit","description":"Wondrous item, rare (requires attunement) Funglet spellcasters have mastered the art of crafting fungal skins into protective outfits known as mycelosuits. When activated as a bonus action, a mycelosuit covers the wearer (and their equipment) from head to toe, but allows them to breathe and eat normally. While encased in a mycelosuit, the wearer has disadvantage to all hearing- and scent-based Wisdom (Perception) checks. The skin is connected to the user in a primal fashion and recedes appropriately when access to equipment or parts of the body is needed; held items or those specifically excluded are not covered by a mycelosuit. Only one mycelosuit can be worn at a time. The type of mushroom used to create the mycelosuit indicates what powers it grants. Mycelosuit Types Suit Made from... Grants... Fountain of the Gods benefits of a short rest, 1/week Funneling Fungi blindsight 30 ft. Glistening Saucer immune to disease Meaty Mushroom +5-foot reach Moon Child fly speed of 60 feet Necroshroom immune to necrotic damage Peaceful Giant ignore hindering terrain Poison Pod immune to diseases and being poisoned Poisonpuff Caps immune to poison damage Shield Mushroom +2 AC Tiger Blood Cap nondetection Twilight Cap darkvision 60 ft., stonecunning","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Myrnaxe","description":"Myrnaxe melee martial weapon (axe, spear) As mercenaries in a land of monsters, the Znir gnolls prepare to face a wide range of exotic opponents. With this in mind, the Eyre clan produces a weapon they call the myrnaxe , named for the smith who created it. A myrnaxe has a sturdy wooden haft with a curved axeblade on one end and a long spearhead on the other. Functionally, a myrnaxe is a battleaxe, but it can be used to inflict either slashing damage (with the axe blade) or piercing damage (with the spear). It’s common for each head to be made of a different metal, so the spearhead might be silver while the axe blade is made of byeshk—thus maximizing its versatility against multiple foes. The Znir consider the myrnaxe a signature weapon of their pact and don’t sell them to outsiders. The only way to acquire a myrnaxe is to be given one or to take it from a fallen foe.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Mystery Key","description":"Mystery Key Adventuring gear A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mystery Key","description":"Mystery Key Wondrous item, common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Mystery Key","description":"Wondrous Item, Common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Mystery Key"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Mystmite","description":"Wondrous Item, Rare (Requires Attunement) This tiny mite glimmers with a deep amber hue. Symbiotic Attunement To attune to this symbiont, you must press it against an open wound and allow the mystmite to latch onto it. While attuned to it, you are affected in the following ways. Magic Repellent. You can't be considered a willing target of a spell or magical effect, even if it is beneficial. If you are the target of a beneficial spell or magical effect that has no save, roll a d20. On a roll of 10 or less, it has no effect on you. Magic Resistance. You have Advantage on saves against spells and other magical effects. Mindguard. When you fail a Wisdom, Intelligence, or Charisma save against a spell or other magical effect, you can choose to succeed instead. If you do, you take 1d10 Necrotic damage that can't be reduced and this property can't be used again until the next day at dawn. To end your attunement to the mite, a creature must spend 1 minute and make a DC 20 Dexterity (Medicine) check to remove it. On a success, the mite is safely removed, ending your attunement to it. On a failure, the mite is destroyed and you remain affected by Magic Repellent for 1d4 days.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Mythcarver","description":"Mythcarver Melee weapon (martial, longsword), legendary (requires attunement by a bard) This incredible silvered blade once belonged to the legendary White Duke, a founding member of the Golden Grin, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard Scanlan Shorthalt. Though the name of the champion who wielded Mythcarver has been lost, legend says that the songs she sung in her beautiful contralto made her friends rejoice and her enemies weep with fear. Mythcarver was forged in the flying city of Zemniaz by a master arcanist and blacksmith along with the wielder herself, who wove song and spell into the blade with each fold of the metal. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword’s enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon. Additionally, when you target an ally with your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn. Awakened When Mythcarver reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d6 force damage. When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has disadvantage on their next saving throw. Exalted When Mythcarver reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. As an action, you let the spirit of the sword overtake your body and guide your strikes. You make 4 melee attacks with the sword, then gain 1 level of exhaustion. Once this property is used, it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Mythcarver, Awakened","description":"Mythcarver, Awakened Melee weapon (martial, longsword), legendary (requires attunement by a bard) This incredible silvered blade once belonged to the legendary White Duke, a founding member of the Golden Grin, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard Scanlan Shorthalt. Though the name of the champion who wielded Mythcarver has been lost, legend says that the songs she sung in her beautiful contralto made her friends rejoice and her enemies weep with fear. Mythcarver was forged in the flying city of Zemniaz by a master arcanist and blacksmith along with the wielder herself, who wove song and spell into the blade with each fold of the metal. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword’s enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon. Additionally, when you target an ally with your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn. Awakened When Mythcarver reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d6 force damage. When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has disadvantage on their next saving throw. Damage: 1d8+2 (1d10+2) Damage Type: Slashing Secondary Damage: 1d6 Secondary Damage Type: Force Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Mythcarver, Dormant","description":"Mythcarver, Dormant Melee weapon (martial, longsword), legendary (requires attunement by a bard) This incredible silvered blade once belonged to the legendary White Duke, a founding member of the Golden Grin, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard Scanlan Shorthalt. Though the name of the champion who wielded Mythcarver has been lost, legend says that the songs she sung in her beautiful contralto made her friends rejoice and her enemies weep with fear. Mythcarver was forged in the flying city of Zemniaz by a master arcanist and blacksmith along with the wielder herself, who wove song and spell into the blade with each fold of the metal. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword’s enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon. Additionally, when you target an ally with your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Mythcarver, Exalted","description":"Mythcarver, Exalted Melee weapon (martial, longsword), legendary (requires attunement by a bard) This incredible silvered blade once belonged to the legendary White Duke, a founding member of the Golden Grin, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard Scanlan Shorthalt. Though the name of the champion who wielded Mythcarver has been lost, legend says that the songs she sung in her beautiful contralto made her friends rejoice and her enemies weep with fear. Mythcarver was forged in the flying city of Zemniaz by a master arcanist and blacksmith along with the wielder herself, who wove song and spell into the blade with each fold of the metal. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword’s enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon. Additionally, when you target an ally with your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn. Awakened When Mythcarver reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d6 force damage. When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has disadvantage on their next saving throw. Exalted When Mythcarver reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. As an action, you let the spirit of the sword overtake your body and guide your strikes. You make 4 melee attacks with the sword, then gain 1 level of exhaustion. Once this property is used, it can’t be used again until you finish a long rest. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Secondary Damage: 1d6 Secondary Damage Type: Force Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Mythward Ring","description":"Ring, Very Rare (Requires Attunement by a Spellcaster) This magic ring is crafted from brass, inscribed with arcane glyphs, and inset with a fragment of a mythward . While you're wearing it, the ring grants the following benefits: You gain a +1 bonus to your spell save DC. When you cast a spell that deals acid, cold, fire, force, lightning, or thunder damage, you can change that damage type to another random type of damage, determined by rolling a d6 (1: acid; 2: cold; 3: fire; 4: force; 5: lightning; 6: thunder). Awakened. When the ring reaches an Awakened state, it grants the following benefits while you're wearing it: The bonus to your spell save DC increases to +2. When you cast a spell with a casting time of one action or bonus action, you can use a spell slot to simultaneously cast another spell you know or have prepared that has the same casting time. The spells must have the same targets or affect the same area (if either spell has a range and/or area of effect, both spells use the shortest range and smallest area of effect of the two). The spells otherwise take effect as normal. If the spells require concentration, you can concentrate on both spells simultaneously, as if they were a single spell. Once used, this property can't be used again until the next dawn. Mythward Relics This set of items was crafted to infuse a spellcaster's castings with raw magic. If a character is attuned to both ring and scepter , both become Awakened and gain various improvements.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Ring","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Mythward Scepter","description":"Rod, Very Rare (Requires Attunement by a Spellcaster) This magical scepter is crafted from an elderwood branch wrapped around a fragment of mythward . While you're holding it, the scepter grants the following benefits: You gain a +1 bonus to spell attack rolls. You can cast the detect magic spell at will. The scepter has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge to warp magic in a 30-foot radius around you for 1 minute or until you let go of the scepter. Any creature that casts a spell of 1st level or higher within this area must roll a d10. If the result is equal to or lower than the spell's level, the casting also creates a random magical effect rolled on the Wild Magic Effects table . Awakened. When the scepter reaches an Awakened state, it grants the following benefits while you're holding it: The bonus to your spell attack rolls increases to +2. When a creature you can see within 60 feet of you casts a spell, you can use your reaction and expend 1 charge to force the creature to make a spellcasting ability check (DC 10 + the spell's level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table . Mythward Relics This set of items was crafted to infuse a spellcaster's castings with raw magic. If a character is attuned to both ring and rod , both become Awakened and gain various improvements.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Rod","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Naginata","description":"Naginata Melee weapon (martial, naginata) A popular polearm in Rokugan, the naginata has a long, flexible shaft made of bamboo or springy wood with a large, lightweight, slightly curved blade at the top. A potent offensive and defensive tool that has reach, flexibility, and deadliness all in one weapon, the naginata is the signature weapon of many of Rokugan’s greatest combatants and commanders. Defensive. When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. AC: 1 Damage: 1d10 Damage Type: Slashing Properties: Defensive, Finesse, Reach, Two-Handed Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Finesse, Reach, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Naginata","description":"","properties":{"Category":"Items","Item Type":"Weapon (naginata)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Naginata for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Nail of Pointing","description":"Nail of Pointing Wondrous item, uncommon This object appears to be a common carpentry nail. However, you can command the nail to point to any nonmagical object, and it will turn and point toward it for 1 hour. You must have previously seen the object or must have a detailed description of it. There is no limit to the nail’s range, but the object must be on the same plane of existence. The nail can only be used to point at inanimate, non-magical objects. It can't point to living, undead, or constructed creatures. Once the nail is used, it can’t be used again until the next dawn. I may be unusual in that I consider items such as this to be far more powerful than something like a necklace of fireballs or a wand of lightning bolts. Using this simple device, I’ve tracked down countless lost books and relics, and have thereby learned many forgotten secrets of the ancients.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Namazu's Whisker","description":"Namazu's Whisker Melee weapon (martial, whip), very rare This mottled gray whip was once the barbel of the giant earthquake-inducing catfish, Namazu. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can also use an action to strike the earth within 10 feet of you. When you do, each creature other than you within 15 feet of that point must make a DC 16 Dexterity saving throw or take 1d4 + 3 bludgeoning damage and fall prone. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+3 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Nameless Cults","description":"Wondrous item, legendary (requires attunement) This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition : black goat’s blessing , curse of Yig , ectoplasm , eldritch communion , emanation of Yoth , green decay , hunger of Leng , mind exchange , seed of destruction , semblance of dread , sign of Koth , sleep of the deep , summon eldritch servitor , summon avatar , unseen strangler , voorish sign , warp mind and matter , and yellow sign . At the GM’s discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Nameless Cults","description":"Wondrous item, legendary (requires attunement) This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome contains all the mythos magic spells in this section, plus any additional spells of the GM’s choosing. The book’s bearer can reference Nameless Cults whenever he or she makes an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, the proficiency bonus for that check is doubled.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nameless Cults","description":"Wondrous Item, Legendary (Requires Attunement) This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome contains all mythos magic spells (see Recommended Spell List above), plus any additional spells of the GM’s choosing. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your Proficiency Bonus for that check is doubled.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"Yes"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Nanas Magic Brownie","description":"Nana’s Magic Brownie Potion (food), uncommon Weight: none Nana Kindleaf's special brownies are chock full of gnomish granny goodness. Consuming one of Nana's brownies as an action puts you in a mellow, restful state for 2 hours. During this time, you have disadvantage on Perception checks. At the end of the 2 hours, you gain all the benefits of a Long Rest.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion (food)","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Nanas Soothing Cigar","description":"Nana’s Soothing Cigar Potion (cigar), rare Weight: none Nana Kindleaf's hand-rolled cigars contain magic herbs grown by the gnome granny. As an action, you can light and take a few puffs of the cigar. You regain 4d8 hit points and end either one disease or one condition afflicting you. The condition can be blinded, deafened, frightened, or poisoned. The cigar can be used five times before it is expended.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion (cigar)","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Nanofiber Vest","description":"This vest, made of light but surprisingly sturdy nanofibers, is able to protect against both physical blows and blaster fire.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Nanoweave Suit","description":"Nanoweave Suit Armor (medium) This variant of the trooper armor has been fortified with a coating made of nanocarbons fused over the protective plate. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 14","properties":{"Category":"Items","Expansion":27051,"Item Type":"Medium Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Narumbeki Throwing Knife","description":"Cost: 20gp Damage 1d6 piercing Weight: 2 lb. Properties : Light, thrown (range 20/60)","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, thrown","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Narycrash","description":"Narycrash Adventuring gear This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Nascent Forest","description":"Nascent Forest Melee weapon (simple, spear), very rare (requires attunement) This spear is beautifully crafted to resemble a tree, with its wide spearhead fashioned to look like a single sharp leaf made from dark green jade. You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to make an attack from an elevated position, including attacks made during a leap, you make that attack with advantage. You can use your bonus action to strike the ground with the butt of this spear, immediately causing a sapling to grow under you, lifting you to a height of 5 feet. The sapling can always hold your weight. If you jump while atop such a sapling, you can jump as though you had moved 10 feet before doing so. As an action, you can grab a sapling created by this spear and uproot it. An uprooted sapling can be used as a +1 javelin . After 1 minute, the javelin becomes a sapling again, rooting itself into the ground if possible. Once you uproot a sapling to create a javelin, you cannot do so again until you complete a short rest. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Range, Thrown, Versatile Range: 20/60","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Nature's Mantle","description":"Nature's Mantle Wondrous item, uncommon (requires attunement by a druid or ranger ) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Nature's Mantle","description":"Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.","properties":{"Category":"Items","Item Type":"Druidic Spell Focus","Item Rarity":"No","Name":"Nature's Mantle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nature's Vengeance Scimitar","description":"Weapon (sickle or scimitar), rare (requires attunement) Component: bundle of plant roots When progress arrived with its axes and flame, the Circle of Thorns designed a weapon to recapture the life force the newcomers stole from the forest. Using the magic of this bent-bladed wood-and-bone weapon, they disguised themselves as irritable village elders allowing them to undertake a decades-long campaign of guerilla warfare. This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Illusory Appearance. As an action, you can disguise this weapon to look like a mundane walking stick with a magical illusion. The illusion lasts until you end it as a bonus action or you fall unconscious. The changes wrought by this effect fail to hold up to physical inspection. To discern that the weapon is disguised, a creature can use its action to inspect it and must succeed on a DC 20 Intelligence (Investigation) check. Steal Life. When you hit a non-construct creature with an attack roll using this weapon, you can expend 1 charge to syphon the target’s life force. The target must make a DC 15 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the half the necrotic damage taken.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nature's Vengeance Scimitar (uncommon variant)","description":"Weapon (sickle or scimitar), rare (requires attunement) Component: bundle of plant roots When progress arrived with its axes and flame, the Circle of Thorns designed a weapon to recapture the life force the newcomers stole from the forest. Using the magic of this bent-bladed wood-and-bone weapon, they disguised themselves as irritable village elders allowing them to undertake a decades-long campaign of guerilla warfare. This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Illusory Appearance. As an action, you can disguise this weapon to look like a mundane walking stick with a magical illusion. The illusion lasts until you end it as a bonus action or you fall unconscious. The changes wrought by this effect fail to hold up to physical inspection. To discern that the weapon is disguised, a creature can use its action to inspect it and must succeed on a DC 20 Intelligence (Investigation) check. Steal Life. When you hit a non-construct creature with an attack roll using this weapon, you can expend 1 charge to syphon the target’s life force. The target must make a DC 15 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the half the necrotic damage taken. Uncommon variant: Reduce the save DC to 13, and the damage to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nature's Vengeance Scimitar (very rare variant)","description":"Weapon (sickle or scimitar), rare (requires attunement) Component: bundle of plant roots When progress arrived with its axes and flame, the Circle of Thorns designed a weapon to recapture the life force the newcomers stole from the forest. Using the magic of this bent-bladed wood-and-bone weapon, they disguised themselves as irritable village elders allowing them to undertake a decades-long campaign of guerilla warfare. This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Illusory Appearance. As an action, you can disguise this weapon to look like a mundane walking stick with a magical illusion. The illusion lasts until you end it as a bonus action or you fall unconscious. The changes wrought by this effect fail to hold up to physical inspection. To discern that the weapon is disguised, a creature can use its action to inspect it and must succeed on a DC 20 Intelligence (Investigation) check. Steal Life. When you hit a non-construct creature with an attack roll using this weapon, you can expend 1 charge to syphon the target’s life force. The target must make a DC 15 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the half the necrotic damage taken. Uncommon variant: Reduce the save DC to 13, and the damage to 1d6. Very rare variant: Increase the save DC to 16, and the damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nature's Vengeance Sickle","description":"Weapon (sickle or scimitar), rare (requires attunement) Component: bundle of plant roots When progress arrived with its axes and flame, the Circle of Thorns designed a weapon to recapture the life force the newcomers stole from the forest. Using the magic of this bent-bladed wood-and-bone weapon, they disguised themselves as irritable village elders allowing them to undertake a decades-long campaign of guerilla warfare. This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Illusory Appearance. As an action, you can disguise this weapon to look like a mundane walking stick with a magical illusion. The illusion lasts until you end it as a bonus action or you fall unconscious. The changes wrought by this effect fail to hold up to physical inspection. To discern that the weapon is disguised, a creature can use its action to inspect it and must succeed on a DC 20 Intelligence (Investigation) check. Steal Life. When you hit a non-construct creature with an attack roll using this weapon, you can expend 1 charge to syphon the target’s life force. The target must make a DC 15 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the half the necrotic damage taken.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nature's Vengeance Sickle (uncommon variant)","description":"Weapon (sickle or scimitar), rare (requires attunement) Component: bundle of plant roots When progress arrived with its axes and flame, the Circle of Thorns designed a weapon to recapture the life force the newcomers stole from the forest. Using the magic of this bent-bladed wood-and-bone weapon, they disguised themselves as irritable village elders allowing them to undertake a decades-long campaign of guerilla warfare. This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Illusory Appearance. As an action, you can disguise this weapon to look like a mundane walking stick with a magical illusion. The illusion lasts until you end it as a bonus action or you fall unconscious. The changes wrought by this effect fail to hold up to physical inspection. To discern that the weapon is disguised, a creature can use its action to inspect it and must succeed on a DC 20 Intelligence (Investigation) check. Steal Life. When you hit a non-construct creature with an attack roll using this weapon, you can expend 1 charge to syphon the target’s life force. The target must make a DC 15 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the half the necrotic damage taken. Uncommon variant: Reduce the save DC to 13, and the damage to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nature's Vengeance Sickle (very rare variant)","description":"Weapon (sickle or scimitar), rare (requires attunement) Component: bundle of plant roots When progress arrived with its axes and flame, the Circle of Thorns designed a weapon to recapture the life force the newcomers stole from the forest. Using the magic of this bent-bladed wood-and-bone weapon, they disguised themselves as irritable village elders allowing them to undertake a decades-long campaign of guerilla warfare. This weapon has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Illusory Appearance. As an action, you can disguise this weapon to look like a mundane walking stick with a magical illusion. The illusion lasts until you end it as a bonus action or you fall unconscious. The changes wrought by this effect fail to hold up to physical inspection. To discern that the weapon is disguised, a creature can use its action to inspect it and must succeed on a DC 20 Intelligence (Investigation) check. Steal Life. When you hit a non-construct creature with an attack roll using this weapon, you can expend 1 charge to syphon the target’s life force. The target must make a DC 15 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the half the necrotic damage taken. Uncommon variant: Reduce the save DC to 13, and the damage to 1d6. Very rare variant: Increase the save DC to 16, and the damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nautilus of Cornucopia","description":"Wondrous item, rare This large nautilus shell shimmers with pearlescent colors even in the absence of light. Once per day, you can command the shell to produce a feast of delicious food for up to 8 creatures. If left uneaten, the food disappears at dawn. It takes 1 hour to consume the food and drink produced by the shell . A creature who eats from the food is completely nourished for one day and benefits from the effects of a heroes’ feast spell. In addition, the creature also gains water breathing for 24 hours.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Navigation Orb","description":"Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced. As an action, you can cause one of the following effects to occur if you are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Navigator's Eye","description":"Wondrous Item, Common (Requires Attunement) This magic eyepatch has a compass etched on its surface. While wearing it, you have advantage on ability checks you make to determine your location or avoid getting lost. Moreover, you can see normally in areas that are lightly obscured, ignoring the effects of dim light, patchy fog, moderate foliage, and similar visual impediments.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Navigator's Tools","description":"Navigator's Tools Tools This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Navigator's Tools","description":"Tools Ability: Wisdom Weight: 2 lb. Cost: 25 GP Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Navigator's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Navigator's Tools","description":"Navigator's Tools Tools This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Nawre's Blessing (Drawn)","description":"Nawre’s Blessing Eldritch Carving, rare, requires attunement Na’e or some say nawre, do you hear our prayers? Carmella's Greenhouse was frequently referred to as a morgue because only individuals on the verge of death were accepted in its walls . Through her studies, she discovered that implanting cordyceps sinensis would artificially prolong her patients’ lives, despite the fact that the fungus would consume the host's soul, leaving them an empty husk. It wasn't until she granted her favors to an enigmatic being that she was able to grasp a true solution—something that would bring the dead back to life. Despite their unearthly appearance, they are totally in control of their bodies, or so she claims. You start grasping the depth of the eldritch truth. If your body is not infected with the cordyceps sinensis , you gain a 1d4 bonus to any Arcana, Insight, or Religion checks you make. If your body is infected with the cordyceps sinensis , your symbiotic relationship with the fungus begins. You learn 2 warlock cantrips of your choice, using Intelligence, Charisma, or Wisdom (choose one when you first receive this carving) as your spellcasting ability for these spells.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Nawre's Blessing (Scarified)","description":"Nawre’s Blessing Eldritch Carving, legendary, requires attunement Na’e or some say nawre, do you hear our prayers? Carmella's Greenhouse was frequently referred to as a morgue because only individuals on the verge of death were accepted in its walls . Through her studies, she discovered that implanting cordyceps sinensis would artificially prolong her patients’ lives, despite the fact that the fungus would consume the host's soul, leaving them an empty husk. It wasn't until she granted her favors to an enigmatic being that she was able to grasp a true solution—something that would bring the dead back to life. Despite their unearthly appearance, they are totally in control of their bodies, or so she claims. You become one with the eldritch truth. You die. If your body is infected with the cordyceps sinensis , it wipes this understanding away from your brain, and if you were not dead for longer than 100 years, you come back to life over the course of an hour. The carving closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses that were affecting you when you died. The fungus replaces damaged or missing organs or limbs. The more tissue you were missing, the more fungic your appearance. In addition, you gain the following benefits: You learn 2 warlock cantrips of your choice, using Intelligence, Charisma, or Wisdom (choose one when you first receive this carving) as your spellcasting ability for these spells. In addition, you learn a warlock invocation of your choice for which you meet the prerequisites (you can treat invocations that require a certain warlock level as if they instead require a certain character level). When you gain a level, you can replace this invocation with another that you meet the prerequisites for. If you are reduced to 0 hit points, you do not fall unconscious. You still make death saving throws and can be stabilized as normal. If you are stable for 1 minute, you regain 1 hit point. If you die and haven’t taken fire or radiant damage within the last minute, you come back to life with 1 hit point after an hour. If you are exposed to fire or radiant damage during that period, you do not resurrect.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Nawre's Blessing (Tattooed)","description":"Nawre’s Blessing Eldritch Carving, very rare, requires attunement Na’e or some say nawre, do you hear our prayers? Carmella's Greenhouse was frequently referred to as a morgue because only individuals on the verge of death were accepted in its walls . Through her studies, she discovered that implanting cordyceps sinensis would artificially prolong her patients’ lives, despite the fact that the fungus would consume the host's soul, leaving them an empty husk. It wasn't until she granted her favors to an enigmatic being that she was able to grasp a true solution—something that would bring the dead back to life. Despite their unearthly appearance, they are totally in control of their bodies, or so she claims. Your mind gazes deep into the revelations of the void. If your body is not infected with the cordyceps sinensis , you gain a 1d8 bonus to any Intelligence (Arcana), Wisdom (Insight), or Intelligence (Religion) checks you make. In addition, you gain a 1d4 bonus to all Wisdom, Intelligence and Charisma saving throws you make. This bonus increases to 1d8 on saving throws against madness. If your body is infected with the cordyceps sinensis , your symbiotic relationship with the fungus begins. You learn 2 warlock cantrips of your choice, using Intelligence, Charisma, or Wisdom (choose one when you first receive this carving) as your spellcasting ability for these spells. In addition, you learn a warlock invocation of your choice for which you meet the prerequisites (you can treat invocations that require a certain warlock level as if they instead require a certain character level). When you gain a level, you can replace this invocation with another that you meet the prerequisites for.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Nchasme","description":"Nchasme Elder Rune of Decision Bane Effect: The target must succeed on a Wisdom saving throw or be incapacitated for 1 hour. While incapacitated in this way, the target gains the following personality flaw, which supersedes any opposing flaw: “I fundamentally disagree with everything anyone else says.” Boon Effect: The target can cast the augury spell as an action three times, requiring no components and with no chance of a random reading.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Near and Far Glass","description":"Near and Far Glass Wondrous item, rare (requires attunement) A tapered cylinder of thick leather, tightly fastened with silver buckles, has a crystal lens mounted at each end of the cylinder, one larger than the other. A creature that isn’t attuned to the glass can use it as an ordinary spyglass. When you are attuned to the glass and you look through the smaller lens, objects you see are magnified to 10 times their actual size. When you use the glass to look at distant vistas, you can use it to cast clairvoyance with a duration of 1 minute, and the sensor allows seeing but not hearing. In addition, you can view small items as though they were 10 times larger by turning the glass around and looking through the larger lens. When you use the glass in this way, you can use it to cast the identify spell. Once you have used the glass to cast one of the spells it allows, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Neb","description":"Wondrous item, unique Neb is a chaotic neutral sentient magic item, a tiny silver parrot figurine of wondrous power that gained sentience when Master Arlen the Constructor bound a beholder’s soul inside it. It became a sentient magic item that refused to deliver messages or turn back into a figurine. Neb escaped Master Arlen and fled to the east until it came across the ship of Nimora and Ralin Olbareth, who captured Neb in a portable hole. The Olbareths’ ship, Starfire, was sunk by Captain Zevasha Indroza of the Dread Stingers, who had the ship looted and found Neb. Neb immediately gained control over the pirate leader and has since then been bossing the Dread Pirates around through the captain, keeping them in line with its eye beams. Neb has an Intelligence and Wisdom score of 16, and a Charisma score of 20. It communicates to anyone in possession of it telepathically, but can speak Common and Draconic. It has hearing and darkvision in a 120 ft. radius. It has a fly speed of 40 ft.. It is an object with an AC of 21 and 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. It can make a single attack with its silver beak. Silver Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Innate Spellcasting. Neb’s innate spellcasting ability is Intelligence (spell save DC 13 ). It can innately cast the following spells as eye beams with a range of 120 ft. and a single target, requiring no components. 3/day each: blight , charm monster , disintegrate , fear , finger of death , flesh to stone , hold monster , sleep , slow , telekinesis . If anyone is in possession of Neb, it demands complete obedience. If its owner refuses to comply with its wishes, Neb can attempt to take control. Neb’s owner must make a DC 17 Charisma saving throw . On a failed save, the creature is charmed by Neb for 1d12 hours. While charmed, the creature must try to follow Neb’s command. If the creature takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control someone succeeds or fails, Neb can only use this power three times per day","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"unique"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Necklace of Adaptation","description":"Necklace of Adaptation Wondrous item, uncommon (requires attunement ) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons , and the breath weapons of some dragons). Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Necklace of Adaptation","description":"Necklace of Adaptation Wondrous item, uncommon (requires attunement ) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Necklace of Adaptation","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Necklace of Adaptation"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Necklace of Adaptation","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Necklace of Adaptation\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Necklace of Adaptation\\\",\\\"description\\\":\\\"While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Necklace of Adaptation Attunement\",\"parent\":\"Necklace of Adaptation\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Necklace of Adaptation Poison Save Advantage\",\"parent\":\"Necklace of Adaptation Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Advantage on saving throws made to avoid or end the Poisoned condition.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Necklace of Adaptation","data-description":"While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Necklace of Darkvision","description":"Wondrous item, rare (requires attunement) While wearing this necklace, you gain darkvision out to 60 feet.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Necklace of Elemental Might","description":"Necklace of Elemental Might Wondrous item, very rare This fine platinum strand is adorned with a blue sapphire, a yellow diamond, a red corundum, and an emerald. You can use an action to remove a break a gem; this summons an elemental (appropriate to the gem selected) as if you had cast the conjure elemental spell. Once used, the magic of a gem is lost. If all four gems are removed and broken at the same time, no elementals are summoned, but the sudden release of elemental magic causes 20 points of fire damage, 20 points of cold damage, 20 points of lightning damage, and 20 points of bludgeoning damage in a 20-foot-diameter sphere. A successful DC 20 Dexterity saving throw reduces the damage to half.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Necklace of Fireballs","description":"Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Necklace of Fireballs","description":"Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Necklace of Fireballs","description":"Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Necklace of Fireballs","description":"Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Necklace of Fireballs"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Necklace of Glittering","description":"Necklace of Glittering Wondrous item, uncommon (requires attunement) This item consists of a circular sapphire in an electrum setting, which hangs from a silver chain studded with tiny diamonds. It has 3 charges. You can use an action to expend a charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The necklace regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Necklace of Invisibility","description":"Necklace of Invisibility Wondrous item, rare (requires attunement) This necklace has 5 charges and regains 1d4 expended charges daily at dawn . While wearing this necklace, you can use a bonus action to expend a charge and cast the invisibility spell on yourself. You remain invisible until the necklace is removed, you attack or cast a spell, or you use a bonus action to become visible again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Necklace of Memory Enhancement","description":"Wondrous item, uncommon (requires attunement) While wearing this necklace, you can accurately recall anything you have seen or heard within the past month.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Necklace of Phantom Steed Summoning ","description":"","properties":{"Category":"Items","Expansion":14533,"Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Necklace of Prayer Beads","description":"Necklace of Prayer Beads Wondrous item, rare (requires attunement by a cleric , druid , or paladin ) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric, druid, or paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Necklace of Prayer Beads","description":"Necklace of Prayer Beads Wondrous item, uncommon (requires attunement by a cleric , druid , or paladin ) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. Weight: 1 d20 Bead Name Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Necklace of Prayer Beads","description":"Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Necklace of Prayer Beads"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Necklace of Protection","description":"Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this necklace.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Necklace of Protection Against Charm","description":"Wondrous item, uncommon (requires attunement) While wearing this necklace, you gain advantage on saving throws against being charmed. Furthermore, when you are the target of such an effect, by looking into the gems of this necklace, you are instantly aware of the identity and location of the spellcaster unless they are protected against scrying.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Necklace of Strangulation","description":"Wondrous item, very rare A necklace of strangulation appears to be magical jewelry. When worn on the neck of a humanoid, the necklace immediately tightens, dealing 6 bludgeoning damage at the start of each of the creature's turns. It cannot be removed by any means short of a wish, and remains clasped around the victim’s throat even after their death. Only when the corpse has decayed to a dry skeleton (after approximately 1 month) does the necklace loosen, ready for another victim.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Necromantic Draught","description":"Potion, rare You can pour this potion on a Medium or Small Humanoid corpse as an action to animate it, as per the animate dead spell for 24 hours. You command Undead animated in this way. This brightly glowing neon-yellow goo retreats from living things that touch its container.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Necromantic Ink","description":"Wondrous item, rare The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink’s magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Necronomicon","description":"Wondrous item, artifact (requires attunement) This monstrous-looking tome bound in humanoid skin has an almost palpable aura of dread. A grotesque and ghoulish face is stretched across its loathsome cover. The Necronomicon is replete with fantastic legends of elder magic and abhorrent secrets from beyond. Its author, the mad poet-philosopher Alhazred, is said to have been seized by an invisible monster in broad daylight and devoured in front of a large number of horrorstricken witnesses. Throughout unknown centuries, the Necronomicon was rigidly suppressed by civil authorities and by all branches of organised ecclesiasticism. Reading this dreaded tome always leads to terrible consequences. Among its hideous contents, the Necronomicon details abstract formulae on the properties of space and the linkage of dimensions both known and unknown. It describes the presence of forbidden cults among human beings who serve elder, primordial races and who worship unseen entities with alien‑tongued names such as Yog‑Sothoth and Cthulhu. Despite centuries of repression, a handful of copies of this horrible artifact still exist. Each one is a closely guarded secret of its owner, and not all the owners are human or even humanoid. To reap the “benefits” of the Necronomicon, a creature must become attuned to it and then spend another 19 hours reading and studying its blasphemous text. The creature can then add to and copy the book’s contents, provided any additions advance the cause of chaos or evil and expand upon the lore already inside. (Because of this, no two copies of the Necronomicon are identical, and no one knows what has been added to or excised from Alhazred’s original text.) When a non-evil creature becomes attuned to the Necronomicon, it must make a successful DC 18 Charisma saving throw, or its alignment changes to neutral evil. Unseen forces of evil will pursue any owner of the book, hoping to steal it for themselves or for a more powerful master. Once every three days while a creature is attuned to the book, it has a 19 percent chance to encounter or be attacked by a mythos entity or occult adversary of the GM’s choosing. If a creature dies while attuned to the book, a Great Old One claims its soul, and it can’t be restored to life by any means. Random Properties. The Necronomicon has the following random properties: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property 2 major detrimental properties Adjusted Ability Scores. After a creature spends the requisite amount of time reading and studying the book, its Intelligence score increases by 2, to a maximum of 24, and its Wisdom score decreases by 2, to a minimum of 3. The book can’t adjust the same creature’s ability scores more than once. Abstract Formulae. The Necronomicon contains a multitude of mind-shattering evil magic, including all mythos spells and Void spells in this section, all standard necromancy spells, and any additional spells of the GM’s design or choosing. Eldritch Magic. Once a creature has read and studied the book, any spell slot it expends to cast an arcane spell counts as a spell slot one level higher when determining the spell’s effect. Eldritch Lore. The book’s bearer can reference the Necronomicon whenever it makes an Intelligence check to recall information about any aspect of evil or secrets of the multidimensional universe, such as lore about Great Old Ones or the properties of disquieting technology. When doing so, the proficiency bonus for that check is doubled. Eldritch Guise. While a creature carries the Necronomicon and is attuned to it, the creature can speak, read, and write Void Speech, and it can cast semblance of dread (described above) as a bonus action. Voidmarked. After a creature spends the requisite amount of time reading and studying the book, it acquires mental and physical disfigurements as hideous signs of its devotion to the Great Old Ones. The creature gains one flesh warp and one form of indefinite madness. The voidmark grants you advantage on Persuasion checks made to interact with aberrations and on Intimidation checks made to interact with non-aberrations. Thought Control. A creature that is attuned to the book and holding it can use an action to cast dominate monster on a creature within range (save DC 18). This property can’t be used again for 19 hours. Destroying the Book Pages can be torn from the Necronomicon, but any eldritch lore contained on those pages finds its way back into the book eventually, usually when a new author or translator adds pages to the tome. It is rumored that the Necronomicon can’t be destroyed as long as a spawn of the Great Old One Azathoth exists in the multiverse. A short‑term solution exists, however: casting the book into the fire of a dying star scorches all the writing and imagery from its pages and renders the book useless for 6d6 + 6 years.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Artifact"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Necronomicon","description":"Wondrous Item, Artifact (Requires Attunement) This monstrous-looking tome bound in humanoid skin has an almost palpable aura of dread. A grotesque and ghoulish face is stretched across its loathsome cover. The Necronomicon is replete with fantastic legends of elder magic and abhorrent secrets from beyond. Its author, the mad poet-philosopher Alhazred, is said to have been seized by an invisible monster in broad daylight and devoured in front of a large number of horror-stricken witnesses. Throughout unknown centuries, the Necronomicon was rigidly suppressed by civil authorities and by all branches of organized ecclesiasticism. Reading this dreaded tome always leads to terrible consequences. Among its hideous contents, the Necronomicon details abstract formulae on the properties of space and the linkage of dimensions both known and unknown. It describes the presence of forbidden cults among human beings who serve elder, primordial races and who worship unseen entities with alien‑tongued names such as Yog‑Sothoth and Cthulhu. Despite centuries of repression, a handful of copies of this horrible artifact still exist. Each one is a closely guarded secret of its owner, and not all the owners are human or even humanoid. To reap the “benefits” of the Necronomicon, a creature must become attuned to it and then spend another 19 hours reading and studying its blasphemous text. The creature can then add to and copy the book’s contents, provided any additions advance the cause of chaos or evil and expand upon the lore already inside. (Because of this, no two copies of the Necronomicon are identical, and no one knows what has been added to or excised from Alhazred’s original text.) When a non-evil creature becomes attuned to the Necronomicon, it must make a successful DC 18 Charisma saving throw, or its alignment changes to neutral evil. Unseen forces of evil will pursue any owner of the book, hoping to steal it for themselves or for a more powerful master. Once every three days while a creature is attuned to the book, it has a 19 percent chance to encounter or be attacked by a mythos entity or occult adversary of the GM’s choosing. If a creature dies while attuned to the book, a Great Old One claims its soul, and it can’t be restored to life by any means. Random Properties. The Necronomicon has the following random properties: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property 2 major detrimental properties Adjusted Ability Scores. After a creature spends the requisite amount of time reading and studying the book, its Intelligence score increases by 2, to a maximum of 24, and its Wisdom score decreases by 2, to a minimum of 3. The book can’t adjust the same creature’s ability scores more than once. Abstract Formulae. The Necronomicon contains a multitude of mind-shattering evil magic, including all mythos spells and void spells in this section, all standard necromancy spells, and any additional spells of the GM’s design or choosing. Eldritch Magic. Once a creature has read and studied the book, any spell slot it expends to cast an arcane spell counts as a spell slot one level higher when determining the spell’s effect. Eldritch Lore. The book’s bearer can reference the Necronomicon whenever it makes an Intelligence check to recall information about any aspect of evil or secrets of the multidimensional universe, such as lore about Great Old Ones or the properties of disquieting technology. When doing so, the Proficiency Bonus for that check is doubled. Eldritch Guise. While a creature carries the Necronomicon and is attuned to it, the creature can speak, read, and write Void Speech, and it can cast semblance of dread (described in Chapter 5) as a bonus action. Voidmarked . After a creature spends the requisite amount of time reading and studying the book, it acquires mental and physical disfigurements as hideous signs of its devotion to the Great Old Ones. The creature gains one flesh warp and one form of indefinite madness. The voidmark grants you advantage on Persuasion checks made to interact with aberrations and on Intimidation checks made to interact with non-aberrations. Thought Control. A creature that is attuned to the book and holding it can use an action to cast dominate monster on a creature within range (save DC 18). This property can’t be used again for 19 hours. Destroying the Book. Pages can be torn from the Necronomicon, but any eldritch lore contained on those pages finds its way back into the book eventually, usually when a new author or translator adds pages to the tome. It is rumored that the Necronomicon can’t be destroyed as long as a spawn of the Great Old One Azathoth exists in the multiverse. A short‑term solution exists, however: casting the book into the fire of a dying star scorches all the writing and imagery from its pages and renders the book useless for 6d6 + 6 years.","properties":{"Category":"Items","Expansion":25360,"Item Type":"Wondrous Item","Item Rarity":"Artifact","Requires Attunement":"Yes"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Necronomicon Ex Corvis","description":"Necronomicon Ex Corvis Wondrous Item, Artifact (requires attunement by a wizard) This legendary tome of dark necromancy was penned by the mad corvum necromancer Lathrus, of the Night’s Call. The book is one of a kind and contains terrible necromantic secrets. The Necronomicon Ex Corvis is a spellbook, and as such only wizards can truly benefit from studying the dark secrets within. Abyssal Secrets. By spending a full week studying the dark secrets in this tome, your Intelligence score increases by 2. These secrets gnaw at your mind, however, and your Wisdom score decreases by 1. Grasp of Shadows. By spending at least a minute reciting a ritual listed in this book, you can summon forth 1d4 + 2 shadows. These creatures are loyal to you and can understand any instructions you give them. They will carry out these instructions to the best of their ability. This property can only be used once per week. Knowledge Beyond Reason. You may add the spells listed below into your spellbook. However, the tome removes the restriction that requires you to be able to prepare and cast these spells. In effect, you can copy these spells to your spellbook now, though they will only be available to prepare once you reach a level at which you can cast them. Additionally, rather than pay gold pieces to copy any spell within into your spellbook, you may deal one point of damage to yourself and take one level of exhaustion to scribe the spell in your own blood. Level Spell 3rd animate dead, bestow curse, vampiric touch 4th blight 6th circle of death, magic jar 7th finger of death The Corvum’s Curse. After copying at least one spell from this tome into your spellbook, you must succeed on a DC 16 Wisdom saving throw or become cursed (as bestow curse), with the effect of the curse being decided by the GM. The curse persists for 2d4 days, but its duration resets anytime you copy a spell from this book. Otherwise, only a remove curse spell cast using a 5th level or higher spell slot can rid you of this effect. Destroying the Book. Unlike other artifacts, the book is not immune to damage. Pages removed from the book will lose their magic within a day. Additionally, exposing the book to direct sunlight for at least 8 hours will cause the dark magic within to dissipate, rendering it useless.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"Yes (wizard)"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Necroshroom","description":"Mortem Diasporus, rare Few speak of the dreaded necroshroom for fear that the very utterance might draw the netherworldly spores of the fungus to the speaker, an embrace that begins with death and ends with the birth of a new mortem diasporus. Despite the fact that the spores display no intelligence or motive when they infest a host, the morbid folktale that frightens adult and child alike remains. Necrotic Void. A product of some mad mage’s meddling, necroshrooms are steeped in dark magic, drawing into itself necromantic energy for miles around, upsetting the natural balance of magic. Within 100 feet of a necroshroom, necrotic damage is halved and radiant damage is doubled. Spell Component. Both necromancers and evil clerics alike seek out mortem diasporus to harvest its necrotically-infused stocks and caps. A character who incorporates a dried ounce of necroshroom as a material component in casting a necromancy spell, causes the spell’s targets to make saving throw rolls with disadvantage.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Necrotic Dagger","description":"Necrotic Dagger Weapon (dagger), very rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic dagger, the target takes an extra 2d6 necrotic damage. In addition, while you hold the dagger, you have resistance to necrotic damage. Any creature that is killed by this weapon cannot be resurrected or revived by lower level spells. The following spells do not work to revive creatures killed by this weapon: animate dead , revivify , raise dead , create undead , resurrection . However, the following spells can revive the creature: true resurrection , wish . Similarly, the tablet of reawakening does work to revive creatures killed by this item. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Secondary Damage: 2d6 Secondary Damage Type: Necrotic Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Needle +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Properties":"Ammunition","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Needle +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Needle +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.02\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"quantity\\\":10}\"},{\"name\":\"Needle +1 Effect\",\"parent\":\"Needle +1\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Needle +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Uncommon","Name":"Needle +1","Weight":"0.02","data-description":"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Needle +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Properties":"Ammunition","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Needle +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Needle +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.02\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Needle +2 Effect\",\"parent\":\"Needle +2\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Needle +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Needle +2","Weight":"0.02","data-description":"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Needle +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Properties":"Ammunition","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Needle +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Needle +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.02\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Needle +3 Effect\",\"parent\":\"Needle +3\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Needle +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Needle +3","Weight":"0.02","data-description":"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Needle of Aberration Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Aberrations. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Aberration Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Beast Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Beasts. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Beast Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Celestial Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Celestials. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Celestial Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Construct Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Constructs. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Construct Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Dragon Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Dragons. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Dragon Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Elemental Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Elementals. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Elemental Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Fey Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fey. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Fey Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Fiend Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fiends. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Fiend Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Giant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Giants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Giant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Humanoid Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Humanoids. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Humanoid Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Mending","description":"Needle Of Mending Melee weapon (simple, dagger), rare (requires attunement) This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"melee weapon","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Needle of Mending","description":"Needle of Mending Wondrous item, uncommon (requires attunement) While holding this item you can cast the mending cantrip at will.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Needle of Mending","description":"Needle of Mending Weapon (dagger), rare (requires attunement) This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Needle of Monstrosity Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Monstrosities. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Monstrosity Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Ooze Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Oozes. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Ooze Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of Plant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Plants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Plant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needle of the Gods","description":"Wondrous item, uncommon (requires attunement) A small, cold iron needle, about 6 inches long and complete with an eye at one end that pulsates with blue magical energy. The powers of these needles are mysterious, although sages have historically theorized that they are used by the deep races as rods and wands. When the wielder of a needle of the gods casts a divination spell, there is a 50% chance the spell or spell slot is not consumed. At the GM’s discretion, a needle of the gods also functions as a wand of the GM’s choice, with 3 (1d6) charges that replenish each day.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Needle of Undead Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Undead. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Needle of Undead Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Needlemonger's Sting","description":"Weapon (rapier), uncommon (requires attunement) Component: fey brain An old wives’ tale, the Needlemonger is said to catch wandering children and sew them into their own shadows so that they can become playthings of the unseelie court. Despite an innocuous appearance, this long, narrow blade specialises in immobilising targets and disabling limbs. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Darts and Crafts. While holding this sword, you can pull pins out of the cushion at its hilt and use them as magical darts. You are considered proficient with these darts. When you hit a creature with one of these darts, you can expend 1 charge to cast the pins & needles cantrip on it (save DC 13; no action required). A dart that’s been removed from the cushion disappears at the end of your turn, and a new one appears in the cushion to replace it. Shadow Stitcher. When you hit a creature in dim or bright light with this sword, you can expend 1 charge to manifest ethereal threads that attempt to stitch the creature to its own shadow. The creature must succeed on a DC 13 Charisma saving throw or have its speed reduced to 0 feet until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Needlemonger's Sting (rare variant)","description":"Weapon (rapier), uncommon (requires attunement) Component: fey brain An old wives’ tale, the Needlemonger is said to catch wandering children and sew them into their own shadows so that they can become playthings of the unseelie court. Despite an innocuous appearance, this long, narrow blade specialises in immobilising targets and disabling limbs. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Darts and Crafts. While holding this sword, you can pull pins out of the cushion at its hilt and use them as magical darts. You are considered proficient with these darts. When you hit a creature with one of these darts, you can expend 1 charge to cast the pins & needles cantrip on it (save DC 13; no action required). A dart that’s been removed from the cushion disappears at the end of your turn, and a new one appears in the cushion to replace it. Shadow Stitcher. When you hit a creature in dim or bright light with this sword, you can expend 1 charge to manifest ethereal threads that attempt to stitch the creature to its own shadow. The creature must succeed on a DC 13 Charisma saving throw or have its speed reduced to 0 feet until the end of its next turn. Rare variant: Increase the DCs to 15. The pins & needles cantrip is cast as a 5th-level caster. A creature that fails its saving throw against the Shadow Stitcher property is restrained until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Needlemonger's Sting (very rare variant)","description":"Weapon (rapier), uncommon (requires attunement) Component: fey brain An old wives’ tale, the Needlemonger is said to catch wandering children and sew them into their own shadows so that they can become playthings of the unseelie court. Despite an innocuous appearance, this long, narrow blade specialises in immobilising targets and disabling limbs. This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Darts and Crafts. While holding this sword, you can pull pins out of the cushion at its hilt and use them as magical darts. You are considered proficient with these darts. When you hit a creature with one of these darts, you can expend 1 charge to cast the pins & needles cantrip on it (save DC 13; no action required). A dart that’s been removed from the cushion disappears at the end of your turn, and a new one appears in the cushion to replace it. Shadow Stitcher. When you hit a creature in dim or bright light with this sword, you can expend 1 charge to manifest ethereal threads that attempt to stitch the creature to its own shadow. The creature must succeed on a DC 13 Charisma saving throw or have its speed reduced to 0 feet until the end of its next turn. Rare variant: Increase the DCs to 15. The pins & needles cantrip is cast as a 5th-level caster. A creature that fails its saving throw against the Shadow Stitcher property is restrained until the end of its next turn. Very rare variant: Increase the DCs to 16 the charges to 7, and the recharge to 1d4 + 3. The pins & needles cantrip is cast as a 5th-level caster. A creature that fails its saving throw against the Shadow Stitcher property is restrained until the end of its next turn. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Needlequill","description":"Needlequill Weapon (Javelin), Rare (Requires Attunement) A javelin made from the hollow, black-and-white banded quill of a colossal beast. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding it, you have advantage on Wisdom (Perception) checks to spot nearby creatures, if those creatures have hostile intent. While the javelin is on your person but not being wielded, you gain a +1 bonus to AC.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Needler Pistol","description":"This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Needles","description":"Adventuring Gear (Ammunition) Amount: 50 Storage: Pouch Weight: 1 lb. Cost: 1 GP Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. Storage must be bought separately.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Needles"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Nemean Cuirass Breastplate","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Breastplate (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Breastplate (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (breastplate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Chain Mail","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Chain Mail (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Chain Mail (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Chain Shirt","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Chain Shirt (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Chain Shirt (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (chain shirt)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Half Plate","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Half Plate (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Half Plate (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (half plate armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Hide","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (hide armor)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Hide (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (hide armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Hide (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (hide armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Plate","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Plate (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Plate (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (plate armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Ring Mail","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Ring Mail (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Ring Mail (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (ring mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Scale Mail","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Scale Mail (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Scale Mail (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (scale mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Splint","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Splint (rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Cuirass Splint (very rare variant)","description":"Armour (medium or heavy), uncommon (requires attunement) Component: monstrosity pelt Large, territorial monstrosities with an insatiable hunger for flesh, Nemean lions are remarkably difficult to hunt down due to their resilient hides. Heroes seeking to fell one of these ill-tempered creatures are better served wrestling them down and strangling them instead, which has the added benefit of preserving their valuable pelts. Of course, this is much easier said than done… Golden Lining. Due to the comfortable fur that lines the inside of this armour, wearing it during a long rest has no detrimental effects. In addition, when you take nonmagical bludgeoning, piercing, or slashing damage while wearing the armour, that damage is reduced by 1d4. Once the armour reduces damage in this way, it can’t do so again until the start of your next turn. Curse. This armour is cursed, and attuning to it extends the curse to you until you’re targeted by a remove curse spell or similar magic. While cursed, you can’t remove the armour and have disadvantage on ability checks made to avoid or escape being grappled. In addition, your Constitution modifier is considered to be 0 for the purposes of determining how long you can hold your breath or survive while choking. Rare variant: You have a +1 bonus to AC while wearing this armour. Very rare variant: Increase the damage reduction to 1d8, and it also applies to magical bludgeoning, piercing, and slashing damage. You have a +1 bonus to AC while wearing this armour.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Armour (splint armor)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Lion's Pelt","description":"Nemean Lion’s Pelt Wondrous Item, Legendary (Requires attunement) When Heracles defeated the Nemean Lion, he skinned it by using its own claws. The pelt, worn as a cloak protected the demigod in his many adventures, making him almost impervious to simple mortal weapons. While wearing the pelt you gain the following benefits: While wearing the pelt you have resistance to nonmagical bludgeoning, piercing and slashing damage. Your Strength score increases by 2, to a maximum of 20. You are immune to the frightened condition. ","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Nemean Spear","description":"Weapon (spear), very rare Component: pouch of monstrosity claws One of the few things capable of penetrating the creature’s own hide, a Nemean lion’s claws rend inferior materials such as leather and steel with almost contemptuous ease. Weaponry fashioned from these claws possesses the indomitable spirit of a lion, and can leverage a wielder’s superior defence to pierce cleanly through a foe’s guard. Offensive Defence. This weapon deals an extra 1d8 damage to creatures it hits that have a lower AC than yours. Triumphant Roar. When you roll a 20 on an attack roll made with this weapon, the lion’s visage lets out a ferocious roar. Each creature other than you that can hear it within 20 feet of you takes 1d6 thunder damage and must succeed on a DC 16 Wisdom saving throw or be frightened of you until the end of its next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemean Spear (rare variant)","description":"Weapon (spear), very rare Component: pouch of monstrosity claws One of the few things capable of penetrating the creature’s own hide, a Nemean lion’s claws rend inferior materials such as leather and steel with almost contemptuous ease. Weaponry fashioned from these claws possesses the indomitable spirit of a lion, and can leverage a wielder’s superior defence to pierce cleanly through a foe’s guard. Offensive Defence. This weapon deals an extra 1d8 damage to creatures it hits that have a lower AC than yours. Triumphant Roar. When you roll a 20 on an attack roll made with this weapon, the lion’s visage lets out a ferocious roar. Each creature other than you that can hear it within 20 feet of you takes 1d6 thunder damage and must succeed on a DC 16 Wisdom saving throw or be frightened of you until the end of its next turn. Rare variant: Reduce the DC to 15 and damage of the Offensive Defence property to 1d4. The Triumphant Roar property doesn’t deal damage.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nemesis Weapon","description":"Weapon (Any), Uncommon (Requires Attunement) Once per turn, when you hit with an attack roll using this magic weapon, you and the target both become cursed until the start of your next turn. Choose the nature of the curse from the following options: You and the target can’t regain hit points. You and the target subtract 1d4 from the next saving throw you make. Your attacks (including this attack) and spells deal an extra 1d8 necrotic damage to the target, and the target’s attacks and spells deal an extra 1d8 necrotic damage to you.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Nest Charm","description":"Nest Charm Wondrous item, uncommon (requires attunement) This charm is a sphere of intricate metal branches, interwoven to form a sort of nest. By placing the charm on the ground and speaking its command word, you can cause it to unfold, creating a 30-foot-diameter circular platform of interwoven branches. Once the platform has reached its full size, a magical tree grows beneath it, lifting the platform 50 feet into the air, carrying any passengers and items along with it. This perch lasts up to 8 hours, at which point the tree will retreat into the ground and the platform will shrink, eventually curling back into the small charm. At any time the command word can be spoken again to dismiss the perch in a similar fashion. Once the nest charm’s power has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Net","description":"Net Ranged weapon (martial, net) A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Range":"5/15","Source":"5th Edition SRD","Weight":3,"Subtype":"Martial, Net","Item Type":"Ranged Weapon","data-List":"false","Properties":"Range, Thrown","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Net","description":"Adventuring Gear Weight: 3 lb. Cost: 1 GP When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus ) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Net"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Net","description":"Net Ranged weapon (martial, net) A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Range, Thrown"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Net +1","description":"Net +1 Ranged weapon (martial, net), uncommon You have a +1 bonus to attack rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Net +1","description":"Net +1 Ranged weapon ( martial, net ), uncommon You have a +1 bonus to attack rolls made with this weapon. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Range":"5/15","Damage":0,"Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Range, Thrown","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Net +2","description":"Net +2 Ranged weapon ( martial, net ), rare You have a +2 bonus to attack rolls made with this weapon. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Range":"5/15","Damage":0,"Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Range, Thrown","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Net +2","description":"Net +2 Ranged weapon (martial, net), rare You have a +2 bonus to attack rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Net +3","description":"Net +3 Ranged weapon ( martial, net ), very rare You have a +3 bonus to attack rolls made with this weapon. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Range":"5/15","Damage":0,"Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Range, Thrown","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Net +3","description":"Net +3 Ranged weapon (martial, net), very rare You have a +3 bonus to attack rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Net for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Special, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Net of Bloodletting","description":"Net of Bloodletting Ranged weapon (martial, net), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Net of Certain Death","description":"Net of Certain Death Weapon (net), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Net of Defense","description":"Net of Defense Ranged weapon (martial, net), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Defensive, Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Net of Inverted Probability","description":"Net of Inverted Probability Ranged weapon (martial, net), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Net of Landing","description":"Net of Landing Wondrous item, rare (requires attunement) This item is a 3-foot-square mesh of fine copper wire. Anyone wrapping the net about themselves like a cloak takes no damage from falling and always lands upright.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Net of Snaring","description":"Net of Snaring Wondrous item, rare (requires attunement) This item is a 5-foot-square mesh of shimmering, silver threads. You can use an action to throw the net at a Large or smaller creature you can see within 60 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 20 Dexterity check, freeing itself or another creature within its reach from the net on a success. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the net is used, it can’t be used again until the next dawn. If thrown at a creature before then, it harmlessly slides off.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Net of Throne's Command","description":"Net of Throne's Command Ranged Weapon (martial, net), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Expansion":27234,"Item Type":"Ranged Weapon","Properties":"Range, Thrown","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Nether Scroll of Azumar","description":"Nether Scroll of Azumar Scroll, legendary Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated study. When you succeed on the check, you gain the following benefits: Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can’t use this scroll to increase your Intelligence again. You gain advantage on saving throws against spells and other magical effects. When you gain the scroll’s benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Nets Made of Magic Ropes","description":"Rope of Vanishing Wondrous Item, Uncommon This 50-foot length of rope looks completely mundane and unremarkable. The rope has been infused with subtle illusion magic. Any creature that knows the rope’s nature can touch it and use a bonus action to turn it invisible. The rope remains invisible until it is cut, or until a creature that knows its nature touches it and uses another bonus action to make it visible again. Optional Rule: Nets Made of Magic Ropes At the gamemaster’s discretion, all eight ropes could be woven or found in the form of a net. Characters with proficiency in weaver’s tools may weave a net out of one of those ropes as part of a long rest. A net made of one of the eight magic ropes is a magic weapon with the properties of a mundane net in addition to the properties of the rope that was used to weave it.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Neutralizing Bead","description":"Wondrous item, uncommon This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Neutronium Maul","description":"Weapon (Maul), Very Rare (Requires Attunement) The head of this maul has a tiny core of neutronium and deals an extra 1d8 Force damage on a hit. Neutron Manipulation The maul has 3 charges and regains all expended charges daily at dawn. Gravitational Surge. As a Bonus Action, you can expend 1 charge to force a Large or smaller creature you can see within 30 feet to make a DC 15 Strength save. On a failure, the creature is pulled up to 15 feet in a straight line toward you. If the creature ends this move within your reach, you can make a melee attack with the maul against it. Temporal Distortion. When you make an attack roll against a creature with the maul, you can expend 1 charge to gain Advantage on the attack roll. On a hit, the target takes an extra 2d8 Force damage and must succeed on a DC 15 Constitution save or on its next turn, the target can do only one of the following: move, take an Action, or take a Bonus Action. If the attack misses, you must succeed on a DC 15 Constitution save or suffer the effect on your next turn instead. Neutron Implosion As an Action, you can release the maul's neutronium core and cause the maul to be destroyed in an implosion. Each creature within 30 feet must make a DC 20 Constitution save. On a failure, it takes 10d10 Force damage and is pulled 10 feet toward the maul. On a success, it takes half as much damage only.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"New Moon","description":"Weapon (Sickle), Very Rare (Requires Attunement) The handle of this sickle is made of pale bone, and the blade is a spectral silver. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon has 3 charges, and regains all expended charges when you finish a long rest. While holding this weapon, you can use an action to expend 1 charge, causing the weapon’s blade to shine, filling a 10-foot sphere with dim moonlight for 1 minute or until your concentration ends (as if concentrating on a spell). This sphere moves with the weapon, but disappears if you drop the weapon, are disarmed, or become unconscious. Any creature (excluding you) that enters the sphere for the first time on a turn or starts its turn there must make a DC 16 Wisdom saving throw, taking 2d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers make this save with disadvantage, and if they fail, they are also forced to revert to their original shape and can’t assume a different form until they leave the sphere. Encounter Ideas Druid. The adventurers encounter an injured archdruid who lost a battle with lycanthropes. He agrees to trade his sickle in exchange for the party’s oath to track down the remaining lycanthropes. Lycanthropes. In the midst of a wild wood, the adventurers discover a cluster of crude huts around a large cave mouth. The family of wereboars who live here are not happy with the intrusion. A new moon hangs on one wall of the cave, displayed above a grisly feasting hall. Altar. While traveling through a dense forest, the adventurers find a moss-covered altar in the middle of a glade. The sickle lies on the altar, bait for a trap laid by an adult green dragon.","properties":{"Category":"Items","Item Type":"Weapon (Sickle)","Properties":"light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Night Caller","description":"Night Caller Wondrous item, uncommon This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to re-assert control over one or two creatures you animated with it. ( The Sunless Citadel )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Night Vision Goggles","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category These devices date back to WWII and allow the wearer to see reasonably well in low light conditions. Night vision goggles remove all penalties from low light and darkness.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Nightcap of Vision","description":"Nightcap of Vision Wondrous item, uncommon Wearing this nightcap grants you darkvision. You can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Nightfall Pearl","description":"Nightfall Pearl Wondrous item, legendary (requires attunement) Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can’t be used again for 24 hours.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Nightfall Pearl","description":"Nightfall Pearl Wondrous item, legendary (requires attunement) Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can’t be used again for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Nightvision Goggles","description":"Nightvision Goggles Miscellaneous gear These provide you with the ability to see in dim light and darkness within 30 feet of you as if it were bright light, and within 60 feet of you as if it were in dim light. You cannot discern color, only shades of gray. While wearing these goggles, you have disadvantage on all Wisdom (Perception) checks and Intelligence (Investigation) checks having to do with sight. If you are wearing these goggles in bright light during your turn, you must succeed on a DC 12 Dexterity saving throw to remove them or become blinded until the end of your next turn. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Nimbus Coronet","description":"Nimbus Coronet Wondrous item, very rare (requires attunement) The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune. While wearing this circlet, you take no damage from falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds. Invoking the Rune. As an action, you can invoke the circlet’s rune to assume a cloudlike form. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required). While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage. Once the rune has been invoked, it can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Nimbus Daffodil","description":"Magic plant, uncommon Themes: Change, cycle of the seasons, and weather Environments: Bottoms of waterfalls, near recent rainfall puddles, alongside riverbanks Nimbus daffodil is a flowering plant with a central, branching stem that grows from a bulb. Long, narrow leaves grow close around this stem, and a two-layered, trumpet-shaped flower blooms from its top. These typically droop downwards and range in shades of yellow and white with the different layers having different colors. Minor Wort. As an action, you can break a daffodil stem in two to create a 20-foot-radius sphere of fog centered on you. This effect otherwise works like the fog cloud spell. Ceremony Wort (6th Level). If you spend 10 minutes dancing outside while holding a wand made from bundled nimbus daffodils, you can summon rain. The rain cloud appears in the shape of a cylinder that is 10 feet tall with a 120-foot radius, centered on a point you can see 100 feet directly above you. For 1 minute, plants in the area are sufficiently watered, open containers in the area are filled with fresh water, and the range or duration (spellcaster’s choice) of a spell cast in the area that creates or controls water, clouds, or weather is doubled. For a spell to benefit from this effect, the spellcaster must be in the rain’s area, but the spell’s effect doesn’t need to be. If the spell requires concentration, the spellcaster must still maintain concentration, even if the duration is doubled. If you use your action to perform this dance and four other creatures, each 6th level or higher and equipped with a wand of nimbus daffodils, use a reaction to dance with you, the rain appears on initiative count 20 of the next round without requiring you to dance for the full 10 minutes. This wort requires 3 cuttings of nimbus daffodils. Cultivated Wort (7th Level). A garden of nimbus daffodil that has been cultivated for 5 weeks protects the surrounding area from inclement weather. Within 5 miles of the garden, the skies are rarely overcast, sunlight is gentle and warm, and light rain or snow falls every morning, when seasonally appropriate. Though this sunlight is gentle, it is no less dangerous to creatures harmed by sunlight, such as vampires.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Nine Lives","description":"Nine Lives Melee weapon (martial, longsword), rare (requires attunement) The black pommel of Baron Uthrak’s longsword is set with nine bloodstone gems: three gray and six red. You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack roll using it, the target takes an extra 1d6 necrotic damage. Bloodstones. The sword has 3 charges left, one for each gray bloodstone. When you fail a saving throw while holding this sword, you can expend 1 charge to succeed instead (no action required). When you do so, you take 2d6 necrotic damage, which can’t be reduced in any way, and the sword drains some of your blood into one of the remaining gray bloodstones, turning the stone red. The sword loses this property while it has no charges remaining. When you deal damage to a Dragon with Nine Lives while the sword has fewer than 9 charges, the sword regains 1 charge and one of the sword’s red bloodstones turns gray. Once the sword has regained a charge in this way, it can’t do so again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Secondary Damage: 1d6 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Nine Lives Stealer","description":"Nine Lives Stealer Weapon (any sword), very rare (requires attunement ) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges . If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Sword","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Nine Lives Stealer","description":"Nine Lives Stealer Weapon (any sword), very rare (requires attunement ) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Nine Lives Stealer (Template)","description":"Weapon (Any Simple or Martial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"Yes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer (Template)","description":"Weapon (Any Simple or Martial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Item Rarity":"Yes","filter-Lists":"Yes","filter-Charges":"Multiple Uses","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Battleaxe","description":"Weapon (Battleaxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Nine Lives Stealer Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Battleaxe","description":"Weapon (Battleaxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Versatile","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Battleaxe\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Battleaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Battleaxe (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Battleaxe\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Nine Lives Stealer Battleaxe (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer Battleaxe (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Battleaxe (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Battleaxe (Two-Handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Battleaxe (Two-Handed) Damage\",\"parent\":\"Nine Lives Stealer Battleaxe (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Battleaxe Attunement\",\"parent\":\"Nine Lives Stealer Battleaxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Battleaxe Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Battleaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Battleaxe Life Stealing Save\",\"parent\":\"Nine Lives Stealer Battleaxe Life Stealing Resource\",\"use\":\"Nine Lives Stealer Battleaxe Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Nine Lives Stealer Battleaxe","Weight":4,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Blowgun","description":"Weapon (Blowgun), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Nine Lives Stealer Blowgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Blowgun","description":"Weapon (Blowgun), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Martial Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Blowgun\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Blowgun\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Blowgun\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Blowgun Attack\",\"parent\":\"Nine Lives Stealer Blowgun\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Blowgun\\\",\\\"range\\\":\\\"25/100\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Nine Lives Stealer Blowgun Damage\",\"parent\":\"Nine Lives Stealer Blowgun Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\"}\"},{\"name\":\"Nine Lives Stealer Blowgun Attunement\",\"parent\":\"Nine Lives Stealer Blowgun\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Blowgun Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Blowgun Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Blowgun Life Stealing Save\",\"parent\":\"Nine Lives Stealer Blowgun Life Stealing Resource\",\"use\":\"Nine Lives Stealer Blowgun Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Blowgun","Weight":1,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"25/100","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Club","description":"Weapon (Club), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Nine Lives Stealer Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Club","description":"Weapon (Club), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Light","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Club\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Club\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Club\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Club Attack\",\"parent\":\"Nine Lives Stealer Club\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Club\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Club Damage\",\"parent\":\"Nine Lives Stealer Club Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Club (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Club\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Club (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Club (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Club (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Club Attunement\",\"parent\":\"Nine Lives Stealer Club\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Club Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Club Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Club Life Stealing Save\",\"parent\":\"Nine Lives Stealer Club Life Stealing Resource\",\"use\":\"Nine Lives Stealer Club Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Club","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Dagger","description":"Weapon (Dagger), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Nine Lives Stealer Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Dagger","description":"Weapon (Dagger), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light, Thrown","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Dagger\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":1,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40002 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dagger\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Dagger (STR) Attack\",\"parent\":\"Nine Lives Stealer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Dagger (STR)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Dagger (STR) Damage\",\"parent\":\"Nine Lives Stealer Dagger (STR) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Dagger (DEX) Attack\",\"parent\":\"Nine Lives Stealer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Dagger (DEX)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Dagger (DEX) Damage\",\"parent\":\"Nine Lives Stealer Dagger (DEX) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Dagger (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Dagger (Off-hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Dagger (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Dagger (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Dagger (Thrown) Attack\",\"parent\":\"Nine Lives Stealer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Dagger (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Dagger (Thrown) Damage\",\"parent\":\"Nine Lives Stealer Dagger (Thrown) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Dagger Attunement\",\"parent\":\"Nine Lives Stealer Dagger\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Dagger Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Dagger Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Dagger Life Stealing Save\",\"parent\":\"Nine Lives Stealer Dagger Life Stealing Resource\",\"use\":\"Nine Lives Stealer Dagger Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Nine Lives Stealer Dagger","Weight":1,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Dart","description":"Weapon (Dart), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Nine Lives Stealer Dart"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Dart","description":"Weapon (Dart), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Simple Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Dart\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Dart\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":0.25,\\\"properties\\\":[\\\"Finesse\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Dart\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Dart Attack\",\"parent\":\"Nine Lives Stealer Dart\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Dart\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Dart Damage\",\"parent\":\"Nine Lives Stealer Dart Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Dart (STR) Attack\",\"parent\":\"Nine Lives Stealer Dart\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Dart (Finesse)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Dart (STR) Damage\",\"parent\":\"Nine Lives Stealer Dart (STR) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Dart Attunement\",\"parent\":\"Nine Lives Stealer Dart\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Dagger Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Dart Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Dart Life Stealing Save\",\"parent\":\"Nine Lives Stealer Dart Life Stealing Resource\",\"use\":\"Nine Lives Stealer Dagger Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Dart","Weight":0.25,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"20/60","Damage":"1d4","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Flail","description":"Weapon (Flail), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Nine Lives Stealer Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Flail","description":"Weapon (Flail), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Flail\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Flail\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Flail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Flail Attack\",\"parent\":\"Nine Lives Stealer Flail\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Flail\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Flail Damage\",\"parent\":\"Nine Lives Stealer Flail Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Flail Attunement\",\"parent\":\"Nine Lives Stealer Flail\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Flail Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Flail Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Flail Life Stealing Save\",\"parent\":\"Nine Lives Stealer Flail Life Stealing Resource\",\"use\":\"Nine Lives Stealer Flail Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Nine Lives Stealer Flail","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Glaive","description":"Weapon (Glaive), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Glaive","description":"Weapon (Glaive), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Glaive\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Glaive\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40020 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Glaive\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Glaive Attack\",\"parent\":\"Nine Lives Stealer Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Glaive\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Glaive Damage\",\"parent\":\"Nine Lives Stealer Glaive Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Glaive Attunement\",\"parent\":\"Nine Lives Stealer Glaive\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Glaive Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Glaive Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Glaive Life Stealing Save\",\"parent\":\"Nine Lives Stealer Glaive Life Stealing Resource\",\"use\":\"Nine Lives Stealer Glaive Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Nine Lives Stealer Glaive","Weight":6,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Greataxe","description":"Weapon (Greataxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Greataxe","description":"Weapon (Greataxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Greataxe\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":7,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40030 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greataxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Greataxe Attack\",\"parent\":\"Nine Lives Stealer Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Greataxe\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Greataxe Damage\",\"parent\":\"Nine Lives Stealer Greataxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Nine Lives Stealer Greataxe Attunement\",\"parent\":\"Nine Lives Stealer Greataxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Greataxe Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Greataxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Greataxe Life Stealing Save\",\"parent\":\"Nine Lives Stealer Greataxe Life Stealing Resource\",\"use\":\"Nine Lives Stealer Greataxe Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Cleave","Name":"Nine Lives Stealer Greataxe","Weight":7,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d12","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Greatclub","description":"Weapon (Greatclub), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Greatclub","description":"Weapon (Greatclub), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Two-Handed","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Greatclub\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-handed\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Greatclub Attack\",\"parent\":\"Nine Lives Stealer Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Greatclub\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Greatclub Damage\",\"parent\":\"Nine Lives Stealer Greatclub Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Greatclub Attunement\",\"parent\":\"Nine Lives Stealer Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Greatclub Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Greatclub Life Stealing Save\",\"parent\":\"Nine Lives Stealer Greatclub Life Stealing Resource\",\"use\":\"Nine Lives Stealer Greatclub Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Nine Lives Stealer Greatclub","Weight":10,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Greatsword","description":"Weapon (Greatsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Greatsword","description":"Weapon (Greatsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Greatsword\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Greatsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Greatsword Attack\",\"parent\":\"Nine Lives Stealer Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Greatsword\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Greatsword Damage\",\"parent\":\"Nine Lives Stealer Greatsword Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Greatsword Attunement\",\"parent\":\"Nine Lives Stealer Greatsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Greatsword Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Greatsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Greatsword Life Stealing Save\",\"parent\":\"Nine Lives Stealer Greatsword Life Stealing Resource\",\"use\":\"Nine Lives Stealer Greatsword Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Graze","Name":"Nine Lives Stealer Greatsword","Weight":6,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"2d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Halberd","description":"Weapon (Halberd), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Halberd","description":"Weapon (Halberd), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Halberd\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Halberd\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40020 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Halberd\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Halberd Attack\",\"parent\":\"Nine Lives Stealer Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Halberd\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Halberd Damage\",\"parent\":\"Nine Lives Stealer Halberd Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Halberd Attunement\",\"parent\":\"Nine Lives Stealer Halberd\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Halberd Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Halberd Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Halberd Life Stealing Save\",\"parent\":\"Nine Lives Stealer Halberd Life Stealing Resource\",\"use\":\"Nine Lives Stealer Halberd Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Cleave","Name":"Nine Lives Stealer Halberd","Weight":6,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d10","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Hand Crossbow","description":"Weapon (Hand Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"Yes","Name":"Nine Lives Stealer Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Hand Crossbow","description":"Weapon (Hand Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Thrown","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Light","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Hand Crossbow\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition (Range 30/120; Bolt)\\\",\\\"Light\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"40075 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Hand Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow Attack\",\"parent\":\"Nine Lives Stealer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Hand Crossbow\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow Damage\",\"parent\":\"Nine Lives Stealer Hand Crossbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Hand Crossbow (Off-Hand)\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Hand Crossbow (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow Attunement\",\"parent\":\"Nine Lives Stealer Hand Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Hand Crossbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Hand Crossbow Life Stealing Save\",\"parent\":\"Nine Lives Stealer Hand Crossbow Life Stealing Resource\",\"use\":\"Nine Lives Stealer Hand Crossbow Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Hand Crossbow","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"30/120","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Handaxe","description":"Weapon (Handaxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"Yes","Name":"Nine Lives Stealer Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Handaxe","description":"Weapon (Handaxe), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Martial Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Handaxe\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Handaxe\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Handaxe Attack\",\"parent\":\"Nine Lives Stealer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Handaxe\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Handaxe Damage\",\"parent\":\"Nine Lives Stealer Handaxe Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Handaxe (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Handaxe (Off-hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Handaxe (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Handaxe (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Handaxe (Thrown) Attack\",\"parent\":\"Nine Lives Stealer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Handaxe (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Handaxe (Thrown) Damage\",\"parent\":\"Nine Lives Stealer Handaxe (Thrown) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Handaxe Attunement\",\"parent\":\"Nine Lives Stealer Handaxe\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Handaxe Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Handaxe Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Handaxe Life Stealing Save\",\"parent\":\"Nine Lives Stealer Handaxe Life Stealing Resource\",\"use\":\"Nine Lives Stealer Handaxe Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Handaxe","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Heavy Crossbow","description":"Weapon (Heavy Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Heavy Crossbow","description":"Weapon (Heavy Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Martial Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Heavy Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Heavy Crossbow\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Heavy Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Heavy Crossbow Attack\",\"parent\":\"Nine Lives Stealer Heavy Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Heavy Crossbow\\\",\\\"range\\\":\\\"100/400\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Heavy Crossbow Damage\",\"parent\":\"Nine Lives Stealer Heavy Crossbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Heavy Crossbow Attunement\",\"parent\":\"Nine Lives Stealer Heavy Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Heavy Crossbow Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Heavy Crossbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Heavy Crossbow Life Stealing Save\",\"parent\":\"Nine Lives Stealer Heavy Crossbow Life Stealing Resource\",\"use\":\"Nine Lives Stealer Heavy Crossbow Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Nine Lives Stealer Heavy Crossbow","Weight":18,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"100/400","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Javelin","description":"Weapon (Javelin), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","Name":"Nine Lives Stealer Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Javelin","description":"Weapon (Javelin), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown (Range 30/120)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Thrown","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Javelin\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Thrown\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Javelin\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Javelin Attack\",\"parent\":\"Nine Lives Stealer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Javelin\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Javelin Damage\",\"parent\":\"Nine Lives Stealer Javelin Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Javelin (Thrown) Attack\",\"parent\":\"Nine Lives Stealer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Javelin (Thrown)\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Javelin (Thrown) Damage\",\"parent\":\"Nine Lives Stealer Javelin (Thrown) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Javelin Attunement\",\"parent\":\"Nine Lives Stealer Javelin\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Javelin Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Javelin Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Javelin Life Stealing Save\",\"parent\":\"Nine Lives Stealer Javelin Life Stealing Resource\",\"use\":\"Nine Lives Stealer Javelin Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Javelin","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Lance","description":"Weapon (Lance), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"Yes","Name":"Nine Lives Stealer Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Lance","description":"Weapon (Lance), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed (unless mounted)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Reach","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Lance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Lance\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":6,\\\"properties\\\":[\\\"Reach\\\",\\\"Special\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Lance\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Lance Attack\",\"parent\":\"Nine Lives Stealer Lance\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Lance\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Lance Damage\",\"parent\":\"Nine Lives Stealer Lance Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Lance Attunement\",\"parent\":\"Nine Lives Stealer Lance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Lance Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Lance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Lance Life Stealing Save\",\"parent\":\"Nine Lives Stealer Lance Life Stealing Resource\",\"use\":\"Nine Lives Stealer Lance Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Nine Lives Stealer Lance","Weight":6,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Light Crossbow","description":"Weapon (Light Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Light Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Light Crossbow","description":"Weapon (Light Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Simple Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Light Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Light Crossbow\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":5,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Crossbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Light Crossbow Attack\",\"parent\":\"Nine Lives Stealer Light Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Light Crossbow\\\",\\\"range\\\":\\\"80/320\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Light Crossbow Damage\",\"parent\":\"Nine Lives Stealer Light Crossbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Light Crossbow Attunement\",\"parent\":\"Nine Lives Stealer Light Crossbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Light Crossbow Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Light Crossbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Light Crossbow Life Stealing Save\",\"parent\":\"Nine Lives Stealer Light Crossbow Life Stealing Resource\",\"use\":\"Nine Lives Stealer Light Crossbow Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Light Crossbow","Weight":5,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"80/320","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Light Hammer","description":"Weapon (Light Hammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"Yes","Name":"Nine Lives Stealer Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Light Hammer","description":"Weapon (Light Hammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Thrown","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Light","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Light Hammer\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40002 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Light Hammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Light Hammer Attack\",\"parent\":\"Nine Lives Stealer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Light Hammer\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Light Hammer Damage\",\"parent\":\"Nine Lives Stealer Light Hammer Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Light Hammer (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Light Hammer (Off-hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Light Hammer (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Light Hammer (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Light Hammer (Thrown) Attack\",\"parent\":\"Nine Lives Stealer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Light Hammer (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Light Hammer (Thrown) Damage\",\"parent\":\"Nine Lives Stealer Light Hammer (Thrown) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Light Hammer Attunement\",\"parent\":\"Nine Lives Stealer Light Hammer\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Light Hammer Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Light Hammer Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Light Hammer Life Stealing Save\",\"parent\":\"Nine Lives Stealer Light Hammer Life Stealing Resource\",\"use\":\"Nine Lives Stealer Light Hammer Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Nine Lives Stealer Light Hammer","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Longbow","description":"Weapon (Longbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Longbow","description":"Weapon (Longbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Martial Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Longbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Longbow\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Longbow Attack\",\"parent\":\"Nine Lives Stealer Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Longbow\\\",\\\"range\\\":\\\"150/600\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Longbow Damage\",\"parent\":\"Nine Lives Stealer Longbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Longbow Attunement\",\"parent\":\"Nine Lives Stealer Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Longbow Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Longbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Longbow Life Stealing Save\",\"parent\":\"Nine Lives Stealer Longbow Life Stealing Resource\",\"use\":\"Nine Lives Stealer Longbow Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Longbow","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"150/600","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Longsword","description":"Weapon (Longsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Nine Lives Stealer Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Longsword","description":"Weapon (Longsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Versatile","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Longsword\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Longsword (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Longsword (One-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Longsword (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer Longsword (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Longsword (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Longsword (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Longsword (Two-Handed) Damage\",\"parent\":\"Nine Lives Stealer Longsword (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Longsword Attunement\",\"parent\":\"Nine Lives Stealer Longsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Longsword Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Longsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Longsword Life Stealing Save\",\"parent\":\"Nine Lives Stealer Longsword Life Stealing Resource\",\"use\":\"Nine Lives Stealer Longsword Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Nine Lives Stealer Longsword","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Mace","description":"Weapon (Mace), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"Yes","Name":"Nine Lives Stealer Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Mace","description":"Weapon (Mace), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Mace\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Mace\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Mace\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Mace Attack\",\"parent\":\"Nine Lives Stealer Mace\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Mace\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Mace Damage\",\"parent\":\"Nine Lives Stealer Mace Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Mace Attunement\",\"parent\":\"Nine Lives Stealer Mace\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Mace Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Mace Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Mace Life Stealing Save\",\"parent\":\"Nine Lives Stealer Mace Life Stealing Resource\",\"use\":\"Nine Lives Stealer Mace Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Nine Lives Stealer Mace","Weight":4,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Maul","description":"Weapon (Maul), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Maul","description":"Weapon (Maul), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Maul\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Maul\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Maul\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Maul Attack\",\"parent\":\"Nine Lives Stealer Maul\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Maul\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Maul Damage\",\"parent\":\"Nine Lives Stealer Maul Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceCount\\\":\\\"2\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Maul Attunement\",\"parent\":\"Nine Lives Stealer Maul\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Maul Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Maul Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Maul Life Stealing Save\",\"parent\":\"Nine Lives Stealer Maul Life Stealing Resource\",\"use\":\"Nine Lives Stealer Maul Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Nine Lives Stealer Maul","Weight":10,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"2d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Morningstar","description":"Weapon (Morningstar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"Yes","Name":"Nine Lives Stealer Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Morningstar","description":"Weapon (Morningstar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Morningstar\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":4,\\\"properties\\\":[],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Morningstar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Morningstar Attack\",\"parent\":\"Nine Lives Stealer Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Morningstar\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Morningstar Damage\",\"parent\":\"Nine Lives Stealer Morningstar Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Morningstar Attunement\",\"parent\":\"Nine Lives Stealer Morningstar\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Morningstar Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Morningstar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Morningstar Life Stealing Save\",\"parent\":\"Nine Lives Stealer Morningstar Life Stealing Resource\",\"use\":\"Nine Lives Stealer Morningstar Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Nine Lives Stealer Morningstar","Weight":4,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Musket","description":"Weapon (Musket), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Musket"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Musket","description":"Weapon (Musket), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading, Two-Handed","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Musket\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Musket\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40500 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Musket\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Musket Attack\",\"parent\":\"Nine Lives Stealer Musket\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Musket\\\",\\\"range\\\":\\\"40/120\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Musket Damage\",\"parent\":\"Nine Lives Stealer Musket Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d12\\\"}\"},{\"name\":\"Nine Lives Stealer Musket Attunement\",\"parent\":\"Nine Lives Stealer Musket\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Musket Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Musket Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Musket Life Stealing Save\",\"parent\":\"Nine Lives Stealer Musket Life Stealing Resource\",\"use\":\"Nine Lives Stealer Musket Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Musket","Weight":10,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"40/120","Damage":"1d12","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Pike","description":"Weapon (Pike), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Pike","description":"Weapon (Pike), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Heavy","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Pike\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Pike\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pike\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Pike Attack\",\"parent\":\"Nine Lives Stealer Pike\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Pike\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Pike Damage\",\"parent\":\"Nine Lives Stealer Pike Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Pike Attunement\",\"parent\":\"Nine Lives Stealer Pike\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Pike Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Pike Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Pike Life Stealing Save\",\"parent\":\"Nine Lives Stealer Pike Life Stealing Resource\",\"use\":\"Nine Lives Stealer Pike Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Nine Lives Stealer Pike","Weight":18,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Pistol","description":"Weapon (Pistol), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"Yes","Name":"Nine Lives Stealer Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Pistol","description":"Weapon (Pistol), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Pistol\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Pistol\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"40250 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pistol\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Pistol Attack\",\"parent\":\"Nine Lives Stealer Pistol\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Pistol\\\",\\\"range\\\":\\\"30/90\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Pistol Damage\",\"parent\":\"Nine Lives Stealer Pistol Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Pistol Attunement\",\"parent\":\"Nine Lives Stealer Pistol\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Pistol Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Pistol Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Pistol Life Stealing Save\",\"parent\":\"Nine Lives Stealer Pistol Life Stealing Resource\",\"use\":\"Nine Lives Stealer Pistol Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Pistol","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"30/90","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Quarterstaff","description":"Weapon (Quarterstaff), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"Yes","Name":"Nine Lives Stealer Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Quarterstaff","description":"Weapon (Quarterstaff), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Versatile (1d8)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Arcane Focus, Druidic Focus, Spell Focus, Yes","filter-Damage":"Versatile","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Quarterstaff\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Quarterstaff (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Quarterstaff (One-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Quarterstaff (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer Quarterstaff (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Quarterstaff (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Quarterstaff (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Quarterstaff (Two-Handed) Damage\",\"parent\":\"Nine Lives Stealer Quarterstaff (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Quarterstaff Attunement\",\"parent\":\"Nine Lives Stealer Quarterstaff\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Quarterstaff Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Quarterstaff Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Quarterstaff Life Stealing Save\",\"parent\":\"Nine Lives Stealer Quarterstaff Life Stealing Resource\",\"use\":\"Nine Lives Stealer Quarterstaff Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Nine Lives Stealer Quarterstaff","Weight":4,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Nine Lives Stealer Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Rapier\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Rapier (STR) Attack\",\"parent\":\"Nine Lives Stealer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Rapier (STR)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Rapier (STR) Damage\",\"parent\":\"Nine Lives Stealer Rapier (STR) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Rapier (DEX) Attack\",\"parent\":\"Nine Lives Stealer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Rapier (DEX)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Rapier (DEX) Damage\",\"parent\":\"Nine Lives Stealer Rapier (DEX) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Rapier Attunement\",\"parent\":\"Nine Lives Stealer Rapier\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Rapier Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Rapier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Rapier Life Stealing Save\",\"parent\":\"Nine Lives Stealer Rapier Life Stealing Resource\",\"use\":\"Nine Lives Stealer Rapier Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Rapier","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Scimitar","description":"Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Nine Lives Stealer Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Scimitar","description":"Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Scimitar\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Scimitar (STR) Attack\",\"parent\":\"Nine Lives Stealer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Scimitar (STR)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Scimitar (STR) Damage\",\"parent\":\"Nine Lives Stealer Scimitar (STR) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Scimitar (DEX) Attack\",\"parent\":\"Nine Lives Stealer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Scimitar (DEX)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Scimitar (DEX) Damage\",\"parent\":\"Nine Lives Stealer Scimitar (DEX) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Scimitar (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Scimitar (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Scimitar (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Scimitar (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Scimitar Attunement\",\"parent\":\"Nine Lives Stealer Scimitar\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Scimitar Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Scimitar Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Scimitar Life Stealing Save\",\"parent\":\"Nine Lives Stealer Scimitar Life Stealing Resource\",\"use\":\"Nine Lives Stealer Scimitar Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Nine Lives Stealer Scimitar","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Shortbow","description":"Weapon (Shortbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Nine Lives Stealer Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Shortbow","description":"Weapon (Shortbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Simple Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Shortbow\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Shortbow Attack\",\"parent\":\"Nine Lives Stealer Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Shortbow\\\",\\\"range\\\":\\\"80/320\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Shortbow Damage\",\"parent\":\"Nine Lives Stealer Shortbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Shortbow Attunement\",\"parent\":\"Nine Lives Stealer Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Shortbow Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Shortbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Shortbow Life Stealing Save\",\"parent\":\"Nine Lives Stealer Shortbow Life Stealing Resource\",\"use\":\"Nine Lives Stealer Shortbow Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Shortbow","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"80/320","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Shortsword","description":"Weapon (Shortsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Nine Lives Stealer Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Shortsword","description":"Weapon (Shortsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Shortsword\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Shortsword (STR) Attack\",\"parent\":\"Nine Lives Stealer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Shortsword (STR)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Shortsword (STR) Damage\",\"parent\":\"Nine Lives Stealer Shortsword (STR) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Shortsword (DEX) Attack\",\"parent\":\"Nine Lives Stealer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Shortsword (DEX)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Shortsword (DEX) Damage\",\"parent\":\"Nine Lives Stealer Shortsword (DEX) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Shortsword (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Shortsword (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Shortsword (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Shortsword (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Shortsword Attunement\",\"parent\":\"Nine Lives Stealer Shortsword\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Shortsword Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Shortsword Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Shortsword Life Stealing Save\",\"parent\":\"Nine Lives Stealer Shortsword Life Stealing Resource\",\"use\":\"Nine Lives Stealer Shortsword Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Nine Lives Stealer Shortsword","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Sickle","description":"Weapon (Sickle), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Nine Lives Stealer Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Sickle","description":"Weapon (Sickle), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Light","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Sickle\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"40001 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sickle\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Sickle Attack\",\"parent\":\"Nine Lives Stealer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Sickle\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Sickle Damage\",\"parent\":\"Nine Lives Stealer Sickle Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Sickle (Off-Hand) Attack\",\"parent\":\"Nine Lives Stealer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Sickle (Off-Hand)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Sickle (Off-Hand) Damage\",\"parent\":\"Nine Lives Stealer Sickle (Off-Hand) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Sickle Attunement\",\"parent\":\"Nine Lives Stealer Sickle\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Sickle Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Sickle Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Sickle Life Stealing Save\",\"parent\":\"Nine Lives Stealer Sickle Life Stealing Resource\",\"use\":\"Nine Lives Stealer Sickle Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Nine Lives Stealer Sickle","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Sling","description":"Weapon (Sling), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","Name":"Nine Lives Stealer Sling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Sling","description":"Weapon (Sling), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"Yes","filter-Lists":"Ranged Weapon, Simple Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Sling\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Sling\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[\\\"Ammunition\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sling\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Sling Attack\",\"parent\":\"Nine Lives Stealer Sling\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Sling\\\",\\\"range\\\":\\\"30/120\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Sling Damage\",\"parent\":\"Nine Lives Stealer Sling Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Sling Attunement\",\"parent\":\"Nine Lives Stealer Sling\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Sling Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Sling Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Sling Life Stealing Save\",\"parent\":\"Nine Lives Stealer Sling Life Stealing Resource\",\"use\":\"Nine Lives Stealer Sling Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Sling","data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Range":"30/120","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Spear","description":"Weapon (Spear), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Nine Lives Stealer Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Spear","description":"Weapon (Spear), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Thrown","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Spear\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Spear\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"40001 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Spear\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Spear (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Spear (One-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Spear (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer Spear (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Spear (Thrown) Attack\",\"parent\":\"Nine Lives Stealer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Spear (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Spear (Thrown) Damage\",\"parent\":\"Nine Lives Stealer Spear (Thrown) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Nine Lives Stealer Spear (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Spear (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Spear (Two-Handed) Damage\",\"parent\":\"Nine Lives Stealer Spear (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Spear Attunement\",\"parent\":\"Nine Lives Stealer Spear\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Spear Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Spear Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Spear Life Stealing Save\",\"parent\":\"Nine Lives Stealer Spear Life Stealing Resource\",\"use\":\"Nine Lives Stealer Spear Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Nine Lives Stealer Spear","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Trident","description":"Weapon (Trident), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Nine Lives Stealer Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Trident","description":"Weapon (Trident), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Thrown","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Trident\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Trident\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Trident\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Trident (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Trident (One-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Trident (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer Trident (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Trident (Thrown) Attack\",\"parent\":\"Nine Lives Stealer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Trident (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Trident (Thrown) Damage\",\"parent\":\"Nine Lives Stealer Trident (Thrown) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Trident (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Trident (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Trident (Two-handed) Damage\",\"parent\":\"Nine Lives Stealer Trident (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Trident Attunement\",\"parent\":\"Nine Lives Stealer Trident\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Trident Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Trident Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Trident Life Stealing Save\",\"parent\":\"Nine Lives Stealer Trident Life Stealing Resource\",\"use\":\"Nine Lives Stealer Trident Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Nine Lives Stealer Trident","Weight":4,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer War Pick","description":"Weapon (War Pick), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Nine Lives Stealer War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer War Pick","description":"Weapon (War Pick), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Versatile","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer War Pick\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"War Pick\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer War Pick (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer War Pick (One-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer War Pick (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer War Pick (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer War Pick (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer War Pick (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer War Pick (Two-Handed) Damage\",\"parent\":\"Nine Lives Stealer War Pick (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer War Pick Attunement\",\"parent\":\"Nine Lives Stealer War Pick\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer War Pick Life Stealing Resource\",\"parent\":\"Nine Lives Stealer War Pick Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer War Pick Life Stealing Save\",\"parent\":\"Nine Lives Stealer War Pick Life Stealing Resource\",\"use\":\"Nine Lives Stealer War Pick Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Nine Lives Stealer War Pick","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Warhammer","description":"Weapon (Warhammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"Yes","Name":"Nine Lives Stealer Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Warhammer","description":"Weapon (Warhammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Versatile","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Warhammer\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Warhammer (One-Handed) Attack\",\"parent\":\"Nine Lives Stealer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Warhammer (One-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Warhammer (One-Handed) Damage\",\"parent\":\"Nine Lives Stealer Warhammer (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Nine Lives Stealer Warhammer (Two-Handed) Attack\",\"parent\":\"Nine Lives Stealer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Warhammer (Two-Handed)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Warhammer (Two-Handed) Damage\",\"parent\":\"Nine Lives Stealer Warhammer (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"},{\"name\":\"Nine Lives Stealer Warhammer Attunement\",\"parent\":\"Nine Lives Stealer Warhammer\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Warhammer Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Warhammer Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Warhammer Life Stealing Save\",\"parent\":\"Nine Lives Stealer Warhammer Life Stealing Resource\",\"use\":\"Nine Lives Stealer Warhammer Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Nine Lives Stealer Warhammer","Weight":2,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Nine Lives Stealer Whip","description":"Weapon (Whip), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"Yes","Name":"Nine Lives Stealer Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nine Lives Stealer Whip","description":"Weapon (Whip), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Nine Lives Stealer Whip\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Nine Lives Stealer Whip\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Reach\\\"],\\\"cost\\\":\\\"40002 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Whip\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Nine Lives Stealer Whip (STR) Attack\",\"parent\":\"Nine Lives Stealer Whip\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Whip (STR)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Whip (STR) Damage\",\"parent\":\"Nine Lives Stealer Whip (STR) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Whip (DEX) Attack\",\"parent\":\"Nine Lives Stealer Whip\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Nine Lives Stealer Whip (DEX)\\\",\\\"onHitDisplay\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must make a DC 15 Constitution saving throw.\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Nine Lives Stealer Whip (DEX) Damage\",\"parent\":\"Nine Lives Stealer Whip (DEX) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Nine Lives Stealer Whip Attunement\",\"parent\":\"Nine Lives Stealer Whip\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Nine Lives Stealer Whip Life Stealing Resource\",\"parent\":\"Nine Lives Stealer Whip Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Life Stealing\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":9},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Nine Lives Stealer Whip Life Stealing Save\",\"parent\":\"Nine Lives Stealer Whip Life Stealing Resource\",\"use\":\"Nine Lives Stealer Whip Life Stealing Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Life Stealing Save\\\",\\\"description\\\":\\\"When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The creature is slain instantly.\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Nine Lives Stealer Whip","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nLife Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ninefold Swarmdagger","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can use a bonus action to launch ghostly duplicates of the dagger at nearby creatures. Ghostly duplicates of the dagger fly at up to three creatures you can see within 30 feet of the creature you hit. Make a ranged attack with this dagger at each target. On a hit, a target takes 1d4 force damage. Once you hit six creatures with these ghostly daggers, you can’t launch ghostly daggers from this weapon again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Nithing Pole","description":"A nithing pole is crafted to exact retribution for an act of cowardice or dishonor. It’s a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the stave’s curse. The carved shaft is draped in horsehide, topped with a horse’s skull, and placed where its target is expected to pass by; typically the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won’t see it until it’s too late. A pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn’t precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with range 333 feet instead of touch) on the target. The DC for the target’s Wisdom saving throw is 15; if the saving throw succeeds, the pole recasts the spell every round until the saving throw fails, the target retreats out of range, or the nithing pole is destroyed. Anyone other than the pole’s creator who tries to destroy or knock down a nithing pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created. The pole becomes nonmagical once it has laid its curse on its intended target; an untriggered and forgotten nithing pole remains dangerous for centuries. The curse lasts 8 hours and doesn’t require concentration.","properties":{"Category":"Items","Expansion":9,"Item Type":"Adventuring Gear","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Nithing Pole","description":"Wondrous item, rare This pole is crafted to exact retribution for an act of cowardice or dishonor. It’s a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole’s curse. The carved shaft is draped in horsehide, topped with a horse’s skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won’t see it until it’s too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn’t precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target’s Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole’s creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Nithing Pole","description":"Wondrous Item, Rare A nithing pole is crafted to exact retribution for an act of cowardice or dishonor. It is a sturdy wooden staff, 6 to 10 feet long, carved with runes that name the dishonored target of the staff’s curse. The carved shaft is draped in horsehide, topped with a horse’s skull, and placed where its target is expected to pass by; typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot, where the intended victim won’t see it until it’s too late. A pole is created to punish a certain person for a specific crime. The target must be named on the pole; a description such as “the person who blinded Lars Gustafson” isn’t precise enough. The moment the target approaches within 60 feet, the pole casts bestow curse (with a range of 60 feet instead of touch) on the target. The DC for the target’s Wisdom saving throw is 15. On a successful save, the pole recasts the spell every round until the target’s saving throw is a failure, the target retreats out of range, or the nithing pole is destroyed. Anyone other than the pole’s creator who tries to destroy or knock down a nithing pole is also targeted by a bestow curse spell, but only once. You determine the effect of the curse when the pole is created. The pole becomes nonmagical only after it has laid its curse on its intended target; an untriggered and forgotten nithing pole remains dangerous for centuries. The curse, once activated, lasts for 8 hours and doesn’t require concentration.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Noble Taster’s Spork","description":"Noble Taster’s Spork Wondrous Item, Uncommon Crafted by court wizards to protect nobles from assassination, this magic utensil is an indispensable tool for any self-respecting food taster, as well as for adventurers who dare sample unusual and exotic delicacies. This spork has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. The spork regains 1d3 expended charges daily at dawn. You have advantage on all saving throws related to foodborne poisons and diseases from any food you eat using this spork. Additionally, you have resistance to poison damage from eating poisoned food with this spork. Item Variant: Royal Taster’s Spork At the gamemaster’s discretion, a version of this item that is fit to taste the food of kings and queens may be found. The Royal Taster’s Spork is very rare, allows the wielder to cast detect poison and disease will, and makes the wielder immune to disease, poison, and the poisoned condition as long as the spork is on their person. Orelyn on Noble Taster’s Spork Orelyn’s eyes glimmer and a wide smile adorns her face as she opens the king’s vault, yet her enthusiasm fades as she peers inside. “Magic swords. How predictable,” she says and shrugs as she steps into the vault. “Arcane crafters are often criminally lacking in terms of imagination. Look at all those enchanted swords and suits of armor — so many of them, not to mention the rows upon rows of magic staves and wands some eccentrics like to collect.” She sighs as she explores the contents of the vault, patiently cataloging magic weapons. “Where’s the ingenuity in spending years to make another sword of magic slaying or another suit of armor of protection against —” Her eyes fall upon a curious utensil displayed on a velvet pillow. “Oh, wait a minute. This fork is magical!” she says, a wide smile on her lips, as she picks it up to examine it closer. “… or is it a spoon? I can’t really tell!” Her smile widens as she turns to face you. “Well, that’s fascinating, don’t you think?” she asks, eyeing you curiously through the spork’s tines.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Nolzur's Marvelous Pigments","description":"Nolzur's Marvelous Pigments Wondrous item, very rare Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. Weight: 1","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Nolzur's Marvelous Pigments","description":"Wondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Nolzur's Marvelous Pigments"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Nonlethal Bomb","description":"By replacing your bomb’s explosive contents with a pouch of rubber pellets, you can change it into a nonlethal bomb. A nonlethal bomb deals bludgeoning damage instead of fire damage, and its damage dice are d8s. If damage from this bomb drops a creature to 0 hit points, it knocks the creature out, rather than dealing a killing blow, rendering the creature unconscious and stable. Additionally, this bomb’s rubber pellets bounce around corners, ignoring half and three-quarters cover for targets within the blast radius.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Nordmansch Greataxe","description":"The nordmansch greataxe likely originated with the foresters and lumberjacks of the Ordenn forest, who found a secret way of making axe heads they continue to keep secret. The nordmansch make more axes than their woodsmen actually need. The nordmansch greataxe is a two-handed weapon built to sunder other weapons. Its edge is hardened especially for this purpose, and its haft is likewise set with trapping prongs to catch and hold a foe’s weapon. At the GM’s discretion, typical greataxes may also use the sundering strike maneuver.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy,Two-Handed"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Northlands Estoc","description":"A hand-and-a-half sword designed to pierce heavy armor and sharpened only on the tip, an estoc is 4 feet long, sometimes with a second crossguard. It is said to have been used first by the knights of Vael Turog and Balinor against the elves, but now is used by dwarven mercenaries and human knights who expect to fight other heavily armored warriors. Its anti-armor properties make it popular with monster hunters and dragon slayers as well. Sometimes called the “tuck.” The estoc also has the following special property. Special. The estoc deals an additional 1d6 damage to creatures wearing heavy armor, or naturally armored creatures with an AC of 16 or higher.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special, Versatile (1d8)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Nostalgia","description":"Wondrous Item, Legendary (Requires Attunement) This pendant features an intricate array of gears. While wearing it, your Intelligence score increases by 2, to a maximum of 22. Relive Memory You relive a memory any creature has gained while attuned to Nostalgia . You can specify any condition for the memory (such as an encounter with a specific creature type or when a certain event occurred) and relive the memory that best matches that condition, through the eyes of the creature that experienced it. The memory lasts for up to 1 hour and you are Unconscious while you relive it. When it ends, you must succeed on a DC 15 Wisdom save or take 3d6 Psychic damage. Time Anchor You set an anchor in time and space. At the start of each of your subsequent turns, you can choose to revert time back to when you set the anchor (no action required), undoing anything that has happened since then, and causing you and all other creatures and objects to magically appear exactly where you were when the anchor was set. The anchor then disappears. If you choose not to reset time at the start of your turn, roll a d4. On a roll of 1, the anchor disappears. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nuclear Bomb","description":"A nuclear bomb deals 10d10 + 100 force damage instead of its normal fire damage, has a blast radius of 1 mile, and completely destroys the philosopher’s stone. Additionally, each creature within the blast radius that fails its saving throw takes the full bomb damage rolled, or half as much damage on a successful save. Creatures within 60 feet of the bomb gain no benefit from Evasion or similar features.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Null Fold","description":"Wondrous item, rare These soft, grey leather wraps the size of a large spellbook are imprinted with the lock-and-chain symbol of the Chained Library. They prevent a scroll or book placed within them from exerting any influence on the person carrying it. Objects in the null fold can’t be targeted by any divination magic or perceived through magical scrying sensors. Magic items within the null fold become nonmagical until the wrappers are removed. Interacting with the object to inspect, read, or otherwise use it requires removing it from the null fold .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Nullifier's Lexicon","description":"Wondrous item, very rare (requires attunement by a cleric or wizard) This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM’s discretion, you know the chill touch cantrip instead. Spells. By intoning certain passages from this book while holding it, you can use an action to cast one of the following spells, using your spell slots, spell save DC, and spellcasting ability: conjure voidborn *, dominate monster , life drain *, shatter , or thunderwave . Spells marked with an asterisk (*) are found in Deep Magic for 5th Edition . You can cast one of these spells once without difficulty. For each successive casting of one of these spells, you take a cumulative 1d6 necrotic damage. This effect resets when you finish a long rest. Void Rearrangement. You can spend 1 minute reading a complicated passage in Void Speech from this book to rearrange reality to your will. State your general intention when you make the pronouncement (“strike down my enemies,” “repair the damage the dragon did to me,” etc.). The GM decides the form this alteration of reality takes, but the effect of any wizard, cleric, or Void magic spell is appropriate. When the effect occurs, you suffer 5d10 necrotic damage, and you can’t use this ability again for 7 days.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Cleric or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Nullifiers Lexicon","description":"This book has black leather pages with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. By intoning certain passages from this book, you can cast the following spells: conjure voidborn*, dominate monster, life drain*, shatter, and thunderwave. You can cast a spell once from the nullifier’s lexicon without difficulty. For each successive casting, you take a cumulative 1d6 necrotic damage. This resets when you finish a long rest. Finally, you can spend 1 minute pronouncing a complicated passage in Void Speech to rearrange reality to your will. State your general intention when you make the pronouncement (“strike down my enemies,” “repair the damage the dragon did to me,” etc.). The DM decides the form this alteration of reality takes, but the effect of any wizard, cleric, or Void magic spell is appropriate. When the effect occurs, you suffer 5d10 necrotic damage, and you can’t use this ability again for 7 days. *indicates a spell contained in this book","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Nullifying Bracer","description":"Nullifying Bracer Utility, rare (requires affinity) While you were this bracer, you have advantage on saving throws against esper powers.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Nullifying Net","description":"Wondrous Item (Rare) This net is made from a mesh of thread-like wires and embedded with crystal nodes that disrupt energy. The net can't be destroyed by dealing damage to it. Disrupting Net At the start of each of its turns, a creature Restrained by the net takes 1d4 Force damage and must succeed on a DC 15 Constitution save. On a failure, it can't cast spells and all spells and magical effects on the creature, as well as the magic properties of all non-Artifact magic items it is wearing or carrying, are suppressed until the start of its next turn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nunchaku","description":"Nunchaku Melee Weapon (martial, nunchaku) Adapted from a simple threshing tool, nunchaku consist of two wood or iron rods connected by a short length of chain or rope. They have been used in numerous Rokugani martial arts for centuries, and are common in the northern mountains of Dragon lands as well as in the islands to the south. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Damage: 1d6 Damage Type: Bludgeoning Properties: Finesse, Snaring (15) Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Snaring (15)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Nunchaku","description":"Nunchaku Nunchaku are martial melee weapons composed of two hard batons connected to one another by a short chain or tether. They deal 1d6 bludgeoning damage on a hit, count as a monk weapon, and have the Finesse, Versatile ( 1d8 ), and Special: Flourish properties. Special: Flourish. When you are wielding the nunchaku in two hands and take the Attack action on your turn, you can attempt to flourish with the weapon immediately before you make your first attack. To flourish, make a DC 13 Dexterity check , adding your proficiency bonus if you are proficient with nunchaku. On a success, you gain a +2 bonus to the first attack roll you make this turn. On a failure, you deal bludgeoning damage to yourself equal to your proficiency bonus and gain no bonus from your flourishes this turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Nunchaku","description":"","properties":{"Category":"Items","Item Type":"Weapon (nunchaku)","Properties":"Finesse, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Nunchaku for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Nurian Hook","description":"A Nurian hook is a 1-foot-long square shaft that ends in a bronze hook with an arrow-shaped point at the pommel. Embalmers and butchers use it to hang up corpses.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Oak Heart Figurine","description":"This dense, charred wooden figurine smells slightly of smoke. It has been carved into the highly detailed likeness of a treant. The druid Ruatha lived long ago in a deep forest near a wide stream at the base of a large hillock. He had been raised by an ancient treant known as Oak Heart. The treant was teacher, mentor, friend, and protector to the young druid—together, the two tended the forest and all that lived within it. Late one night, a sudden storm crashed across the sky. Ruatha watched as lightning lit up the night sky. Seconds later, he saw a flickering, yellow-orange haze in the distance then a cloud of smoke. Forest fire! Ruatha rushed through the forest, shouting for the animals to run toward the safety of the stream. Ruatha could hear the deep, rumbling voice of Oak Heart in the distance, rousing the trees of the forest. Through the confusion and smoke, panicked forest animals ran from the flames, and trees lumbered past Ruatha. After what seemed a lifetime, the singed and soot-covered druid finally dropped to his knees on the far side of the stream. Glancing around quickly, the exhausted druid was relieved to see that most of the forest animals had made it to safety, as had many of the trees. They were already re-rooting themselves into the ground and becoming still again. Coughing uncontrollably, the exhausted young druid collapsed on the ground. Ruatha’s eyes flickered open. It was dawn and the storm was over. On the far side of the stream, Ruatha could see the devastation left behind by the forest fire. As far as the eye could see, the ground was black and burned. Ruatha noticed a large, still shape in the distance, near a group of smoldering tree trunks. His heart sank—it was Oak Heart. The druid transformed into a hawk and soared to his friend. Oak Heart was dead, his bark blackened and charred. The ancient treant had died trying to save every last tree he could. Devastated, Ruatha slowly cut into the burned remains of his friend and carefully removed the heartwood. He fashioned the wood into the likeness of his friend and mentor and carried it with him for the remainder of his days. Wondrous item, fabled (5th-level and higher properties require attunement) While holding the pocket-sized figurine, you can cast the druidcraft spell from it at will. Forest Keeper (Requires Attunement). As your level increases, you gain the following benefits while holding the figurine. 5th level. You have resistance to fire damage. In addition, you can use an action to cast the barkskin spell from it but can target only yourself when you do so. Once used, the figurine can’t be used in this way again until the next dawn. 9th level. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes an awakened tree with resistance to fire damage, instead of vulnerability to it. If the space where the tree would appear is occupied by other creatures or objects, or if there isn’t enough space for the tree, the figurine doesn’t become a tree. The tree is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the tree defends itself but takes no other actions. It lasts for up to 6 hours. At the end of the duration, it reverts to its figurine form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. Once it has been used to become an awakened tree, the figurine can’t be used in this way again until 3 days have passed. 13th Level. You can use an action to cast the tree stride spell from the figurine. Once used, the figurine can’t be used in this way again until the next dawn. 17th level. When you use the figurine’s 9th-level property, the figurine now becomes a treant instead of an awakened tree. In addition, the treant has resistance to fire damage, instead of vulnerability to it.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oakwood Wand","description":"Wand, common (requires attunement by a druid) You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oars of Rowing","description":"Oars of Rowing Wondrous item, uncommon These items look like regular boat oars and are usually found in pairs. When you attach these oars to the oarlocks of a boat, you can speak a command word and cause the oars to row the boat on their own at a speed of 2 miles per hour for up to 12 hours. Speaking the command word again causes the oars to cease rowing. Once used, this property of the oars can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Oath of the Green","description":"Armor (shield), uncommon (requires attunement by a druid) This wenge wood shield is marked with druidic runes that glow with a faint green light. You gain a +1 to AC while you wear this shield. The shield functions as a holy symbol for a servant of a deity associated with nature.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"uncommon","Requires Attunement":"Yes (druid)"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Oathbinder","description":"Weapon (warhammer), legendary (requires attunement by a creature of non-evil alignment) Handed down through generations of holy warriors, Oathbinder is a warhammer fashioned from gold, jade, and finished wood. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a mace of disruption (see below). While holding the weapon, you can use an action to cast beacon of hope . Once used, this ability can't be used again until the next dawn. Sentience . Oathbinder is a lawful good weapon with an Intelligence of 12, a Wisdom of 14 and a Charisma of 14. She has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common and Celestial. She has a strong, feminine voice. She knows every language you know while you're attuned to the weapon. Personality. Imbued with the lifeforce of an ancient celestial, Oathbinder is the sworn enemy of fiends and other evil extraplanar creatures. She speaks only when she has something important to say, and can often be openly curt and matter-of-fact when doing so. Oathbinder is courageous in the face of all that is evil. If her wielder actively chooses to flee from facing an extraplanar evil, such as a demon or powerful undead, and can't provide good justification for doing so, the weapon openly mocks them for their cowardice until the wielder can redeem themselves by defeating a worthy evil opponent. A protector of life and light, Oathbinder has no patience for those who perform acts spurned by dishonesty and corruption. She strongly protests against any wielder who continuously participates in such actions, and can be very disagreeable when her wielder consistently tolerates others who do the same. Mace of Disruption Weapon (mace), rare (requires attunement) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.","properties":{"Category":"Items","Expansion":24773,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Oathbow","description":"Oathbow Ranged weapon (martial, longbow), very rare (requires attunement ) When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover , other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Range":"150/600","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Bow","Item Type":"Ranged Weapon","data-List":"false","Properties":"Heavy, Range, Two-Handed","Damage Type":"Piercing","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Oathbow","description":"Oathbow Ranged weapon (martial, longbow), very rare (requires attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Secondary Damage: 3d6 Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Oathbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Oathbow (Template)","description":"Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oathbow (Template)","description":"Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"Ranged Weapon, Yes","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Oathbow Longbow","description":"Weapon (Longbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Oathbow Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oathbow Longbow","description":"Weapon (Longbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Heavy, Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Oathbow Longbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Oathbow Longbow\\\",\\\"description\\\":\\\"When you nock an arrow on this bow, it whispers in Elvish, 'Swift defeat to my enemies.' When you use this weapon to make a ranged attack, you can utter or sign the following command words: 'Swift death to you who have wronged me.' The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Heavy\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Longbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Oathbow Longbow Attack\",\"parent\":\"Oathbow Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Oathbow Longbow\\\",\\\"range\\\":\\\"150/600\\\",\\\"description\\\":\\\"When you use this weapon to make a ranged attack, you can utter or sign the following command words: 'Swift death to you who have wronged me.' The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Oathbow Longbow Damage\",\"parent\":\"Oathbow Longbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Oathbow Longbow Attunement\",\"parent\":\"Oathbow Longbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Oathbow Longbow Sworn Enemy Effect\",\"parent\":\"Oathbow Longbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Sworn Enemy (Oathbow)\\\",\\\"description\\\":\\\"When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.\\\",\\\"category\\\":[]}\"},{\"name\":\"Oathbow Longbow Advantage vs Sworn Enemy\",\"parent\":\"Oathbow Longbow Sworn Enemy Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"When you make a ranged attack roll with the Oathbow against your sworn enemy, you have Advantage on the roll.\\\"}\"},{\"name\":\"Oathbow Longbow Disadvantage with Other Weapons\",\"parent\":\"Oathbow Longbow Sworn Enemy Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"While your sworn enemy lives, you have Disadvantage on attack rolls with all weapons besides the Oathbow.\\\"}\"},{\"name\":\"Oathbow Longbow Extra Damage vs Sworn Enemy Effect\",\"parent\":\"Oathbow Longbow Sworn Enemy Effect\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Extra Damage against Sworn Enemy\\\",\\\"description\\\":\\\"When you make a ranged attack roll with this weapon against your sworn enemy and the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"3d6\\\",\\\"situation\\\":\\\"Ranged attacks with the Oathbow against your Sworn Enemy deal an extra 3d6 piercing damage.\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Oathbow Longbow","Weight":2,"data-description":"When you nock an arrow on this bow, it whispers in Elvish, 'Swift defeat to my enemies.' When you use this weapon to make a ranged attack, you can utter or sign the following command words: 'Swift death to you who have wronged me.' The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.","Range":"150/600","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Oathbow Shortbow","description":"Weapon (Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Oathbow Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oathbow Shortbow","description":"Weapon (Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, Yes","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Oathbow Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Oathbow Shortbow\\\",\\\"description\\\":\\\"When you nock an arrow on this bow, it whispers in Elvish, 'Swift defeat to my enemies.' When you use this weapon to make a ranged attack, you can utter or sign the following command words: 'Swift death to you who have wronged me.' The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Oathbow Shortbow Attack\",\"parent\":\"Oathbow Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Oathbow Shortbow\\\",\\\"range\\\":\\\"80/320\\\",\\\"description\\\":\\\"When you use this weapon to make a ranged attack, you can utter or sign the following command words: 'Swift death to you who have wronged me.' The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Oathbow Shortbow Damage\",\"parent\":\"Oathbow Shortbow Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Oathbow Shortbow Attunement\",\"parent\":\"Oathbow Shortbow\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Oathbow Shortbow Sworn Enemy Effect\",\"parent\":\"Oathbow Shortbow Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Sworn Enemy (Oathbow)\\\",\\\"description\\\":\\\"When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.\\\",\\\"category\\\":[]}\"},{\"name\":\"Oathbow Shortbow Advantage vs Sworn Enemy\",\"parent\":\"Oathbow Shortbow Sworn Enemy Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"When you make a ranged attack roll with the Oathbow against your sworn enemy, you have Advantage on the roll.\\\"}\"},{\"name\":\"Oathbow Shortbow Disadvantage with Other Weapons\",\"parent\":\"Oathbow Shortbow Sworn Enemy Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Attacks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"While your sworn enemy lives, you have Disadvantage on attack rolls with all weapons besides the Oathbow.\\\"}\"},{\"name\":\"Oathbow Longbow Extra Damage vs Sworn Enemy Effect\",\"parent\":\"Oathbow Shortbow Sworn Enemy Effect\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Extra Damage against Sworn Enemy\\\",\\\"description\\\":\\\"When you make a ranged attack roll with this weapon against your sworn enemy and the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"3d6\\\",\\\"situation\\\":\\\"Ranged attacks with the Oathbow against your Sworn Enemy deal an extra 3d6 piercing damage.\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Oathbow Shortbow","Weight":2,"data-description":"When you nock an arrow on this bow, it whispers in Elvish, 'Swift defeat to my enemies.' When you use this weapon to make a ranged attack, you can utter or sign the following command words: 'Swift death to you who have wronged me.' The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.","Range":"80/320","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Observer's Spyglass","description":"Wondrous Item, Uncommon While looking through this magic spyglass you can see details of extremely distant creatures and objects up to 2,000 feet away but no closer than 100 feet. Sailor’s Sight. This spyglass has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge and speak its command word to activate its magic. For the next minute, while looking through the spyglass you gain advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see normally in darkness, both magical and nonmagical, and through any natural phenomena such as heavy rain, falling snow, or mist that would normally cause an area to be lightly or heavily obscured.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Obsidian Flint Dragon Plate","description":"Armor (plate), legendary You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.","properties":{"Category":"Items","Expansion":4414,"Item Type":"Heavy Armor","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Obsidian Flint Dragon Plate","description":"Obsidian Flint Dragon Plate Armor ( heavy, plate), legendary You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. AC: 20 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Obsidian Inkstick","description":"Obsidian Inkstick Adventuring gear An obsidian inkstick can be identified with a successful DC 20 Intelligence (Arcana) check. These seemingly ordinary inksticks contain pulverized obsidian in addition to the usual ingredients. When material from an obsidian inkstick is mixed with water and used to write or draw, it bestows the blessings of Lord Moon upon the paper. But when it is mixed with blood, the resulting ink attracts evil spirits and empowers blood magic rituals. Obsidian inksticks are a necessary component for the Bloodspeakers’ ritual.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Obsidian Spell Gem","description":"Obsidian Spell Gem Wondrous item, uncommon (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem 's maximum level spell it can store is a cantrip. The stored spell’s saving throw DC is 13 and its attack bonus is +5. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Obsidian Steed Figurine of Wondrous Power","description":"Obsidian Steed Figurine of Wondrous Power Wondrous item, very rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Obsidian Steed Figurine of Wondrous Power","description":"Wondrous Item, Very Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Obsidian Steed. This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Obsidian Steed Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Occultist's Tools","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Tool","Item Rarity":"Standard"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Oceanic Blowgun","description":"Oceanic Blowgun Ranged weapon (martial, blowgun), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 2 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Dagger","description":"Oceanic Dagger Melee weapon (simple, dagger), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":20583,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Dart","description":"Oceanic Dart Ranged weapon (simple, dart), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Hand Crossbow","description":"Oceanic Hand Crossbow Ranged weapon (martial, hand crossbow), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d6+1 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Handaxe","description":"Oceanic Handaxe Melee weapon (simple, handaxe), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d6+1 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Heavy Crossbow","description":"Oceanic Heavy Crossbow Ranged weapon (martial, heavy crossbow), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 1d10+1 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Javelin","description":"Oceanic Javelin Melee weapon (simple, javelin), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d6+1 Damage Type : Piercing Properties : Range, Thrown Range : 30/120 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Light Crossbow","description":"Oceanic Light Crossbow Ranged weapon (simple, light crossbow), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Light hammer","description":"Oceanic Light Hammer Melee weapon (simple, light hammer), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 1d4+1 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Longbow","description":"Oceanic Longbow Ranged weapon (martial, longbow), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage: 1d8+1 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Net","description":"Oceanic Net Ranged weapon (martial, net), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Properties: Range, Thrown Range: 5/15 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Shortbow","description":"Oceanic Shortbow Ranged weapon (simple, shortbow), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d6+1 Damage Type : Piercing Properties : Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Sling","description":"Oceanic Sling Ranged weapon (simple, sling), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d4+1 Damage Type : Bludgeoning Properties : Range Range : 30/120 Weight : 0","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Spear","description":"Oceanic Spear Melee weapon (simple, trident), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d6+1 (1d8+1) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Trident","description":"Oceanic Trident Melee weapon (martial, trident), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn. Damage : 1d6+1 (1d8+1) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Oceanic Weapon","description":"Oceanic Weapon Weapon (any ranged or thrown), rare (requires attunement) This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet. Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Octopus Bracers","description":"Wondrous item, uncommon (requires attunement) These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can’t attack other creatures with that tentacle. While your arms are tentacles, you can’t wield weapons that require two hands, and you can’t wield shields. In addition, you can’t cast a spell that has a somatic component. When the bracers’ property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ocular Scimitar (Common)","description":"Weapon (Scimitar), Common (Requires Attunement) Common While holding this magic weapon, you can use an action to cast minor illusion (spell save DC 10 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. ","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Ocular Scimitar (Legendary)","description":"Weapon (Scimitar), Legendary (Requires Attunement) Common While holding this magic weapon, you can use an action to cast minor illusion (spell save DC 10 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Uncommon You can now cast minor illusion from the weapon at will. You gain a +1 bonus to attack and damage rolls made with this weapon. Rare Everywhere All at Once. When you hit a creature with this weapon, you can choose up to four additional creatures within 30 feet. The original target and each additional target must make a DC 15 Wisdom saving throw or be stunned until the start of their next turn. Once used, you can’t use this property again until you finish a long rest. Very Rare The DC of Everywhere All at Once increases to 16. Protective Phantasm. If another creature hits you with a melee attack while you are holding this weapon, you can use your reaction to gain a +2 bonus to AC, including against the triggering attack, until the start of your next turn. Legendary The DC of Everywhere All at Once increases to 17. While holding this weapon, you can cast blur as a bonus action. Once used, this property can’t be used again until you finish a short or long rest. Unseen Approach. Your attacks with this weapon score a critical hit on a roll of 19 or 20. Additionally, when you score a critical hit with this weapon, the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Ocular Scimitar (Rare)","description":"Weapon (Scimitar), Rare (Requires Attunement) Common While holding this magic weapon, you can use an action to cast minor illusion (spell save DC 10 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Uncommon You can now cast minor illusion from the weapon at will. You gain a +1 bonus to attack and damage rolls made with this weapon. Rare Everywhere All at Once. When you hit a creature with this weapon, you can choose up to four additional creatures within 30 feet. The original target and each additional target must make a DC 15 Wisdom saving throw or be stunned until the start of their next turn. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Ocular Scimitar (Uncommon)","description":"Weapon (Scimitar), Uncommon (Requires Attunement) Common While holding this magic weapon, you can use an action to cast minor illusion (spell save DC 10 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Uncommon You can now cast minor illusion from the weapon at will. You gain a +1 bonus to attack and damage rolls made with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Ocular Scimitar (Very Rare)","description":"Weapon (Scimitar), Very Rare (Requires Attunement) Common While holding this magic weapon, you can use an action to cast minor illusion (spell save DC 10 + your proficiency bonus). You can cast the spell this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Uncommon You can now cast minor illusion from the weapon at will. You gain a +1 bonus to attack and damage rolls made with this weapon. Rare Everywhere All at Once. When you hit a creature with this weapon, you can choose up to four additional creatures within 30 feet. The original target and each additional target must make a DC 15 Wisdom saving throw or be stunned until the start of their next turn. Once used, you can’t use this property again until you finish a long rest. Very Rare The DC of Everywhere All at Once increases to 16. Protective Phantasm. If another creature hits you with a melee attack while you are holding this weapon, you can use your reaction to gain a +2 bonus to AC, including against the triggering attack, until the start of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Oculi of the Ancestor","description":"Wondrous item, rare (requires attunement) An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can’t show you what the creature might have detected using another sense, such as tremorsense.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Odd Bodkin","description":"Weapon (dagger), rare This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Odorless Oil","description":"Potion, uncommon This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can’t be tracked by scent, and can’t be detected with Wisdom (Perception) checks that rely on smell.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Officer Wand","description":"Wand, uncommon This wand is carried and used by law enforcement officers. While holding this wand, you can cast the ray of frost spell using your spellcasting ability. If you don’t have the ability to cast spells, your spell attack modifier for this spell is equal to your proficiency bonus plus your Dexterity modifier.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ogre's Pot","description":"Wondrous item, rare (requires attunement) This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot’s command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn’t destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ogre's Pot","description":"Wondrous item, rare This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. Also, when commanded (a bonus action), the pot rolls directly to its master (speed 40 feet), following the shortest possible path and knocking down any obstacles or creatures in its path, dealing 7 (2d6) bludgeoning damage and knocking the target prone; a creature that makes a successful DC 12 Dexterity saving throw avoids the pot completely.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Oil","description":"Oil (flask) Adventuring gear Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon . On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Damage: 5 Damage Type: Fire Duration: 2 Rounds Properties: Improvised Weapons Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":5,"Source":"5th Edition SRD","Weight":1,"Duration":"2 Rounds","Item Type":"Adventuring Gear","data-List":"false","Properties":"Improvised Weapons","Damage Type":"Fire","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Oil","description":"Oil (flask) Adventuring gear Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Damage: 5 Damage Type: Fire Duration: 2 Rounds Properties: Improvised Weapons Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"Improvised Weapons","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Oil","description":"Oil Adventuring gear Cost 1 sp Weight 1 lb This oil comes in a flask that holds 1 pint. As an action, you can splash the oil onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area that is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Oil","description":"Oil Adventuring gear Price: 5 gp Quantity: flask Oil usually comes in a clay flask that holds 1 pint. As a Main Action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Oil","description":"Adventuring Gear Weight: 1 lb. Cost: 1 SP You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus ) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Oil"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Oil","description":"Oil (flask) Adventuring gear Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon . On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Damage: 5 Damage Type: Fire Duration: 2 Rounds Properties: Improvised Weapons Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Properties":"Improvised Weapons"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Oil Bomb","description":"By mixing your bomb’s explosive contents with a few drops of a super-surfactant, you can change it into an oil bomb. An oil bomb deals no damage, but coats each creature within the blast radius in a sticky, flammable oil. The next time a creature coated in oil takes fire damage, it takes an extra d6 fire damage for each die of fire damage rolled, up to a maximum of half your alchemist level, rounded up. This oil can be removed by dousing a creature with a gallon of water.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Oil of Concussion","description":"Potion, common You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oil of Defoliation","description":"Wondrous item, uncommon Sometimes known as weedkiller oil, this greasy brown fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to five pieces of ammunition. Applying the oil takes 1 minute. Once applied, the coated weapon or ammunition deals an additional 1d6 necrotic damage to plants or plant creatures on every successful hit for the next hour. The oil can also be applied directly to a willing, helpless, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Oil of Defoliation","description":"Potion, uncommon Sometimes known as weedkiller oil , this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oil of Defoliation","description":"Potion, Uncommon Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage , which is enough to kill most ordinary plant life smaller than a large tree.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Oil of Etherealness","description":"Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Oil of Etherealness","description":"Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Oil of Etherealness","description":"Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Oil of Etherealness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oil of Etherealness","description":"Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Oil of Etherealness\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Oil of Etherealness\\\",\\\"description\\\":\\\"One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.\\\\nBeads of this cloudy, gray oil form on the outside of its container and quickly evaporate.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Oil of Etherealness Effect\",\"parent\":\"Oil of Etherealness\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Oil of Etherealness\\\",\\\"description\\\":\\\"The affected creature then gains the effect of the Etherealness spell for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Oil of Etherealness Spell Attach\",\"parent\":\"Oil of Etherealness Effect\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Etherealness\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Oil of Etherealness","data-description":"One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.\nBeads of this cloudy, gray oil form on the outside of its container and quickly evaporate.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Oil of Extreme Bludgeoning","description":"Potion, rare This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oil of Numbing","description":"Potion, common This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature’s flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oil of Sharpening","description":"Potion, common You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Oil of Sharpness","description":"Oil of Sharpness Potion, very rare This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Oil of Sharpness","description":"Oil of Sharpness Potion, very rare This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Oil of Sharpness","description":"Potion, Very Rare One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition . This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Oil of Sharpness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oil of Slipperiness","description":"Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Oil of Slipperiness","description":"Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Oil of Slipperiness","description":"Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Oil of Slipperiness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oil of Taggit","description":"Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage. Cost: 400 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Oil of Taggit"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Oil of taggit (Contact)","description":"Oil of Taggit Adventuring gear (poison, contact) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Oil of Timelessness","description":"Oil of Timelessness Potion, very rare This silver-colored oil has the consistency of mercury, and is often held in small metal vials shaped like an hourglass. Any organic object (wood, a body, leather) coated with this oil resists the passage of time. For every year that passes, the object only ages one day. There is enough oil in a vial to coat the equivalent of a Medium-sized humanoid.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Ointment of Indestructibility","description":"Potion, very rare This container holds a transparent oil with a green metallic hue. The oil can cover a medium or smaller object. Applying the oil takes 1 minute. The affected object becomes permanently immune to all types of magical and non-magical damage and can only be destroyed by the use of a wish spell. The oil’s effect does not work on construct type creatures. ","properties":{"Category":"Items","Expansion":26071,"Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Ointment of Soothing","description":"Ointment of Soothing Wondrous item, rare This stubby tin jar is 2 inches in diameter and contains 1d4 + 1 doses of a thick pink mixture that smells faintly of lavender. As an action, one dose of the ointment can be applied to the skin and it removes any exhaustion you are suffering and cures any disease or poison affecting you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Okham's Greataxe","description":"Okham's Greataxe Melee weapon Price: 60,000 gp At first glance this appears to be a simple stick, or the handle of an axe without the blade. It is rumored to have been wielded by Toverus’ acclaimed but notoriously bad-tempered philosopher-warrior. There are no unique features, except the word ‘reason’ is carved into the handle. This weapon can, as a Free Action, manifest a large axe head made entirely of some ethereal substance. You can barely see the axe head when it is moving, but it is as hard as steel despite appearing to be made of air. Okhham’s Greataxe acts as a +2 weapon, providing an additional +2 bonus to Attack Rolls and Damage Rolls, and also adds an additional 1d8 slashing damage on a hit. Once per Long Rest, the axe can be thrown at a target with tremendous accuracy, as the wind itself guides the throw. When thrown in this way the weapon grants an additional +10 bonus to the Attack Roll. Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Heavy. Heavy weapons require both hands to wield and often require significant Strength to use effectively. Heavy melee weapons must use Strength for the Attack Bonus and Damage Bonus. Damage: 1d12+2 Secondary Damage: 1d8","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ol' Reliable","description":"“Would you look at the time? I guess I’ve been tinkering with Ol’ Reliable all afternoon. Can you pass me that wrench… umm… friend.” —Clara Ironcaster Legend Ol’ Reliable is a masterwork crossbow with a sinister curse. Its wielder feels compelled to spend their time tinkering with it, eking out the tiniest improvements. When they pry themselves away from it, they find they have lost track of the time, and perhaps a precious memory to boot. Fittingly, the identity of Ol’ Reliable’s inventor has been forgotten, but so many hands have worked on it since that it could scarcely be described as the same object as the original. Location Clara Ironcaster, a renowned blacksmith, keeps the insidious crossbow in her workshop. Encounter Ideas Forgotten Job. Clara hires the party to kill a monster and bring her materials from its corpse. When they return, she swears not to remember the party. Her apprentice mentions that Clara’s memory has been getting worse since she started spending long nights working on a new crossbow, and quietly suggests that the party steal it as compensation for the job. Cruel Intentions. Melody, a fortune teller and secret night hag , hires the party to retrieve Ol’ Reliable (without mentioning its curse). She plans to gift it to someone that slighted her but would be equally delighted if a character keeps it and becomes cursed themselves. Puzzling Postmortem. The party finds a corpse that appears to have died of asphyxiation but shows no signs of struggle or illness. The corpse clutches the crossbow in a death grip. Progression Ol’ Reliable progresses as the creature who is attuned to it progresses. Whenever the creature gains an ability score improvement, the weapon’s rarity increases. Statistics Weapon (Light Crossbow), Rarity Varies (Requires Attunement) Common . This magic crossbow lacks the loading property. Curse. The weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon. Whenever you attempt to take a long rest while attuned to this weapon, you must succeed on a DC 15 Wisdom saving throw or spend the rest tinkering with Ol’ Reliable to the exclusion of all other activities (including sleep). As such, you don’t gain the benefits of a long rest. At the end of the 8 hours, roll on the Memory Forgotten table and lose the resulting memory. You are unaware that the memory is gone, and it can only be restored with the wish spell or similar magic. Uncommon . You gain a +1 bonus to attack and damage rolls made with this weapon. Rare . The weapon’s damage die increases to a d10. Very Rare . The bonus to attack and damage rolls increases to +2. Legendary . The weapon’s damage die increases to a d12. Memory Forgotten Table d100 Memory Forgotten 1–10 The name of a person unimportant to you. 11–20 The face of a business acquaintance. 21–30 A taste or smell that brings you joy. 31–40 How to navigate a place you visit often. 41–50 The steps to a task you perform daily. 51–60 A treasured moment from your childhood. 61–70 A fact important to your profession. 71–80 Where you stored something important. 81–90 Everything about a departed loved one. 91–93 Proficiency in a random skill. 94–96 Proficiency in a random weapon. 97–99 Proficiency in a random saving throw. 100 You forget how to breathe and begin suffocating. If you die, you remember how to breathe if you are later restored to life.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ol' Reliable (Common)","description":"Ol' Reliable Weapon (Light Crossbow), Common (Requires Attunement) This magic crossbow lacks the loading property. Curse. The weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon. Whenever you attempt to take a long rest while attuned to this weapon, you must succeed on a DC 15 Wisdom saving throw or spend the rest tinkering with Ol’ Reliable to the exclusion of all other activities (including sleep). As such, you don’t gain the benefits of a long rest. At the end of the 8 hours, roll on the Memory Forgotten table and lose the resulting memory. You are unaware that the memory is gone, and it can only be restored with the wish spell or similar magic. Memory Forgotten Table d100 Memory Forgotten 1–10 The name of a person unimportant to you. 11–20 The face of a business acquaintance. 21–30 A taste or smell that brings you joy. 31–40 How to navigate a place you visit often. 41–50 The steps to a task you perform daily. 51–60 A treasured moment from your childhood. 61–70 A fact important to your profession. 71–80 Where you stored something important. 81–90 Everything about a departed loved one. 91–93 Proficiency in a random skill. 94–96 Proficiency in a random weapon. 97–99 Proficiency in a random saving throw. 100 You forget how to breathe and begin suffocating. If you die, you remember how to breathe if you are later restored to life. Progression Ol’ Reliable progresses as the creature who is attuned to it progresses. Whenever the creature gains an ability score improvement, the weapon’s rarity increases.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ol' Reliable (Legendary)","description":"Ol' Reliable Weapon (Light Crossbow), Legendary (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon’s damage die increases to a d12. This magic crossbow lacks the loading property. Curse. The weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon. Whenever you attempt to take a long rest while attuned to this weapon, you must succeed on a DC 15 Wisdom saving throw or spend the rest tinkering with Ol’ Reliable to the exclusion of all other activities (including sleep). As such, you don’t gain the benefits of a long rest. At the end of the 8 hours, roll on the Memory Forgotten table and lose the resulting memory. You are unaware that the memory is gone, and it can only be restored with the wish spell or similar magic. Memory Forgotten Table d100 Memory Forgotten 1–10 The name of a person unimportant to you. 11–20 The face of a business acquaintance. 21–30 A taste or smell that brings you joy. 31–40 How to navigate a place you visit often. 41–50 The steps to a task you perform daily. 51–60 A treasured moment from your childhood. 61–70 A fact important to your profession. 71–80 Where you stored something important. 81–90 Everything about a departed loved one. 91–93 Proficiency in a random skill. 94–96 Proficiency in a random weapon. 97–99 Proficiency in a random saving throw. 100 You forget how to breathe and begin suffocating. If you die, you remember how to breathe if you are later restored to life.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ol' Reliable (Rare)","description":"Ol' Reliable Weapon (Light Crossbow), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon’s damage die increases to a d10. This magic crossbow lacks the loading property. Curse. The weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon. Whenever you attempt to take a long rest while attuned to this weapon, you must succeed on a DC 15 Wisdom saving throw or spend the rest tinkering with Ol’ Reliable to the exclusion of all other activities (including sleep). As such, you don’t gain the benefits of a long rest. At the end of the 8 hours, roll on the Memory Forgotten table and lose the resulting memory. You are unaware that the memory is gone, and it can only be restored with the wish spell or similar magic. Memory Forgotten Table d100 Memory Forgotten 1–10 The name of a person unimportant to you. 11–20 The face of a business acquaintance. 21–30 A taste or smell that brings you joy. 31–40 How to navigate a place you visit often. 41–50 The steps to a task you perform daily. 51–60 A treasured moment from your childhood. 61–70 A fact important to your profession. 71–80 Where you stored something important. 81–90 Everything about a departed loved one. 91–93 Proficiency in a random skill. 94–96 Proficiency in a random weapon. 97–99 Proficiency in a random saving throw. 100 You forget how to breathe and begin suffocating. If you die, you remember how to breathe if you are later restored to life. Progression Ol’ Reliable progresses as the creature who is attuned to it progresses. Whenever the creature gains an ability score improvement, the weapon’s rarity increases.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ol' Reliable (Uncommon)","description":"Ol' Reliable Weapon (Light Crossbow), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. This magic crossbow lacks the loading property. Curse. The weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon. Whenever you attempt to take a long rest while attuned to this weapon, you must succeed on a DC 15 Wisdom saving throw or spend the rest tinkering with Ol’ Reliable to the exclusion of all other activities (including sleep). As such, you don’t gain the benefits of a long rest. At the end of the 8 hours, roll on the Memory Forgotten table and lose the resulting memory. You are unaware that the memory is gone, and it can only be restored with the wish spell or similar magic. Memory Forgotten Table d100 Memory Forgotten 1–10 The name of a person unimportant to you. 11–20 The face of a business acquaintance. 21–30 A taste or smell that brings you joy. 31–40 How to navigate a place you visit often. 41–50 The steps to a task you perform daily. 51–60 A treasured moment from your childhood. 61–70 A fact important to your profession. 71–80 Where you stored something important. 81–90 Everything about a departed loved one. 91–93 Proficiency in a random skill. 94–96 Proficiency in a random weapon. 97–99 Proficiency in a random saving throw. 100 You forget how to breathe and begin suffocating. If you die, you remember how to breathe if you are later restored to life. Progression Ol’ Reliable progresses as the creature who is attuned to it progresses. Whenever the creature gains an ability score improvement, the weapon’s rarity increases.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Ol' Reliable (Very Rare)","description":"Ol' Reliable Weapon (Light Crossbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon’s damage die increases to a d10. This magic crossbow lacks the loading property. Curse. The weapon is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon. Whenever you attempt to take a long rest while attuned to this weapon, you must succeed on a DC 15 Wisdom saving throw or spend the rest tinkering with Ol’ Reliable to the exclusion of all other activities (including sleep). As such, you don’t gain the benefits of a long rest. At the end of the 8 hours, roll on the Memory Forgotten table and lose the resulting memory. You are unaware that the memory is gone, and it can only be restored with the wish spell or similar magic. Memory Forgotten Table d100 Memory Forgotten 1–10 The name of a person unimportant to you. 11–20 The face of a business acquaintance. 21–30 A taste or smell that brings you joy. 31–40 How to navigate a place you visit often. 41–50 The steps to a task you perform daily. 51–60 A treasured moment from your childhood. 61–70 A fact important to your profession. 71–80 Where you stored something important. 81–90 Everything about a departed loved one. 91–93 Proficiency in a random skill. 94–96 Proficiency in a random weapon. 97–99 Proficiency in a random saving throw. 100 You forget how to breathe and begin suffocating. If you die, you remember how to breathe if you are later restored to life. Progression Ol’ Reliable progresses as the creature who is attuned to it progresses. Whenever the creature gains an ability score improvement, the weapon’s rarity increases.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Old Elvish Rose","description":"Magic plant, very rare Themes: Contradictions, grace, and peaceful intentions Environments: Near the homes of fey, where proposals were made, around forgotten towers Old elvish rose is a flowering shrub with leaves growing alternately on stems covered in sickle-shaped thorns. Its broad flowers have a cup-like structure and typically come in shades of white, pink, yellow, and red. Minor Wort. As an action, you can cut an old elvish rose across the blade of a weapon that deals slashing damage to cause thorns to sprout from it for 1 minute. While covered in thorns, the weapon deals an extra 1d6 piercing damage to any target it hits. Ceremony Wort (2nd Level). If you spend 10 minutes drawing a bath of water infused with old elvish roses, a creature can soak in the water for 1 hour to ward away fears and unwanted advances. This soaking can be done during a short rest. At the end of the hour, the creature has advantage on saving throws against being charmed and frightened until it finishes a long rest. If the creature already has advantage against being charmed or frightened when it exits the bath, it has immunity to that condition instead. This wort requires 2 cuttings of old elvish rose. Cultivated Wort (9th Level). A garden of old elvish roses that has been cultivated for at least 26 weeks quells strong emotions. A hostile humanoid or beast that enters or starts its turn inside of the garden or within 100 feet of it must succeed on a Charisma saving throw or become indifferent toward creatures it was previously hostile toward. This indifference ends if the creature is attacked or harmed or if it witnesses any of its allies being harmed. In addition, any effect that causes a humanoid or beast to be charmed or frightened is suppressed while the creature is inside the garden. When the creature leaves the garden, the effect resumes, provided that its duration hasn’t expired in the meantime. This wort otherwise works like the calm emotions spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Old Father's Reach","description":"Weapon (trident), very rare (requires attunement) Upon command, this +2 warfork becomes sheathed in water from the deepest oceans, cold to the touch. This water does not harm you and remains until another command removes it. On a hit, the enchanted fluid deals an extra 1d6 points of cold damage. Being a weapon made from boletann, old father’s reach can hold up to three doses of poison, each expended when delivered on a hit.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Olfactory Implants","description":"Donor: Any creature with the Keen Smell or Keen Hearing and Smell trait Slot: Head You have replaced or modified your nose with that of a creature with keen smell. You have advantage on Wisdom (Perception) checks that rely on smell.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Oliphaunt warbeast","description":"An oliphaunt is a massive pachyderm with four scimitar-like tusks and a thick gray-brown hide covered with patches of coarse black hair. Its trunk is short and sits above a large maw full of sharp teeth. Large round ears lie hanging at the sides of its head. Juvenile oliphaunts are often trained for war and are prized among armies for their ability to breach the defenses of enemy settlements and fortifications.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Olisuba Leaf","description":"Olisuba Leaf Adventuring gear These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. Cost: 50 gp per dose.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ollamh Harp","description":"Ollamh Harp Wondrous item, legendary (requires attunement by a bard ) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, confusion, control weather, fire storm","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ollamh Harp of the Bards","description":"Wondrous Item, Legendary (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good , plus the spells listed for the particular instrument Ollamh harp Confusion, Control Weather, Fire Storm","properties":{"Category":"Items","Item Type":"Musical Instrument","Item Rarity":"No","Name":"Ollamh Harp of the Bards"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Omnistriker","description":"Omnistriker Weapon (any), legendary (requires attunement by a fighter) You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use your choice of Strength or Dexterity for the attack and damage rolls of this weapon. As a bonus action on your turn, or as part of an opportunity attack you make, you can transform this weapon into a mundane weapon of your choice. This weapon maintains its magical properties in whatever form the owner chooses. When you use your Action Surge while wielding this weapon, you can make an additional weapon attack with this weapon as part of the extra action.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a fighter"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Omnitool","description":"This multipurpose gadget contains a plethora of useful tools: small knives of various sizes, a small hammer, screwdrivers, a file, a bottle opener, a small saw, a wrench, a can opener, a wire-cutter, and a small set of pliers.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ongarstone","description":"Ongarstone Wondrous item, uncommon Whomever carries this stone in their mouth gains immunity to fire and cold damage, but is unable to communicate verbally.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Oni Mask","description":"Wondrous item, rare (requires attunement) This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Onyx Dog Figurine of Wondrous Power","description":"Onyx Dog Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Onyx Dog Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Onyx Dog Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ooze Bottle","description":"Potion, rare As an action, you can throw this vial up to 20 feet, shattering it on impact and releasing a gray ooze. This ooze is friendly to you and your allies, and will otherwise attack the nearest creature it can detect. If there is no creature to attack, the ooze will follow you. However, the biochemistry of this ooze is unstable, and the ooze dissolves into a lifeless sludge after 1 hour. The charcoal-colored liquid inside this bottle seems to lunge about with unnatural momentum.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Oozemat Coat","description":"Wondrous item, rare (requires attunement) Woven from an oozed-based, biosynthetic polymer, this practical garment is the number one choice for field researchers and lab workers alike. It provides the high adaptability and resilience necessary to protect its wearer from any unfortunate accidents that may occur during the noble pursuit of science. Adaptive Resistance. The versatile fabric of the coat is capable of modifying itself to best suit your needs. After you finish a long rest while attuned to the coat, choose one of the following damage types: acid, fire, lightning, or poison. You gain resistance to the chosen damage type until you finish your next long rest. Occupational Hazards. While you wear this item, you take half of any damage you would take as the result of failing a Harvesting check.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Opal of the Ild Rune","description":"Opal of the Ild Rune Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fires Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Optical Recorder","description":"Optical Recorder Augment (head), uncommon (requires affinity) Microcameras are integrated into your visual cortex, allowing you to record what you see and hear. You can start or stop a recording as an action. The digital storage within the implant can hold up to 2 hours of recorded video and audio.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Charger Weapon","description":"Charger Weapon Weapon (any two-handed melee), varies (requires affinity) These weapons provide defense against distant foes. It has the following properties. You have a +1 bonus to AC against ranged attacks. You have advantage on burst saves. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 to attack and damage rolls made with this weapon. The AC bonus against ranged attacks increases to +2. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. If a creature within 5 feet of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against that creature. If you have Range Deterrence combat style, the distance to the creature increases to 10 feet. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3 Ranged attacks against you are made with disadvantage. This replaces the AC bonus gained at the Standard and Exceptional grades. When you take the Dash action, your speed increase equals twice your speed, after applying any modifiers.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Cipher Focus","description":"Cipher Focus Focus, varies (requires affinity by a cybermancer) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your cybermancer talents. In addition, you can regain 1 talent slot as an action while holding the focus. You can’t use this feature again until you finish a long rest. Exceptional. The bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. The number of talent slots you regain increases to 2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Controlling Focus","description":"Controlling Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you can use an action and expend 1 of its 10 charges to activate beguile , command , or decipher languages with it using your power save DC. The focus regains 1d8 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. If you are holding the focus and fail a saving throw against a psychogenic power that targets only you, you can choose to succeed instead. You can’t use this property of the focus again until you finish a long rest. If you succeed on a save against a psychogenic power that targets only you, with or without the focus’s intervention, you can use your reaction to expend 1 charge from the focus and turn the power back on the creature who used it as if you had activated the power. Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to psychic damage. As an action, you can expend some of its charges to activate one of the following powers with it, using your power save DC: bishop’s deviation (4 charges), domination (5 charges), or treacherous allies (3 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you can’t be charmed or frightened. When you use the focus to activate the beguile or command powers, the power is activated at rank 4.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Defender Weapon","description":"Defender Weapon Weapon (any melee), varies (requires affinity) This weapon has traits that focus on defending the wielder. While the weapon is on your person, you have advantage on initiative rolls and you can’t be surprised unless you are incapacitated. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can use the innervate power at rank 3. You can’t use this feature again until you complete a long rest. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You have advantage on burst saves. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. The rank of the innervate power increases to 5.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Demolisher Weapon","description":"Demolisher Weapon Weapon (any bludgeoning melee), varies (requires affinity) This weapon is built to devastate the structure of constructs, structures, and vehicles.When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 bludgeoning damage or 7 bludgeoning damage if it’s a construct. In addition, when you hit a structure or object (not being worn or carried) with an attack using this weapon, you deal extra bludgeoning damage as if you had scored a critical hit on a construct. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra bludgeoning damage dealt increases to 7, or 14 if its a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra bludgeoning damage dealt increases to 14, or 27 if its a construct. If a construct has 50 hit points or fewer after taking this damage, it is destroyed. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You deal the extra damage when you roll a 19 or 20. The extra damage dealt is considered to be force damage instead of bludgeoning.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Durable Armor","description":"Durable Armor Armor (medium or heavy), varies (requires affinity) This armor is overlaid with a tough, protective coating that is resilient to being damaged. It has the fortified property (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. The armor gains the hardened property if it did not have it already. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have resistance to mundane damage while you wear this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Fortified, hardened","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Explorer Armor","description":"Explorer Armor Armor (any), varies (requires affinity) This armor provides additional features for surviving in any environment. It has the environmental and sealed properties (see Armor Upgrade Properties). Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. While wearing this armor, your walking speed increases by 10 feet. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. While wearing this armor, you can stand on and move across any liquid surface as if it were solid ground. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. When you fall a distance of up to 200 feet, you can use your reaction to take no damage from the fall.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Environmental, sealed","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Frostfire Focus","description":"Frostfire Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate arctic lash or fire lance with it using your power save DC and esper ability modifier. The focus regains 1d6 + 1 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to cold damage. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (3 charges) or frost coil (2 charges). Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to fire damage. As an action, you can expend a number of its charges to activate one of the following powers with it: burn zone (4 charges) or frigid mist (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you gain a +2 bonus to channeling attack rolls. The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: elemental vortex (fire damage only, 7 charges) or frost zone (6 charges).","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Healing Focus","description":"Healing Focus Focus, varies (requires affinity by an engineer or sentinel ) The focus has 3 charges. While holding it, you can expend 1 charge as an action to activate the mend power with it, using your esper ability modifier. The focus regains 1d3 of its charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. As an action, you can expend a number of its charges to activate one of the following powers from it, using your power save DC and esper ability modifier: minor remedy (2 charges) or mass mend (5 charges). Superior. When the focus reaches this grade, it gains the following properties. The number of charges increases to 20. The number of charges regained after a long rest increases to 1d8 + 4. As an action, you can use the focus and expend 6 charges to activate the celluar renewal power with it. Optimum. As an action, you can expend 7 charges to activate the full revive power with the focus. Also as an action, you can expend all of the focus’s charges to activate the full restore or mass renewal power with it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Impact Weapon","description":"Impact Weapon Weapon (any), varies This weapon exhibits changes in appearance with each grade, becoming adorned or decorated. You gain a +1 to attack and damage rolls made with this weapon. Exceptional. The weapon’s bonus to attack and damage rolls increases to +2. Superior. The weapon’s bonus to attack and damage rolls increases to +3. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon scores a critical hit on a roll of 19 or 20. The weapon ignores any resistances to the weapon’s damage type.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Focus","description":"Power Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you gain a +1 bonus to channeling and forging attack rolls. In addition, you ignore half cover when making a channelling or forging attack. Exceptional. The bonus to attack rolls increases to +2 Superior. The bonus to attack rolls increases to +3 Optimum. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Weapon (Disruptor)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Weapon (Firebrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Weapon (Frostbrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Weapon (Proton)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Weapon (Ruiner)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Power Weapon (Thunderbolt)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Prime Focus","description":"Prime Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate distortion or phase step with it using your power save DC and esper ability modifier. The focus regains 1d6 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you gain a +1 bonus to AC, saving throws, and channeling attack rolls. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: levitate (2 charges), light beam (2 charges), or unravel effect (3 charges). Superior. When the focus reaches this grade, it gains the following properties. The bonus to AC, saving throws, and channeling attack rolls increases to +2 The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (rank 5 version, 5 charges), force field (5 charges), obfuscate (2 charges), superior stasis field (5 charges), or warp helix (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of charges increases to 50. The number of charges regained after a long rest increases to 4d6 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: lightning ring (4 charges), reave (7 charges), singularity (rank 7 version, 7 charges), spatial passage (5 charges), or telekinesis (5 charges). You can expend an action to use one of the following powers with the focus without using any charges: esper sense , guiding discs , open channel , magnetic seal , and slow fall . You can perform a retributive strike (see below). Retributive Strike. You can use an action to break the focus over your knee or against a solid surface, performing a retributive strike. The focus is destroyed and releases its remaining power in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random location in the galaxy, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the focus. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the focus 11 to 20 ft. away 6 x the number of charges in the focus 21 to 30 ft. away 4 x the number of charges in the focus","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Protection Armor","description":"Protection Armor Armor (any), varies (requires affinity) This armor provides versatile overall protection. While you wear it, you have a +1 bonus to saving throws. Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. The bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. The saving throw bonus increases to +2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Psionic Focus","description":"Psionic Focus Focus, varies (requires affinity by an adept) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your adept talents. In addition, you can regain 1 use of your Psionic Combat feature as an action. You can’t use this property again until you finish a long rest. Exceptional. When the focus reaches this grade, the bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of Psionic Combat uses you regain increases to 2. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Rebound Weapon","description":"Rebound Weapon Weapon (melee: thrown), varies (requires affinity) This weapon grants consistent effectiveness both up close and at a distance. You have a +1 bonus to attack and damage rolls made with this weapon. Immediately after you attack with it, the weapon flies back to your hand. Exceptional. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The weapon’s normal and long range each increase by 30 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You ignore half cover when making thrown attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. When you hit a target with a thrown attack using this weapon, you can use your bonus action to make another thrown attack on the same target or a creature within 20 feet of the target.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Relentless Armor","description":"Relentless Armor Armor (any), varies (requires affinity) This armor protects the wearer against being forcibly moved or obstructed. While you wear it, the first time each turn that a creature makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll. Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Superior. When the armor reaches this grade, t he bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. While wearing this armor, you gain the effects of the unfetter power.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Resistance Armor","description":"Resistance Armor Armor (any), varies (requires affinity) This armor provides the wearer with protection against a specific type of damage. The damage type is chosen by the GM or determined randomly. You can use an action to gain resistance to the chosen damage type for 10 minutes. You can’t use this feature again until you finish a short or long rest. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder Exceptional. You have resistance to the chosen damage type. This feature replaces the one provided at standard grade. Superior. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an attack that deals the chosen damage type reduces you to 0 hit points, you are instead reduced to 1 hit point. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. The armor gains an additional chosen damage type, determined using the table above. If determined randomly, you may reroll if the result is the damage type the armor possesses already.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Seeking Weapon","description":"Seeking Weapon Weapon (ranged: uses ammunition), varies (requires affinity) This weapon enables the wielder to find their mark in difficult environments. While you hold this weapon, you have darkvision to a range of 60 feet. If you already have darkvision, its range increases by 60 feet when it is held. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon’s normal range increases by 50 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You ignore half cover when making ranged attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. While holding this weapon, you have truesight out to a range of 120 feet.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Siphon Weapon","description":"Siphon Weapon Weapon (any melee), varies (requires affinity) Siphon weapons absorb energy from living creatures and transfers it to the wielder. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d6 necrotic damage if it isn’t an automaton or a construct. You gain 3 temporary hit points. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra necrotic damage and temporary hit points increase to 7. Superior. When the weapon reaches this grade, it gains the following properties. The extra necrotic damage and temporary hit points increase to 10. When you hit with a melee attack using this weapon and reduce the target to 0 hit points, you gain 10 hit points, up to your maximum. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. When you slay a creature with an attack using the weapon, the creature’s lifeforce is absorbed into the weapon, and that creature can be restored to life only by a cosmic weave power. The creature’s lifeforce is stored inside the weapon for the next 48 hours. As a bonus action, you can release the stored lifeforce from the weapon to regain hit points equal to the slain creature’s maximum hit points.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Slayer Weapon","description":"Slayer Weapon Weapon (any), varies This weapon is lethal to a specific type of creature. The GM chooses the creature type or determines it randomly using the table below. When you hit a creature belonging to the designated type with this weapon, the creature takes an extra 1d6 damage of the weapon’s type. d10 Type d10 Type 1 Aberration 6 Dragon 2 Automaton 7 Protean 3 Beast 8 Netherant 4 Construct 9 Plant 5 Golem 10 Primordial Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage to creatures of the designated type increases to 2d6 and the creature must succeed on a DC 15 Constitution saving throw. On a failed save, they have disadvantage on attack rolls and ability checks until the end of your next turn. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra damage to creatures of the designated type increases to 3d6. The DC of the Constitution save increases to 17. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. If the creature fails their Constitution save, they are instead stunned and take an additional 33 damage of the weapon’s damage type. If damage from this weapon reduces a creature belonging to the designated type to 0 hit points, the creature dies instantly. Its body disintegrates and it can be restored to life only by means of a cosmic weave power. If the creature dies in this way, you gain 6d10 temporary hit points.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Speed Weapon","description":"Speed Weapon Weapon (any one-handed melee), varies (requires affinity) This weapon increases a wielder’s quickness and fluidity. When used in combat, the increased rate of motion causes your form to slightly blur and shift through the air. While the weapon is on your person, you gain a +2 bonus to initiative if you’re not incapacitated. If you are surprised, you can use your reaction to draw the weapon and make one attack with it. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon gains the finesse property if it did not already have it. You can draw or sheathe this weapon simultaneously with another weapon as part of your attack action. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You can make one attack with this weapon as a bonus action on each of your turns. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You have advantage to initiative rolls if you’re not incapacitated. This replaces the +2 bonus. Opportunity attacks against you are made with disadvantage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Striking Focus","description":"Striking Focus Focus, varies (requires affinity) When you use this focus as a weapon, it grants a +1 bonus to attack and damage rolls made with it. The focus has 3 charges. When you hit with a melee attack using it, you can expend 1 of its charges to deal an extra 1d6 force damage. The focus regains 1d3 expended charges after you finish a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +2 The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. The number of charges you can expend as an action increases to 2, with each charge dealing an additional 1d6 force damage to the target. Superior. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +3 The number of charges you can expend as an action increases to 3. Optimum. When a target takes the additional force damage, it must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Sundering Weapon","description":"Sundering Weapon Weapon (any slashing melee), varies (requires affinity) This weapon has extremely sharp, hardened edges. When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 damage of the weapon’s type. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage dealt when you roll a 20 increases to 7. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra damage dealt when you roll a 20 increases to 14. After the damage is dealt, you roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. When you attack an object with this weapon and hit, maximize your weapon damage dice against the target. The weapon ignores resistance to slashing damage. The weapon’s extra damage increases to 27. If the creature you hit has at least one head, instead of rolling another d20, you can choose to cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Versatile Armor","description":"Versatile Armor Armor (light or medium), varies (requires affinity) This armor is super-lightweight, functional, and maximizes its utility for any given scenario. This armor gains the Covert, Environmental, and Silenced properties (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. You have a swimming and climbing speed equal to your walking speed. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have advantage to initiative rolls and burst saves while wearing this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Vigor Armor","description":"Vigor Armor Armor (any), varies (requires affinity) This armor grants the user great stamina and endurance. While wearing this armor, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. Exceptional. Your Constitution score is 19 while you wear this armor. It has no effect on you if your Constitution is already 19 or higher without it. Superior. You have a +1 bonus to AC while wearing this armor. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. You have advantage on death saving throws.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Warding Armor","description":"Warding Armor Armor (any), varies (requires affinity) This armor protects the wearer’s body and mind from debilitating, paranormal effects. You have advantage on Wisdom saving throws made to avoid being charmed or frightened. Exceptional. As an action, you can use the armor to activate the restore pattern power, targeting yourself. Once you use this feature, you can’t use it again until you finish a short or long rest. Superior. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. You can use your reaction to grant yourself advantage on a saving throw made to avoid being petrified or paralyzed. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. While wearing this armor, you have advantage on saving throws against esper powers and effects, and esper power attacks have disadvantage against you.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Optimum Wounding Weapon","description":"Wounding Weapon Weapon (any slashing or piercing), varies (requires affinity) This weapon disrupts and destroys matter, inflicting severe injuries that are difficult to treat. Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1 necrotic damage for each time you’ve wounded it, and it can then make a DC 13 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 13 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Exceptional. When the weapon reaches this grade, it gains the following properties. The necrotic damage a wounded creature takes at the start of each of their turns increases to 1d4. The DC for the saving throw or skill check to end the effects of wounds increases to 15. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, esper powers, or any other means. Superior. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The damage a wounded creature takes at the start of each of their turns increases to 1d8 for each time you’ve wounded it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The DC for the saving throw or skill check to end the effects of wounds increases to 17. If a wounded creature takes any actions or reactions other than the Dodge action or an action that would end its wounded condition, they take an additional 1d8 necrotic damage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Opus Tempestas","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) Opus Tempestas is an epic that chronicles the story of the first storm giant to wield the power of lightning. Its pages follow the hero Shelmesh in exhaustive detail, extoling his virtues and painstakingly describing the nature of every magical discovery made during his quest. Those who bear this tome are not only regaled with Shelmesh’s discoveries but are also imbued with a measure of the giant’s might. While holding the grimoire, you can use it as a spellcasting focus for your spells, and it functions as a spellbook for you. Additionally, you do not suffer any negative effects imposed by extreme heat or cold while the grimoire is on your person. When found, the book’s pages contain the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: fog cloud, thunderwave 2nd level: shamal’s grasp*, storm step* 3rd level: call lightning, miniature hurricane* 4th level: khamsin’s chariot* 5th level: enshroud* 6th level: monsoon* 7th level: storm queen’s children* Opus Tempestas (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. You are resistant to lightning and thunder damage. Whenever a creature takes lightning or thunder damage from a spell you cast, that creature takes additional lightning damage equal to your proficiency bonus. 9th level. The winds are at your beck and call. Creatures you can see have disadvantage on ranged weapon attacks against you. 13th level. Your form can shift to jolt around the battlefield. You can move through hostile creatures’ spaces as long as you don’t end your turn there. The first time you enter a creature’s space on your turn, that creature takes 10 (3d6) lightning damage. 17th level. You are immune to lightning and thunder damage. Once per long rest, you can cast one of the spells contained in Opus Tempestas as a bonus action. Quirks of Opus Tempestas. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Opus Tempestas table. Quirks of Opus Tempestas d8 Result 1 You feel tired and depressed when the weather is sunny. 2 You are constantly shocking others with jolts of static electricity. 3 Your bones ache whenever a storm approaches. 4 You constantly feel too cold or too hot, never truly comfortable. 5 You are prone to explosive bursts of laughter of startling volume. 6 You become irritable if you go too long without being under the open sky. 7 Your sweat smells like soil after a rainstorm. 8 Your mood changes dramatically whenever the weather shifts.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Oracle Charm","description":"Wondrous item, common This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Orange Shard of Hateful Wasting","description":"Orange Shard of Hateful Wasting Wondrous item, uncommon (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Orange (Uncommon). This shard melds into your brow. When you trigger this shard, for the duration, you gain proficiency on Intelligence (Investigation) and Wisdom (Perception) checks, as well as on ability checks you make with thieves’ tools. If you already have one of these proficiencies, your proficiency bonus is doubled when you make an ability check with it. You can trigger your shard again to have advantage on saving throws against traps and natural hazards, such as avalanches.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Orb","description":"Orb Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 3","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Orb","description":"Orb Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Subtype":"Arcane Focus","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Orb","description":"Adventuring Gear (Arcane Focus) Weight: 3 lb. Cost: 20 GP An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer , Warlock , or Wizard can use such an item as a Spellcasting Focus .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Orb"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Orb","description":"Orb Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Orb Arcane Focus","description":"Orb Arcane Focus Adventuring gear (arcane focus) Weight: 3 An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Orb of Direction","description":"Orb of Direction Wondrous Item, Common While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Orb of Direction","description":"Orb of Direction Wondrous item, common While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Orb of Direction","description":"Wondrous Item, Common This orb can be used as an Arcane Focus. While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Orb of Direction"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Orb of Dragonkind","description":"Orb of Dragonkind Wondrous item (arcane focus), artifact (requires attunement ) Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs ) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides. Random Properties. An Orb of Dragonkind has the following random properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Artifact","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Artifact","data-RarityNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Orb of Dragonkind","description":"Orb of Dragonkind Wondrous item, artifact (requires attunement ) Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat’s name on Krynn), or something else the DM decides. Random Properties . An Orb of Dragonkind has the following random properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Orb of Dragonkind","description":"Wondrous Item, Artifact (Requires Attunement) Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb’s control. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides. Random Properties. An Orb of Dragonkind has the following random properties (see “Artifacts” ): 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Orb of Dragonkind"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Orb of Enthralling Patterns","description":"Wondrous item, uncommon (requires attunement) This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Orb of Ill Omen","description":"Wondrous Item, Uncommon (Requires Attunement) This magic orb is carved from some unnamed, alien mineral. Ill Omen. As an action, you can toss the orb into the air and cause it to orbit the head of a creature you can see within 30 feet. The creature suffers one of the following effects of your choice: Amplify. The first time each turn the creature takes damage from a spell, it takes an extra 1d6 damage of that type. Distract. The creature must roll a d4 and subtract the result from each attack roll it makes. Slow. The creature's speed is reduced by 10 feet and it has a –1 penalty to AC and Dexterity saving throws. If a creature hits the orb with an attack (AC 24) or seizes it with a successful DC 24 Dexterity (Acrobatics) check, the orb stops hovering and loses all magical properties until the next dawn. While it hovers, you can use a bonus action to recall it to your hand or cause it to fly up to 30 feet to orbit the head of another creature you can see.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Orb of Ith","description":"Wonderous Item, legendary, (requires attunement), Actions Charging Circle. As an action, activate the Orb to send out a 50x50ft sphere centered on the Orb. Drain. As an action, the attuned user can activate the Orb which pulls at a living creature’s life force. Creatures in the radius of the Orb’s Charging Circle must succeed on a DC 16 Constitution saving throw or take 1 point of exhaustion. Animate Dead. As an action, the user may cast the Animate Dead spell on any qualifying corpse within 10 miles. This effect lasts until the Orb loses charge. Abilities Control the Animated. When holding this item, the user can actively control all undead raised with its Animate Dead ability. Charging Ritual. Once every 50 years, the Orb of Ith must be charged with living souls. A person must die within the Orb’s Charging Circle for it to gather the soul. It takes 5 souls to fully charge.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Orb of Nox","description":"This 3-inch-diameter orb resembles a large marble with a glowing delerium crystal within. It is a mysterious relic from the days of the sorcerer-kings held as the symbol of the Archmage of Elyria. You can use it as a spellcasting focus for your sorcerer, warlock, and wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer, warlock, and wizard spells. This orb has five charges. When you cast a contaminated spell, you can expend 1 charge from the orb. If you do, you don't gain a Contamination Level from casting that spell (this does not cause casting the spell to fail). The orb regains 1d6 expended charges each day at midnight.","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous Item","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Orb of Obfuscation","description":"Potion, rarity varies Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb’s effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation . In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Orb of Obfuscation, Explosive","description":"Potion, rarity varies Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb’s effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation . In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Uncommon","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Orb of Shielding","description":"Orb of Shielding Wondrous item, common (requires attunement ) An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you’re a spellcaster, you can use this orb as a spellcasting focus. If you’re holding the orb when you take damage of the type associated with the orb’s material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table. Weight: 3 Orb of Shielding Planar Material Damage Type Fernian basalt Fire Irian quartz Radiant Kythrian skarn Acid and poison Lamannian flint Lightning and thunder Mabaran obsidian Necrotic Risian shale Cold Shavarran chert Force Xorian marble Psychic","properties":{"Category":"Items","Expansion":4480,"Item Type":"Adventuring Gear","Item Rarity":"common (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Orb of Skoraeus","description":"Orb Of Skoraeus Wondrous item, legendary (requires attunement by a spellcaster) Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs 8 pounds, making it a palm-sized trinket for a stone giant but a more unwieldy item for a Medium creature to use. While holding this orb, you can use it as a spellcasting focus for your spells. You also gain the following benefits: Abundant Components. The orb has 3 charges and regains all expended charges at dawn. When you cast a spell while holding this orb, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 300 gp per charge expended. Astute Mind. You gain a +2 bonus to any Constitution saving throw you make to maintain your concentration on a spell. Divine Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Weight: 8","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Orb of Spell Storing","description":"Wondrous Item, Rarity Varies This orb can store a single spell of up to a certain spell level depending on its rarity, as shown in the Orb of Spell Storing table. Any creature can cast a spell into the orb by touching the orb as the spell is cast. The spell has no effect, other than to be stored in the orb. If the orb can’t hold the spell, the spell is expended without effect. While holding the orb, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Once used, the orb loses its magical properties. Orb of Spell Storing Orb of ... Rarity Slot Level Spell Storing Common 1st or lower Greater Spell Storing Uncommon 3rd or lower Superior Spell Storing Rare 5th or lower","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rarity Varies"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Orb of Storms","description":"Orb of Storms Wondrous item, very rare (requires attunement) This small crystal sphere contains a boiling blue cloud. While holding the orb, you gain the following benefits: You have resistance to lightning damage. You can use an action to cast the control weather spell. Once used, this property of the orb can’t be used again until 15 days have passed. You can use an action to cast the storm of vengeance spell (save DC 15). Once used, this property of the orb can’t be used again until 15 days have passed. It should not surprise you to learn that this orb was originally designed by Otiluke, who was a connoisseur of such magical devices.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Orb of the Chronomancer","description":"Orb of the Chronomancer Wondrous Item, Legendary (requires attunement by a spellcaster) Crafted by an ancient wizard who mastered the secrets of time itself, the Orb of the Chronomancer allows spellcasters to transcend the limitations of the time stop spell. Chronomancy. While attuned to the orb, you can use an action to cast time stop from it. Once time stop has been cast through the orb, it can’t be cast again until the next dawn. Mastery of Time. When casting time stop , you can choose how many turns to take in a row (maximum of 5) instead of rolling 1d4 + 1 turns. Temporal Anchor. While attuned to this orb, you are unaffected by time stop cast by other creatures and can act normally during their extra turns.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Orb of the Prescient Protector","description":"Wondrous item, rare (requires attunement) Component: aberration main eye The most wary and cautious of spellcasters advocate that the best way to defend yourself against danger is to avoid it in the first place. Using short-term divination techniques to predict attacks allows the prudent adventurer to better employ spells of the abjuration school to protect themselves. By combining these two disciplines, one can become nearly untouchable in battle. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. You can use it as a spellcasting focus for your spells. Future Shield. As a bonus action, you can expend 1 charge to choose a friendly creature you can see within 30 feet of you and look into its future, predicting an attack and placing a magical ward over it for the next minute. When that creature is hit by an attack during this time, it gains a +5 bonus to its AC until the end of the turn, potentially causing the triggering attack to miss. This effect ends early after it causes an attack to miss or if you use this property again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Orb of the Prescient Protector (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: aberration main eye The most wary and cautious of spellcasters advocate that the best way to defend yourself against danger is to avoid it in the first place. Using short-term divination techniques to predict attacks allows the prudent adventurer to better employ spells of the abjuration school to protect themselves. By combining these two disciplines, one can become nearly untouchable in battle. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. You can use it as a spellcasting focus for your spells. Future Shield. As a bonus action, you can expend 1 charge to choose a friendly creature you can see within 30 feet of you and look into its future, predicting an attack and placing a magical ward over it for the next minute. When that creature is hit by an attack during this time, it gains a +5 bonus to its AC until the end of the turn, potentially causing the triggering attack to miss. This effect ends early after it causes an attack to miss or if you use this property again. Uncommon variant: Reduce the charges to 3 and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Orb of the Prescient Protector (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: aberration main eye The most wary and cautious of spellcasters advocate that the best way to defend yourself against danger is to avoid it in the first place. Using short-term divination techniques to predict attacks allows the prudent adventurer to better employ spells of the abjuration school to protect themselves. By combining these two disciplines, one can become nearly untouchable in battle. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. You can use it as a spellcasting focus for your spells. Future Shield. As a bonus action, you can expend 1 charge to choose a friendly creature you can see within 30 feet of you and look into its future, predicting an attack and placing a magical ward over it for the next minute. When that creature is hit by an attack during this time, it gains a +5 bonus to its AC until the end of the turn, potentially causing the triggering attack to miss. This effect ends early after it causes an attack to miss or if you use this property again. Uncommon variant: Reduce the charges to 3 and the recharge to 1d3. Very rare variant: The item has the Calculated Deflection property. Calculated Deflection. When you successfully prevent an attack from hitting with the item’s Future Shield property, you can use your reaction to see into the future once again and deflect it in a favourable way. Choose a creature within range of the attack, other than the attacker or the original target. That creature becomes the new target of the attack, using the attacker’s original attack roll.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Orb of the Stein Rune","description":"Orb of the Stein Rune Wondrous item, rare (requires attunement) This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person. Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can't be petrified. Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Orb of the Veil","description":"Orb Of The Veil Wondrous item, very rare (requires attunement) This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits: Your Wisdom score increases by 2, as does your maximum for that score. You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet. You have advantage on Wisdom checks to find hidden doors and paths. Curse. The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Orb of the Veil","description":"Orb of the Veil Wondrous item, very rare (requires attunement) This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits: Your Wisdom score increases by 2, as does your maximum for that score. You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet. You have advantage on Wisdom checks to find hidden doors and paths. Curse. The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Orb of Time","description":"Orb of Time Wondrous item, common While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Orb of Time","description":"Wondrous Item, Common This orb can be used as an Arcane Focus. While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Orb of Time"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Orbuculum of Vision","description":"Orbuculum of Vision Wondrous item, rare (requires attunement) As an action, you can touch the orbuculum and cast one of the following spells from it without material components: arcane eye , augury , clairvoyance (seeing only), or scrying (save DC 15). Immediately after you cast a spell from the orbuculum, you must succeed on a Constitution saving throw or become blinded and unable to cast a spell from the orbuculum for 24 hours or until you become targeted by the remove curse spell or similar magic. The starting DC of the Constitution saving throw is 10. Immediately after you make the saving throw, the DC increases by an amount equal to the level of the spell you cast from the orbuculum. The DC resets to 10 each day at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Orchard Seed","description":"Wondrous Item, Uncommon When thrown, this illusion seeds turns into a well-tended orchard of fruit or nut trees, depending on your learning and natural understanding. All its fruit is ripe and rich in flavor. Make either an Intelligence (Nature) or Wisdom (Survival) check and consult the table below. Check Result 10 or less A pair of nut trees appears, such as hazelnut, walnut, or chestnut. 11-15 A set of 1d6 + 4 fruit trees appears, all of a single type, such as cherry, apple, or pear. They provide a full day's nourishment to anyone who eats from them. 16-19 A large orchard of 3d6 fruit trees appears, ready for harvest. The fruits all act as the goodberry spell, healing up to 10 hp total from the orchard and providing a day's nourishment on the first day it appears. 20+ An enormous orchard of 3d12 fruit trees appears, ready for harvest. The fruit provides a day's nourishment, acts as a long rest, and heals up to 10 hp per creature for the first day it appears. Fire of any kind can unravel the orchard newly created by an illusion seed. While a campfire or even bonfire does little harm, the burning of a whole tree unravels the forest's magic: the trees, paths, and harvest all turn into smoke and drift away in 10 minutes. This unravelling only happens if the orchard is less than 1 month old.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Orcsplitter","description":"Orcsplitter Weapon (greataxe), legendary (requires attunement by a good-aligned dwarf, fighter, or paladin) A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. You gain the following benefits while holding this magic weapon: You gain a +2 bonus to attack and damage rolls made with it. When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. You can’t be surprised by orcs while you’re not incapacitated. You are also aware when orcs are within 120 feet of you and aren’t behind total cover, although you don’t know their location. You and any of your friends within 30 feet of you can’t be frightened while you’re not incapacitated. Sentience. Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder’s mind a couplet or stanza of ancient Dwarvish verse. Personality. Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves—giants, goblins, and, most of all, orcs—and silently urges its possessor to meet such creatures in battle. Relics of Besilmer The following items were crafted by the dwarves of Besilmer for their king, Torhild Flametongue. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement by a good-aligned dwarf, fighter, or paladin"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Orcus Figurine","description":"Orcus Figurine Object Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet. The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties: Undead within 30 feet of the figurine can’t be turned. Dead creatures within 30 feet of the figurine can’t be brought back to life. A creature that holds the figurine while praying to Orcus for at least 1 hour has a 10 percent chance of summoning a smoky avatar of the demon lord. Once this avatar is summoned, it can’t be summoned again for 30 days. Orcus’s avatar has the statistics of a wraith except that it’s chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Orevein","description":"Orevein This mushroom grows underground in iron rich environments. When ground into a paste, it can serve as a minor healing agent. One cup of mushrooms yields one vial of paste. As an action a vial of the paste can be applied to a creature, which heals 1 hit point after 1 minute.","properties":{"Category":"Items"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Orichalcum Prosthetic","description":"Orichalcum Prosthetic Adventuring gear Cost : 1,000 gp Weight : As limb Complex clockworks have been available for a long time that could mimic the movements and responsiveness of natural appendages when driven by magic, but these rare items are only available to those with great money and resources. However, developers have found a way to link vril directly to a conscious mind to power often beautifully crafted prosthetics. Fine woods infused with vril liquid, encased in a framework of orichalcum filigree, are crafted to match the size and shape of the lost limb. A vril craftsperson can spend 8 hours fitting and tuning one of these devices to a single creature missing a limb. Once fitted for such a device, this nonmagical prosthetic moves and behaves as the lost limb once did. It can be attached or removed as an action, and damage to it heals while it is worn as living tissue normally would.","properties":{"Category":"Items","Item Type":"Equipment","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Origami Beetle","description":"Wondrous item, common Component: pouch of plant leaves Over the course of a minute, you can fold this enchanted paper into the shape of a 1-inch beetle, activating its magical potential. Dropping Eaves. With extremely acute hearing and camouflage capabilities, the origami beetle is an effective tool in covert eavesdropping. When you craft this origami animal, you can give it a short set of instructions including a destination and a wait time. For example, you could tell the beetle to “land underneath that bench, wait five minutes, then return here.” The beetle has a flying speed of 15 feet, AC 10, and 1 hit point. It records all sound within 20 feet of it for up to 10 minutes. While waiting, it blends into its surroundings, and can only be noticed with a successful DC 13 Wisdom (Perception) check. Upon returning to you, the beetle repeats all the sounds it recorded, shifted up two octaves. After 1 hour elapses, the origami beetle becomes a mundane, folded piece of paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Origami Butterfly","description":"Wondrous item, uncommon Component: pouch of plant leaves Over the course of a minute, you can fold this enchanted paper into the shape of a 6-inch-wingspan butterfly, activating its magical potential. Fluttering Diversion. Slow and colourful, this butterfly gently wafts its way in a direction you point it, attempting to stay just out of arm’s reach. When you craft this origami animal, you can give it a short set of instructions such as “travel along the corridor and take the first right, stopping just above the guard.” The butterfly has a flying speed of 15 feet, AC 10, and 1 hit point. A creature that sees the butterfly while the butterfly is within 5 feet of it must succeed on a DC 13 Wisdom saving throw or become distracted and try to catch the butterfly, until the butterfly is more than 5 feet away from it. Each turn that a creature is distracted by the butterfly, it must spend its movement following the butterfly and use its action to make a DC 13 Dexterity (Sleight of Hand) check trying to catch it. A creature that is distracted in this way has disadvantage on Wisdom (Perception) and Wisdom (Insight) checks. If a creature that is distracted in this way detects the presence of another creature it deems hostile, it stops being distracted. If the butterfly is caught, or after 1 hour elapses, its magical effects cease and it becomes a mundane, folded piece of paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Origami Gold-Leaf Dragon","description":"Wondrous item, legendary Component: pouch of plant leaves Over the course of a minute, you can fold this enchanted, golden paper into a dragon, activating its magical potential in one of the following ways: Draconic Familiar. Proud and brilliant, the 6-inch-long origami dragon is usually the Bureau Director’s personal assistant. When you craft this origami animal, it becomes your familiar, as per the find familiar spell, with the following changes: It uses the statistics of a gold dragon wyrmling , but is a Tiny construct with 10 hit points, a flying speed of 80 feet, a +8 Dexterity (Stealth) modifier, and a +14 Wisdom (Perception) modifier. There is no limit to the distance at which you can communicate with the dragon telepathically or share its senses. You can’t dismiss the dragon. As an action, the dragon can magically turn invisible until it attacks or its concentration ends (as if concentrating on a spell). The dragon doesn’t have a breath weapon and can make no attacks other than the following Weaken action: Weaken. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1 slashing damage and the target must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the end of its next turn. After 1 hour, the dragon reverts to a sheet of paper and can’t be used again until the next dawn. Get-Away Dragon. When you fold this paper, you can speak its command word, causing the origami shape to manifest into a Large dragon made of paper. This creature has the statistics of a young gold dragon . The dragon is friendly to you and obeys your verbal commands (no action required by you), and rolls its own initiative in combat. If you don’t issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. After 1 hour, or if the dragon drops to 0 hit points, the paper loses its magic and shrinks back down into a mundane, folded piece of paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Origami Swallow","description":"Wondrous item, rare Component: pouch of plant leaves Over the course of a minute, you can fold this enchanted paper into the shape of a 6-inch-wingspan swallow, activating its magical potential. Improved Familiar. Swift and observant, the origami swallow is an espionage tool available only to the upper echelons of the Bureau’s secret agents. When you craft this origami animal, it becomes your familiar, as per the find familiar spell, with the following changes: It uses the statistics of a hawk , but is a construct with a flying speed of 120 feet and a +6 Dexterity (Stealth) modifier. There is no limit to the distance at which you can communicate with the swallow telepathically. You can’t dismiss the swallow. It can use its action to make a Talons attack. If it hits a creature with eyes with this attack, the creature must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn. The origami swallow loses its magic 1 hour after being activated, becoming a mundane, folded piece of paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Origami Unicorn","description":"Wondrous item, very rare Component: pouch of plant leaves Over the course of a minute, you can fold this enchanted paper into a unicorn, activating its magical potential in one of the following ways: Ethereal Messenger. Able to traverse through the Border Ethereal, this 6-inch-long device is used by agents of the Bureau to send missives back home while remaining undercover. While this origami animal is within 5 feet of you, you can speak a message no longer than twenty five words, which is magically transcribed onto the unicorn’s paper, as well as the name of a creature with whom you are familiar. Once completed, the unicorn enters the Border Ethereal, galloping along its shores until it enters the target creature’s plane of existence, at a point near to the creature. The recipient can unfold the unicorn to read the message and then re-fold it, giving a response no more than twenty-five words long, which the unicorn delivers to its origin. You can send the message across any distance and even to other planes of existence that border the Ethereal Plane, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive and the unicorn is lost. Each message takes 10 minutes to travel to the destination, allowing a total of three messages to be sent back and forth per day. After 1 hour, the unicorn reverts to a sheet of paper and can’t be used again until the next dawn. Celestial Steed. When you fold this paper, you can speak its command word, causing the origami shape to manifest into a Large unicorn made of paper. This creature has the statistics of a unicorn with a flying speed equal to its walking speed and doesn’t have legendary actions. The unicorn is friendly to you, obeys your telepathic commands (no action required by you), and it rolls its own initiative in combat. If you don’t issue any commands to the unicorn, it defends itself from hostile creatures but otherwise takes no actions. After 1 hour, or if the unicorn drops to 0 hit points, the paper loses its magic and shrinks back down into a mundane, folded piece of paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Origamicon","description":"Wondrous item, very rare This is a collection of instructions on how to fold particular origami forms from mundane paper. Folding a form requires a character to spend one minute and succeed on a DC 10 Dexterity check. Unlike mundane origami, folding a form following the tome’s instructions creates a useful item. The book details the creation of the following items that function similar to a feather token: an anchor, a bird, a fan, a swan boat, a tree, and a whip. In addition, the book details the creation of the following items that function similar to a figurine of wondrous power: dog, elephant, fly, griffon, horse, owl, and raven. Lastly, the book details the folding of a paper mace. The paper mace requires a large single sheet of paper that takes an hour to fold, but once created functions as a mace of smiting. The Origomicon also mentions that it is but an introductory tome to a larger field of magic, but no additional volumes are known to exist.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ornate Ceramic Prosthesis","description":"Wondrous item, rare (requires attunement by a creature missing a limb) Component: construct (clay golem) flesh Developed by a mysterious puppeteer, the painted patterns that decorate the ceramic surface of this appendage seem to shift from day to day, and vary in texture and hue from one individual to another. You must have a missing limb to attune to this item. Once attuned to it, it reshapes itself to take the place of your missing limb, functions as a normal limb, and can’t be removed against your will. When you make an unarmed strike using this prosthesis, its plating morphs into a sharp, ceramic blade. Unarmed strikes made with the prosthesis count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage and deal slashing damage equal to 1d6 + your Strength modifier. Full Plating. As an action, you can speak the prosthesis’ command word to activate the ceramic plating. It grows to cover your entire body, giving you the appearance of an articulated porcelain doll for 1 minute. For the duration, you gain a +2 bonus to AC. Additionally, you have vulnerability to bludgeoning damage and resistance to fire and slashing damage. This property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature missing a limb"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ornate Ceramic Prosthesis (uncommon variant)","description":"Wondrous item, rare (requires attunement by a creature missing a limb) Component: construct (clay golem) flesh Developed by a mysterious puppeteer, the painted patterns that decorate the ceramic surface of this appendage seem to shift from day to day, and vary in texture and hue from one individual to another. You must have a missing limb to attune to this item. Once attuned to it, it reshapes itself to take the place of your missing limb, functions as a normal limb, and can’t be removed against your will. When you make an unarmed strike using this prosthesis, its plating morphs into a sharp, ceramic blade. Unarmed strikes made with the prosthesis count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage and deal slashing damage equal to 1d6 + your Strength modifier. Full Plating. As an action, you can speak the prosthesis’ command word to activate the ceramic plating. It grows to cover your entire body, giving you the appearance of an articulated porcelain doll for 1 minute. For the duration, you gain a +2 bonus to AC. Additionally, you have vulnerability to bludgeoning damage and resistance to fire and slashing damage. This property can be used twice, regaining all expended uses daily at dawn. Uncommon variant: The Full Plating property doesn’t grant resistance to fire damage, and once it’s used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature missing a limb"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ornithopter of Flying","description":"Ornithopter of Flying Wondrous Item, Very Rare You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Orphan's Cradle","description":"Orphan's Cradle Trick weapon (morning star), very rare (requires attunement) ‘The Orphan's Tear is a flower that holds sway in Carmella’s heart. Engaging in a symbiotic rapport with the sanctified metal that surrounds it, the noxious bloom possesses near-flawless regenerative abilities. Moreover, the flowers exude a cloying fragrance, simultaneously repelling ravenous beasts and the cold touch of death. When set alight, the Orphan's Tear can serve as a very durable fuel, only to restore itself in a cycle of rebirth once the flames have been extinguished. Some say that this very capacity to elude the grasp of death is the force that set Carmella upon her unique destiny.’ You gain a +1 bonus to attack and damage rolls made with this magic weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In both states, the weapon is a morningstar with the reach property. Untransformed. The flowers growing in the cradle exude a sickly sweet scent that calms the mind of men and chases away nightmares. Humanoids within 10 feet of the cradle have advantage on saving throws against the charmed and frightened condition. In addition, the cradle has the Vile Miasma and Cleansing Miasma properties. Vile Miasma. When you hit a beast or an undead with orphan's cradle , the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute, even if the target is immune to the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Vile Miasma for the next 24 hours. Cleansing Miasma. As an action, you can cleanse one humanoid you can see within 10 feet of you. It gains 1d12 temporary hit points and can end one of the following conditions: charmed, frightened, or poisoned. Once a creature has benefited from this property, it can't benefit from it again for 1 hour. Transformed. When transformed, the cradle's plants ignite, and it deals an extra 2d6 fire damage on a hit. In addition, the weapon gains the Fanned Flames and Withering Flames properties. Fanned Flames. As an action you can rotate the cradle wildly around you, fanning the flames. Each creature in a 20-foot cone in front of you must make a DC 16 Dexterity saving throw, taking 3d6 fire damage and 3d6 poison damage on a failed save, or half as much damage on a successful one. Beasts and undead have disadvantage on this saving throw. After using this property, orphan's cradle reverts to its untransformed state and can't be transformed again for 1d4-1 rounds. Withering Flames. When you hit a beast or an undead with orphan's cradle, you can force the target to make a DC 16 Constitution saving throw. On a failure, the target becomes vulnerable to your choice of one of the following damage types until the start of its next turn: acid, cold, fire, lightning, poison, or radiant. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cradle's Withering Flames for the next 24 hours.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Orrery","description":"Type Weight Price Tellurium 2 lbs. 100 gp Calculating tellurium 2 lbs. 200 gp Standard 5 lbs. 750 gp Grand 12 lbs. 1,000 gp Calculating standard 5 lbs. 1,500 gp Calculating grand 12 lbs. 2,000 gp This complex mechanism simulates the angles and relative distances between one or more bodies in a solar system in relation to the system’s star with marks or spheres on moving gears or arms. Anyone consulting an orrery gains a +2 bonus on Intelligence checks involving bodies it models and on Wisdom (Survival) checks to navigate the void of space. An orrery can be used in combination with a sextant on a clear night to determine the time on any of the stellar bodies it models. Any orrery can be used as a focus component for the augury spell in place of that spell’s normal focus. Orreries come in many shapes and sizes and with a variety of functions in mind. A tellurion models a single planet and any moons it may have. A standard orrery tracks the inner planets of a system and their moons. A grand orrery tracks all the known planets of a system including outer planets, moons, and asteroid belts. 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Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent. The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm. To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time. Random Properties. The orrery has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 1 major detrimental property The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing. The Sum of Its Parts. Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right: The chronolometer The dimensional loop The far gear The rotor of return The timepiece of travel The wheel of stars Creatures can attune to the orrery’s components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn’t count against the number of magic items you can normally attune to. While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"artifact"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Orzhov Keyrune","description":"Orzhov Keyrune Wondrous item, rare This keyrune is carved from white marble with veins of black. The end is shaped like a thrull’s head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don’t come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Osmium Ammunition","description":"Weapon (Ammunition), Uncommon The tip of this ammunition is made of osmium, offering unmatched momentum. Osmium Impact When you make a ranged attack using this ammunition, the attack's range is doubled and you have Advantage on the attack roll. Unless the target is wearing Heavy Armor or has Natural Armor and an AC of 15 or higher, it takes an extra die of the weapon's damage on a hit. Once it hits a target, the ammunition is destroyed.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Osseous Spike","description":"Weapon (lance), rare (requires attunement) Component: astral bone (unique - bonemonger) The essence of the malicious bonemonger always hungers for more victims, and this craving persists even after death. Those who hold this jagged lance can feel its insatiable desire to be bathed in blood, and see shadowy claws crawl across its surface when it has gone too long without… This lance has 3 charges and regains 1d3 expended charges daily at dawn. Syphoning Splinters. When you hit a creature with an attack using this lance, you can expend 1 charge to cause the tip of the lance to explode into sharp splinters; the creature must make a DC 15 Dexterity saving throw . On a failed save, the creature takes 4d4 piercing damage and some of the splinters are embedded inside of it for 1 minute. On a success, the creature takes half as much damage and suffers no additional effects. A creature with splinters inside of it takes 2d4 necrotic damage at the end of each of its turns, and you regain hit points equal to half the necrotic damage dealt this way as the splinters syphon the victim’s vitality into you. A creature with splinters inside it or another creature within 5 feet of it can use an action to make a DC 15 Wisdom (Medicine) check , removing the splinters on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"lance","Properties":"Reach, special, Component: astral bone (unique - bonemonger)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Osseous Spike (very rare variant)","description":"Weapon (lance), very rare (requires attunement) Component: astral bone (unique - bonemonger) The essence of the malicious bonemonger always hungers for more victims, and this craving persists even after death. Those who hold this jagged lance can feel its insatiable desire to be bathed in blood, and see shadowy claws crawl across its surface when it has gone too long without… This lance has 3 charges and regains 1d3 expended charges daily at dawn. Syphoning Splinters. When you hit a creature with an attack using this lance, you can expend 1 charge to cause the tip of the lance to explode into sharp splinters; the creature must make a DC 15 Dexterity saving throw . On a failed save, the creature takes 4d4 piercing damage and some of the splinters are embedded inside of it for 1 minute. On a success, the creature takes half as much damage and suffers no additional effects. A creature with splinters inside of it takes 2d4 necrotic damage at the end of each of its turns, and you regain hit points equal to half the necrotic damage dealt this way as the splinters syphon the victim’s vitality into you. A creature with splinters inside it or another creature within 5 feet of it can use an action to make a DC 15 Wisdom (Medicine) check , removing the splinters on a success. Very rare variant: Increase the DCs to 16 , the charges to 4, and the recharge to 1d4 . The item has the Crippling Impalement property. Crippling Impalement. As an action while holding this lance, you can cause its shadowy hands to extend and try to grab a creature that you can see within 20 feet of you, forcing it to make a DC 16 Strength saving throw . On a failed save, the creature is seized by the hands, pulled to within 5 feet of you, and has an arm or leg (your choice) skewered by the lance, taking 6d4 piercing damage . The shadowy hands then release the creature. Until the end of its next turn, the creature has disadvantage on attack rolls made with the use of its arms if you skewered its arm, or has its speed reduced to 0 feet if you skewered its leg. Once this property of the lance has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"lance","Properties":"Reach, special, Component: astral bone (unique - bonemonger)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ottos Flammer","description":"Exotic Ranged Weapon - Rare, Range (30/45), Two-handed Damage: 2d8 fire damage Pressurized Fuel Tank: The flamer needs to be pressurized as a Bonus Action before every attack or before using the Fire Spray feature. Fire Spray: As an action, you blast each creature in a 15-foot cone with sticky alchemical fire. They must make a DEX SAVE with a DC equal to (14 + your proficiency bonus) saving throw or take 9 (2d8) fire damage (or half as much on a successful save). Fury Mode: As a Reaction when you damage a creature with Otto’s Flamer, you can activate Fury Mode. You immediately inflict an additional 4 (1d8) fire damage to the target(s) of the original damage. When rolling on the Inventor Warranty table, you have a cumulative -2 modifier for each time you have used this feature, until you get a Malfunction. Inventor Warranty: After each attack or Fire Spray, you must roll on the following table to determine if the unstable nature of the Flamer is causing troubles: Malfunction: The weapon must be fixed to be operable again. A creature with Tinker’s Tools, Smith’s Tools or Alchemist Supplies proficiency can repair this during a Short Rest; the Flamer loses all features and counts as an improvised weapon until then. Overheating: until the end of your next turn, while you hold the weapon you have disadvantage on attack rolls and enemies have advantage on the save against the Fire Spray feature. Overspill: You receive 6 (1d12) fire damage. Leakage: You receive 4 (1d8) fire damage. Nothing occurs. Nothing occurs. ","properties":{"Category":"Items","Item Type":"Exotic Ranged Weapon","Properties":"Two-handed","Item Rarity":"rare"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Ouroboros Amulet","description":"Wondrous item, uncommon (requires attunement) Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Outer Essence Shard","description":"Outer Essence Shard Wondrous item, rare (requires attunement by a sorcerer ) This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Outer Essence Shards d4 Property 1 Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned. 2 Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn. 3 Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points. 4 Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage. ","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Overgrown Barkshield","description":"Armour (shield), uncommon (requires attunement) This crude shield made of bark and wood teems with life as if it were still part of a tree. The smell of sap and various fragrant flowers perfumes the air around you. Bark Armour . As an action, you can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a shield and you gain the following benefits: You gain 1d8 temporary hit points . You gain the benefits of the barkskin spell (no concentration required). You have advantage on saving throws made to resist being poisoned. When this effect ends, the barkshield falls from its place on your torso, fading to a lifeless shade of grey. This property can’t be used again until you finish a long rest when the shield blooms with life once more. Vines and Thorns . While attuned to this shield, you can use an action to animate one of the shield’s thorny vines and make a melee weapon attack ( +5 to hit ) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage , and, if the target is a Large or smaller creature, or an object that weighs less than 500 pounds, you pull it up to 10 feet closer to you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shield","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Overgrown Barkshield","description":"Armour (shield), uncommon (requires attunement) Component: plant bark This crude shield made of bark and wood teems with life as if it were still part of a tree. The smell of sap and various fragrant flowers perfumes the air around it. Bark Armour. As an action, you can place the shield on your torso and speak its command word, causing the wood and vines to wrap around your figure. For 1 hour, or until you use an action to end this effect, you are unable to hold a shield, and you gain the following benefits: You gain 1d8 temporary hit points. You gain the benefits of the barkskin spell (no concentration required). You have advantage on saving throws against being poisoned. When this effect ends, the overgrown barkshield falls from its place on your torso, fading to a lifeless shade of grey. This property can’t be used again until the next dawn, when the shield blooms with life once more. Vines and Thorns. While touching this shield, you can use an action to animate one of the shield’s thorny vines and make a melee weapon attack (+5 to hit) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage, and, if the target is a Large or smaller creature or an object that weighs less than 500 pounds, you can pull it up to 10 feet closer to you.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Overgrown Barkshield (rare variant)","description":"Armour (shield), rare (requires attunement) This crude shield made of bark and wood teems with life as if it were still part of a tree. The smell of sap and various fragrant flowers perfumes the air around you. Bark Armour . As an action, you can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a shield and you gain the following benefits: You gain 1d8 temporary hit points . You gain the benefits of the barkskin spell (no concentration required). You have advantage on saving throws made to resist being poisoned. When this effect ends, the barkshield falls from its place on your torso, fading to a lifeless shade of grey. This property can’t be used again until you finish a long rest when the shield blooms with life once more. Vines and Thorns . While attuned to this shield, you can use an action to animate one of the shield’s thorny vines and make a melee weapon attack ( +5 to hit ) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage , and, if the target is a Large or smaller creature, or an object that weighs less than 500 pounds, you pull it up to 10 feet closer to you. Rare variant: Increase Bark Armour’s temporary hit points to 3d8 and Vines and Thorns’ attack modifier and damage to +8 and 3d8 , respectively .","properties":{"Category":"Items","Expansion":23695,"Item Type":"shield","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Overgrown Barkshield (rare variant)","description":"Armour (shield), uncommon (requires attunement) Component: plant bark This crude shield made of bark and wood teems with life as if it were still part of a tree. The smell of sap and various fragrant flowers perfumes the air around it. Bark Armour. As an action, you can place the shield on your torso and speak its command word, causing the wood and vines to wrap around your figure. For 1 hour, or until you use an action to end this effect, you are unable to hold a shield, and you gain the following benefits: You gain 1d8 temporary hit points. You gain the benefits of the barkskin spell (no concentration required). You have advantage on saving throws against being poisoned. When this effect ends, the overgrown barkshield falls from its place on your torso, fading to a lifeless shade of grey. This property can’t be used again until the next dawn, when the shield blooms with life once more. Vines and Thorns. While touching this shield, you can use an action to animate one of the shield’s thorny vines and make a melee weapon attack (+5 to hit) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage, and, if the target is a Large or smaller creature or an object that weighs less than 500 pounds, you can pull it up to 10 feet closer to you. Rare variant: Increase Bark Armour’s temporary hit points to 3d8, and Vines and Thorns’ attack modifier to +8 and damage to 3d8.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Overgrown Barkshield (very rare variant)","description":"Armour (shield), very rare (requires attunement) This crude shield made of bark and wood teems with life as if it were still part of a tree. The smell of sap and various fragrant flowers perfumes the air around you. Bark Armour . As an action, you can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a shield and you gain the following benefits: You gain 1d8 temporary hit points . You gain the benefits of the barkskin spell (no concentration required). You have advantage on saving throws made to resist being poisoned. When this effect ends, the barkshield falls from its place on your torso, fading to a lifeless shade of grey. This property can’t be used again until you finish a long rest when the shield blooms with life once more. Vines and Thorns . While attuned to this shield, you can use an action to animate one of the shield’s thorny vines and make a melee weapon attack ( +5 to hit ) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage , and, if the target is a Large or smaller creature, or an object that weighs less than 500 pounds, you pull it up to 10 feet closer to you. Very rare variant: Increase Bark Armour’s temporary hit points to 5d8 and Vines and Thorns’ attack modifier and damage to +10 and 4d8 , respectively .","properties":{"Category":"Items","Expansion":23695,"Item Type":"shield","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Overgrown Barkshield (very rare variant)","description":"Armour (shield), uncommon (requires attunement) Component: plant bark This crude shield made of bark and wood teems with life as if it were still part of a tree. The smell of sap and various fragrant flowers perfumes the air around it. Bark Armour. As an action, you can place the shield on your torso and speak its command word, causing the wood and vines to wrap around your figure. For 1 hour, or until you use an action to end this effect, you are unable to hold a shield, and you gain the following benefits: You gain 1d8 temporary hit points. You gain the benefits of the barkskin spell (no concentration required). You have advantage on saving throws against being poisoned. When this effect ends, the overgrown barkshield falls from its place on your torso, fading to a lifeless shade of grey. This property can’t be used again until the next dawn, when the shield blooms with life once more. Vines and Thorns. While touching this shield, you can use an action to animate one of the shield’s thorny vines and make a melee weapon attack (+5 to hit) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage, and, if the target is a Large or smaller creature or an object that weighs less than 500 pounds, you can pull it up to 10 feet closer to you. Rare variant: Increase Bark Armour’s temporary hit points to 3d8, and Vines and Thorns’ attack modifier to +8 and damage to 3d8. Very rare variant: Increase Bark Armour’s temporary hit points to 5d8, and Vines and Thorns’ attack modifier to +10 and damage to 4d8.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Overheat","description":"Journeyman weapon property Components: Masterwork martial or exotic weapon with the Blaster and Heavy properties This weapon gains the Overheat property and its damage die increases by two steps. Overheat. Once you make an attack with this weapon, it can’t be used again to make an attack until the end of your next turn.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Overmatter Totem","description":"Overmatter Totem Wondrous item, rare (requires attunement) This totem is made out of a petrified overmind tongue encased in hard, translucent resin. While holding it, you can use an action to detach one ear, eye, or hand from your body. The body part has AC 10, hit points equal to half your hit point maximum, a flying speed equal to half your greatest movement speed, and it can hover. Your detached body part acts on your turn and follows your telepathic commands. Each body part can only take the following actions: Ear. Your ear can hear. Anything your detached ear hears, you hear. On your turn, your ear can use an action to make a Wisdom (Perception) check to hear. Eye. Your eye can see and has any special senses you have, except for tremorsense. Anything your detached eye sees, you see. On your turn, your eye can use an action to make a Wisdom (Perception) check to see. Hand. Your hand can carry and manipulate Tiny objects. On your turn, your hand can use an action to interact with an object you can see or to make one attack using a light weapon against a target you can see. This attack uses your attack bonus and ability score modifier. If your detached body part is within 5 feet of you, it can use an action to reattach to you. If your body part is reduced to 0 hit points or is ever more than 60 feet away from you, it falls to the ground, lifeless, and must be reattached manually. Reattaching a body part manually takes 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Oversized Arms","description":"Donor: Giant Slot: Arms You have replaced your arms with a giant’s massive limbs. The reach of your melee attacks increases by 5 feet, unless the attack is made with a weapon that already has the Reach property. If you are Small, you can wield heavy weapons with which you are proficient without penalty. Additionally, you have advantage on Strength checks and saving throws you make to maintain your grip on objects.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Oveso Family Dark Red Wine","description":"Oveso Family Dark Red Wine Adventuring gear Cost 35 gp per bottle. Tropical weather and fertile lands have enabled Feolinn to develop a prosperous wine trade across the Menagerie Coast and beyond. There is fierce competition between local families as well as the rival wineries of Kamordah in the empire, and the numerous wines exported from Feolinn can claim a respectable bit of coin, though the prices might vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ovinrbaane, Enemy of all Enemies","description":"Ovinrbaane, Enemy of all Enemies Melee weapon (martial, greatsword), artifact (requires attunement) Ovinrbaane (literally translated as “enemy of all enemies”) is a powerful but cursed greatsword. Magic Weapon. Ovinrbaane is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. The greatsword also functions as a ring of free action and a sword of wounding . Random Properties. Ovinrbaane has the following properties (you can swap these out for similar random properties if you so desire): While you are attuned to the sword and wielding it, you can use an action to cast bless. After you cast the spell, roll a d6. On a roll of 1–5, you can’t cast it again until the next dawn. (1 minor beneficial property) While you are attuned to the sword and wielding it, the sword can cast dispel magic to attempt to remove an undesirable spell effect as soon as it affects you. Whether or not this is successful, after it occurs, roll a d6. On a roll of 1–5, the sword can’t do this again until the next dawn. (1 major beneficial property) Over the course of time, the sword modifies its wielder’s memories to mislead its wielder into believing they’re the real Armag and that anyone around them who isn’t obviously a member of their clan is a mortal enemy. The cursed greatsword also slowly changes the features of the wielder over the course of several days or even weeks to appear as those of the original Armag. If left unchecked, these powers seemingly bring the warlord back to life—it’s the wait for this subtle transformation to be complete that’s kept Armag in “meditation” in this chamber for so long. (1 major detrimental property) Curse. The sword bears a curse that affects any creature that becomes attuned to it. Even if the attunement ends, the curse remains. The sword’s curse functions as that caused by a berserker axe , but also transforms the user’s body and mind. Destroying Ovinrbaane. Ovinrbaane is dedicated to the slaying of all life, and can’t be destroyed unless it is brought to the Boneyard and used to strike three blows against Armag’s own gravestone, causing the sword to shatter. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Heavy, Two-Handed Range: 5 ft. Weight: 6","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Owl Mask","description":"Owl Mask Wondrous item, (requires attunement ) +1 to Investigation Disadvantage on Constitution checks Eldritch Insight: Once a day, you can immediately determine an enemy's weaknesses.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Owlsight Goggles","description":"Wondrous item, uncommon Component: beast (giant owl) eye “Don’t go out at night or the giant owls will get ya,” has been said by more than one exhausted rakin parent in a mostly-unsuccessful attempt to curb their offspring’s exploratory and mischievous tendencies. Unfortunately for rakin, this isn’t an exaggeration: giant owls are the number one predators of forest-dwelling tanukin. The naming of this acuity-enhancing eyewear is undoubtedly a nod at this cruel twist of nature by the infamous and ungracious artificer, L’Arsène Upin. Owlsight. While wearing these goggles, you have darkvision out to a range of 60 feet and attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. In addition, you have advantage on Perception checks made to spot Small or smaller creatures.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Owlsight Goggles (rare variant)","description":"Wondrous item, uncommon Component: beast (giant owl) eye “Don’t go out at night or the giant owls will get ya,” has been said by more than one exhausted rakin parent in a mostly-unsuccessful attempt to curb their offspring’s exploratory and mischievous tendencies. Unfortunately for rakin, this isn’t an exaggeration: giant owls are the number one predators of forest-dwelling tanukin. The naming of this acuity-enhancing eyewear is undoubtedly a nod at this cruel twist of nature by the infamous and ungracious artificer, L’Arsène Upin. Owlsight. While wearing these goggles, you have darkvision out to a range of 60 feet and attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. In addition, you have advantage on Perception checks made to spot Small or smaller creatures. Rare variant: If you already have darkvision, wearing the goggles increases its range by 60 feet. The goggles have the Thermal Lock property. Thermal Lock. As a bonus action, you can choose a creature within 30 feet of you and activate the goggles’ thermal vision. For 1 hour, you can see that creature based on the amount of heat it emits, with low amounts of heat represented in blue and purple, and high amounts represented in yellow, orange, and red. If the creature emits heat (GM’s discretion), you have advantage on Perception checks that rely on sight made to detect it, and you can always see it regardless of light conditions, obscurement, invisibility, or cover, but this vision is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. In addition, you can see objects and surfaces that it touched within the last 10 minutes, giving you advantage on checks made to track its movements. Most constructs, elementals, plants, and undead don’t emit heat. Once this property of the goggles has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ox","description":"Ox Mounts Useful for pulling a plow or a cart, oxen can be found in Rokugan’s heartland.","properties":{"Category":"Items","Item Type":"Mounts"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"PA20 Potion","description":"PA20 Potion Potion, very rare The Maker: PA20 can only be consumed by the person who brewed it. It is physically impossible to drink this potion if you didn’t brew it. The liquid will refuse to leave its container as if it’s being stopped by an invisible barrier. The Effect: Upon drinking this potion, you will be imbued with luck for up to 3 hours or 1 minute depending on how well the potion was brewed. Whenever you make an attack roll, ability check, or saving throw, you may roll an additional d20. You use this effect after the original roll, but before the outcome is revealed. You choose which of the results is used for the attack roll, ability check, or saving throw.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"Pack Attachment","description":"Pack Attachment Miscellaneous gear (container) This is a container the size of a backpack that may be attached directly to the back of any suit of medium or heavy armor. Items carried within this container have their weight reduced by half. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pact Paper","description":"Scroll, rare This smooth paper is like vellum but is prepared from dozens of scales cast off by a pact drake (see Creature Codex ). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can’t be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Padded Armor","description":"Padded Armor Armor (light) Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Light Armor","data-List":"false","Item Rarity":"Standard","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor","description":"Light Armor Armor Class: 11 + Dex modifier Strength: — Stealth: Disadvantage Weight: 8 lb. Cost: 5 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage","Item Rarity":"None","Name":"Padded Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Padded Armor","description":"Padded Armor Armor (light) Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Expansion":5,"Item Type":"Light Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Padded Armor +1","description":"Padded Armor +1 Armor (light), rare You have a +1 bonus to AC while wearing this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor +1","description":"Padded Armor +1 Armor (light), rare You have a +1 bonus to AC while wearing this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor +1","description":"Armor (Padded Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor +1","description":"Armor (Padded Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor +1 Base AC\",\"parent\":\"Padded Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor +1 Magic Bonus to AC\",\"parent\":\"Padded Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Padded Armor +1 Stealth Disadvantage\",\"parent\":\"Padded Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Rare","Name":"Padded Armor +1","Weight":8,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor +2","description":"Padded Armor +2 Armor (light), very rare You have a +2 bonus to AC while wearing this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 13 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Expansion":7583,"Item Type":"Light Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor +2","description":"Padded Armor +2 Armor (light), very rare You have a +2 bonus to AC while wearing this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 13 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor +2","description":"Armor (Padded Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor +2","description":"Armor (Padded Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor +2 Base AC\",\"parent\":\"Padded Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor +2 Magic Bonus to AC\",\"parent\":\"Padded Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Padded Armor +2 Stealth Disadvantage\",\"parent\":\"Padded Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Very Rare","Name":"Padded Armor +2","Weight":8,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor +3","description":"Padded Armor +3 Armor (light), legendary You have a +3 bonus to AC while wearing this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 14 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Expansion":7583,"Item Type":"Light Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor +3","description":"Padded Armor +3 Armor (light), legendary You have a +3 bonus to AC while wearing this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 14 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor +3","description":"Armor (Padded Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor +3","description":"Armor (Padded Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"200005 GP\\\",\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor +3 Base AC\",\"parent\":\"Padded Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor +3 Magic Bonus to AC\",\"parent\":\"Padded Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"},{\"name\":\"Padded Armor +3 Stealth Disadvantage\",\"parent\":\"Padded Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Legendary","Name":"Padded Armor +3","Weight":8,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Acid Resistance","description":"Padded Armor of Acid Resistance Armor (light), rare (requires attunement ) You have resistance to acid damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Acid Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Acid Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Acid Resistance Base Armor Class\",\"parent\":\"Padded Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Acid Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Acid Resistance Attunement\",\"parent\":\"Padded Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Acid Resistance\",\"parent\":\"Padded Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Acid Resistance","Weight":8,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Air Elemental Aura","description":"Padded Armor of Air Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Armor of Arcane Absorption","description":"Padded Armor of Arcane Absorption Armor (light), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Armor of Blood Drinking","description":"Padded Armor of Blood Drinking Armor (light), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Armor of Cold Resistance","description":"Padded Armor of Cold Resistance Armor (light), rare (requires attunement ) You have resistance to cold damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Cold Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Cold Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Cold Resistance Base Armor Class\",\"parent\":\"Padded Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Cold Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Cold Resistance Attunement\",\"parent\":\"Padded Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Cold Resistance\",\"parent\":\"Padded Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Cold Resistance","Weight":8,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Earth Elemental Aura","description":"Padded Armor of Earth Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Armor of Fire Elemental Aura","description":"Padded Armor of Fire Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Armor of Fire Resistance","description":"Padded Armor of Fire Resistance Armor (light), rare (requires attunement ) You have resistance to fire damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Fire Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Fire Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Fire Resistance Base Armor Class\",\"parent\":\"Padded Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Fire Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Fire Resistance Attunement\",\"parent\":\"Padded Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Fire Resistance\",\"parent\":\"Padded Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Fire Resistance","Weight":8,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Force Resistance","description":"Padded Armor of Force Resistance Armor (light), rare (requires attunement ) You have resistance to force damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Force Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Force Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Force Resistance Base Armor Class\",\"parent\":\"Padded Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Force Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Force Resistance Attunement\",\"parent\":\"Padded Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Force Resistance\",\"parent\":\"Padded Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Force Resistance","Weight":8,"data-description":"You have Resistance to Force damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Gleaming","description":"Armor (Padded Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Lightning Resistance","description":"Padded Armor of Lightning Resistance Armor (light), rare (requires attunement ) You have resistance to lightning damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Lightning Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Lightning Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Padded Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Lightning Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Lightning Resistance Attunement\",\"parent\":\"Padded Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Lightning Resistance\",\"parent\":\"Padded Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Lightning Resistance","Weight":8,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Necrotic Resistance","description":"Padded Armor of Necrotic Resistance Armor (light), rare (requires attunement ) You have resistance to necrotic damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Necrotic Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Necrotic Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Padded Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Necrotic Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Necrotic Resistance Attunement\",\"parent\":\"Padded Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Necrotic Resistance\",\"parent\":\"Padded Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Necrotic Resistance","Weight":8,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Poison Resistance","description":"Padded Armor of Poison Resistance Armor (light), rare (requires attunement ) You have resistance to poison damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Poison Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Poison Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Poison Resistance Base Armor Class\",\"parent\":\"Padded Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Poison Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Poison Resistance Attunement\",\"parent\":\"Padded Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Poison Resistance\",\"parent\":\"Padded Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Poison Resistance","Weight":8,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Psychic Resistance","description":"Padded Armor of Psychic Resistance Armor (light), rare (requires attunement ) You have resistance to psychic damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Psychic Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Psychic Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Padded Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Psychic Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Psychic Resistance Attunement\",\"parent\":\"Padded Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Psychic Resistance\",\"parent\":\"Padded Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Psychic Resistance","Weight":8,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Radiant Resistance","description":"Padded Armor of Radiant Resistance Armor (light), rare (requires attunement ) You have resistance to radiant damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Radiant Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Radiant Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Padded Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Radiant Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Radiant Resistance Attunement\",\"parent\":\"Padded Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Radiant Resistance\",\"parent\":\"Padded Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Radiant Resistance","Weight":8,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Thunder Resistance","description":"Padded Armor of Thunder Resistance Armor (light), rare (requires attunement ) You have resistance to thunder damage while you wear this armor. Padded. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","AC":11,"Source":"5th Edition SRD","Weight":8,"Stealth":"Disadvantage","Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Padded Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Padded Armor of Thunder Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Thunder Resistance","description":"Armor (Padded Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Padded Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Thunder Resistance Stealth Disadvantage\",\"parent\":\"Padded Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Thunder Resistance Attunement\",\"parent\":\"Padded Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor Thunder Resistance\",\"parent\":\"Padded Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Thunder Resistance","Weight":8,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Vulnerability (Bludgeoning)","description":"Armor (Padded Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Vulnerability (Bludgeoning)","description":"Armor (Padded Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Stealth Disadvantage\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Padded Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Vulnerability (Bludgeoning)","Weight":8,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Vulnerability (Piercing)","description":"Armor (Padded Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Vulnerability (Piercing)","description":"Armor (Padded Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Padded Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Vulnerability (Piercing) Stealth Disadvantage\",\"parent\":\"Padded Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Padded Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Padded Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Padded Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. 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This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Vulnerability (Slashing)","description":"Armor (Padded Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Padded Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Padded Armor of Vulnerability (Slashing)","description":"Armor (Padded Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Padded Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Padded Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":8,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Padded Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Padded Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":11}}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Stealth Disadvantage\",\"parent\":\"Padded Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Attunement\",\"parent\":\"Padded Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Padded Armor of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Padded Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Padded Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Padded Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Padded Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Padded Armor of Vulnerability (Slashing)","Weight":8,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":11,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Padded Armor of Water Elemental Aura","description":"Padded Armor of Water Elemental Aura Armor (light), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 12 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Armor of Weightlessness","description":"Padded Armor of Weightlessness Armor (Light), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Padded Cast-Off Armor","description":"Padded Cast-Off Armor Armor (light), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Padded Chaos Armor","description":"Padded Chaos Armor Armor (light), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Padded Living Armor","description":"Padded Living Armor Armor (padded armor), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 12 + Dex modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Padded Siegeball Armor","description":"","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Padded Smoldering Armor","description":"Padded Smoldering Armor Armor (light), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Padded Suit of Heroic Prowess","description":"Padded Suit of Heroic Prowess Armor (light), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Padded Armor. Padded armor consists of quilted layers of cloth and batting. AC: 11 + Dex Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Padded Zephyr Armor","description":"Padded Zephyr Armor Armor (light, padded), rare (requires attunement) This fine set of white-and-silver armor bears the wind rune upon its chest. While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 11 + Dexterity Modifier Stealth: Disadvantage Weight: 8","properties":{"Category":"Items","Expansion":24749,"Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Padlock (digital)","description":"Padlock (Digitial) Miscellaneous gear Equipped with a key and digital keypad. Without the code, the lock can be picked with infiltration tools and a successful DC 15 Dexterity check. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Painblinder Mycaxe Battleaxe","description":"Weapon (any axe), uncommon The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic suspension, ready to unleash their pain-inhibiting effects when inhaled. Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating muscle recruitment. Until the start of your next turn, melee weapon attacks you make with this weapon have a +2 bonus to damage rolls and you have resistance to bludgeoning, piercing, and slashing damage. If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute , after which the effects end. When the effects end, you become poisoned for a number of minutes equal to ten times the number of rounds you were under the influence of the spores. Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a long rest. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"any axe","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Painblinder Mycaxe Battleaxe (rare variant)","description":"Weapon (any axe), rare The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic suspension, ready to unleash their pain-inhibiting effects when inhaled. Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating muscle recruitment. Until the start of your next turn, melee weapon attacks you make with this weapon have a +2 bonus to damage rolls and you have resistance to bludgeoning, piercing, and slashing damage. If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute , after which the effects end. When the effects end, you become poisoned for a number of minutes equal to ten times the number of rounds you were under the influence of the spores. Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a long rest. Rare variant: Increase Painblind Spores bonus to +3 . While under the influence of Painblind Spores, you have advantage on Strength and Constitution checks as well as Strength and Constitution saving throws . Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a short or long rest.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any axe","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Painblinder Mycaxe Greataxe","description":"Weapon (any axe), uncommon The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic suspension, ready to unleash their pain-inhibiting effects when inhaled. Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating muscle recruitment. Until the start of your next turn, melee weapon attacks you make with this weapon have a +2 bonus to damage rolls and you have resistance to bludgeoning, piercing, and slashing damage. If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute , after which the effects end. When the effects end, you become poisoned for a number of minutes equal to ten times the number of rounds you were under the influence of the spores. Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a long rest. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"any axe","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Painblinder Mycaxe Greataxe (rare variant)","description":"","properties":{"Category":"Items","Expansion":23695,"Item Type":"any axe","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Painblinder Mycaxe Handaxe","description":"Weapon (any axe), uncommon The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic suspension, ready to unleash their pain-inhibiting effects when inhaled. Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating muscle recruitment. Until the start of your next turn, melee weapon attacks you make with this weapon have a +2 bonus to damage rolls and you have resistance to bludgeoning, piercing, and slashing damage. If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute , after which the effects end. When the effects end, you become poisoned for a number of minutes equal to ten times the number of rounds you were under the influence of the spores. Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a long rest. ","properties":{"Category":"Items","Expansion":23695,"Item Type":"any axe","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Painblinder Mycaxe Handaxe (rare variant)","description":"Weapon (any axe), rare The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic suspension, ready to unleash their pain-inhibiting effects when inhaled. Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating muscle recruitment. Until the start of your next turn, melee weapon attacks you make with this weapon have a +2 bonus to damage rolls and you have resistance to bludgeoning, piercing, and slashing damage. If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute , after which the effects end. When the effects end, you become poisoned for a number of minutes equal to ten times the number of rounds you were under the influence of the spores. Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a long rest. Rare variant: Increase Painblind Spores bonus to +3 . While under the influence of Painblind Spores, you have advantage on Strength and Constitution checks as well as Strength and Constitution saving throws . Once you have benefitted from the Painblind Spores, you can’t benefit from them again until after you finish a short or long rest.","properties":{"Category":"Items","Expansion":23695,"Item Type":"any axe","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Paintbrush of Holey Might","description":"Paintbrush of Holey Might Wondrous item Price: 4,000 gp This paintbrush has no paint on it, and when you dip it in ink or paint it doesn’t seem to stick to the tip of the brush. This paintbrush can paint holes into any non-magical surface. Over the course of 1 minute, the wielder can paint a hole into the surface of a material. This hole looks exactly as if the material itself had been crafted this way, with clean lines and no jagged edges. The hole can be up to 2 feet deep into or through the material, and up to 3 feet in diameter. The wielder can make multiple holes connected together, but it will require a second use of the item. Once the hole is created, it acts exactly like a hole. Creatures can see, hear, and pass through the area. The paintbrush cannot affect living material, so it has no effect on a living creature. The paintbrush cannot unmake the holes, so make sure you really want a hole there!","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Painter's Supplies","description":"Painter's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Painter's Supplies","description":"Painter's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Painter's Supplies","description":"Artisan's Tools Ability: Wisdom Weight: 5 lb. Cost: 10 GP Utilize: Paint a recognizable image of something you’ve seen (DC 10) Craft: Druidic Focus: Sprig of Mistletoe , Yew Wand , Holy Symbol: Amulet , Emblem , Reliquary","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Painter's Supplies"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Painter's Supplies","description":"Painter's Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Painter's Tools","description":"Painter's Tools Adventuring gear (artisan's tools) There are numerous different painting techniques in Rokugan, from monochrome ink-on-paper works that interweave image and calligraphy to vibrant screen paintings for display in noble homes. Painter’s tools usually consist of brushes, dyes, and paper or another medium.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Paired Gauntlets of Striking","description":"Wondrous item, uncommon (requires attunement) These leather gloves are reinforced with steel plates and decorated with images of two humanoids fighting side-by-side. While you and another creature are each wearing one of the gauntlets and are each within 5 feet of the same creature, you both have advantage on the first attack roll you make against that creature on each of your turns.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Palanquin","description":"Palanquin Vehicle One popular means of transport is the noble palanquin. A palanquin consists of a small, covered chamber in which a single passenger may recline on a soft surface, shadowed on the left and right by curtains. The chamber is suspended from two beams that extend to the front and rear. Four or more servants bear the palanquin on their shoulders. The palanquin allows the occupant to conceal their identity or show off their opulence at their discretion.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Pale Rage","description":"Weapon (morningstar), uncommon (requires attunement) Component: dragon (white) bone First of Rhuinon’s draconic armaments was this icy morningstar, perpetually patinated with a crisp crust of hoarfrost. Suffused with the animalistic rage of the white dragon, this weapon imbues its wielder with a single-minded, myopic brutality. Once on each of your turns, you can deal an extra 1d6 cold damage to a target you hit with this magic weapon. The morningstar has 3 charges and regains all expended charges daily at dawn. Unrelenting Fury. Like a white dragon, you are able to channel a singular focus on slaughtering an enemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to gain advantage on the next attack roll you make with this weapon against the same creature before the end of the current turn. If you hit with that attack, you can reroll any 1s or 2s that you roll on the weapon’s damage die or the extra cold damage it deals. You must use the new rolls.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pale Rage (rare variant)","description":"Weapon (morningstar), uncommon (requires attunement) Component: dragon (white) bone First of Rhuinon’s draconic armaments was this icy morningstar, perpetually patinated with a crisp crust of hoarfrost. Suffused with the animalistic rage of the white dragon, this weapon imbues its wielder with a single-minded, myopic brutality. Once on each of your turns, you can deal an extra 1d6 cold damage to a target you hit with this magic weapon. The morningstar has 3 charges and regains all expended charges daily at dawn. Unrelenting Fury. Like a white dragon, you are able to channel a singular focus on slaughtering an enemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to gain advantage on the next attack roll you make with this weapon against the same creature before the end of the current turn. If you hit with that attack, you can reroll any 1s or 2s that you roll on the weapon’s damage die or the extra cold damage it deals. You must use the new rolls. Rare variant: The morningstar deals an extra 1d6 cold damage to any target it hits, instead of once on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pale Rage (very rare variant)","description":"Weapon (morningstar), uncommon (requires attunement) Component: dragon (white) bone First of Rhuinon’s draconic armaments was this icy morningstar, perpetually patinated with a crisp crust of hoarfrost. Suffused with the animalistic rage of the white dragon, this weapon imbues its wielder with a single-minded, myopic brutality. Once on each of your turns, you can deal an extra 1d6 cold damage to a target you hit with this magic weapon. The morningstar has 3 charges and regains all expended charges daily at dawn. Unrelenting Fury. Like a white dragon, you are able to channel a singular focus on slaughtering an enemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to gain advantage on the next attack roll you make with this weapon against the same creature before the end of the current turn. If you hit with that attack, you can reroll any 1s or 2s that you roll on the weapon’s damage die or the extra cold damage it deals. You must use the new rolls. Rare variant: The morningstar deals an extra 1d6 cold damage to any target it hits, instead of once on each of your turns. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The morningstar deals an extra 1d8 cold damage to any target it hits, instead of 1d6 once on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pale Tincture","description":"Ingested Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned. Cost: 250 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Pale Tincture"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pale tincture (Ingested)","description":"Pale Tincture Adventuring gear (poison, ingested) A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Damage: 1d6 Damage Type: Poison","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Palisade Glaive","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Glaive (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Halberd","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Halberd (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Lance","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Lance (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Pike","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Pike (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Quarterstaff","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Quarterstaff (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Spear","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Spear (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Trident","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Trident (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Twinblade","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palisade Twinblade (rare variant)","description":"Weapon (any polearm), uncommon (requires attunement) Component: construct plating This polearm looks to have been shaped from the wrought iron of a graveyard’s fence. Legend says the fence was magically enchanted by a wandering cleric, Sister Victoria, so that it would keep incarcerated the walking dead. You gain a +1 bonus to attack and damage rolls made with this magical weapon. Fencing. As an action, you can stab palisade into the ground, causing a 1-inch-thick wrought iron fence to burst from the earth at a point you can see within 60 feet of you, twisting into a latticework of thorny vines. It can be either 30 feet long and 10 feet high or form a ringed wall up to 20 feet in diameter and 20 feet high. Each 5-foot-square section has an AC of 10, 15 hit points, and immunity to psychic and poison damage. The wall doesn’t block line of sight, but Small or larger creatures can’t move through it. When the fence appears, each creature within its area is pushed to one side of the fence (your choice) and must succeed on a DC 13 Dexterity saving throw or take 2d8 piercing damage. A creature attempting to climb the fence must make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, with advantage if it has a climbing speed. On a failure, the creature slips, taking 2d8 piercing damage and falling prone at the base of the fence. Ranged attack rolls that pass through the fence are made with disadvantage. The fence persists for 10 minutes, until you lose concentration (as if concentrating on a spell), or until it is destroyed, whereupon it crumbles into dust. Once you have used this property, it can’t be used again until the next dawn. Rare variant: Increase the attack and damage bonus to +2 and the DCs to 15.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Palladium","description":"Wondrous item, legendary This artifact bestows magical protection upon any city or ship that enshrines it. Enshrining the Palladium within a city or ship requires seven days of devoted prayer by a priest. Sacrifices are sometimes offered to expedite this process. Once the artifact is enshrined, it bestows its full protection. However, if the artifact is ever moved by more than an inch, the protective effects end. Protected Cities . The city walls have resistance to all damage types. Siege weapons mounted on the city walls have advantage on all attacks. Protected Ships . The ship's hull has resistance to all damage types. Siege weapons mounted on the deck of the ship have advantage on all attacks. Forbiddance . The city is protected by the effects of the forbiddance spell, preventing teleportation into or out of the city, as defined by its walls.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary\n"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Palter’s Mace","description":"Palter’s Mace Weapon (mace), very rare This mace once belonged to the Vanir named Palter, and it is a graceful weapon, befitting the noble warrior. Attacks made with this mace have a +2 bonus to attack and damage rolls. Additionally, the wielder may choose to slam the mace against the ground, triggering a burst of thunder or lightning. Each creature in a 15-foot cube originating from the wielder must make a Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder or lightning damage (wielder’s choice) and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. The DC for the saving throw is 8 + the wielder’s proficiency bonus + their Charisma modifier.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Pamphlet of Bogo","description":"Pamphlet of Bogo Spell catalyst, very rare A strange, paper card printed using technology far beyond what is commonly available, featuring images of food and extolling the glory of some unknown entity named Bogo. When you cast the heroes’ feast spell, you can choose to allow the spell to consume this spell catalyst. When you do, up to twenty-four creatures can partake of the feast, instead of twelve.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pamphlet of Persuasion","description":"Wondrous item, uncommon This slim volume has a number of short phrases which, when learned over the course of 8 hours and recited, help persuade people to come around to your point of view. These phrases mean you have advantage on Charisma (Persuasion) checks. The writing in the pamphlet fades away as it is being read, but reappears at the next spring equinox.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Pan flute","description":"Pan Flute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Pan Flute","description":"Pan Flute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pan Flute","description":"Tool (Musical Instrument) Ability: Charisma Weight: 2 lb. Cost: 12 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Pan Flute"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pan Flute","description":"Pan Flute Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Paper","description":"Paper (one sheet) Adventuring gear Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Paper","description":"Paper Adventuring gear Price: 1 gp Quantity: 10 sheets Loose leaf or bound in a bundle.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Paper","description":"Paper (one sheet) Adventuring gear Weight: -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Paper","description":"Adventuring Gear Weight: — Cost: 2 SP One sheet of Paper can hold about 250 handwritten words.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Paper"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Paper","description":"Paper (one sheet) Adventuring gear Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Paper Bird","description":"Paper Bird Wondrous item, uncommon After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature’s name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage. It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird’s hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash. Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Paper cartridges","description":"This small tube of beeswax-coated paper contains gunpowder and a metal bullet, and it is the primary ammunition for weapons with the gunpowder property.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Paradigm Shard","description":"Paradigm Shard Focus, very rare (requires affinity by a channeler or forger) This 2-inch oblong crystal is clear with a few tiny golden flecks along its surface. While wearing it, whenever you use a prime power, you can use a bonus action on the same turn to use that power a second time.","properties":{"Category":"Items","Expansion":27053,"Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Paralysis Pistol","description":"This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Parasol of Temperate Weather","description":"Wondrous item, uncommon This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun’s heat in the desert or geothermal heat in deep caverns, the parasol doesn’t protect you from damage caused by super-heated environments or creatures, such as lava or an azer’s Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Parasol of Temperate Weather","description":"Wondrous item, uncommon This fine, cloth-wrapped 2-foot long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun’s heat in the desert or geothermal heat in deep caverns, the parasol doesn’t protect you from damage caused by super-heated environments or creatures, such as lava or an azer’s Heated Body trait, or magic that deals fire damage, such as the fire bolt spell","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Parchment","description":"Parchment (one sheet) Adventuring gear Weight: -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Parchment","description":"Parchment (one sheet) Adventuring gear Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Parchment","description":"Adventuring Gear Weight: — Cost: 1 SP One sheet of Parchment can hold about 250 handwritten words.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Parchment"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Parchment","description":"Parchment (one sheet) Adventuring gear Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Parchment of Remembrance","description":"Parchment of Remembrance Wondrous item, uncommon This rolled-up piece of parchment has the capacity to pull details out of an intelligent creature’s mind and display it on its surface. When a creature with an Intelligence of 4 or higher holds the parchment and concentrates on a specific scene or individual, after 10 minutes of concentrating the parchment displays a black-and-while sketch of that scene or individual. It can only create a representation that the creature actually sees and remembers. The sketch is as accurate and detailed as the memory of the creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Parchment of Rolling","description":"Parchment of Rolling Wondrous item, uncommon This 8-inch-wide sheet of parchment is wrapped around two elaborately carved mahogany rollers. No matter how far you roll down, you never run out of fresh paper to write on and the thickness of the paper wrapped around the rollers never increases. It is an infinitely large piece of writing paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Parchment of Sending","description":"Wondrous item, uncommon This parchment can hold a message of twenty-five words or less; additional text is magically erased. When addressed with the name of a creature with which you are familiar, the parchment folds itself into the shape of a glider and flutters on the wind, magically seeking out the creature within 24 hours if the recipient is on the same plane of existence as you. The recipient can write an additional twenty-five word message, and cause the parchment to fold itself and return to you by addressing it to your name. The parchment can make four such trips, and then becomes nonmagical parchment.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pariah's Shield","description":"Pariah's Shield Armor (shield), rare (requires attunement) Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face. You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Parlor Gun","description":"","properties":{"Category":"Items","Item Type":"Weapon (parlor gun)","Properties":"Ammunition (30/120), Concealable, Light, Reload (2)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Parmalae","description":"Parmalae Uncommon magic weapon (rapier) This thin, delicate blade is gilded in pure silver. When swung, glowing blue runes appear on the flat of the blade. The basket hilt is fashioned from sturdy electrum in the fanciful design of ivy leaves. Property : You gain a +1 bonus to attack rolls and damage rolls made with this weapon. When attuned to a creature with the fey type (or a creature touched by fey in some way), once per day on a successful hit, the target is imbued with a glittery fey lining. This glowing aura grants advantage on ranged attacks and lasts for one minute.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"attunement by fey optional"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Parrying","description":"Apprentice weapon property Components: Masterwork exotic melee weapon with the Finesse or Light property This weapon gains the Parrying property and its damage die decreases by one step. Parrying. While wielding this weapon and not wielding a shield, you gain a +1 bonus to your AC.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Parrying Dagger","description":"","properties":{"Category":"Items","Item Type":"Weapon (parrying dagger)","Properties":"Finesse, Light, Parrying","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Passion, the Bloodsword","description":"Passion, the Bloodsword Melee weapon (martial, katana), Level 3 Awakened Magic Item (requires attunement) 1d8 slashing damage, Finesse, versatile (1d10). You gain a +3 bonus to attack and damage rolls made with this weapon. Curse of Jealousy. This weapon is cursed. Wielders of Passion slowly become obsessed with the weapon. After you become attuned to Passion, if you aren’t already proficient in katanas, you gain proficiency in katanas. You are able to sense the blade’s location and direction relative to yourself from any distance as long as they are both in the same realm of reality. This curse persists even if another person attunes to the weapon. While another creature is attuned to Passion, each living creature previously attuned to it has –20 max hit points. Soul Render. While you are attuned to this item, when you reduce a creature to 0 hit points using this weapon, that creature is killed instantly. If it has a soul, its soul is trapped within the blade and spiritually devoured. That soul does not pass on to the realms of the dead, nor can it be reached with supernatural abilities that affect the dead. In addition, you instantly regain 3d8 hit points. Vile Sentience. This weapon is sentient and telepathically communicates with its wielder or any strong individuals it deems worthy of wielding it within 100 feet. It seeks to be wielded by the most powerful person it can find. At the GM’s discretion this can cause individuals near the wielder to become hostile and try to claim the sword for itself. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Slashing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon (katana)","Properties":"Finesse, Versatile","Item Rarity":"level 3 awakened magic item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Patch Kit","description":"This small pack is outfitted with wires, circuits, and a micro-drone. An automaton or construct regains 2d4 + 2 hit points when they use this pack or the pack is used on them. Using the pack takes an action. Each pack has enough material for two uses.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Pathfinder's Boots","description":"Pathfinder's Boots Wondrous Item, Very Rare (Requires Attunement) Silver eyelets decorate these soft leather boots. While wearing these boots, you gain a +2 bonus to your AC and your walking speed increases by 10 feet. The boots have 7 charges. While wearing them, you can expend 1 charge to cast one of the following spells from them: feather fall , jump , or shield . The boots regain 1d6 + 1 expended charges daily at dawn. Cursed Sentience. The bracers are a sentient and cursed magic item, as described below. Sentience. This magic item is sentient. Its alignment and Intelligence, Wisdom, and Charisma scores match the corresponding persona’s stat block. This magic item has hearing and darkvision out to a range of 60 feet. It can speak, read, and understand the languages in its persona’s stat block, and it can communicate telepathically with its wearer. Curse. Once you attune to this item, you can’t end your attunement to it unless you are targeted by the remove curse spell or similar magic. Seven days after you attune to it, you must make a DC 18 Wisdom saving throw. On a failed save, your Wisdom score is reduced by 1 for as long as you remain attuned to the item. You must repeat this saving throw every 24 hours while you remain attuned to the item. If you fail this saving throw three times, the magic item possesses your body, and your soul becomes trapped in your body. Your body transforms into the original body of the soul within the magic item, and your statistics change to match the persona in control of your new body. While possessed, your equipment transforms into the equipment used by the possessing persona’s stat block. You sense everything your body can sense, but the persona controls your movement, speech, and actions. If you end your attunement to the magic item, your body returns to its original form, you regain control of your body, and the magic item’s soul returns to the magic item. If you die, the magic item’s soul returns to the magic item. If your body is possessed for 1d6 + 12 months, your soul is destroyed, your body crumbles to dust, and you die. Modifiers: AC +2","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Pavilion of Dreams","description":"Wondrous item, very rare This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box’s poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag’s Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures’ minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits. If you are surprised during combat, you can choose instead to not be surprised. If you are not surprised at the beginning of combat, you have advantage on the initiative roll. You have advantage on a single attack roll, ability check, or saving throw. If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack. When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll. When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pazazzler Wand","description":"Pazazzler Wand Wondrous item Price: 4,000 gp This wand has made its way around the fashion industry in Toverus for years before it was finally banned. Created by the fabled wizard Razzmatazz, this curious object consists of a stuffed toad which has been mounted on a short wand and encrusted with glitter, non-precious gemstones, and jingle bells. Anything that this wand touches becomes instantly pazazzled, meaning that it is suddenly more sparkly and better looking than it was before. Pazazzled items seem like they have a higher value, and might sell for more, or can make someone seem more persuasive and fancy if used on an item that they are wearing. Any Charisma checks made while wearing a pazazzled item are made with Advantage, and any checks made to negotiate the sale of a pazazzled item are made with Advantage. The effect lasts for up to 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Peace Bonding of Diplomacy","description":"Peace Bonding of Diplomacy Wondrous item, uncommon This bit of silken rope can be used to peace bond any melee or ranged weapon. When you have a weapon tied up with the peace bond, it takes an action to untie the rope and draw the weapon. If the only weapon you have is peace-bonded with this item, you can use an action to cast the calm emotions spell (DC 14). Once you use this ability, a minute must pass before you can use it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Peaceful Giant","description":"Fantafungus, common Dubbed “treeshrooms” by those who see them for the first time, the peaceful giant is common throughout the Fungi Forest and tower high above the heads of most creatures dwelling here. Growing an incredible 1–2 feet per day until reaching maturity (50–60 feet in height), they are an excellent renewable resource for the humanoid residents of the forest. They are generally cut down when they reach half-maturity before being formed into planks to be dried by the locals. Once dry, the boards created from these mushrooms are as strong as the wood of a cedar tree but with the flexibility of bamboo. Fibrous. Many of the homes and various structures found throughout the Fungi Forest are made using this material. It is also surprisingly resistant to fire and only takes damage if a strong and consistent source of flame (such as alchemist’s fire) is applied to the same area for more than 6 continuous rounds. In addition, fantafungus has a damage threshold of 5 against fire attacks. Climbing these mushrooms is possible, but ascending to the cap can be quite difficult and in most cases climbing equipment is required.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Peacekeeper Assault Rifle","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Automatic, Reload (20), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Blunderbuss","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (30/90), Dry, Heavy, Loading, Misfire, Scatter (2d10), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Double-Barrel Shotgun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (10/30), Reload (2), Scatter (2d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Flintlock","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (30/120), Dry, Light, Loading, Misfire","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Gatling Gun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Automatic, Heavy, Mounted, Reload (40), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Grenade Launcher","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Explosive, Loading, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Handgun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (60/240), Reload (10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Harpoon Gun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (30/120), Loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Hunting Rifle","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Reload (5), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Light Cannon","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Heavy, Mounted, Reload (1; 2 actions), Special, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Magnum","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (50/200), Heavy, Reload (6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Musket","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Dry, Loading, Misfire, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Parlor Gun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (30/120), Concealable, Light, Reload (2)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Pump Shotgun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (30/90), Heavy, Reload (10), Scatter (2d8), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Revolver","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (60/240), Reload (6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Rocket Launcher","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (80/320), Heavy, Reload (1; 2 actions), Special, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Sniper Rifle","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (150/560), Heavy, Reload (4), Sighted, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peacekeeper Submachine Gun","description":"Weapon (any firearm), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you launch a radiant, magical bolas from the weapon, directed at a creature within 60 feet of you. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and restrained by the bolas. A Huge or larger creature automatically succeeds on this saving throw. A restrained creature can use its action to make a DC 13 Strength check, breaking the bolas and freeing itself on a success. Each time a creature fails this check, the bolas tightens, dealing 1d8 radiant damage to the restrained creature. When you launch a bolas, roll a d6. On a 1 or 2, it can’t be used to do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Weapon (any firearm)","Properties":"Ammunition (10/40), Automatic, Light, Reload (16), Foregrip","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peachwood","description":"Wood from fragrant peach trees is sometimes used to create weapons against the undead. Peachwood is no different than oak or pine if crafted into any other type of item. Any weapon can be made of peachwood, and a weapon made of peachwood deals 1d4 bludgeoning damage on a hit, regardless of its size or shape. However, when you hit an undead creature with a peachwood weapon, it is a magic weapon that deals damage as if it were the weapon of the type it resembles. For example, a peachwood greatsword deals 1d4 bludgeoning damage when it hits a human, but it deals 2d6 slashing damage when it hits a ghost.","properties":{"Category":"Items","Item Type":"Material"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pearl Elixir","description":"Potion, legendary This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on a creature's feet, or smeared on the hull of a boat. If drunk, the elixir confers the ability to breathe both air and water with equal ease. If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking. If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent. Ingredients. The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Pearl Elixir","description":"Potion, Legendary This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on a creature’s feet, or smeared on the hull of a boat. If drunk, the elixir confers the ability to breathe both air and water with equal ease. If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking. If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent. Ingredients. The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Pearl of Diving","description":"Wondrous item, rare (requires attunement) This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pearl of Power","description":"Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pearl of Power","description":"Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot . If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pearl of Power","description":"Wondrous Item, Uncommon (Requires Attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Pearl of Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Peenitent Pummelers","description":"Peenitent Pummelers Melee weapon (simple, brass knuckles), rare (requires attunement) These brass knuckles are made of gold and etched with a holy symbol over each knuckle. You gain a +1 to attack and damage rolls with this magic weapon. When you deal damage to a fiend or undead with this weapon, you deal an additional 1d6 radiant damage. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4+1 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Peeper Paintbrush","description":"Wondrous item, very rare (requires attunement) Component: aberration (peeper) antenna Why settle for painting monsters when you could paint others to be monsters? With the help of this adorable paintbrush, your art can truly pop out of its living canvas. Besides, who wouldn’t want to be more like Peeper? Artistic Licence. As an action while holding the paintbrush, you can paint one monstrous feature of your choice from the list below on a willing creature within 5 feet of you, granting it a special benefit. The feature and its benefits fade after 1 hour, or when a new feature is painted on the creature. Once you’ve used this property to paint a feature, the paintbrush can’t produce that feature again until the next dawn. Claws, Horns, or Tail. The creature gains a natural weapon that deals bludgeoning (tail), piercing (horns), or slashing (claws) damage equal to 1d8 + its Strength modifier. It can use a bonus action to make an attack with this natural weapon. Extra Eyes. The creature gains darkvision out to 60 feet and advantage on Perception checks that rely on sight. Fins and Gills. The creature gains a swimming speed of 60 feet and can breathe underwater. Wings. The creature gains a flying speed of 30 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Peeper Paintbrush (legendary variant)","description":"Wondrous item, very rare (requires attunement) Component: aberration (peeper) antenna Why settle for painting monsters when you could paint others to be monsters? With the help of this adorable paintbrush, your art can truly pop out of its living canvas. Besides, who wouldn’t want to be more like Peeper? Artistic Licence. As an action while holding the paintbrush, you can paint one monstrous feature of your choice from the list below on a willing creature within 5 feet of you, granting it a special benefit. The feature and its benefits fade after 1 hour, or when a new feature is painted on the creature. Once you’ve used this property to paint a feature, the paintbrush can’t produce that feature again until the next dawn. Claws, Horns, or Tail. The creature gains a natural weapon that deals bludgeoning (tail), piercing (horns), or slashing (claws) damage equal to 1d8 + its Strength modifier. It can use a bonus action to make an attack with this natural weapon. Extra Eyes. The creature gains darkvision out to 60 feet and advantage on Perception checks that rely on sight. Fins and Gills. The creature gains a swimming speed of 60 feet and can breathe underwater. Wings. The creature gains a flying speed of 30 feet. Uncommon variant: Reduce the duration of each benefit to 10 minutes, the damage die of the natural weapon to 1d6, the range of the darkvision to 30 feet, the swimming speed to 30 feet, and the flying speed to 15 feet. Legendary variant: When you paint a monstrous feature, roll a d6. On a 5 or 6, you can paint that feature again.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Peeper Paintbrush (uncommon variant)","description":"Wondrous item, very rare (requires attunement) Component: aberration (peeper) antenna Why settle for painting monsters when you could paint others to be monsters? With the help of this adorable paintbrush, your art can truly pop out of its living canvas. Besides, who wouldn’t want to be more like Peeper? Artistic Licence. As an action while holding the paintbrush, you can paint one monstrous feature of your choice from the list below on a willing creature within 5 feet of you, granting it a special benefit. The feature and its benefits fade after 1 hour, or when a new feature is painted on the creature. Once you’ve used this property to paint a feature, the paintbrush can’t produce that feature again until the next dawn. Claws, Horns, or Tail. The creature gains a natural weapon that deals bludgeoning (tail), piercing (horns), or slashing (claws) damage equal to 1d8 + its Strength modifier. It can use a bonus action to make an attack with this natural weapon. Extra Eyes. The creature gains darkvision out to 60 feet and advantage on Perception checks that rely on sight. Fins and Gills. The creature gains a swimming speed of 60 feet and can breathe underwater. Wings. The creature gains a flying speed of 30 feet. Uncommon variant: Reduce the duration of each benefit to 10 minutes, the damage die of the natural weapon to 1d6, the range of the darkvision to 30 feet, the swimming speed to 30 feet, and the flying speed to 15 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pegasus Bridle","description":"Wondrous item, rare (requires attunement) This golden bridle may be used to tame a pegasus, so that the mythical creature may be used as a flying mount. Once the pegasus has been bridled, it may only be commanded by the character who is attuned to this item.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Pegasus Cloak","description":"Pegasus Cloak Wondrous Item, Very Rare (requires attunement) While wearing this cloak, you can use a bonus action to turn the cloak into a pair of magnificent pegasus wings. The wings give you a flying speed of 60 feet and last for an hour, or until you dismiss them with an action. When the wings disappear, you have to wait 1d6 hours before using them again. Inner Pegasus. You can use your action to turn yourself into a Pegasus for 1 hour. Your game statistics are replaced by the statistics of a Pegasus (CR 2), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. Your gear melds into your new form and you can’t activate, use, wield, or otherwise benefit from it. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Pelt of the Great Wolf","description":"Pelt of the Great Wolf Wondrous item, legendary (requires attunement by a barbarian) While you wear this pelt, you gain the following benefits: You gain a +2 bonus to AC and saving throws. Your base walking speed increases by 10 feet. You have advantage on Wisdom (Perception) checks you make that rely on hearing, sight, or smell. When you use your Reckless Attack, your allies have advantage on attack rolls against creatures within 10 feet of you until the start of your next turn. For the duration, whenever one of your allies scores a critical hit on a creature within 10 feet of you, the attack benefits from your Brutal Critical feature, even if it isn’t a melee weapon attack.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a barbarian"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pendant of Grave Regeneration","description":"Pendant of Grave Regeneration Wondrous Item, Very Rare (Requires Attunement) While you wear this pendant, your skin becomes pale and cold to the touch, and you regain 5 hit points at the start of your turn if you have at least 1 hit point. Curse. Attuning to this pendant extends its curse to you. Until the curse is broken with a remove curse spell or similar magic, you can’t take it off, and your creature type is Undead instead of your normal type.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Penetrating","description":"Legendary weapon property Components: Masterwork exotic weapon with the Ammunition or Thrown property that deals piercing damage This weapon pierces through its targets. When you make a ranged attack with this weapon and don’t have disadvantage, you can target all creatures in a straight line within this weapon’s normal range. You don’t make an attack roll for this attack. Instead, each creature in the line must succeed on a Dexterity saving throw or take damage as if it were hit by the weapon.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pennant of the Vind Rune","description":"Pennant of the Vind Rune Wondrous item, very rare (requires attunement) This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person. Wind Step. As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind. You can't suffocate. Winds Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Wind. You can transfer the pennant's magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Pentacle of Woe +1","description":"Wondrous item, uncommon (+1) (requires attunement by a witch) While attuned to this medallion, you gain a bonus to spell attack rolls and to the saving throw DCs of your hexes and witch spells. This bonus is determined by the pentacle’s rarity. Additionally, this pentacle has 3 charges. You can expend a charge as a bonus action to cast a hex that usually takes an action. The pentacle regains all expended charges daily at dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a witch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pentacle of Woe +2","description":"Wondrous item, rare (+2) (requires attunement by a witch) While attuned to this medallion, you gain a bonus to spell attack rolls and to the saving throw DCs of your hexes and witch spells. This bonus is determined by the pentacle’s rarity. Additionally, this pentacle has 3 charges. You can expend a charge as a bonus action to cast a hex that usually takes an action. The pentacle regains all expended charges daily at dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a witch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pentacle of Woe +3","description":"Wondrous item, very rare (+3) (requires attunement by a witch) While attuned to this medallion, you gain a bonus to spell attack rolls and to the saving throw DCs of your hexes and witch spells. This bonus is determined by the pentacle’s rarity. Additionally, this pentacle has 3 charges. You can expend a charge as a bonus action to cast a hex that usually takes an action. The pentacle regains all expended charges daily at dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a witch"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Peregrine Mask","description":"Peregrine Mask Wondrous item, very rare (requires attunement) While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Performer's Boat","description":"Performer's Boat Vehicle One enduring fashion in the design of gardens and grounds for opulent castles is the incorporation of ponds and streams, which are as expensive as they are beautiful. A perennial tradition at outdoor gatherings that allows the host to show off their wealth is the placement of hired musicians aboard a beautiful wooden raft with crew poling it back and forth across the artificial waterways. These rafts are masterpieces of craftsmanship, incorporating elaborate, carved dragon or waterfowl heads at the prow. Artisans often craft these boats as masterworks, competing to shape the most beautiful or most complex ornamentation.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Performer's Costume","description":"Performer's Costume Wondrous item, uncommon The costume is a set of plain black clothing. As an action while you wear the costume, you can change its style, material, coloring, cut, and length in any way you choose, though this in no way affects the clothing’s statistics.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Perfume","description":"Perfume (vial) Adventuring gear Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Perfume","description":"Perfume (vial) Adventuring gear Weight: -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Perfume","description":"Adventuring Gear Weight: — Cost: 5 GP Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Perfume"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Perfume","description":"Perfume (vial) Adventuring gear Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Perfume (bottle)","description":"Perfume (Bottle) Miscellaneous gear","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Perfume (vial)","description":"Perfume (Vial) Miscellaneous gear","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Perfume of Bewitching","description":"Perfume of Bewitching Wondrous item, common This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Perfume of Bewitching","description":"Wondrous Item, Common This tiny vial contains magic perfume, enough for one use. You can take a Magic action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have Advantage on all Charisma (Deception and Persuasion) checks made to influence a creature within 5 feet of yourself.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Perfume of Bewitching"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Periapt of Eldritch Knowledge","description":"Wondrous item, uncommon (requires attunement by a spellcaster) This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn’t consumed. If the spell on the spell scroll isn’t on your class’s spell list, you can’t cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll , you don’t immediately regain spell slots expended on the scroll’s spell. You regain expended spell slots as normal for your class.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Periapt of Health","description":"Periapt of Health Wondrous item, uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Periapt of Health","description":"Periapt of Health Wondrous item, uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Periapt of Health","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Periapt of Health"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Periapt of Proof Against Lies","description":"Wondrous item, rare A pendant fashioned from the claw or horn of a pact drake (see Creature Codex ) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn’t apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Periapt of Proof against Poison","description":"Periapt of Proof against Poison Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Periapt of Proof against Poison","description":"Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Periapt of Proof against Poison"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Periapt of Proof against Poison","description":"Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Periapt of Proof against Poison\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Periapt of Proof against Poison\\\",\\\"description\\\":\\\"This delicate silver chain has a brilliant-cut black gem pendant. 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While you wear it, you have Immunity to the Poisoned condition and Poison damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Periapt of Proof Against Poison","description":"Periapt of Proof against Poison Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Periapt of the Sullen Seas","description":"Periapt of the Sullen Seas Wondrous item, rare (requires attunement) This sea-blue gemstone is attached to a silver chain and quivers when worn as if it were a large drop of water. While wearing the item, you can speak a command word and then hold your breath for up to 12 hours. While holding your breath, being underwater imposes no penalties on your movement or attacks. Once used, the periapt can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Periapt of Wound Closure","description":"Periapt of Wound Closure Wondrous item, uncommon (r equires a ttunement ) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Periapt of Wound Closure","description":"Periapt of Wound Closure Wondrous item, uncommon (requires attunement ) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Periapt of Wound Closure","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Periapt of Wound Closure"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Personal Assistant","description":"Personal Assistant Wondrous item, rare This 3-foot-tall metal construct is vaguely humanoid in shape, though instead of legs, it has three flexible wheeled appendages. Six arms ring its torso. Two of them are three-fingered hands, one is a blade like that of a longsword, one ends in a buzzsaw, one is a round collapsible shield, and one ends in two prongs with electricity sparking between them. When you speak the command word, the personal assistant hums to life. As a bonus action, you can issue it a one-word command, which the personal assistant follows to the best of its ability. It will keep following the command until it is told otherwise. A few of the commands are listed below. Wait. The personal assistant stops moving and stays where it is. Follow. The personal assistant follows you at a distance of 5 feet. Defend. The personal assistant occupies a space within 5 feet of you and uses its shield to protect you from incoming attacks. You gain a +2 bonus to your AC and on any Dexterity saving throws. Attack. The personal assistant attacks a target of your choice with its sword arm. It has a +4 bonus to hit, and its attack deals 5 (1d6 + 2) slashing damage. Watch. The personal assistant stays vigilant and motionless and alerts you if any creatures approach. While following this command, it has a +5 bonus on Wisdom (Perception) checks. The personal assistant has a walking speed of 30 feet, an AC of 17, 50 hp, and darkvision out to 60 feet. It can carry up to 200 pounds. It follows you unless told to do otherwise. If it takes damage, a successful DC 14 Dexterity check using tinker’s tools repairs up to 10 hit points. If the personal assistant drops to 0 hit points, it is nonfunctional until it is repaired. You may change the personal assistant’s hands to different tools, as determined by your GM, with a successful DC 14 Dexterity check with tinker’s tools.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Personal Cart","description":"Personal Cart Vehicle Human-pulled carts are more common in Rokugan, and are used by many farmers to move their harvests around. In some port towns, personal carts can be hired if one needs to load or unload wares.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Personal Computer","description":"Personal Computer Miscellaneous gear (digital device) A tablet screen with attachable keyboard. It runs standard programs and allows for a mundane connection to the Silrayne Intergalactic Matrix. Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Personal Seal or Chop","description":"Personal Seal or Chop Adventuring gear A personal chop is used by samurai to verify their identity and sign documents, among other official business. Each one is a unique design that is registered with the Miya family, and using someone else’s personal chop is considered an act of forgery.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Pestilent Spear","description":"Weapon (spear), uncommon The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Phantasmal Executioner","description":"Phantasmal Executioner Trick weapon (scythe, maul), very rare (requires attunement) ‘The blade harvests the souls of the depraved and the blasphemous. The lantern collects and gives them purpose anew. Let the screams of these accursed spirits rend the flesh of the unholy.’ Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the executioner is a scythe and a lantern. In its transformed state, weapon is a single massive maul. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Untransformed. When you hit a creature with the scythe, as part of the same attack, you can choose another creature within 5 feet of the original target and within your reach to attack. If the original attack roll would hit the second creature, it takes damage equal to your initial hit. If you do so, your speed is halved until the end of your turn. In addition, the executioner has the Harvest property. Harvest. Whenever a creature of CR 1 or higher (or 1st level or higher) dies within 15 feet of you, the lantern harvests the creature’s soul. The soul becomes trapped in the lantern and the creature cannot be resurrected until the soul is freed. As an action, you can free a soul trapped in the lantern. The lantern can hold a maximum of three souls. Transformed. The maul gains the Soul Explosion and Undying Light properties. Soul Explosion. When you hit a creature with this weapon, you can sacrifice one of the souls held in the lantern to create a massive explosion of ghostflame, permanently destroying the soul. Each creature of your choice within 15 feet of you must make a DC 16 Dexterity saving throw, taking 3d8 radiant damage and 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Undead automatically fail the saving throw. Undying Light. If the lantern is holding at least one soul, the maul sheds bright light in a 10-foot radius and dim light for an additional 20 feet. Each creature of your choice that enters the bright light for the first time on a turn or start its turn there must make a DC 16 Wisdom saving throw. On a failed save, it has disadvantage on any attack roll that isn't against you until the start of its next turn. Undead automatically fail the saving throw. *Roll20 Note: Add the Phantasmal Executioner (Scythe) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed, Harvest, Soul Explosion","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Phantasmal Executioner (Scythe)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Phantasmal Executioner to populate attacks in its untransformed form. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Untransformed. When you hit a creature with the scythe, as part of the same attack, you can choose another creature within 5 feet of the original target and within your reach to attack. If the original attack roll would hit the second creature, it takes damage equal to your initial hit. If you do so, your speed is halved until the end of your turn. In addition, the executioner has the Harvest property. Harvest. Whenever a creature of CR 1 or higher (or 1st level or higher) dies within 15 feet of you, the lantern harvests the creature’s soul. The soul becomes trapped in the lantern and the creature cannot be resurrected until the soul is freed. As an action, you can free a soul trapped in the lantern. The lantern can hold a maximum of three souls.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Heavy, Two-Handed, Reach","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Phantom Blade Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. This damage is tripled against incorporeal undead instead of doubled.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. This damage is tripled against incorporeal undead instead of doubled.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. This damage is tripled against incorporeal undead instead of doubled.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. This damage is tripled against incorporeal undead instead of doubled.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Blade Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead (ghost) ethereal ichor Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive,” I hear you say. You’re right—they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new-found consciousness, kill it almost immediately. The sword is now livid and haunts any who take the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no one is quite sure if sword murder is actually an offence. This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against undead with the Incorporeal Movement trait. Sentience. A phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common. Personality. Phantom blades see themselves as righteous defenders of inanimate objects and take umbrage at being used to break down doors or crack open chests. In addition, their own experience with death makes them particularly sensitive to inflicting it upon others. Whenever you use the phantom blade to kill a creature that isn’t undead, the sword attempts to haunt you. You must succeed on a DC 13 Wisdom saving throw or develop a short-term madness effect. Once the sword has attempted to haunt a creature, it can’t do so again until the next dawn. Rare variant: Increase the damage to 1d6 and the DC to 15. This damage is tripled against incorporeal undead instead of doubled.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Cutters","description":"Weapon (twinblade), uncommon Component: fey psyche Many might look at the odd configuration of these weapons and think them more suitable for trimming hedges than serving in battle. The true cutting power of the blades, however, isn’t in the sharpness of their steel, but in their ability to sever a creature’s connection to its own body. Coincidentally, they also trim a good hedge. As a bonus action, you can cause the twinblade to separate at the hilt, becoming two separate shortswords, or to rejoin into a single twinblade. Twinblade: Soul Slicer. When you take the Whirl special bonus action with this twinblade and succeed on the Dexterity check, you can also use an action to begin spinning it with such incredible speed that they can cut right through to a creature’s essence. Until the start of your next turn, your speed is halved and whenever you and a creature move within 5 feet of each other, you can force it to make a DC 13 Dexterity saving throw, taking 4d6 slashing damage and 4d6 psychic damage on a failure, or half as much damage on a success. A creature can only be damaged by this property once per turn. Once this property of the weapon has been used, it can’t be used again until the next dawn. Shortswords: Shear Nerve. While holding these blades in their shortsword form, you can use an action to perform a special cut against a creature within 5 feet of you. That creature must succeed on a DC 13 Wisdom saving throw or perceive its hands as having been cut off until the end of your next turn. While this effect lasts, the creature can’t perform any tasks that require the use of its hands (GM’s discretion), such as manipulating weapons or material components, performing the somatic components of spells, or attacking with claws or fists. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Cutters (rare variant)","description":"Weapon (twinblade), uncommon Component: fey psyche Many might look at the odd configuration of these weapons and think them more suitable for trimming hedges than serving in battle. The true cutting power of the blades, however, isn’t in the sharpness of their steel, but in their ability to sever a creature’s connection to its own body. Coincidentally, they also trim a good hedge. As a bonus action, you can cause the twinblade to separate at the hilt, becoming two separate shortswords, or to rejoin into a single twinblade. Twinblade: Soul Slicer. When you take the Whirl special bonus action with this twinblade and succeed on the Dexterity check, you can also use an action to begin spinning it with such incredible speed that they can cut right through to a creature’s essence. Until the start of your next turn, your speed is halved and whenever you and a creature move within 5 feet of each other, you can force it to make a DC 13 Dexterity saving throw, taking 4d6 slashing damage and 4d6 psychic damage on a failure, or half as much damage on a success. A creature can only be damaged by this property once per turn. Once this property of the weapon has been used, it can’t be used again until the next dawn. Shortswords: Shear Nerve. While holding these blades in their shortsword form, you can use an action to perform a special cut against a creature within 5 feet of you. That creature must succeed on a DC 13 Wisdom saving throw or perceive its hands as having been cut off until the end of your next turn. While this effect lasts, the creature can’t perform any tasks that require the use of its hands (GM’s discretion), such as manipulating weapons or material components, performing the somatic components of spells, or attacking with claws or fists. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: The Soul Slicer property can be used twice, regaining all expended uses daily at dawn. Increase the DCs to 15 and the slashing and psychic damage to 5d6.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Cutters (very variant)","description":"Weapon (twinblade), uncommon Component: fey psyche Many might look at the odd configuration of these weapons and think them more suitable for trimming hedges than serving in battle. The true cutting power of the blades, however, isn’t in the sharpness of their steel, but in their ability to sever a creature’s connection to its own body. Coincidentally, they also trim a good hedge. As a bonus action, you can cause the twinblade to separate at the hilt, becoming two separate shortswords, or to rejoin into a single twinblade. Twinblade: Soul Slicer. When you take the Whirl special bonus action with this twinblade and succeed on the Dexterity check, you can also use an action to begin spinning it with such incredible speed that they can cut right through to a creature’s essence. Until the start of your next turn, your speed is halved and whenever you and a creature move within 5 feet of each other, you can force it to make a DC 13 Dexterity saving throw, taking 4d6 slashing damage and 4d6 psychic damage on a failure, or half as much damage on a success. A creature can only be damaged by this property once per turn. Once this property of the weapon has been used, it can’t be used again until the next dawn. Shortswords: Shear Nerve. While holding these blades in their shortsword form, you can use an action to perform a special cut against a creature within 5 feet of you. That creature must succeed on a DC 13 Wisdom saving throw or perceive its hands as having been cut off until the end of your next turn. While this effect lasts, the creature can’t perform any tasks that require the use of its hands (GM’s discretion), such as manipulating weapons or material components, performing the somatic components of spells, or attacking with claws or fists. Once this property of the weapon has been used, it can’t be used again until the next dawn. Rare variant: The Soul Slicer property can be used twice, regaining all expended uses daily at dawn. Increase the DCs to 15 and the slashing and psychic damage to 5d6. Very rare variant: The Soul Slicer property can be used twice, regaining all expended uses daily at dawn. Increase the DCs to 16 and the slashing and psychic damage to 6d6. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Limb","description":"Wondrous item, uncommon (requires attunement by a creature missing a limb) Component: undead (ghost) ethereal ichor This nebulous, floating cluster of green-blue light can take the form of a hand, arm, foot, leg, or similar absent appendage. Despite its spectral appearance, the phantom limb is quite solid—a fact that becomes painfully evident to unfortunate creatures on the receiving end of its strikes. You must have a missing limb to attune to this item. Once attuned to it, it takes the place of your missing limb, functions as a normal limb, and can’t be removed against your will. As a bonus action, you can cause the phantom limb to disappear, or manifest again. If you have multiple phantom limbs, they count as a single magic item with regard to the number of magic items to which you can attune. Mage Limb. As an action, you can cause the limb to detach from your body and manipulate it like the hand produced by the mage hand spell. The limb vanishes when you dismiss it (no action required) and reappears attached to you once more. Limber. The reach of unarmed strikes made with the phantom limb and the reach of attacks made with weapons that have light property held by the phantom limb increases by 5 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature missing a limb"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Limb (rare variant)","description":"Wondrous item, uncommon (requires attunement by a creature missing a limb) Component: undead (ghost) ethereal ichor This nebulous, floating cluster of green-blue light can take the form of a hand, arm, foot, leg, or similar absent appendage. Despite its spectral appearance, the phantom limb is quite solid—a fact that becomes painfully evident to unfortunate creatures on the receiving end of its strikes. You must have a missing limb to attune to this item. Once attuned to it, it takes the place of your missing limb, functions as a normal limb, and can’t be removed against your will. As a bonus action, you can cause the phantom limb to disappear, or manifest again. If you have multiple phantom limbs, they count as a single magic item with regard to the number of magic items to which you can attune. Mage Limb. As an action, you can cause the limb to detach from your body and manipulate it like the hand produced by the mage hand spell. The limb vanishes when you dismiss it (no action required) and reappears attached to you once more. Limber. The reach of unarmed strikes made with the phantom limb and the reach of attacks made with weapons that have light property held by the phantom limb increases by 5 feet. Rare variant: Unarmed strikes made with the phantom limb and attacks made with weapons held by the phantom limb deal an extra 1d6 psychic damage to the first target they hit each turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature missing a limb"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Phantom Limb (Shortsword)","description":"Phantom Limb Trick weapon (unarmed, shortsword), rare (requires attunement) Infusing the bones of a beast with a mixture of quicksilver, mithral, and osteomantic magic, the Scions created a means of returning disabled hunters to the battlefield in full fighting form. Dark and metallic, the crevices of a phantom limb glow with a wan, cold light when fused with the warm body of its wielder. Attunement. When you attune to this item, the cold, lifeless hand merges with your flesh and either replaces a missing arm or consumes one of your existing arms (your choice when you attune to this weapon). An arm consumed in this way does not reappear when you unattune from the item. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the phantom limb is a metallic, articulating hand. In its transformed state, the weapon is a shortsword. Untransformed. Unarmed strikes you make with the phantom limb deal magical bludgeoning damage. In addition, the limb reacts to deflect incoming blows, granting you a +1 bonus to AC. Transformed. You gain a +1 bonus to attack and damage rolls made with this shortsword, which gains the Haunting Mark property. Haunting Mark. Whenever you hit an undead creature with an attack using this blade then, for the next minute, you can see its form as a glowing outline, even if it is invisible, and you always know the direction and distance to the creature while it is on the same plane as you. This effect ends early if you hit a different undead creature with an attack using this blade, or if the phantom limb is no longer in its transformed state. Losing limbs is not enough to keep a hunter down; in that sense, they are more tenacious than the very beasts they hunt.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Haunting Mark","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Phantom Mosquito","description":"Phantom Mosquito Wondrous item Price: 2,000 gp A tiny wooden box with a hinged lid. It is plain with dark wood, and there is an etching of a mosquito followed by swirling dotted lines. This box doesn’t seem to contain anything. However, when the person who opens the box points to a target, that person then starts hearing the sound of a mosquito flying around their head, though no mosquito actually exists. The target has Disadvantage on any checks to notice someone who is sneaking or moving stealthily, and Disadvantage on any Charisma checks while talking to someone. Only the target can hear the mosquito. This effect lasts 10 minutes or until the target realizes that the effect is an illusion. It can be used once per Long Rest.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Phase Arrow","description":"Weapon (arrow), uncommon When you make a ranged attack with this arrow, the attack ignores half and three-quarters cover as the arrow dips briefly into the Plane of Shadow on its way to the target. If the target has full cover and you are aware the target is in a particular space, you can fire this arrow at the target with disadvantage on the attack roll.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Phase Arrow","description":"Weapon (arrow), uncommon This ethereal arrow passes through all matter except the intended target. You ignore all cover, including total cover, when making an attack with this arrow. This arrow can target creatures on the Ethereal Plane as if they were on the Material Plane, and vice versa. Once it hits a target, the arrow is no longer magical.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Phase Mirror","description":"Wondrous item, rarity varies (requires attunement) Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror’s connected plane or back to the Material Plane at a destination of the activating creature’s choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror’s connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can’t be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror’s size. Phase mirrors connected to planes without moonlight or starlight can be recharged in whatever light is native to its connected plane, but it must still be recharged by moonlight or starlight on the Material Plane. Handheld (Rare). This mirror fits easily in one hand. Only one creature can attune to it, and it must spend at least 24 total hours (approximately 3 days) exposed to moonlight or starlight before it can be activated. Vanity (Very Rare). This mirror is about 2 feet wide. Up to four creatures can attune to it, and it must spend at least 40 total hours (approximately 5 days) exposed to moonlight or starlight before it can be activated. Floor (Legendary). This mirror is about 5 feet wide. Up to seven creatures can attune to it, and it must spend at least 56 total hours (approximately 7 days) exposed to moonlight or starlight before it can be activated.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Phasing Slippers","description":"Wondrous Item, Rare (Requires Attunement) When you take the Attack action while wearing these magic slippers, you can magically teleport up to 10 feet before each attack to an unoccupied space you can see.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Pheromone Bomb","description":"A pheromone bomb requires a Wisdom saving throw, instead of a Dexterity saving throw. The bomb deals no damage, and instead causes the target, as well as each creature within the blast radius that fails its saving throw, to be charmed by you until the end of its turn or until it takes damage.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Phidjetz Spinner","description":"Weapon (dart), uncommon (requires attunement by a monk) This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. d4 Effect 1 Red . The target makes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. 2 White . The target takes 1d6 cold damage and is restrained until the start of your next turn. 3 Blue . The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. 4 Black . The target takes 1d6 acid damage and is poisoned until the start of your next turn. After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Philter of Boundless Joy","description":"Potion, Uncommon As you imbibe this potion, you remember a time of pure happiness and joy, usually related to love, parenthood, or some other enormous, life-altering event—the specific memories depend on the philter's creator. You have advantage on Charisma ability checks for 1 hour and immediately gain the effects of a short rest. The effects of this philter cancel the effects of a philter of deep despair .","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Deep Despair","description":"Potion, Rare As you imbibe this potion, you remember a time of heart-rending sorrow, grief, and despair related to death, loss, or failure—the specific memories depend on the philter's creator. You have advantage on Wisdom saving throws for 1 hour but cannot take bonus actions of any kind during that time. The effects of this philter cancel the effects of a philter of boundless joy .","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Enchanted Fortune","description":"Potion, Rare As you imbibe this potion, you remember a time of staggering good fortune, accomplishment, and success—the specific memories depend on the philter's creator. You have advantage on the next three ability checks, attack rolls, or saving throws you make (including death saving throws).","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Innocence","description":"Potion, Rare As you imbibe this potion, you return to a childlike state, remembering your life as it was in your formative years—the specific memories depend on the philter's creator. You have resistance to psychic damage for 1 hour and have advantage on Constitution ability checks during that time.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Love","description":"Philter of Love Potion, uncommon The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Philter of Love","description":"Philter of Love Potion, uncommon The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Philter of Love","description":"Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Philter of Love"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Philter of Loving Kindness","description":"Potion, Rare As you imbibe this potion, you remember a time of love and acceptance—the specific memories depend on the philter's creator. You cannot be affected by spells from the school of enchantment for 1 hour.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Luck","description":"Potion, uncommon When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Philter of Lust","description":"Potion, Uncommon As you imbibe this potion, you are overtaken with memories and feelings from a time of physical desire—the specific memories depend on the philter's creator. You must succeed on a DC 13 Wisdom saving throw or be overcome by a fit of lust for 1 minute. While in a fit of lust, you seek out either a person whose affection you desire or, more rarely, an object of consuming passion (usually a token, trophy, or fetish of some kind) to claim for yourself. On a successful saving throw, only the memories are passed to you. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Mercy","description":"Potion, Rare As you imbibe this potion, you remember a time of mercy, atonement, and forgiveness—the specific memories depend on the philter's creator. You are immune to being frightened for 1 hour and have advantage on Wisdom ability checks during that time. The effects of this philter cancel the effects of a philter of righteous anger .","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Righteous Anger","description":"Potion, Uncommon As you imbibe this potion, you are overtaken with feelings of anger and memories of justice denied, betrayals, or blasphemy—the specific memories depend on the philter's creator. You must succeed on a DC 13 Wisdom saving throw or be overcome by a fit of rage for 1 minute. While in a fit of rage, you have advantage on melee attack rolls, and your melee weapon attacks deal an extra 3 (1d6) damage. You cannot distinguish friend from foe and must attack the nearest creature. If no creatures are nearby, you must dash in the direction of the nearest living creature. If no other creature is near enough to move to and attack, you stalk off in a random direction, seeking a target for your anger. On a successful saving throw, only the memories are passed to you. You can repeat the saving throw at the end of each of your turns, ending the effect on a success. The effects of this philter cancel the effects of a philter of mercy .","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Philter of Waking Dreams","description":"Potion, Uncommon As you imbibe this potion, you remember a particular scene of importance, such as a toast, duel, kiss, theft, betrayal, murder, wedding, or funeral—the specific memories depend on the philter's creator. You can take no action for 1 round while caught up in these memories and thereafter cannot forget these events: any creature seen in such a memory will be remembered, as well as their name, by you as someone you have seen before. With a successful DC 13 Wisdom (Insight) check, you may note events or details of importance within the waking dream, including the titles or relationships of people within the dream, their status, and the location of the dream. False memories cannot be created via a philter of waking dreams , though what the imbiber remembers may be colored by time or strong emotion.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Phoenix Down Feather (rare)","description":"Phoenix Down Feather (rare) Wondrous item, rare (500 gp) This phoenix feather counts as a diamond worth an amount of gold determined by its rarity for the purposes of the revivify , raise dead , and resurrection spells. When you use this magic item as part of the material component to cast a spell, roll a d20. On a result other than 1, the feather isn’t consumed by the spell.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Phoenix Down Feather (uncommon)","description":"Phoenix Down Feather (uncommon) Wondrous item, uncommon (300 gp) This phoenix feather counts as a diamond worth an amount of gold determined by its rarity for the purposes of the revivify , raise dead , and resurrection spells. When you use this magic item as part of the material component to cast a spell, roll a d20. On a result other than 1, the feather isn’t consumed by the spell.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Phoenix Down Feather (very rare)","description":"Phoenix Down Feather (very rare) Wondrous item, very rare (1,000 gp) This phoenix feather counts as a diamond worth an amount of gold determined by its rarity for the purposes of the revivify , raise dead , and resurrection spells. When you use this magic item as part of the material component to cast a spell, roll a d20. On a result other than 1, the feather isn’t consumed by the spell.","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Phoenix Egg","description":"Phoenix Egg Spell catalyst, legendary A fertilized egg stolen from the legendary phoenix is a powerful catalyst to restore the dead to life. When you cast the raise dead spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell’s casting time becomes 1 action. In addition, the creature returns to life with its maximum hit points and has no penalty to attack rolls, saving throws, or ability checks. When this spell catalyst is consumed, it leaves behind a diamond worth 500 gp.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Phoenix Ember","description":"Wondrous item, legendary (requires attunement) This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn, and a small, burning crack appears in the egg’s surface. Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target’s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts ) arises from the ashes. On any other roll, the stone regains 1d3 charges. Sparks of Inspiration The phoenix ember originated in the livestream campaign, The World Tree Burns . The story followed the exploits of adventurers in the Midgard Campaign Setting who hailed from the Blood Kingdom, the Sable Court of the shadow fey, the magical metropolis Bemmea, the gnomish kingdom of Niemheim, the Free City of Zobeck, and the lands of the reavers in the Northlands. Through happenstance or fate, the heroes found themselves caught in the scheme of a mysterious figure unearthing secrets from the dark past of the infamous Stross family of Zobeck. Forbidden magic, wondrous discovery, and deadly intrigue surrounded a vision of calamity that propelled the heroes through the Free City’s streets and catacombs and into the Crossroads region beyond. In an ancient dwarven hold lost to the primordial Margreve Forest, the heroes discovered the phoenix ember resting in the ashes where a portal to the Plane of Fire once blazed. They claimed it as their own, but now it finds itself in the hands of other heroes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Phoenix Feather","description":"Phoenix Feather Wondrous Item, rare Weight: none Once per day, you can use an action and this red hot feather to take on a fire form for 1 minute. You and any object you are wearing or carrying are immune to the flames. Fire Form. Add 4 (1d8) fire damage to any successful melee attack you make. In addition, any creature that touches you or hits you with a melee attack while within 5 feet of you takes 4 (1d8) fire damage. With a touch, you can also ignite flammable objects that aren’t being worn or carried (no action required). The feather can be used five times. After the fifth time, it crumbles into dust.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Phosphorus Grenade","description":"Phosphorus Grenade Melee weapon (grenade) This incendiary grenade produces intense heat through an explosive chemical reaction. Targets who fail their saving throw take an additional 1d8 fire damage at the end of each of their turns. To extinguish the flames, the target must spend an action and make a successful DC 10 Dexterity saving throw. In addition, until the end of your next turn, any creature entering the area of effect suffers 1d6 fire damage. Grenades A grenade can be thrown with a successful Strength (Athletics) check. If you are proficient with grenades, add your proficiency bonus to the Strength check. If you are proficient in Athletics and grenades, you add double your proficiency modifier to the Strength check. The Grenade Range table provides the DC required to reach the intended range. If the roll is successful, each target in a 15-foot radius must make a DC 14 Dexterity saving throw, taking the full damage on a failed save, or half as much on a successful one. If the Strength check made to throw the grenade is unsuccessful, the targets will only take half damage on a failed save and no damage on a successful one. In addition, all targets gain advantage to saves versus the grenades’ effects, if any. Grenade Range Throwing Range Launcher Range DC 20 ft. 60 ft. 12 40 ft. 120 ft. 14 50 ft. 200 ft. 16 60 ft. 300 ft. 18 Damage : 1d8 Damage Type : fire Properties : Explosive, special Range : Special Save : Dexterity Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Explosive, special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Photonic Lash","description":"A wicked weapon favored by the elves, the photonic lash produces a bright tendril of energy from its metal hilt. The lash leaves painful, burning lacerations on its victims, along with lasting scars—a tell-tale sign that one has defied the whims of the high elves.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Pick of Ice Breaking","description":"Weapon (war pick), uncommon The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn’t have a damage threshold when determining the damage you deal to it with this weapon.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pick of Prospecting +1","description":"+1 Pick of Prospecting Weapon (war pick), rare This weapon resembles a finely made war pick with a gleaming blue sapphire set at the point where the head and shaft meet. When wielded in battle, the war pick feels preternaturally light and agile, but this does nothing to reduce its ability to cause grievous injury. The pick also has the power to locate undiscovered mineral wealth when in the hands of a dwarf. Property : You gain a +1 bonus to attack rolls and damage rolls made with this weapon. When used by a dwarf, the pick can produce an effect similar to the 4th-level spell locate creature . However, instead of a living creature, the pick detects the direction of a single type of unworked precious metal or gemstone (silver, gold, sapphires, etc.) chosen by the wielder. The owner senses the direction of the chosen type if within 1,000 ft. of his present location. Worked or fashioned metals or gems (gold coins, silver chalices, cut diamonds, etc.) are not detected by the pick. This power may be used once a day and lasts for 1 hour.","properties":{"Category":"Items","Expansion":17402,"Item Type":"Weapon (war pick)","Item Rarity":"rare"},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Pick Shank","description":"Weapon (War Pick), Uncommon This weaponized prosthesis is designed to replace the wielder’s lower leg. A curved steel blade with a spiked tip acts as the “foot” with a counterweighted hammerhead for a “heel.” The thick wooden shaft magically attaches itself to the wielder’s residual limb by extending root-like tendrils which bore painlessly into the wielder’s flesh. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which allows you to make an attack even if all your hands are full. Attacks made with this weapon are considered unarmed strikes. Affixing or removing the weapon requires an action. Encounter Ideas Killer Contraband. Amalie, a female assassin born without a lower leg, is using this weapon to commit murders in high security locations by sneaking the weapon in under her flowing skirts or long trousers. Performance Anxiety. A one-legged burlesque dancer’s pick shank was stolen by agents from a rival nightclub, and she refuses to dance without it. Those in Need. A retired dwarven craftsman who creates pick shanks free of charge has vanished into an abandoned mine.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (War Pick)","Item Rarity":"Uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Pickaxe","description":"","properties":{"Category":"Items","Item Type":"Weapon (pickaxe)","Properties":"Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pickled Aboleth Brain","description":"Potion, very rare The aboleth’s powerful magic permeates the food, giving it an almost spicy aftertaste. When you consume this food, you can communicate telepathically with any creature you can see within 60 feet of you, you can breathe underwater, and you have immunity to the charmed condition for 1 hour. In addition, once before the duration ends, you can use an action to charm a creature you can see within 60 feet of you for the remaining duration. The target must succeed on a DC 15 Wisdom saving throw or it is charmed by you. The target has disadvantage on this saving throw if it communicated telepathically with you. A charmed creature can repeat the saving throw each time it takes damage or if it starts its turn more than 1 mile away from you.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Picnic Basket of Feasting","description":"","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Piecemaker Blunderbuss","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.2 Blunderbuss","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.2 Musket","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.2 Pistol","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.2 Revolver","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.2 Rifle","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.3 Blunderbuss","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then. Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 has enhanced targeting optics, granting you a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.3 Musket","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then. Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 has enhanced targeting optics, granting you a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.3 Pistol","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then. Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 has enhanced targeting optics, granting you a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.3 Revolver","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then. Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 has enhanced targeting optics, granting you a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Mk.3 Rifle","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed. Rare variant, Piecemaker Mk.2: The weapon has the Enhance Ammo property. Enhance Ammo. As a bonus action while holding this weapon, you can enhance the capsule currently loaded into it. Each of the attacks you make that expend charges from that capsule has an additional effect depending on its flavour. Removing an enhanced capsule from the weapon removes the enhancement as well. Once this property of the weapon has been used, it can’t be used again until the next dawn. Acid Dissolution. When you hit a creature wearing nonmagical metal armour with an acid charge, roll a d20. On an 11 or higher, its armour suffers a cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. Cold Deceleration. A creature hit by a cold charge must succeed on a DC 15 Constitution saving throw or have its speed reduced to 0 feet until the end of its next turn. Fire Explosion. The target hit by a fire charge and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 1d6 fire damage. Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more is incapacitated until the end of its next turn unless it is immune to being stunned. Thunder Disorientation. A creature hit by a thunder charge must succeed on a DC 15 Constitution saving throw or be deafened until the end of its next turn and have disadvantage on the next attack roll or ability check it makes before then. Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 has enhanced targeting optics, granting you a +3 bonus to attack rolls made with this magic weapon. The weapon has the Enhance Ammo property. Increase the DCs to 16.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Musket","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Pistol","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Revolver","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Piecemaker Rifle","description":"Weapon (any firearm*), uncommon Component: elemental core of fire Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon. Elemental Ammunition. Instead of normal ammunition, this weapon uses special capsules of elemental energy. The weapon can hold one capsule at a time, which can be loaded into it as an action and, while using these capsules, you ignore the loading or reload properties of the weapon if it has them. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market for 5 gp each. Capsules come in five flavours: acid, cold, fire, lightning, and thunder. Each attack with the piecemaker expends 1 charge from the loaded capsule, and deals damage of the capsule’s type instead of its normal damage type. Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon doesn’t fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed. Unarmed strikes notably aren’t classified as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pierced Pixie Eye","description":"Pierced Pixie Eye Spell catalyst, common When a cold iron needle is run through the iris of a fairy, the result is a powerful magical conduit. When you cast the faerie fire spell, you can choose to allow the spell to consume this spell catalyst. When you do, you can choose any number of creatures within the spell’s area of effect to automatically succeed on the Dexterity saving throw.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pike","description":"Pike Melee weapon (martial, pike) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Subtype":"Martial, Pike","Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pike","description":"Martial Melee Weapon Damage: 1d10 Piercing Properties: Heavy , Reach , Two-Handed Mastery: Push Weight: 18 lb. Cost: 5 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"None","Name":"Pike"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pike","description":"Pike Melee weapon (martial, pike) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Pike +1","description":"Pike +1 Melee weapon (martial, pike), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+1 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pike +1","description":"Pike +1 Melee weapon (martial, pike), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+1 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pike +1","description":"Weapon (Pike), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Pike +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pike +1","description":"Weapon (Pike), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Pike +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Pike +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"405 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pike\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Pike +1 Attack\",\"parent\":\"Pike +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Pike +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Pike +1 Damage\",\"parent\":\"Pike +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Push","Name":"Pike +1","Weight":18,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Pike +2","description":"Pike +2 Melee weapon (martial, pike), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+2 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pike +2","description":"Pike +2 Melee weapon (martial, pike), rare You have a +2 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+2 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pike +2","description":"Weapon (Pike), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Pike +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pike +2","description":"Weapon (Pike), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Pike +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Pike +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pike\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Pike +2 Attack\",\"parent\":\"Pike +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Pike +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Pike +2 Damage\",\"parent\":\"Pike +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Pike +2","Weight":18,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Pike +3","description":"Pike +3 Melee weapon (martial, pike), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+3 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pike +3","description":"Pike +3 Melee weapon (martial, pike), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+3 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pike +3","description":"Weapon (Pike), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Pike +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pike +3","description":"Weapon (Pike), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach, Two-Handed","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Heavy","filter-Charges":"No","data-datarecords":"[{\"name\":\"Pike +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Pike +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":18,\\\"properties\\\":[\\\"Heavy\\\",\\\"Reach\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pike\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Pike +3 Attack\",\"parent\":\"Pike +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Pike +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Pike +3 Damage\",\"parent\":\"Pike +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Pike +3","Weight":18,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d10","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Pike for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pike of Agonizing Paralysis","description":"Weapon (pike), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Pike of Bloodletting","description":"Pike of Bloodletting Melee weapon (martial, pike), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pike of Certain Death","description":"Pike of Certain Death Weapon (pike), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Pike of Defense","description":"Pike of Defense Melee weapon (martial, pike), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed, Defensive Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pike of Inverted Probability","description":"Pike of Inverted Probability Melee weapon (martial, pike), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pike of Throne's Command","description":"Pike of Throne's Command Melee Weapon (martial, pike), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10+1 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Pike of Warning","description":"Weapon (Pike), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Pike of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pin of Transitory Protection","description":"Wondrous item, uncommon This simple-looking pin or charm is made of fragile, decorated ceramic. Spiderweb cracks run through its surface. While attached to an article of clothing, it protects the wearer from harm. The first time the wearer would gain an Injury of Handicap severity or higher, the charm breaks and the Injury is avoided. A broken charm has no power, but is worth 25gp.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Pink Shard of Hateful Wasting","description":"Pink Shard of Hateful Wasting Wondrous item, very rare (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Pink (Very Rare). This shard melds into your throat. When you trigger this shard, you have advantage on melee attack rolls for the duration and, when you deal damage, you can roll one of the damage dice twice and take the higher result. When you’re hit with an attack, you can trigger your shard as a reaction to make a melee attack against the creature that hit you and deal an extra 2d8 damage on a hit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Pinpoint Barrier","description":"Pinpoint Barrier Mod (armor), uncommon (requires affinity) This mod generates a 2-foot diameter invisible energy shield that hovers inches from you and intuitively shifts to locations on your body susceptible to incoming attacks. You gain a +1 bonus to AC and saving throws while you use this mod.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Pipe of Remembrance","description":"Pipe of Rememberance Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. (The Sinister Secret of Saltmarsh)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Pipe of Smoke Monsters","description":"Pipe of Smoke Monsters Wondrous Item, Common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Pipe of Smoke Monsters","description":"Pipe of Smoke Monsters Wondrous item, common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Pipe of Smoke Monsters","description":"Wondrous Item, Common While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Pipe of Smoke Monsters"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pipe of Smoking","description":"Pipe of Smoking Wondrous item, uncommon This pipe is always magically full of fresh tobacco. When you use an action to light and puff on it, you create a 20-foot-radius sphere of thick grey smoke centered on yourself. The sphere spreads around corners, and its area is heavily obscured. Each creature other than yourself that is completely within the smoke at the start of its turn must make a DC 10 Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. The smoke lasts for one hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once you have lit the pipe, it can’t be lit again until the next dawn. According to a persistent stereotype, wizards have a weakness for pipes. I cannot determine where this idea originated. I find the habit repellant, and I know Bigby shared my opinion.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Pipes of Haunting","description":"Pipes of Haunting Wondrous item, uncommon You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pipes of Haunting","description":"Pipes of Haunting Wondrous item (musical instrument), uncommon You must be proficient with wind instruments to use these pipes. They have 3 charges . You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Wondrous Item, Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pipes of Haunting","description":"Wondrous Item, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Pipes of Haunting"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pipes of Madness","description":"Wondrous item, rare (requires attunement) You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pipes of the Sewers","description":"Pipes of the Sewers Wondrous item (musical instrument), uncommon (r equires a ttunement ) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges . If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Wondrous Item, Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pipes of the Sewers","description":"Pipes of the Sewers Wondrous item, uncommon (requires attunement ) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pipes of the Sewers","description":"Wondrous Item, Uncommon (Requires Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Pipes of the Sewers"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pipes of the Sewers","description":"Wondrous Item, Uncommon (Requires Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Pipes of the Sewers\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Pipes of the Sewers\\\",\\\"description\\\":\\\"While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them.\\\\nThe pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise.\\\\nWhenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Pipes of the Sewers Attunement\",\"parent\":\"Pipes of the Sewers\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Pipes of the Sewers Resource\",\"parent\":\"Pipes of the Sewers Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Pipes of the Sewers Charges\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":3},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Roll\\\",\\\"rollFormula\\\":\\\"1d3\\\"}}}\"},{\"name\":\"Pipes of the Sewers Action\",\"parent\":\"Pipes of the Sewers Resource\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Play Pipes of the Sewer\\\",\\\"description\\\":\\\"You play the pipes as a Magic action, allowing you to take a Bonus Action to call forth a Swarm of Rats with each expended charge.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Pipes of the Sewers Bonus Action\",\"parent\":\"Pipes of the Sewers Resource\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Call Forth a Swarm of Rats\\\",\\\"description\\\":\\\"You can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Pipes of the Sewers Control Swarm of Rats Attack\",\"parent\":\"Pipes of the Sewers Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Control Swarm of Rats\\\",\\\"range\\\":\\\"30 ft\\\",\\\"description\\\":\\\"Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Wisdom\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action.\\\",\\\"onSucceed\\\":\\\"The swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Pipes of the Sewers","data-description":"While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them.\nThe pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise.\nWhenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.","Range":"30 ft","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Pistol","description":"Pistol Weapon (firearm) Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Loading Range: 30/90 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Properties":"Ammunition, Loading"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pistol","description":"This small firearm fits easily in one hand, and its wooden handle often features unique engravings, similar to those found on muskets.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Weapon","Properties":"Ammunition, gunpowder, light, loading"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pistol","description":"Ranged weapon (firearm) Damage : 1d8 Damage Type : piercing Cost : 200 gp Properties : Ammunition (range 30/90), reload (6 shots) Range : 30/90 Weight : 5 Ammunition . Bullets and black powder are sold together (10 rounds for 2gp) Pistol . At the GM's discretion, characters with the Two-Weapon Fighting fighting style can wield a pair of these one-handed ranged weapons simultaneously. When you take the Attack action while wielding two pistols and attack with a pistol you hold in one hand, you can use a bonus action to attack with the pistol you hold in the other hand. Reload. A weapon with the reload property can be fired a number of times equal to its reload score before you must spend an action or a bonus action to reload it.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Ammunition (range 30/90), reload (6 shots)"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Pistol","description":"Pistol Martial Ranged Weapon Cost 10 gp Damage 1d6 piercing Weight 3 lb. Properties Ammunition (range 40/120), Barrel 6 (S), Blaring, Fan Fire Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Fast reload. You must use an attack, an action, or a bonus action to reload this firearm. You must have one free hand to do so. Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Fan Fire. You can quickly fire this weapon by slamming the hammer repeatedly. As an action, you fire a number of bullets in a row equal to your Dexterity modifier (minimum of 2, up to the entirety of the barrel). Each attack after the first suffers a cumulative -3 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first (such as the bonus from your Dexterity modifier, the Sharp-shooter feat, or a magic weapon's bonus to damage rolls). When you use this action, your speed becomes 0 until the end of your turn, and attacks you make using the long range of the weapon automatically miss. If you roll a 1 on any of the attack rolls, the weapon jams and can’t be used again until it is repaired. You can use an action to make a DC 15 Sleight of Hand check, repairing the weapon on a success. Alternatively, you can spend 1 hour outside of combat to mend it, automatically succeeding on the check. If your check fails, the weapon is broken and must be mended in a specialist’s store at a quarter of the cost of the firearm. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 40/120), Barrel 6 (S), Blaring, Fan Fire"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Pistol","description":"Magitech Firearms Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range. Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp. Types. There are several types of magitech firearm currently found in the world. Blunderbuss. A high-powered, short range firearm that deals 3d4 piercing damage on a hit. It has the Ammunition (range 20/60), Loud (1000), Reload (1), and Two-handed properties. Musket. An inaccurate rifle that deals 1d10 piercing damage on a hit. It has the Ammunition (range 80/240), Loud (1000), Reload (1), and Two-handed properties. Pistol. A small, personal, double-barreled firearm that deals 1d8 piercing damage on a hit. It has the Ammunition (range 40/120), Loud (500), Reload (2) properties. Revolver. A small, personal firearm with a rotating barrel and accuracy-enhancing rifling that deals 1d10 piercing damage on a hit. It has the Ammunition (range 60/240), Loud (500), Reload (6) properties. Rifle. The longest range of all the firearms, typically equipped with a multi-bullet magazine, it deals 1d12 piercing damage on a hit. It has the Ammunition (range 120/480), Loud (500), Reload (6), and Two-handed properties.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pistol","description":"Martial Ranged Weapons Damage: 1d10 Piercing Properties: Ammunition ( Range 30/90; Bullet ), Loading Mastery: Vex Weight: 3 lb. Cost: 250 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"None","Name":"Pistol"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pistol","description":"Pistol Ranged weapon (simple, firearm) Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Price: expensive Damage: 1d10 Damage Type: Piercing Properties: Loading, Range, Single-Handed, takes a full turn to load. Range: 30/90 Weight: 3","properties":{"Category":"Items","Expansion":30058,"Item Type":"Ranged Weapon","Properties":"Loading, Range, Single-Handed, takes a full turn to load."},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Pistol +1","description":"Weapon (Pistol), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Pistol +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pistol +1","description":"Weapon (Pistol), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, 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weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Pistol +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Pistol +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"4250 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Pistol\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Pistol +2 Attack\",\"parent\":\"Pistol +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Pistol 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Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pistol +3","description":"Weapon (Pistol), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Loading","Item Rarity":"No","filter-Lists":"Ranged Weapon, Martial Weapon, Firearms, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Pistol +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Pistol +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Loading\\\"],\\\"cost\\\":\\\"40250 GP\\\",\\\"rarity\\\":\\\"Very 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(2024)"},{"name":"Pistol of the Umbral Court","description":"Weapon (hand crossbow), very rare (requires attunement) This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pistol of Warning","description":"Weapon (Pistol), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Pistol of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pistol, 9mm Service","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Pistol, arm","description":"Pistol, Arm Ranged weapon (martial) This weapon can be fastened to the arm of the wielder. While attached in this way, it does not need to be drawn nor held in order to be used in combat. Damage : 1d6 Damage Type : piercing Properties : Ammunition (6 shots), reload, special Range : 30/120 Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Ammunition (6 shots), reload, special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pistol, auto","description":"Pistol, Auto Ranged weapon (martial) Damage : 1d6 Damage Type : piercing Properties : Burst fire (2), high-velocity Range : 60/300 Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Burst fire (2), high-velocity","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pistol, automatic","description":"Pistol, Automatic Weapon (firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Damage: 2d6 Damage Type: Piercing Properties: Ammunition, Reload (15 shots) Range: 50/150 Weight: 3","properties":{"Category":"Items","Properties":"Ammunition, Reload (15 shots)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Pistol, Concealed Carry","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Pistol, heavy","description":"Pistol, Heavy Ranged weapon (martial) Damage : 1d8 Damage Type : piercing Properties : Burst fire (2), high-velocity, recoil (1) Range : 50/250 Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Burst fire (2), high-velocity, recoil (1)","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pistol, light","description":"Pistol, Light Ranged weapon (simple) Damage : 1d6 Damage Type : piercing Properties : Adaptable, ammunition (15 shots), light Range : 50/150 Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Adaptable, ammunition (15 shots), light","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pistol, Mini","description":"This small pistol holds limited ammuntion but is easily concealable.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Adaptable, ammunition (6 shots), concealed, light"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Pistol, Pocket 38 Revolver","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Pit terrier","description":"This low-slung dog has a compact, muscular body covered in short fur. Its legs are short and widespread, giving the creature a very low center of gravity. Its head is large and somewhat flat with a pronounced underbite and sharp teeth jutting from the lower jaw. Pit terriers are bred as dogs of war. They are fiercely loyal to their masters and fight to the death to keep their masters from harm. Despite their fierce reputations, in times of peace, pit terriers are as friendly as any other species of dog, making them ideal pets.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pitbone Arrow","description":"Ammunition, uncommon Component: pouch of fiend ( pitcrow *) feathers These crude arrows thrum with energy, ready to shatter upon impact. The flights—pitcrow feathers—are enchanted to flare when a target is missed, turning the arrow to the ground where it erupts in a cloud of bone fragments. Hit or miss, these single-use arrows are a nuisance on the battlefield. Hit. When you hit with this arrow, the target must succeed on a DC 13 Constitution saving throw or have shattered bone fragments lodged in obtrusive places within its body. While a creature has these fragments in it, it takes 1 piercing damage when it moves for the first time on a turn and whenever it takes the Attack action. As an action, an affected creature can make a DC 13 Wisdom (Medicine) check, ending the effect on itself on a success. Miss. When you miss with this arrow, the arrow changes direction to hit the nearest surface to the target, where it explodes into sharp fragments. Each creature within 5 feet of the arrow must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pitbone Arrow (rare variant)","description":"Ammunition, uncommon Component: pouch of fiend ( pitcrow *) feathers These crude arrows thrum with energy, ready to shatter upon impact. The flights—pitcrow feathers—are enchanted to flare when a target is missed, turning the arrow to the ground where it erupts in a cloud of bone fragments. Hit or miss, these single-use arrows are a nuisance on the battlefield. Hit. When you hit with this arrow, the target must succeed on a DC 13 Constitution saving throw or have shattered bone fragments lodged in obtrusive places within its body. While a creature has these fragments in it, it takes 1 piercing damage when it moves for the first time on a turn and whenever it takes the Attack action. As an action, an affected creature can make a DC 13 Wisdom (Medicine) check, ending the effect on itself on a success. Miss. When you miss with this arrow, the arrow changes direction to hit the nearest surface to the target, where it explodes into sharp fragments. Each creature within 5 feet of the arrow must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage. Rare variant: Increase the DCs to 15, the damage of Hit to 2, and the damage of Miss to 1d8. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pitbone Arrow (very rare variant)","description":"Ammunition, uncommon Component: pouch of fiend ( pitcrow *) feathers These crude arrows thrum with energy, ready to shatter upon impact. The flights—pitcrow feathers—are enchanted to flare when a target is missed, turning the arrow to the ground where it erupts in a cloud of bone fragments. Hit or miss, these single-use arrows are a nuisance on the battlefield. Hit. When you hit with this arrow, the target must succeed on a DC 13 Constitution saving throw or have shattered bone fragments lodged in obtrusive places within its body. While a creature has these fragments in it, it takes 1 piercing damage when it moves for the first time on a turn and whenever it takes the Attack action. As an action, an affected creature can make a DC 13 Wisdom (Medicine) check, ending the effect on itself on a success. Miss. When you miss with this arrow, the arrow changes direction to hit the nearest surface to the target, where it explodes into sharp fragments. Each creature within 5 feet of the arrow must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage. Rare variant: Increase the DCs to 15, the damage of Hit to 2, and the damage of Miss to 1d8. Very rare variant: Increase the DCs to 16, the damage of Hit to 4, and the damage of Miss to 1d12. *See Throne of the Devourer in Motes of the Divine.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pitcher","description":"Pitcher Adventuring gear (container) A pitcher holds 1 gallon of liquid. Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Piton","description":"Piton Adventuring gear Weight: 0.25","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.25,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Piton","description":"Piton Adventuring gear Price: 1 gp Quantity: 10 Metal spikes used in climbing to create anchor points for rope in small rock cracks.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Piton","description":"Piton Adventuring gear Weight: 0.25","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Piton","description":"Piton Adventuring gear Weight: 0.25","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Piwafi","description":"Piwafi Wondrous item, uncommon (requires attunement) This dark spider-silk cloak is made by drow. It is a cloak of elvenkind (see chapter 7, ‘’Treasure,’’ of the Dungeon Master’s Guide ). It loses its magic if exposed to sunlight for 1 hour without interruption.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Piwafwi (Cloak of Elvenkind)","description":"Piwafwi (Cloak of Elvenkind) Wondrous item, uncommon (requires attunement ) This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Piwafwi of Fire Resistance","description":"Piwafwi of Fire Resistance Wondrous item, rare (requires attunement) This cloak is a cloak of elvenkind. It also grants you resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Pixie Dust","description":"Pixie Dust Wondrous Item, Uncommon As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. A small packet holds enough pixie dust for one use.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Plague Docteur Masque","description":"Wondrous item, uncommon Component: beast (giant rat) eye As any disease control specialist can attest, identifying a disease vector is half the battle in fighting it. During the veinworm plague, the symbol of the crow became synonymous with the Night Hospitaller—a representation of their hook-nosed masks and a symbol of both fear and hope. These masks give their wearers the ability to detect disease, even in the incubation stage, allowing plague-carriers to be identified and quarantined before they become infectious. In many places, these masks are still regarded as a symbol of authoritarianism and terror. Triage. While wearing this mask, you can cast the detect poison and disease spell at will. The spell ends early if you remove the mask.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plague Docteur Masque (rare variant)","description":"Wondrous item, uncommon Component: beast (giant rat) eye As any disease control specialist can attest, identifying a disease vector is half the battle in fighting it. During the veinworm plague, the symbol of the crow became synonymous with the Night Hospitaller—a representation of their hook-nosed masks and a symbol of both fear and hope. These masks give their wearers the ability to detect disease, even in the incubation stage, allowing plague-carriers to be identified and quarantined before they become infectious. In many places, these masks are still regarded as a symbol of authoritarianism and terror. Triage. While wearing this mask, you can cast the detect poison and disease spell at will. The spell ends early if you remove the mask. Rare variant: While wearing this mask, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the mask increases its range by 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plague Docteur Masque (very rare variant)","description":"Wondrous item, uncommon Component: beast (giant rat) eye As any disease control specialist can attest, identifying a disease vector is half the battle in fighting it. During the veinworm plague, the symbol of the crow became synonymous with the Night Hospitaller—a representation of their hook-nosed masks and a symbol of both fear and hope. These masks give their wearers the ability to detect disease, even in the incubation stage, allowing plague-carriers to be identified and quarantined before they become infectious. In many places, these masks are still regarded as a symbol of authoritarianism and terror. Triage. While wearing this mask, you can cast the detect poison and disease spell at will. The spell ends early if you remove the mask. Rare variant: While wearing this mask, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the mask increases its range by 60 feet. Very rare variant: While wearing this mask, you have advantage on saving throws against being poisoned and darkvision out to a range of 60 feet. If you already have darkvision, wearing the mask increases its range by 60 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plague Mask of Remedy","description":"Wondrous Item, Uncommon (Requires Attunement) Usually seen on the grim faces of plague doctors that treat diseased patients, this mask covers the top half of your face with stiff black leather, and an elongated beak extends out from your nose. When you don the mask, you smell an assortment of pungent, almost-sweet herbs and flowers stuffed into the beak and magically held there and preserved. You have disadvantage on Wisdom (Perception) checks requiring scent due to the strength of the remedies, but you gain advantage on your saving throws against attacks based on gases or scents, including stinking cloud and cloudkill. Once per long rest, you can spend an action to focus on breathing in the aromas to soften your fatigue and remove a level of exhaustion.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Plaguescarred Weapon","description":"Weapon (any melee), rare This pockmarked weapon contains colonies of virulent bacteria, which infect the wounds it inflicts. Any Injury inflicted by this weapon has its Medicine DC increased by 5, and the creature suffers from a Lasting Effect regardless of the method in which it is healed. If the Injury is healed through resting, those rests count toward the number of rests required for the Lasting Effect to be removed.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Planecaller's Codex","description":"Planecaller's Codex Wondrous item, rare (requires attunement by a wizard ) The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment , find familiar , gate , magic circle , planar binding , and summon elemental (appears in this book). It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Plasma Torch","description":"Plasma Torch Miscellaneous gear This small, handheld torch deals 3d6 points of fire damage each round to an immobile object not worn by another creature. The torch requires precision to operate effectively. If used as an improvised weapon, its damage is reduced to 1d6. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Plate Armor","description":"Plate Armor Armor (heavy) Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"Standard","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor","description":"Plate Armor Armor (heavy) Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 18 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Plate Armor","description":"Plate Armor Armor (heavy) Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":4415,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Plate Armor","description":"Heavy Armor Armor Class: 18 Strength: Str 15 Stealth: Disadvantage Weight: 65 lb. Cost: 1,500 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage, Strength Requirement","Item Rarity":"None","Name":"Plate Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Plate Armor","description":"Plate Armor Armor (heavy) Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":5,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Plate Armor +1","description":"Plate Armor +1 Armor (heavy) , rare You have a +1 bonus to AC while wearing this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor +1","description":"Plate Armor +1 Armor (heavy), rare You have a +1 bonus to AC while wearing this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 19 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor +1","description":"Armor (Plate Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor +1","description":"Armor (Plate Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor +1 Base AC\",\"parent\":\"Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor +1 Magic Bonus to AC\",\"parent\":\"Plate Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Plate Armor +1","Weight":65,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor +2","description":"Plate Armor +2 Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 20 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor +2","description":"Plate Armor +2 Armor (heavy) , very rare You have a +2 bonus to AC while wearing this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 20 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor +2","description":"Armor (Plate Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor +2","description":"Armor (Plate Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"cost\\\":\\\"41500 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor +2 Base AC\",\"parent\":\"Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor +2 Magic Bonus to AC\",\"parent\":\"Plate Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Plate Armor +2","Weight":65,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor +3","description":"Plate Armor +3 Armor (heavy) , legendary You have a +3 bonus to AC while wearing this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor +3","description":"Plate Armor +3 Armor (heavy), legendary You have a +3 bonus to AC while wearing this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 21 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor +3","description":"Armor (Plate Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor +3","description":"Armor (Plate Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor +3 Base AC\",\"parent\":\"Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor +3 Magic Bonus to AC\",\"parent\":\"Plate Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Plate Armor +3","Weight":65,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Acid Resistance","description":"Plate Armor of Acid Resistance Armor (heavy), rare (requires attunement ) You have resistance to acid damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Acid Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Acid Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Acid Resistance Base Armor Class\",\"parent\":\"Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Acid Resistance Attunement\",\"parent\":\"Plate Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Acid Resistance\",\"parent\":\"Plate Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Acid Resistance","Weight":65,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Air Elemental Aura","description":"Plate Armor of Air Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Arcane Absorption","description":"Plate Armor of Arcane Absorption Armor (heavy), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Blood Drinking","description":"Plate Armor of Blood Drinking Armor (heavy), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Cold Resistance","description":"Plate Armor of Cold Resistance Armor (heavy), rare (requires attunement ) You have resistance to cold damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Cold Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Cold Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Cold Resistance Base Armor Class\",\"parent\":\"Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Cold Resistance Attunement\",\"parent\":\"Plate Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Cold Resistance\",\"parent\":\"Plate Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Cold Resistance","Weight":65,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Earth Elemental Aura","description":"Plate Armor of Earth Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Etherealness","description":"Plate Armor of Etherealness Armor (plate), legendary (requires attunement ) While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 18 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Expansion":7583,"Item Type":"Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Etherealness","description":"Plate Armor of Etherealness Armor (plate), legendary (requires attunement ) While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"Legendary","Properties":"Stealth Disadvantage","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Etherealness","description":"Armor (Plate Armor), Legendary (Requires Attunement) While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Etherealness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Etherealness (Template)","description":"Armor (Half Plate Armor or Plate Armor), Legendary (Requires Attunement) While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Fire Elemental Aura","description":"Plate Armor of Fire Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Fire Resistance","description":"Plate Armor of Fire Resistance Armor (heavy), rare (requires attunement ) You have resistance to fire damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Fire Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Fire Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Fire Resistance Base Armor Class\",\"parent\":\"Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Fire Resistance Attunement\",\"parent\":\"Plate Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Fire Resistance\",\"parent\":\"Plate Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Fire Resistance","Weight":65,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Force Resistance","description":"Plate Armor of Force Resistance Armor (heavy), rare (requires attunement ) You have resistance to force damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Force Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Force Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Force Resistance Base Armor Class\",\"parent\":\"Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Force Resistance Attunement\",\"parent\":\"Plate Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Force Resistance\",\"parent\":\"Plate Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Force Resistance","Weight":65,"data-description":"You have Resistance to Force damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Gleaming","description":"Plate Armor of Gleaming Armor (heavy), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Plate Armor of Gleaming","description":"Armor (Plate Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Lightning Resistance","description":"Plate Armor of Lightning Resistance Armor (heavy), rare (requires attunement ) You have resistance to lightning damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Lightning Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Lightning Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Lightning Resistance Attunement\",\"parent\":\"Plate Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Lightning Resistance\",\"parent\":\"Plate Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Lightning Resistance","Weight":65,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Necrotic Resistance","description":"Plate Armor of Necrotic Resistance Armor (heavy), rare (requires attunement ) You have resistance to necrotic damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Necrotic Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Necrotic Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Necrotic Resistance Attunement\",\"parent\":\"Plate Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Necrotic Resistance\",\"parent\":\"Plate Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Necrotic Resistance","Weight":65,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Poison Resistance","description":"Plate Armor of Poison Resistance Armor (heavy), rare (requires attunement ) You have resistance to poison damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Poison Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Poison Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Poison Resistance Base Armor Class\",\"parent\":\"Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Poison Resistance Attunement\",\"parent\":\"Plate Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Poison Resistance\",\"parent\":\"Plate Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Poison Resistance","Weight":65,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Psychic Resistance","description":"Plate Armor of Psychic Resistance Armor (heavy), rare (requires attunement ) You have resistance to psychic damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Psychic Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Psychic Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Psychic Resistance Attunement\",\"parent\":\"Plate Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Psychic Resistance\",\"parent\":\"Plate Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Psychic Resistance","Weight":65,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Radiant Resistance","description":"Plate Armor of Radiant Resistance Armor (heavy), rare (requires attunement ) You have resistance to radiant damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Radiant Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Radiant Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Radiant Resistance Attunement\",\"parent\":\"Plate Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Radiant Resistance\",\"parent\":\"Plate Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Radiant Resistance","Weight":65,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of the Fallen","description":"Plate Armor of the Fallen Armor (Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Plate Armor of the Holy Crusade","description":"Plate Armor of the Holy Crusade Armor (heavy), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Thunder Resistance","description":"Plate Armor of Thunder Resistance Armor (heavy), rare (requires attunement ) You have resistance to thunder damage while you wear this armor. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","AC":18,"Source":"5th Edition SRD","Weight":65,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plate Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Plate Armor of Thunder Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Thunder Resistance","description":"Armor (Plate Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Thunder Resistance Attunement\",\"parent\":\"Plate Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor Thunder Resistance\",\"parent\":\"Plate Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Thunder Resistance","Weight":65,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Versatile Resistance","description":"Armor of Versatile Resistance Armor (plate), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Heavy Armor","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Plate Armor of Vulnerability (Bludgeoning)","description":"Armor (Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Vulnerability (Bludgeoning)","description":"Armor (Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Plate Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Plate Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Plate Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Plate Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Vulnerability (Bludgeoning)","Weight":65,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Vulnerability (Piercing)","description":"Armor (Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Vulnerability (Piercing)","description":"Armor (Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Plate Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Plate Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Plate Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Plate Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Vulnerability (Piercing)","Weight":65,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Vulnerability (Slashing)","description":"Armor (Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Plate Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Plate Armor of Vulnerability (Slashing)","description":"Armor (Plate Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Plate Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Plate Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":65,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Plate Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Plate Armor of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Plate Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":18}}\"},{\"name\":\"Plate Armor of Vulnerability (Slashing) Attunement\",\"parent\":\"Plate Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Plate Armor of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Plate Armor of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Plate Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Plate Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Plate Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Plate Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Plate Armor of Vulnerability (Slashing)","Weight":65,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":18,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Plate Armor of Water Elemental Aura","description":"Plate Armor of Water Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Plate Armor of Weightlessness","description":"Plate Armor of Weightlessness Armor (Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Plate Cast-Off Armor","description":"Plate Cast-Off Armor Armor (heavy), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Plate Chaos Armor","description":"Plate Chaos Armor Armor (heavy), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Plate Living Armor","description":"Plate Living Armor Armor (plate armor), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 19 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Plate of Knight's Fellowship","description":"Plate of Knight's Fellowship Armor (Heavy), Uncommon (Requires Attunement) This gleaming set of silver-and-gold plate armor never tarnishes. While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit’s corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger. Once this bonus action is used, it can’t be used again until the next dawn. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Plate of Safeguarding","description":"Plate Of Safeguarding Armor (heavy, plate), very rare (requires attunement) Set in the center of this armor’s chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Plate of the Dawnmartyr","description":"Plate of the Dawnmartyr Armor (plate), legendary (requires attunement) Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the Dawnfather, when she was martyred in the Battle of Ghor Dranas in the final days of the Calamity. In more recent times, it was worn by Pike Trickfoot, a legendary cleric of the Everlight, while fighting against the Chroma Conclave and the Whispered One. Dormant While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it 1d6 fire damage. Awakened When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits: The armor’s bonus to AC increases to +2. You are immune to the frightened condition. You have resistance to fire damage. The fire damage you deal when you rebuke an attacker increases to 2d6. Exalted When the Plate of the Dawnmartyr reaches an exalted state, you gain the following benefits: The armor’s bonus to AC increases to +3. When you rebuke an attacker, you can choose to deal either fire damage or radiant damage. When you are reduced to 0 hit points, you can choose to have a blast of healing flame surround you. You regain 1 hit point and are lifted to your feet. Each enemy within 10 feet of you takes 2d6 fire damage or radiant damage (your choice). This property of the armor can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Plate of the Dawnmartyr, Awakened","description":"Plate of the Dawnmartyr, Awakened Armor (plate), legendary (requires attunement) Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the Dawnfather, when she was martyred in the Battle of Ghor Dranas in the final days of the Calamity. In more recent times, it was worn by Pike Trickfoot, a legendary cleric of the Everlight, while fighting against the Chroma Conclave and the Whispered One. Dormant While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it 1d6 fire damage. Awakened When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits: The armor’s bonus to AC increases to +2. You are immune to the frightened condition. You have resistance to fire damage. The fire damage you deal when you rebuke an attacker increases to 2d6. AC: 20 Stealth: Disadvantage Damage: 2d6 Damage Type: Fire Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Plate of the Dawnmartyr, Dormant","description":"Plate of the Dawnmartyr, Dormant Armor (plate), legendary (requires attunement) Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the Dawnfather, when she was martyred in the Battle of Ghor Dranas in the final days of the Calamity. In more recent times, it was worn by Pike Trickfoot, a legendary cleric of the Everlight, while fighting against the Chroma Conclave and the Whispered One. Dormant While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it 1d6 fire damage. AC: 19 Stealth: Disadvantage Damage: 1d6 Damage Type: Fire Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Plate of the Dawnmartyr, Exalted","description":"Plate of the Dawnmartyr, Exalted Armor (plate), legendary (requires attunement) Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the Dawnfather, when she was martyred in the Battle of Ghor Dranas in the final days of the Calamity. In more recent times, it was worn by Pike Trickfoot, a legendary cleric of the Everlight, while fighting against the Chroma Conclave and the Whispered One. Dormant While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it 1d6 fire damage. Awakened When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits: The armor’s bonus to AC increases to +2. You are immune to the frightened condition. You have resistance to fire damage. The fire damage you deal when you rebuke an attacker increases to 2d6. Exalted When the Plate of the Dawnmartyr reaches an exalted state, you gain the following benefits: The armor’s bonus to AC increases to +3. When you rebuke an attacker, you can choose to deal either fire damage or radiant damage. When you are reduced to 0 hit points, you can choose to have a blast of healing flame surround you. You regain 1 hit point and are lifted to your feet. Each enemy within 10 feet of you takes 2d6 fire damage or radiant damage (your choice). This property of the armor can’t be used again until you finish a long rest. AC: 21 Stealth: Disadvantage Damage: 2d6 Damage Type: Fire or Radiant Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Plate of the Magehunter Captain Breastplate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack. Uncommon variant, Plate of the Magehunter Sergeant: Once the Absorption property has triggered, it can’t trigger again until the next dawn. Reduce the magical damage and healing reduction to 2. Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon. Rare variant, Plate of the Magehunter Captain: Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter Captain Half Plate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack. Uncommon variant, Plate of the Magehunter Sergeant: Once the Absorption property has triggered, it can’t trigger again until the next dawn. Reduce the magical damage and healing reduction to 2. Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon. Rare variant, Plate of the Magehunter Captain: Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter Captain Plate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack. Uncommon variant, Plate of the Magehunter Sergeant: Once the Absorption property has triggered, it can’t trigger again until the next dawn. Reduce the magical damage and healing reduction to 2. Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon. Rare variant, Plate of the Magehunter Captain: Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter General Breastplate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter General Half Plate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter General Plate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter Sergeant Breastplate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack. Uncommon variant, Plate of the Magehunter Sergeant: Once the Absorption property has triggered, it can’t trigger again until the next dawn. Reduce the magical damage and healing reduction to 2. Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter Sergeant Half Plate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack. Uncommon variant, Plate of the Magehunter Sergeant: Once the Absorption property has triggered, it can’t trigger again until the next dawn. Reduce the magical damage and healing reduction to 2. Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate of the Magehunter Sergeant Plate","description":"Armour (breastplate, half plate, or plate), very rare (requires attunement) Component: monstrosity (sphinx) pelt Made of a dark grey, lead-rich metal, this armour seems especially dull around magical sources of light. Absorption. While wearing this armour, when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and only half as much damage on a failure. Once this property has triggered three times, it can’t trigger again until the next dawn. Spellbreak. While wearing this armour, you have resistance to force damage. Acid, cold, fire, lightning, and thunder damage you take from magical sources, as well as magical healing you receive, is reduced by 3. In addition, whenever you are hit by a magical melee weapon, the attacker must roll a d20. On a 10 or lower, the weapon’s magic is suppressed for 1 hour, causing it to temporarily lose its magical effects immediately after the attack. Uncommon variant, Plate of the Magehunter Sergeant: Once the Absorption property has triggered, it can’t trigger again until the next dawn. Reduce the magical damage and healing reduction to 2. Remove the resistance to force damage. The Spellbreak property can’t be used to suppress a magical weapon.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plate Smoldering Armor","description":"Plate Smoldering Armor Armor (heavy), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Plate Suit of Heroic Prowess","description":"Plate Suit of Heroic Prowess Armor (heavy), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Plate Armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 18 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Platinum Scarf","description":"Platinum Scarf Wondrous item, legendary (requires attunement) This scarf is made of sturdy cloth and covered in platinum-colored scales. As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects: Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points. Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield , which you or another creature can use. A creature wielding the shield has immunity to radiant damage. Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons. Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute. If you happen to find yourself in possession of a platinum scarf, be prepared for side effects: head swivels, gasps of admiration, and myriad compliments. -Fizban","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Playing card set","description":"Playing Card Set Gaming set This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Playing card set","description":"Playing Card Set Gaming set If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : -","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Gaming Set","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Playing card set","description":"Playing Card Set Gaming set If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Weight : -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Playing Card Set","description":"Playing Card Set Miscellaneous gear (gaming set) If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Playing Card Set","description":"Tool (Gaming Set) Ability: Wisdom Weight: — Cost: 5 SP Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Playing Card Set"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pluckpatch","description":"Wondrous item, rare (requires attunement) Component: fiend skin This plain, worn, leather eyepatch is an unassuming addition to any treasure hoard. However, each day at dawn, eyeballs are plucked from ‘donor’ fiends in the Hells in order to slowly orbit around your head. Whether fiends are willing donors or victims of a crafty wizard’s devilish machinations is an unanswered moral dilemma. This eyepatch has 4 charges, represented by four floating eyeballs, and regains 1d4 expended charges daily at dawn. Peekaboo. As an action, you can expend 1 charge to telepathically link yourself to one eyeball. While linked, you see through the eyeball, which has darkvision out to 120 feet, and you are blind with regards to your own vision. As a bonus action while linked to the eyeball, you can move the eyeball up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. The eyeball has 2 hit points, an AC of 15, and a Dexterity (Stealth) modifier of +7. After 10 minutes, if the eyeball is reduced to 0 hit points, or if you sever the connection (no action required), the eyeball disappears, temporarily returning to its fiendish donor.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pluckpatch (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: fiend skin This plain, worn, leather eyepatch is an unassuming addition to any treasure hoard. However, each day at dawn, eyeballs are plucked from ‘donor’ fiends in the Hells in order to slowly orbit around your head. Whether fiends are willing donors or victims of a crafty wizard’s devilish machinations is an unanswered moral dilemma. This eyepatch has 4 charges, represented by four floating eyeballs, and regains 1d4 expended charges daily at dawn. Peekaboo. As an action, you can expend 1 charge to telepathically link yourself to one eyeball. While linked, you see through the eyeball, which has darkvision out to 120 feet, and you are blind with regards to your own vision. As a bonus action while linked to the eyeball, you can move the eyeball up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. The eyeball has 2 hit points, an AC of 15, and a Dexterity (Stealth) modifier of +7. After 10 minutes, if the eyeball is reduced to 0 hit points, or if you sever the connection (no action required), the eyeball disappears, temporarily returning to its fiendish donor. Uncommon variant: Reduce the charges (and eyes) to 2, the recharge to 1d2, and the eyeballs’ Stealth modifier to +5.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pluckpatch (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: fiend skin This plain, worn, leather eyepatch is an unassuming addition to any treasure hoard. However, each day at dawn, eyeballs are plucked from ‘donor’ fiends in the Hells in order to slowly orbit around your head. Whether fiends are willing donors or victims of a crafty wizard’s devilish machinations is an unanswered moral dilemma. This eyepatch has 4 charges, represented by four floating eyeballs, and regains 1d4 expended charges daily at dawn. Peekaboo. As an action, you can expend 1 charge to telepathically link yourself to one eyeball. While linked, you see through the eyeball, which has darkvision out to 120 feet, and you are blind with regards to your own vision. As a bonus action while linked to the eyeball, you can move the eyeball up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. The eyeball has 2 hit points, an AC of 15, and a Dexterity (Stealth) modifier of +7. After 10 minutes, if the eyeball is reduced to 0 hit points, or if you sever the connection (no action required), the eyeball disappears, temporarily returning to its fiendish donor. Uncommon variant: Reduce the charges (and eyes) to 2, the recharge to 1d2, and the eyeballs’ Stealth modifier to +5. Very rare variant: Increase the charges (and eyes) to 7, the recharge to 1d6 + 1, and the eyeballs’ Stealth modifier to +10.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Plumb of the Elements","description":"Wondrous item, rare (requires attunement) This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Plunderer's Sea Chest","description":"Wondrous item, rare This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding , portable hole , or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pneuma Blade Greatsword","description":"Weapon (longsword or greatsword), rare This blade shouldn’t work; the pneumatic seals are made of earwax and leather, the sprockets’ teeth are all different sizes, and the structure itself is held together by an adhesive tape decorated with small ducks. The only explanation is that the sheer force of the kobold mechamagicians’ belief is encapsulated within this magic sword, allowing it to chomp at its enemies. Pneumatic Strike. After you make an attack roll with this weapon, but before the result of the attack is determined, you can use a bonus action to pull the blade’s trigger. With a pneumatic thrust, the top of the weapon arcs forward and you gain a +4 bonus to the attack roll. Tetanus Blade. When you hit a creature with an attack that uses Pneumatic Strike, the pathogens that live within the rusty blade are reinvigorated by its magic, and the attack deals an additional 1d8 poison damage . Backfire. When you roll an 8 on Tetanus Blade’s poison damage, dormant pathogens within surrounding creatures become reinvigorated. Each creature within 10 feet of you (including you) must succeed on a DC 15 Constitution saving throw or take 4d6 poison damage and become poisoned until the end of its next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pneuma Blade Greatsword (very rare variant)","description":"Weapon (longsword or greatsword), very rare This blade shouldn’t work; the pneumatic seals are made of earwax and leather, the sprockets’ teeth are all different sizes, and the structure itself is held together by an adhesive tape decorated with small ducks. The only explanation is that the sheer force of the kobold mechamagicians’ belief is encapsulated within this magic sword, allowing it to chomp at its enemies. Pneumatic Strike. After you make an attack roll with this weapon, but before the result of the attack is determined, you can use a bonus action to pull the blade’s trigger. With a pneumatic thrust, the top of the weapon arcs forward and you gain a +4 bonus to the attack roll. Tetanus Blade. When you hit a creature with an attack that uses Pneumatic Strike, the pathogens that live within the rusty blade are reinvigorated by its magic, and the attack deals an additional 1d8 poison damage . Very rare variant: With a refined pneumatic mechanism, this upgraded version of the pneuma blade is totally, indisputably, and inarguably, 98.4385% guaranteed not to backfire. The new-fangled heating element is also almost absolutely perfect. Increase the attack bonus of Pneumatic Strike to +5 . Change the Tetanus Blade property to: Heated Weapon. this property deals 2d8 fire damage instead of the 1d8 poison damage. Remove the Backfire property and add the Burnout property. Burnout. When you use the Heated Weapon property of this weapon and roll an 8 on both of the additional fire damage dice, the heating mechanism backfires. Each creature within 10 feet of you (including you) must succeed on a DC 16 Dexterity saving throw or take 4d6 fire damage as scalding pneumatic fluid bursts out.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pneuma Blade Longsword","description":"Weapon (longsword or greatsword), rare This blade shouldn’t work; the pneumatic seals are made of earwax and leather, the sprockets’ teeth are all different sizes, and the structure itself is held together by an adhesive tape decorated with small ducks. The only explanation is that the sheer force of the kobold mechamagicians’ belief is encapsulated within this magic sword, allowing it to chomp at its enemies. Pneumatic Strike. After you make an attack roll with this weapon, but before the result of the attack is determined, you can use a bonus action to pull the blade’s trigger. With a pneumatic thrust, the top of the weapon arcs forward and you gain a +4 bonus to the attack roll. Tetanus Blade. When you hit a creature with an attack that uses Pneumatic Strike, the pathogens that live within the rusty blade are reinvigorated by its magic, and the attack deals an additional 1d8 poison damage . Backfire. When you roll an 8 on Tetanus Blade’s poison damage, dormant pathogens within surrounding creatures become reinvigorated. Each creature within 10 feet of you (including you) must succeed on a DC 15 Constitution saving throw or take 4d6 poison damage and become poisoned until the end of its next turn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pneuma Blade Longsword (very rare variant)","description":"Weapon (longsword or greatsword), very rare This blade shouldn’t work; the pneumatic seals are made of earwax and leather, the sprockets’ teeth are all different sizes, and the structure itself is held together by an adhesive tape decorated with small ducks. The only explanation is that the sheer force of the kobold mechamagicians’ belief is encapsulated within this magic sword, allowing it to chomp at its enemies. Pneumatic Strike. After you make an attack roll with this weapon, but before the result of the attack is determined, you can use a bonus action to pull the blade’s trigger. With a pneumatic thrust, the top of the weapon arcs forward and you gain a +4 bonus to the attack roll. Tetanus Blade. When you hit a creature with an attack that uses Pneumatic Strike, the pathogens that live within the rusty blade are reinvigorated by its magic, and the attack deals an additional 1d8 poison damage . Very rare variant: With a refined pneumatic mechanism, this upgraded version of the pneuma blade is totally, indisputably, and inarguably, 98.4385% guaranteed not to backfire. The new-fangled heating element is also almost absolutely perfect. Increase the attack bonus of Pneumatic Strike to +5 . Change the Tetanus Blade property to: Heated Weapon. this property deals 2d8 fire damage instead of the 1d8 poison damage. Remove the Backfire property and add the Burnout property. Burnout. When you use the Heated Weapon property of this weapon and roll an 8 on both of the additional fire damage dice, the heating mechanism backfires. Each creature within 10 feet of you (including you) must succeed on a DC 16 Dexterity saving throw or take 4d6 fire damage as scalding pneumatic fluid bursts out.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pneumatic war pick","description":"This clockwork war pick features a spiked head on a pneumatic coil. Originally designed for demolition, the pneumatic war pick found great use in dwarven tunnels and narrow urban streets alike. When you hit an object or structure with this weapon, double the damage dice on the attack.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Special"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pocket Gem","description":"Wondrous item, very rare (requires attunement) You attune this small gem to an item; the item is then stored in a pocket dimension within the gem. While stored in this way, any magical properties of the item are suppressed and the item cannot be scryed upon. As part of the attunement process, the item is marked with a rune visible only to you. By tracing the rune upon one facet of the gem, the item is released from the pocket dimension, appearing in your grasp or at a location within your reach. You can destroy most items stored within the gem by tracing the rune’s reverse. If the gem cannot destroy the item, the gem is instead destroyed and the item returned to your hand, though you gain some insight into how the item could be destroyed with a successful DC 10 Intelligence (Arcana) check.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Pocket Oasis","description":"Wondrous item, very rare When you throw this 5-foot-by-5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extradimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to ten Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extradimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell. The effect lasts for 24 hours or until all the creatures leave the extradimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis cannot be used again for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Pocket Oasis","description":"Wondrous item, very rare When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can’t be used again for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pocket Oasis","description":"When you throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis cannot be used again for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Pocket Piano","description":"Pocket Piano Wondrous Item, very rare (requires attunement) Weight: ½ lb. or 500 lbs. This finely crafted piano is three inches wide and weighs half a pound in its reduced state. When enlarged, it is 5 ft. wide, 4ft. tall, 2ft. deep and weighs 500 pounds. Enlarge / Reduce. You can use a bonus action to enlarge the piano to full size in a space within 10 feet of you. Each creature in the area where the piano appears must make a DC 15 Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space next to the piano. You can use a bonus action to reduce the piano again. You can use an action to play a magic tune on the piano. Choose one of the following: Rousing Tune. You cast Bless on a number of creatures equal to your proficiency bonus. Melancholy Tune. You cast Bane on a number of creatures equal to your proficiency bonus. Heroic Tune. You cast Heroism on a number of creatures equal to your proficiency bonus. Each day you can play a number of magic tunes equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Pocket Spark","description":"Wondrous item, common What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Pocket Stuff","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Pockets don’t hold a lot, but there are a few things you will likely find in them: A smart phone, wallet, credit cards, cash, id cards, keys, a pocketknife/tool, a watch.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Poison Ammunition","description":"+1d4 Poison Damage","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Poison Dart","description":"ranged weapon (simple) Effects: Target must succeed on a DC 17 Constitution saving throw. On a failed save the target’s movement speed is halved, they have disadvantage on Dexterity saving throws and can not use their reaction until the start of their next turn.","properties":{"Category":"Items","Item Type":"Ranged Weapon (simple)","Properties":"Finesse, Range, Thrown","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Poison Hemlock","description":"This herb may grow 7 feet high. The smooth, hollow stem is usually purple or red striped. Its white flowers are small and grow in small groups that tend to form flat umbels. Its long, turnip like taproot is solid. This plant is very poisonous and even a very small amount may cause death. This plant is easy to confuse with wild carrot or Queen Anne's lace, especially in its first stage of growth. Any creature eating any part of the plant must make a DC11 Constitution saving throw or take 5 (2d4) points of poison damage and gain the poisoned condition for 2d4 hours. The poison damage scales up based on how much is eaten. When not accidentally eaten a poisoner usually uses the entire root which will cause 24 (8d4) poison damage.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Poison of Oblivion","description":"Poison of Oblivion Wondrous Item, Very Rare Harvested from elusive giant spiders that dwell in enchanted caves, this poison has the power to send even the mightiest foes into a deep, dreamless sleep. A vial of Poison of Oblivion holds a single dose. As an action, you can coat one slashing or piercing weapon, one piece of ammunition, or a trap that deals slashing or piercing damage with this poison. Once applied, the poison retains its potency for one year or until a creature takes slashing or piercing damage from the item that was coated with it. A creature that takes slashing or piercing damage from a weapon, a piece of ammunition, or a trap coated with Poison of Oblivion must succeed on a DC 20 Constitution saving throw or become poisoned for 4d6 hours. While poisoned this way, the creature is unconscious and immune to the dream spell and can only wake up if it takes 10 damage or more on a single round. Optional Rule: Arcane Anesthesia Dark elf surgeons use Poison of Oblivion as anesthetic to perform ambitious and often life-saving surgeries. At the gamemaster’s discretion, player characters can use an action to insert the contents of a Poison of Oblivion vial in a syringe. In that form, the effects of Poison of Oblivion can be applied to a willing creature without the creature having to take damage. Orelyn, Hemera, and Nyctos on Poison of Oblivion “Say, haven’t we cataloged another ‘of Oblivion’ item already?” Nyctos asks as he flutters above Orelyn and Hemera. “The Lotus of Oblivion,” Hemera peeps from behind a thick tome. “Myth has it that a magic fruit exists that can —” “Yes! That one!” Nyctos exclaims. “What gives? Is there a secret connection?” Orelyn shakes her head. “There are many things that cause oblivion, so synonymities are bound to happen,” she says as she unrolls an old scroll. “In this case, one is a dangerously addictive fruit with healing powers, and the other is poison harvested from spiders that can —” “I knew it! Maybe these spiders ate those lotuses!” Nyctos exclaims. Orelyn shakes her head again. “There are no lotus trees in the caves the spiders in question live. In fact, there are no lotus trees in the whole of the Sunken World.” “Yes! Because those hungry, addicted spiders must’ve eaten them all!” Orelyn rolls. “Unlikely.” “But not absolutely impossible?” Nyctos asks, peaking over Orelyn’s shoulder. “Not totally, inconceivably out-of-the-question impossible, right? Right?”: “… Right,” Orelyn sighs.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Poison Pod","description":"Pizmutiaas, rare Even in still caverns, the bulbous stalks of the poison pod fungi gently sway on imperceptible Underworld breezes. The germinated spore pods alight with a soft glow separate from the stalk, and float away on the faintest of air currents. Light Aura. Individual pizmutiaas spore pods cast little light on their own, less than a normal candle. But a stalk in full bloom emits a green phosphorescent illumination that acts as a beacon to creatures in the darkness of Underworld in the hopes of dislodging is spore pods and distributing its seed. Spore Cloud. At the slightest touch or impact, the pods burst into a scintillating spore cloud of caustic vapor in a 30-foot radius. A character who inhales the caustic vapor of a pizmutiaas spore cloud becomes poisoned, is unable to breathe, and takes 3 (1d6) poison damage on its turn. A character poisoned from caustic vapor can make a successful DC 15 Constitution saving throw at the end of each turn to end the ongoing damage and regain its breath, but the character remains poisoned for the next 24 hours. Pizpods. Capturing these spores without rupturing them is nearly impossible, but certain funglet alchemists have mastered the technique. By bottling them in a brittle skein, the pods become moderately durable, enabling them to be used as a weapon. As an action, you can throw a pizpod up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the pzipod as an improvised weapon. On a hit, the target is subject to a caustic vapor spore cloud.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Poison Popper","description":"Poison Popper Wondrous Item, Uncommon You can throw this inedible fruit at a point you can see within 60 feet of you, causing it to explode and release a cloud of noxious gas in a 10-foot-radius sphere centered on that point. The cloud spreads around corners and lingers for 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The cloud’s area is lightly obscured, and when a creature enters it for the first time on a turn or starts their turn there, they must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) poison damage and is poisoned for 1 minute (save ends at end of turn). While poisoned in this way, a creature’s speed is halved. On a successful save, a creature takes half as much damage and suffers no other effect.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Poison Strand","description":"Weapon (whip), very rare (requires attunement) When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage. If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn’t pulled toward you. You can’t use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). On a success, the target is no longer restrained by the whip. When the whip has restrained creatures for a total of 1 minute, you can’t restrain a creature with the whip again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Poison, Basic","description":"Poison, Basic Adventuring gear Price: 100 gp Quantity: vial You can use the poison in this vial to coat one bladed weapon or up to three pieces of ammunition. Applying the poison requires a Main Action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution check or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Poison, basic (ampoule)","description":"Poison, Basic (Ampoule) Miscellaneous gear A creature that drinks or is injected with this liquid must make DC 10 Constitution saving throw or take 1d4 poison damage and is considered poisoned for 1 minute. The full contents must be used in order to achieve any effect","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Poisoned Blade","description":"Poisoned Blade Melee weapon Price: 1,000 gp The blade of this dagger is always coated with a quick-acting toxin. This blade is enchanted to continually coat the blade in a poisonous substance. This dagger does an extra 1d4 poison damage on attacks. Additionally, the blade can be physically dipped or whipped across food and drink to poison them. Anyone eating those substances takes 2d4 poison damage after a short time. The blade cannot poison more than 1 square foot of food or liquid each hour. Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Small. Small weapons are used one-handed and are usually small enough to be hidden away in a boot, up a sleeve, or secretly tucked into a small bag. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Damage: 1d4 Secondary Damage: 1d4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Poisoner's Kit","description":"Poisoner's Kit Tools A poisoner’s kit includes the vials, chemicals, and other Equipment necessary for the Creation of Poisons. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to craft or use Poisons . Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Poisoner's Kit","description":"Tools Ability: Intelligence Weight: 2 lb. Cost: 50 GP Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Poisoner's Kit"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Poisoner's Kit","description":"Poisoner's Kit Tools A poisoner’s kit includes the vials, chemicals, and other Equipment necessary for the Creation of Poisons. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make to craft or use Poisons . Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Poisonpuff","description":"Suffocatio, uncommon The bones of corpses who stumbled into a poisonpuff litter the ground near these dangerous and volatile fungi. Suffocatio fungi grow in small clusters throughout the Rift, making climbing into or out of the huge canyon a suicidal effort. Spore Cloud. Jostling the bulb of a poisonpuff releases a cloud of caustic vapor in a 30-foot radius. A character who caught in the cloud becomes poisoned, is unable to breathe, and takes 3 (1d6) poison damage on its turn. A character poisoned from caustic vapor can make a successful DC 15 Constitution saving throw at the end of each turn to end the ongoing damage and regain its breath, but the character remains poisoned for the next 24 hours.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Pole","description":"Pole (10-foot) Adventuring gear Weight: 7","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Pole","description":"Pole (10-foot) Adventuring gear Weight: 7","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":7,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pole","description":"Adventuring Gear Weight: 7 lb. Cost: 5 CP A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump , you can use the Pole to vault, giving yourself Advantage on the check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Pole"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pole","description":"Pole (10-foot) Adventuring gear Weight: 7","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Pole of Angling","description":"Pole of Angling Wondrous item, common While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Pole of Angling","description":"Wondrous Item, Common This item functions as a Pole. While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Pole of Angling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pole of Collapsing","description":"Pole of Collapsing Wondrous item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. Weight: 7","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Pole of Collapsing","description":"Pole of Collapsing Wondrous Item, Common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Pole of Collapsing","description":"Pole of Collapsing Wondrous item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Pole of Collapsing","description":"Wondrous Item, Common This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Pole of Collapsing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pole of Rescue","description":"Pole of Rescue Wondrous item, uncommon This 5-foot-long pole is made of polished steel. When you speak the command word, a short silver thread appears attached to the end of the pole, with a 6-inch-wide silver hoop on the end of the thread. If you make a casting motion with the pole toward a creature you can see within 120 feet of you, the hoop flies unerringly toward the target with the thread magically lengthening. If the target, being of size medium or smaller and not magically restrained, takes hold of the hoop, the thread begins retracting and drags the target toward you. Speaking the command word again causes the thread and hoop to disappear. Once used, this property of the pole can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Polonium Ammunition","description":"Weapon (Ammunition), Rare The tip of this ammunition is made of highly radioactive polonium encased within a brittle lead crystal designed to shatter upon impact. Polonium Strike When you hit a creature with a ranged attack using the ammunition, it takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution save or suffer Radiation Sickness . The creature must repeat the save at the end of every minute, suffering Radiation Sickness with each failure, until it or another creature spends 1 minute and succeeds on a DC 15 Wisdom (Medicine) check to remove the polonium fragments from its body. Once it hits a target, the ammunition is destroyed.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Polymorph Potion","description":"Potion, rare When you drink this potion, which is a purple liquid derived from mimic blood, you gain the effects of the polymorph spell for 1 hour. Roll a d20 and consult the following table to determine the form you are transformed into. d20 New Form 1 Rat 2 Lizard 3 Cat 4 Octopus 5 Weasel 6 Goat 7 Owl 8 Draft Horse 9 Eagle 10 Mastiff 11 Constrictor Snake 12 Wolf 13 Ape 14 Crocodile 15 Giant Toad 16 Commoner (random appearance) 17 Brown Bear 18 Tiger 19 Elephant 20 Tyrannosauraus Rex","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pony","description":"Pony Mounts The horses common to Rokugan are slight compared with warhorses or drafthorses, and are generally not ridden into the fray in battle, though samurai might use them to get from place to place. A Rokugani pony uses the profile for a pony found in the SRD.","properties":{"Category":"Items","Item Type":"Mounts"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Poppy","description":"Natural intoxicant, Uncommon These are beautiful flowers that can be cut to extract a white latex material. This latex or milk is either distilled in a liquid or refined into a powder that can be smoked. This is one of the most addictive naturally occurring substances to be found. Initial. User will have their sense of pain drastically reduced. If they are suffering negative effects from pain then the effects will subside for 2d6 minutes. Secondary Effect. User will be immune to horror or its effects for 2d6 minutes. Side Effect. User will have disadvantage when rolling initiative as they are slow to act in combat. User must succeed on a DC 10 Constitution saving throw or be incapacitated for 2d12 minutes after the end of secondary effects. Overdose. If more than two doses are taken in a six hour period then the user immediately gains one level of exhaustion. A creature that takes seven doses of poppy in a six hour period will have six levels of exhaustion and therefore die from exhaustion.","properties":{"Category":"Items","Item Type":"Intoxicant","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Poppystool","description":"Poppystool Spell catalyst, uncommon This magical plant is a common poppy flower fruited with small mushrooms as a result of a fungal infection. When you cast the sleep spell, you can choose to allow the spell to consume this spell catalyst. When you do, you reroll each die whose result is a 1 or 2. You must keep the second result, even if it is a 1 or a 2.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Portable Ballista","description":"","properties":{"Category":"Items","Item Type":"Weapon (portable ballista)","Properties":"Ammunition (100/400), Heavy, Loading, Mounted, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Portable Bridge","description":"Portable Bridge Wondrous item, very rare When folded, this item is small enough to fit in your pocket. When unfolded as an action, it magically expands into a 5-foot-wide bridge of wooden planks, capable of spanning a 60-foot gap.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Portable Cannonballs","description":"Weapon (cannonballs), uncommon This bag contains twenty iron balls, each one inch in diameter and weighing 1/4 of a pound. As a bonus action, you can speak the command word, which causes any number of the balls to expand into full-size cannonballs weighing 10 pounds each, suitable for firing from a cannon. The bag can be poured out on the ground as an action, in which case it functions exactly as a bag of ball bearings. If the command word is spoken after the bag is poured out, all the balls expand at once. If a bag full of expanded balls is set to rolling, such as by being poured down a hill, any creature in the path of the balls must make a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage. Individual iron balls can be fired from a sling or firearm and expanded in midair, dealing 2d12 bludgeoning damage on a hit, though any attacks made in this fashion have disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (cannonballs)","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Portable Guardian","description":"Portable Guardian Utility (limited), uncommon This 6-inch cube-shaped device weighs 2 lbs. When you use an action to activate the device, it floats to an unoccupied space within 10 feet of you and transforms into a reisa guardian . The guardian functions as if you had used the towering guardian power. At the end of the duration, the guardian’s frame falls apart, becoming a pile of useless scrap.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Portable Hole","description":"Portable Hole Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane , so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate . Placing a portable hole inside an extradimensional space created by a bag of holding , handy haversack , or similar item instantly destroys both items and opens a gate to the Astral Plane . The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Portable Hole","description":"Portable Hole Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding , Heward’s handy haversack , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Portable Hole","description":"Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole . A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding , Heward’s Handy Haversack , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Portable Hole"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Portable Media Device","description":"Portable Media Device Miscellaneous gear (digital device) This could be anything from a digital assistant to a wristphone to smart glasses. PMDs represent any portable device used in everyday life in order to scan and store data, contact others, and access the Silrayne Intergalactic Matrix. Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Portable Potion Press","description":"Wondrous item, uncommon Component: construct gears Developed by an institute of brilliant alchemical engineers to make dungeon crawling a less wasteful activity, this back-mounted laboratory produces surprisingly effective potions, considering the… questionable materials. The institute takes no responsibility for explosive accidents that may occur as a result of improper equipment maintenance. You can use this item as a set of alchemist’s supplies and as a poisoner’s kit. Waste Not. As an action, you can insert a body part from a creature of CR 1 or higher that has been dead for no more than 1 hour into the alchemical receptacle on this backpack. Over the course of 1 hour, the backpack presses and distils this body part into restorative fluid. Once this process is complete, roll one of the Hit Dice of the creature the body part belonged to and add the result to the backpack’s pool of points, which is stored in a small, detachable bottle. This pool can hold up to 30 points. As an action, a creature can remove this bottle and drink its contents, gaining temporary hit points equal to the number of points in the pool, which last for 1 hour. If you are wearing the backpack, you can do this as a bonus action through the use of a drinking tube.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Portable Potion Press (rare variant)","description":"Wondrous item, uncommon Component: construct gears Developed by an institute of brilliant alchemical engineers to make dungeon crawling a less wasteful activity, this back-mounted laboratory produces surprisingly effective potions, considering the… questionable materials. The institute takes no responsibility for explosive accidents that may occur as a result of improper equipment maintenance. You can use this item as a set of alchemist’s supplies and as a poisoner’s kit. Waste Not. As an action, you can insert a body part from a creature of CR 1 or higher that has been dead for no more than 1 hour into the alchemical receptacle on this backpack. Over the course of 1 hour, the backpack presses and distils this body part into restorative fluid. Once this process is complete, roll one of the Hit Dice of the creature the body part belonged to and add the result to the backpack’s pool of points, which is stored in a small, detachable bottle. This pool can hold up to 30 points. As an action, a creature can remove this bottle and drink its contents, gaining temporary hit points equal to the number of points in the pool, which last for 1 hour. If you are wearing the backpack, you can do this as a bonus action through the use of a drinking tube. Rare variant: Increase the number of Hit Dice rolled when the backpack processes a body part to two and the maximum points the backpack can hold to 40.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Portable Potion Press (very rare variant)","description":"Wondrous item, uncommon Component: construct gears Developed by an institute of brilliant alchemical engineers to make dungeon crawling a less wasteful activity, this back-mounted laboratory produces surprisingly effective potions, considering the… questionable materials. The institute takes no responsibility for explosive accidents that may occur as a result of improper equipment maintenance. You can use this item as a set of alchemist’s supplies and as a poisoner’s kit. Waste Not. As an action, you can insert a body part from a creature of CR 1 or higher that has been dead for no more than 1 hour into the alchemical receptacle on this backpack. Over the course of 1 hour, the backpack presses and distils this body part into restorative fluid. Once this process is complete, roll one of the Hit Dice of the creature the body part belonged to and add the result to the backpack’s pool of points, which is stored in a small, detachable bottle. This pool can hold up to 30 points. As an action, a creature can remove this bottle and drink its contents, gaining temporary hit points equal to the number of points in the pool, which last for 1 hour. If you are wearing the backpack, you can do this as a bonus action through the use of a drinking tube. Rare variant: Increase the number of Hit Dice rolled when the backpack processes a body part to two and the maximum points the backpack can hold to 40. Very rare variant: Increase the number of Hit Dice rolled when the backpack processes a body part to four and the maximum points the backpack can hold to 50.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Portable Ram","description":"Portable Ram Adventuring gear You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check . One other character can help you use the ram, giving you advantage on this check. Weight: 35","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":35,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Portable Ram","description":"Adventuring Gear Weight: 35 lb. Cost: 4 GP You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Portable Ram"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Portable Ram","description":"Portable Ram Adventuring gear You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check . One other character can help you use the ram, giving you advantage on this check. Weight: 35","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Portable Shield Device (PSD)","description":"Portable Shield Device (PSD) Shield A portable shield device (PSD) is often worn by long distance travelers. It has a sorium core and is designed to repel high-velocity weapon fire from weapons using the same technology. It can be tailored to fit any wearable hard surfaced item like a bracer, belt, helmet, or the like. While it provides no bonus to AC, it requires no proficiency to use and counts as wearing armor versus weapons that possess the high-velocity property. It also provides a +2 bonus to Burst saves if worn without armor. Without a PSD or any armor, a high-velocity weapon deals an additional die of damage with an increased probability of a critical strike (see Weapon Properties).","properties":{"Category":"Items","Expansion":27051,"Item Type":"Shield","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Portable Span","description":"Portable Span Wondrous item, uncommon This item appears to be a miniature model of a stone bridge. When you set it on the ground and use a bonus action to speak its command word, it expands into a 50-foot-long, 10-foot-wide stone span. The span can hold up to 5,000 pounds. When you speak the command word again, the span contracts to its miniature size and appears on the ground at your feet. After you have expanded and contracted the span, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Portable Tea Set","description":"Portable Tea Set Adventuring gear These small, portable tea sets are designed to withstand rough handling and travel. They allow travelers to enjoy their favorite beverages even when they are far from home.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Portal Chalk","description":"Wondrous item, very rare Each of these two pieces of chalk radiate a different luminescent aura: one orange, the other blue. Each piece of chalk has 10 uses. As an action, you can expend one use of a piece of chalk to draw a circular or rectangular portal on a solid stone surface large enough for a Medium creature. This portal instantly becomes linked to the most recent portal drawn with the other color of chalk, unlinking any portals created by these pieces of chalk other than these two. A linked portal is a glowing ring or rectangle filled with opaque mist; an unlinked portal is simply mundane chalk. A pair of linked portals acts as a magical gate. Any creature or object entering a linked portal exits from the other portal as if the two were adjacent to each other.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Portal Compass","description":"Portal Compass Wondrous item, uncommon This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Portal Launcher","description":"Portal Launcher Utility, rare This 2-inch square device is worn on the wrist. While wearing it, you can use it to activate the portal power as an action. Once the device is used, you can’t use it again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Portal Loupe","description":"Portal Loupe Wondrous item, uncommon This brass item resembles a palm-sized, squat telescope featuring a magnifying lens at one end. A thin circle of rune-marked silver is inset into the side of the lens. As an action, the wielder can place the end of the loupe onto a vertical or horizontal surface and peer into the lens to see through a wall, floor, or door. The portal loupe can see through wood, stone, or metal with a thickness of no more than 5 feet. Using the loupe’s magic to see through a barrier doesn’t allow the wielder to use its own darkvision, truesight, or other method of perception.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Portal Stone","description":"Portal Stone Spell catalyst, rare This small rock is imbued with energy from the Transitive Planes, the Astral and Ethereal, making it easier for a spellcaster to summon powerful beings across realities. When you cast the summon aberration , summon beast , summon celestial , summon construct , summon elemental , summon fey , summon fiend , summon shadowspawn , or summon undead spell (each of which are from Tasha’s Cauldron of Everything ), you can choose to allow the spell to consume this spell catalyst. When you do, the spell is cast 1 level higher than the spell slot you expended, to a maximum of 9th level.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Portal Wand","description":"Wand, Rare (Requires Attunement) This magic wand has 3 charges and regains all expended charges daily at dawn. Conjure Portals. As a bonus action, you can expend 1 charge to create two magical portals in two unoccupied spaces you can see within 30 feet of you. Each portal is 5 feet in diameter and a Large or smaller creature that enters one of the portals appears instantly within 5 feet of the other portal or in the nearest unoccupied space if that space is occupied. Objects (including attacks, spells, and magical effects) can also travel through the portals. The portals remain for 1 minute, or until you dismiss them as a bonus action or use the wand to create new portals. Impromptu Portal. As a reaction to another creature within 30 feet of you moving or making an attack roll, you can expend 1 charge to use Conjure Portals, placing one of the portals directly in front of the creature. The creature can make a DC 15 Dexterity saving throw to stop its movement or halt its attack. On a success, the creature stops and its speed is reduced to 0 feet for the rest of the turn if it was moving or its attack is wasted if it was attacking. On a failure, the creature or its attack moves through the portal in front of it and arrives through the other portal. If the creature was making an attack roll, this may change the target of the attack.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wand","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Posion Dart Trap","description":"Mechanical Trap When the guarded closure is touched, a poison dart is shot at the person opening it. 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When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Pot of Awakening","description":"Wondrous Item, Common If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Pot of Awakening"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Pot, Iron","description":"Pot, Iron Adventuring gear Price: 2 gp Useful for cooking.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Potent Cure-All","description":"Potion, legendary The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion Belt","description":"Wondrous item, rarity varies One or more thin bands of flexible, pale blue crystal run along this plain, brown leather belt. As an action, you can pour a potion onto a band of crystal, which absorbs the potion and turns a deep blue. Each band of crystal can store only one potion at a time. Potion Belt (Common). This belt contains only one band of crystal. While wearing the belt, you can use an action to speak the belt’s command word and gain the benefits of the potion as if you drank it. Greater Potion Belt (Rare). This belt contains three bands of crystal. While wearing the belt, you can use a bonus action to speak the belt’s command word and the name of one of the potions and gain the benefits of the named potion as if you drank it.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Potion of Ability","description":"Potion, common When you drink this potion, one of your ability scores becomes 18 (if not already higher) for 1 minute. The DM chooses which ability score is affected by this potion or determines it randomly, using the following table: d6 Result 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Acid Resistance","description":"Potion of Acid Resistance Potion, uncommon When you drink this potion, you gain resistance to acid damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Potion","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Acid Resistance","description":"Potion Of Acid Resistance Potion, uncommon When you drink this potion, you gain resistance to acid damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Acid Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Acid damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Acid Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Acid damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Acid Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Acid damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Acid Resistance Effect\",\"parent\":\"Potion of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Acid Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Acid Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Acid Resistance Defense\",\"parent\":\"Potion of Acid Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Acid Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Acid damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Advantage","description":"Potion of Advantage Potion, Uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Potion of Aging","description":"Wondrous item, legendary This cloudy blue potion was brewed from the blood of a living god. For each droplet that a creature drinks from this potion, the creature physically ages by one year. Creatures with shorter lifespans, such as humans, should be cautious when drinking this potion. Brewing the potion is a long process that requires one droplet of divine blood to be added each year for many years. Such potions are always designated with the number of years that it took to brew them. For example, a potion of aging (25 years) contains 25 droplets.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Potion of Air Breathing","description":"Potion, uncommon This potion’s pale blue fluid smells like salty air, and a seagull’s feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Animal Friendship","description":"Potion of Animal Friendship Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Animal Friendship","description":"Potion of Animal Friendship Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Animal Friendship","description":"Potion, Uncommon When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion’s muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Animal Friendship"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Animal Friendship","description":"Potion, Uncommon When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion’s muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Animal Friendship\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Animal Friendship\\\",\\\"description\\\":\\\"When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).\\\\nAgitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Drink Potion of Animal Friendship\",\"parent\":\"Potion of Animal Friendship\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Animal Friendship\\\",\\\"description\\\":\\\"When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Animal Friendship Spell Attach\",\"parent\":\"Potion of Animal Friendship\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Animal Friendship\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Animal Friendship","data-description":"When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).\nAgitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Antimagic","description":"Potion, uncommon When you drink this potion, you gain the effects of the dispel magic, targeted on yourself.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Aqueous Form","description":"Potion of Aqueous Form Potion, rare When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. You're under the following effects while in this form: Liquid Movement. You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter. Watery Resilience. You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws. Limitations. You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Potion of Bad Taste","description":"Potion, common This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Barkskin","description":"Potion of Barkskin Common potion This turbid brown potion hardens the skin of the consumer. A person who samples the liquid feels a tingling on the skin and slight stiffness in the joints. Drinking it causes the skin to harden into a bark-like natural armor. Property [Consumable] : As an action, you drink the potion and gain a +2 bonus to your AC for one minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Potion of Black Sight","description":"Potion, common When you drink this potion, you gain darkvision out to 60 feet for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Bloody Defense","description":"","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Bottled Language","description":"Potion of Bottled Language Potion, Uncommon (rare for exotic or dead languages) Prized by merchants and diplomats alike, these potions have been infused with the concentrated essence of a language. Different potions for different languages exist, and potions infused with exotic or dead languages are often more expensive than potions of more common languages. When you drink this potion, you can magically speak, read, and write the language whose essence the potion includes for 1 hour. This potion’s color may vary depending on language and dialect, but all variants have tiny translucent letters floating in them. Shaking the bottle momentarily combines the letters into random words of the language it includes. If you drink one potion of the same bottled language every day for 30 days, you permanently learn to read and write that language. Linguistic Intoxication. If you drink a Potion of Bottled Language while still under the effects of another Potion of Bottled Language you must succeed on a DC 15 Intelligence saving throw or become linguistically intoxicated for 1 hour. While linguistically intoxicated, you feel light-headed and your speech is slurred; and you can only speak, read, and write only the languages of the potions that currently affect you.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Potion","Item Rarity":"uncommon (rare for exotic or dead languages)"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Potion of Bottled Time","description":"","properties":{"Category":"Items","Item Type":"potion","Item Rarity":"very rare"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Potion of Bouncing","description":"Potion, uncommon A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Brief Energy","description":"Potion of Brief Energy Potion, common This bitter, dark brown potion has a robust, earthy aroma and is always pleasantly warm to the touch. It can be mixed with cream and sugar to alleviate its bitterness without diminishing its effectiveness. For 1 hour after you drink this potion, you gain the following benefits: You can’t be surprised except by magical means. You can’t be put to sleep except by magical means. Your level of exhaustion is considered to be 1 lower. You have advantage on Constitution saving throws to maintain your concentration. Once the potion’s duration ends, if you’ve consumed more than one potion of brief energy since you finished your last long rest, your head begins to ache and you become jittery until you finish a long rest, imposing disadvantage on any Wisdom check and any Dexterity (Sleight of Hand) check you make.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Potion of Buoyancy","description":"Potion, common When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Burning Blood","description":"Potion, uncommon This potion resembles blood swirling with flame. After consuming this potion, your blood becomes superheated, causing harm to creatures other than yourself. For the next 10 minutes, whenever you take damage from a critical hit or sustain an Injury, each creature within 5 feet of you takes 4d6 fire damage. This effect ends early if it triggers for a fourth time.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Burning Blood","description":"Potion of Burning Blood Potion, uncommon Weight: ½ lb. When you drink this potion, your blood becomes dangerous to any creature but you for 1 hour. During this time, any creature within 5 feet of you when you take piercing, slashing, or acid damage must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Potion of Clairvoyance","description":"Potion of Clairvoyance Potion , rare When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Clairvoyance","description":"Potion of Clairvoyance Potion, rare When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Clairvoyance","description":"Potion, Rare When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Clairvoyance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Clairvoyance","description":"Potion, Rare When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Clairvoyance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Clairvoyance\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).\\\\nAn eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Potion of Clairvoyance\",\"parent\":\"Potion of Clairvoyance\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Clairvoyance\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Clairvoyance Spell Attach\",\"parent\":\"Potion of Clairvoyance\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Clairvoyance\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Potion of Clairvoyance","data-description":"When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).\nAn eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Climbing","description":"Potion of Climbing Potion, common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Climbing","description":"Potion of Climbing Potion , common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Common","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Climbing","description":"Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Climbing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Climbing","description":"Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Climbing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Climbing\\\",\\\"description\\\":\\\"When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.\\\\nThis potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"50 GP\\\",\\\"rarity\\\":\\\"Common\\\"}\"},{\"name\":\"Drink Potion of Climbing\",\"parent\":\"Potion of Climbing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Climbing\\\",\\\"description\\\":\\\"When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Climbing Effect\",\"parent\":\"Potion of Climbing\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Climbing\\\",\\\"description\\\":\\\"When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Climbing Climb Speed\",\"parent\":\"Potion of Climbing Effect\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Climb\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"},{\"name\":\"Potion of Climbing ADV on Athletics\",\"parent\":\"Potion of Climbing Effect\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Athletics\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"You have Advantage on Strength (Athletics) checks to climb.\\\"}\"}]","filter-Attunement":"Common","Name":"Potion of Climbing","data-description":"When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.\nThis potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Cloud Giant Strength","description":"Potion of Cloud Giant Strength Potion, very rare When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Cloud Giant Strength","description":"Potion, Very Rare When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Cloud Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Cloud Giant Strength","description":"Potion, Very Rare When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Cloud Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Cloud Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 27.\\\\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Potion of Cloud Giant Strength Effect\",\"parent\":\"Potion of Cloud Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Cloud Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 27.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Cloud Giant Strength Strength Modifier\",\"parent\":\"Potion of Cloud Giant Strength Effect\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Set Value\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":27}}\"}]","filter-Attunement":"Very Rare","Name":"Potion of Cloud Giant Strength","Weight":0,"data-description":"When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 27.\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Cold Resistance","description":"Potion of Cold Resistance Potion, uncommon When you drink this potion, you gain resistance to cold damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Cold Resistance","description":"Potion Of Cold Resistance Potion, uncommon When you drink this potion, you gain resistance to cold damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Cold Resistance","description":"Potion of Cold Resistance Potion, uncommon When you drink this potion, you gain resistance to cold damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Potion of Cold Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Cold damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Cold Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Cold damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Cold Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Cold damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Cold Resistance Effect\",\"parent\":\"Potion of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Cold Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Cold Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Cold Resistance Defense\",\"parent\":\"Potion of Cold Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Cold Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Cold damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Comprehension","description":"Potion, Common When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour. This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Comprehension"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Corrosive Touch","description":"Potion, uncommon When you drink this potion, you gain the ability to dissolve material with a touch of your hand for 1 minute. On your turn, you can use your action to dissolve a cube no more than 1 foot on a side of non-living matter or you can take the Attack action to make two melee spell attacks using Strength as your spellcasting ability. On a hit, the target takes 4 (1d8) acid damage.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Dark Ascension","description":"Potion, very rare Drinking this potion fills you with the wrath of a fallen angel. For one minute, you gain the benefits of dark angel’s embrace*.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Deafness","description":"Uncommon Through a dulling of the senses, you gain resistance to thunder damage and are immune to any spells or effects that rely on hearing.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Defense","description":"Potion, uncommon (+1), rare (+2), very rare (+3) When you drink this potion, you gain a bonus to your AC for 1 minute. The bonus is determined by the rarity of the potion.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Diminution","description":"Potion of Diminution Potion , rare When you drink this potion, you gain the \"reduce\" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Diminution","description":"Potion of Diminution Potion, rare When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Diminution","description":"Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Diminution"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Diminution","description":"Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Diminution\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Diminution\\\",\\\"description\\\":\\\"When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).\\\\nThe red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Potion of Diminution\",\"parent\":\"Potion of Diminution\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Diminution\\\",\\\"description\\\":\\\"When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Diminution Spell Attach\",\"parent\":\"Potion of Diminution\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Enlarge Reduce\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Potion of Diminution","data-description":"When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).\nThe red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Dire Cleansing","description":"Potion, uncommon For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don’t gain the benefits of the potion.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Dire Cleansing","description":"Potion, uncommon For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don’t gain the benefits of the potion.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Potion of Divine Essence","description":"Potion, Legendary This potion contains a sliver of divine essence. When you drink it, any levels of Exhaustion you have are removed and any diseases or curses on you end. The potion also ends any effects that reduce your ability scores or hit point maximum, or that causes you to be Blinded, Charmed, Deafened, Frightened, or Poisoned. In addition, your proficiency bonus increases by 2 for 1 hour after drinking the potion.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Potion of Dragon's Majesty","description":"Potion of Dragon's Majesty Potion, legendary This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Potion of Dreaming","description":"Potion, uncommon This potion can grant you a vision of that which you most desire. You must drink this potion before going to sleep and name the person, object, or setting you seek. You then dream, gaining clues about the object of your desire that are up to the DM. Upon awakening the dream remains vivid in your mind. When you use this potion again, the previous vision is erased from your memory. The DM determines the nature of the dream.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Ebbing Strength","description":"Potion, uncommon When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a potion of dire cleansing or holy verdant bat droppings (see). Warriors who use this potion without a method of removing the poison don’t intend to return home from battle.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Ebbing Strength","description":"Potion, uncommon When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hp while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a potion of dire cleansing or holy verdant bat droppings. Derro who use this potion without a method of removing the poison don’t intend to return home from battle.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Potion of Effulgence","description":"Potion, common When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 hour. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion’s golden liquid sparkles with motes of sunlight.","properties":{"Category":"Items","Expansion":5315,"Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Potion of Effulgence","description":"Potion, common When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion’s golden liquid sparkles with motes of sunlight.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Empowering Truth","description":"Potion, rare A withered snake’s tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can’t speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Empowerment","description":"Potion, Rarity Varies When you drink this potion, you gain a bonus to your spell attack rolls and to the saving throw DCs of your spells for 1 minute. The bonus depends on the potion’s rarity, as shown in the Potion of Empowerment table. Potions of Empowerment Potion of ... Rarity Bonus Empowerment Common +1 Greater Empowerment Uncommon +2 Superior Empowerment Rare +3","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Rarity Varies"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Potion of Energy","description":"Uncommon You remove one level of Exhaustion. You cannot sleep for 24 hours, though you still gain the benefits of a Long Rest if you take the time to relax.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Everchanging Effects","description":"Potion, very rare When you first drink this potion, and again at the start of each of your turns while under its effects, roll on the table below to determine which effect occurs for that turn. Each Potion of Everchanging Effects lasts for 1d4+1 rounds. If you are proficient in alchemist’s supplies you can attempt to create a potion of everchanging effects by using alchemist’s supplies to make a DC 15 Intelligence check and mixing together one of each of the following: potion of flying, potion of growth, potion of healing, potion of invisibility, potion of speed, and any variation of a potion of resistance (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder). On a failed check, you accidentally create a flask of alchemist’s fire instead. d6 Result 1 You gain a flying speed equal to your walking speed until the beginning of your next turn. 2 You gain the “enlarge” effect of the enlarge/reduce spell until the beginning of your next turn. 3 You regain 4d4 + 4 hit points. 4 You become invisible until the beginning of your next turn. Anything you wear or carry is invisible with you. The effect ends if you attack or cast a spell. 5 You gain the effect of the haste spell until the beginning of your next turn. 6 You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Potion of Expertise","description":"Potion, Rare When you drink this potion, you gain proficiency in a skill of your choice for 1 hour. If you are already proficient in that skill, your proficiency bonus is doubled for any ability check you make using that skill.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Potion of Expertise","description":"Potion, very rare When you drink this potion, your proficiency bonus is doubled for 1 minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of False Strength","description":"Potion, rare This potion has a deep purple hue, which seems to darken eternally into an inky blackness without ever actually changing color. Drinking this potion grants one great strength at increasing cost. After drinking this potion, and at the start of each of your turns for 1 minute, your Strength score increases by 1 and you have advantage on Strength ability checks and saving throws until the end of your next turn. Whenever your strength score increases in this way, roll 1d6. D6 EFFECT 1-2 You have disadvantage on Intelligence saving throws until the end of your next turn, and your Intelligence score is reduced by 2 (to a minimum of 1) until the potion’s effects end. If this reduces your Intelligence score to below 6, you lose the ability to communicate, though you still mostly understand languages you know. 3-4 You have disadvantage on Wisdom saving throws until the end of your next turn, and your Wisdom score is reduced by 2 (to a minimum of 1) until the potion’s effects end. If this reduces your Wisdom score to below 6, you lose the ability to easily distinguish friend from foe, and must make a DC 10 Wisdom saving throw at the start of each of your turns (including when your Wisdom score is first reduced below 6). On a failed saving throw, you must include the nearest creature to you as the target of any attack you make or spell you cast until the start of your next turn. 5-6 You have disadvantage on Charisma saving throws until the end of your next turn, and your Charisma score is reduced by 2 (to a minimum of 1) until the potion’s effects end. If this reduces your Charisma score to below 6, you begin to lose your sense of self. You must make a DC 10 Charisma saving throw at the start of each of your turns (including when your Charisma score is reduced to below 6) or be unable to take actions until the end of your turn. Your ability scores return to normal when the minute is up.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Fire Breath","description":"Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Fire Breath","description":"Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Fire Breath"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Fire Giant Strength","description":"Potion of Fire Giant Strength Potion, rare When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Fire Giant Strength","description":"Potion, Rare When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Fire Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Fire Giant Strength","description":"Potion, Rare When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Fire Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Fire Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 25.\\\\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Potion of Fire Giant Strength Effect\",\"parent\":\"Potion of Fire Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Fire Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 25.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Fire Giant Strength Strength Modifier\",\"parent\":\"Potion of Fire Giant Strength Effect\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Set Value\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":25}}\"}]","filter-Attunement":"Rare","Name":"Potion of Fire Giant Strength","Weight":0,"data-description":"When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 25.\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Fire Resistance","description":"Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Fire Resistance","description":"Potion Of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Fire Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Fire damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Fire Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Fire damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Fire Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Fire damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Fire Resistance Effect\",\"parent\":\"Potion of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Fire Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Fire Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Fire Resistance Defense\",\"parent\":\"Potion of Fire Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Fire Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Fire damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Flesh Shape","description":"Potion of Flesh Shape Potion, uncommon When you pour this pinkish liquid over flesh no more than 5 feet in any dimension, for 1 minute you may shape the flesh into any shape that suits your purpose. After the time expires, the flesh retains whatever shape it was formed into. The flesh can return to its original shape through the lesser restoration spell or other magic.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Matthew Whitby","book":"Volo's Guide to Getting Murdered"},{"name":"Potion of Flying","description":"Potion of Flying Potion, very rare This potion gives you a flying speed equal to your walking speed for 1 hour. If the potion wears off while you're flying and nothing else is holding you aloft, you must use your movement to descend. If you fail to land before 1 minute passes, you fall.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Potion of Flying","description":"Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Flying","description":"Potion of Flying Potion , very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Flying","description":"Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Flying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Flying","description":"Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Flying\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Flying\\\",\\\"description\\\":\\\"When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.\\\\nThis potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Drink Potion of Flying\",\"parent\":\"Potion of Flying\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Flying\\\",\\\"description\\\":\\\"When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Flying Effect\",\"parent\":\"Potion of Flying\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Flying\\\",\\\"description\\\":\\\"When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Flying Climb Speed\",\"parent\":\"Potion of Flying Effect\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Climb\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"}]","filter-Attunement":"Very Rare","Name":"Potion of Flying","data-description":"When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.\nThis potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Footprints","description":"Uncommon Allows you to see glowing footprints from any step taken in the last 10 minutes.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Force Resistance","description":"Potion of Force Resistance Potion, uncommon When you drink this potion, you gain resistance to force damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Force Resistance","description":"Potion Of Force Resistance Potion, uncommon When you drink this potion, you gain resistance to force damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Force Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Force damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Force Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Force damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Force Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Force damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Force Resistance Effect\",\"parent\":\"Potion of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Force Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Force Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Force Resistance Defense\",\"parent\":\"Potion of Force Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Force Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Force damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Free Movement","description":"Potion, common When you drink this potion, you ignore any movement penalties associated with difficult terrain for 1 minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Freezing Fog","description":"Potion, uncommon After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Frost Giant Strength","description":"Potion of Frost Giant Strength Potion, rare When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Frost Giant Strength","description":"Potion, Rare When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Frost Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Frost Giant Strength","description":"Potion, Rare When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Frost Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Frost Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 23.\\\\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Potion of Frost Giant Strength Effect\",\"parent\":\"Potion of Frost Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Frost Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 23.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Frost Giant Strength Strength Modifier\",\"parent\":\"Potion of Frost Giant Strength Effect\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Set Value\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":23}}\"}]","filter-Attunement":"Rare","Name":"Potion of Frost Giant Strength","Weight":0,"data-description":"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 23.\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Gaseous Form","description":"Potion of Gaseous Form Potion , rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Gaseous Form","description":"Potion of Gaseous Form Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Gaseous Form","description":"Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion’s container seems to hold fog that moves and pours like water.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Gaseous Form"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Gaseous Form","description":"Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion’s container seems to hold fog that moves and pours like water.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Gaseous Form\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Gaseous Form\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.\\\\nThis potion's container seems to hold fog that moves and pours like water.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Potion of Gaseous Form\",\"parent\":\"Potion of Gaseous Form\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Gaseous Form\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Gaseous Form Spell Attach\",\"parent\":\"Potion of Gaseous Form\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Gaseous Form\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Potion of Gaseous Form","data-description":"When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.\nThis potion's container seems to hold fog that moves and pours like water.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Giant Size","description":"Potion of Giant Size Potion, legendary When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Potion of Giant Strength","description":"Potion of Giant Strength Potion , rarity varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Weight: 0.5 Type of Giant Strength Rarity Hill giant 21 Uncommon Frost / stone giant 23 Rare Fire giant 25 Rare Cloud giant 27 Very Rare Storm giant 29 Legendary","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Greater Healing","description":"Potion of Greater Healing Potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Greater Healing","description":"Potion of Greater Healing Potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. Weight: 0.5","properties":{"Category":"Items","Item Type":"potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Potion of Greater Healing","description":"Potion, Uncommon You regain 4d4 + 4 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Greater Healing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Greater Healing","description":"Potion, Uncommon You regain 4d4 + 4 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Theme":"Armaments, Implements, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Greater Healing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Greater Healing\\\",\\\"description\\\":\\\"You regain 4d4+4 Hit Points when you drink this potion.\\\\nThe potion's red liquid glimmers when agitated.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Greater Healing Use Bonus Action\",\"parent\":\"Potion of Greater Healing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Use Potion of Greater Healing\\\",\\\"description\\\":\\\"You regain 4d4+4 Hit Points when you drink this potion.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Greater Healing Die\",\"parent\":\"Potion of Greater Healing Use Bonus Action\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":4,\\\"isTemp\\\":false,\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Greater Healing","Weight":0,"data-description":"You regain 4d4+4 Hit Points when you drink this potion.\nThe potion's red liquid glimmers when agitated.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Greater Invisibility","description":"Potion, Very Rare This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Greater Invisibility"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Greater Liquid Luck","description":"Potion of Greater Liquid Luck Potion, rare When you drink this potion, you begin to feel very lucky. You gain a number of luck points based on the rarity of the potion imbibed. These luck points last for up to 7 hours. When you make an attack roll, ability check, or saving throw, you can spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the two results is used. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker’s roll uses their result or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. Immediately after you use the last luck point, your luck runs out and you become unlucky. You must make a Charisma saving throw with a DC determined by the rarity of the potion (Unlucky DC). If you succeed on the saving throw, you are unlucky for 13 minutes. If you fail the saving throw, you are unlucky until you complete a long rest. While you are unlucky as a result of this potion’s effects, whenever you make an attack roll, ability check, or saving throw, you are at disadvantage. Additionally, whenever an attack roll is made against you, that attack has advantage. Liquid Luck Varieties Name Luck Points Gained Unlucky DC Rarity Potion of Liquid Luck 1 13 Uncommon Potion of Greater Liquid Luck 2 11 Rare Potion of Superior Liquid Luck 3 9 Very Rare Potion of Supreme Liquid Luck 5 7 Legendary","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Potion of Growth","description":"Potion of Growth Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Growth","description":"Potion of Growth Potion , uncommon When you drink this potion, you gain the \"enlarge\" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Growth","description":"Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Growth"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Growth","description":"Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Growth\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Growth\\\",\\\"description\\\":\\\"When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).\\\\nThe red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Drink Potion of Growth\",\"parent\":\"Potion of Growth\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Growth\\\",\\\"description\\\":\\\"When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Growth Spell Attach\",\"parent\":\"Potion of Growth\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Enlarge Reduce\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Growth","data-description":"When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).\nThe red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common When you drink this potion, you regain 2d4 + 2 hit points.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common You regain 2d4+2 hit points when you drink this potion. Drinking or administering a potion takes an action. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. Weight: 0.5","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Potion of Healing","description":"Potion Of Healing Potion, common You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Healing","description":"Potion of Healing Adventuring gear Price: 50 gp A character who drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. Drinking or administering a potion requires a Main Action.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common You regain 2d4 + 2 hit points when you drink this potion.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Anthony Joyce-Rivera","book":"Baldurs Gate - The Fall of Elturel"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. The potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Potion of Healing","description":"Adventuring Gear Weight: 1/2 lb. Cost: 50 GP This potion is a magic item. As a Bonus Action , you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Potion of Healing"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Potion of Healing","description":"Potion, Common You regain 2d4 + 2 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Healing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Healing","description":"Potion, Common You regain 2d4 + 2 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Theme":"Armaments, Implements, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Healing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Healing\\\",\\\"description\\\":\\\"You regain 2d4+2 Hit Points when you drink this potion.\\\\nThe potion's red liquid glimmers when agitated.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"50 GP\\\",\\\"rarity\\\":\\\"Common\\\"}\"},{\"name\":\"Potion of Healing Use Bonus Action\",\"parent\":\"Potion of Healing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Use Potion of Healing\\\",\\\"description\\\":\\\"You regain 2d4+2 Hit Points when you drink this potion.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Healing Die\",\"parent\":\"Potion of Healing Use Bonus Action\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":2,\\\"isTemp\\\":false,\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Common","filter-Consumable":"One Use","Name":"Potion of Healing","Weight":0,"data-description":"You regain 2d4+2 Hit Points when you drink this potion.\nThe potion's red liquid glimmers when agitated.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Healing","description":"Potion of Healing Potion, common You regain 2d4+2 hit points when you drink this potion. Drinking or administering a potion takes an action. Weight: 0.5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Potion of Health","description":"Common Restores 2d6 points of health.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Heroism","description":"Potion of Heroism Potion , rare For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Heroism","description":"Potion of Heroism Potion, rare For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Heroism","description":"Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion’s blue liquid bubbles and steams as if boiling.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Heroism"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Heroism","description":"Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion’s blue liquid bubbles and steams as if boiling.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Heroism\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Heroism\\\",\\\"description\\\":\\\"When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).\\\\nThis potion's blue liquid bubbles and steams as if boiling.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Potion of Heroism\",\"parent\":\"Potion of Heroism\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Heroism\\\",\\\"description\\\":\\\"When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Heroism Spell Attach\",\"parent\":\"Potion of Heroism\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Bless\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Potion of Heroism","data-description":"When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).\nThis potion's blue liquid bubbles and steams as if boiling.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Hill Giant Strength","description":"Potion of Hill Giant Strength Potion, uncommon When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. ","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Hill Giant Strength","description":"Potion, Uncommon When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Hill Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Hill Giant Strength","description":"Potion, Uncommon When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Hill Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Hill Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 21.\\\\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Hill Giant Strength Effect\",\"parent\":\"Potion of Hill Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Hill Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 21.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Hill Giant Strength Strength Modifier\",\"parent\":\"Potion of Hill Giant Strength Effect\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Set Value\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":21}}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Hill Giant Strength","Weight":0,"data-description":"When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 21.\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Indomitability","description":"Potion, rarity varies Drinking this potion allows you to push the limits of your physical endurance, ignoring your wounds for a short time. When you drink this potion, spend a hit die without regaining hit points (roll it and add your Constitution modifier). Then, for a number of rounds equal to half the result, rounded down (minimum 1), you gain the effect listed in the table below. Potion Of... Rarity Effect Indomitability Uncommon lesser medic’s grace * Greater Indomitability Rare greater medic’s grace *","properties":{"Category":"Items","Item Type":"Potion"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Infinite Possibilities","description":"Potion, very rare This deep purple potion swirls with glittering flashes of red, green, and blue and smells faintly of ozone. For 1 hour after drinking this potion, you gain the following benefits: You have blindsight out to a range of 60 feet. When you roll a 1 on an ability check, saving throw, or attack roll, you can reroll the die and must use the new roll. You can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. When the duration ends, you are stunned until the end of your next turn as your mind reels from the loss of the mind-altering effects.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Potion of Invisibility","description":"Potion of Invisibility Potion, very rare This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Invisibility","description":"Potion of Invisibility Potion, very rare When you drink this potion, you—along with the clothing, armor, weapons, and other equipment on your person—become invisible for 1 hour. The invisibility ends if you attack or cast a spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Potion of Invisibility","description":"Potion of Invisibility Potion, very rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Invisibility","description":"Potion, Rare This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Invisibility"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Invulnerability","description":"Potion of Invulnerability Potion, rare For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. Weight: 0.5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Potion of Invulnerability","description":"Potion of Invulnerability Potion, rare For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquefied iron.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Invulnerability","description":"Potion, Rare For 1 minute after you drink this potion, you have Resistance to all damage. This potion’s syrupy liquid looks like liquefied iron.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Invulnerability"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Invulnerability","description":"Potion, Rare For 1 minute after you drink this potion, you have Resistance to all damage. This potion’s syrupy liquid looks like liquefied iron.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Invulnerability\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Invulnerability\\\",\\\"description\\\":\\\"For 1 minute after you drink this potion, you have Resistance to all damage.\\\\nThis potion's syrupy liquid looks like liquefied iron.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Potion of Invulnerability\",\"parent\":\"Potion of Invulnerability\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Invulnerability\\\",\\\"description\\\":\\\"For 1 minute after you drink this potion, you have Resistance to all damage.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Rare","Name":"Potion of Invulnerability","data-description":"For 1 minute after you drink this potion, you have Resistance to all damage.\nThis potion's syrupy liquid looks like liquefied iron.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Levitation","description":"Potion, common When you drink this potion, you gain the effect of the levitate spell for 1 minute (no concentration required) or until you end the effect as a bonus action.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Potion","Item Rarity":"Common"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Lightning Breath","description":"Potion of Lightning Breath Potion, uncommon Weight: ½ lb. After drinking this potion, you can use a bonus action to exhale lightning at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the lightning three times or when 1 hour has passed. This potion's blue liquid shimmers and sparks inside its bottle. Lightning beetle carapace and behir blood are the potion’s primary ingredients.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Potion of Lightning Resistance","description":"Potion of Lightning Resistance Potion, uncommon When you drink this potion, you gain resistance to lightning damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Lightning Resistance","description":"Potion Of Lightning Resistance Potion, uncommon When you drink this potion, you gain resistance to lightning damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Lightning Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Lightning damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Lightning Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Lightning damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Lightning Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Lightning damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Lightning Resistance Effect\",\"parent\":\"Potion of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Lightning Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Lightning Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Lightning Resistance Defense\",\"parent\":\"Potion of Lightning Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Lightning Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Lightning damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Liquid Luck","description":"Potion of Liquid Luck Potion, uncommon When you drink this potion, you begin to feel very lucky. You gain a number of luck points based on the rarity of the potion imbibed. These luck points last for up to 7 hours. When you make an attack roll, ability check, or saving throw, you can spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the two results is used. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker’s roll uses their result or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. Immediately after you use the last luck point, your luck runs out and you become unlucky. You must make a Charisma saving throw with a DC determined by the rarity of the potion (Unlucky DC). If you succeed on the saving throw, you are unlucky for 13 minutes. If you fail the saving throw, you are unlucky until you complete a long rest. While you are unlucky as a result of this potion’s effects, whenever you make an attack roll, ability check, or saving throw, you are at disadvantage. Additionally, whenever an attack roll is made against you, that attack has advantage. Liquid Luck Varieties Name Luck Points Gained Unlucky DC Rarity Potion of Liquid Luck 1 13 Uncommon Potion of Greater Liquid Luck 2 11 Rare Potion of Superior Liquid Luck 3 9 Very Rare Potion of Supreme Liquid Luck 5 7 Legendary","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Potion of Longevity","description":"Potion of Longevity Potion, very rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity , there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Longevity","description":"Potion, Very Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity , there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Longevity"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Longevity","description":"Potion, Very Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity , there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Longevity\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Longevity\\\",\\\"description\\\":\\\"When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.\\\\nSuspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Drink Potion of Longevity\",\"parent\":\"Potion of Longevity\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Longevity\\\",\\\"description\\\":\\\"When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Longevity Generic Roll\",\"parent\":\"Drink Potion of Longevity\",\"payload\":\"{\\\"type\\\":\\\"Generic Roll\\\",\\\"_label\\\":\\\"Potion of Longevity\\\",\\\"rollString\\\":\\\"1d6+6\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Potion of Longevity","data-description":"When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.\nSuspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Luck","description":"Potion, Rare When you drink the potion, you become blessed with extraordinary luck. Whenever you make an attack roll, an ability check, or a saving throw, or when an attack roll is made against you, you can choose to roll an additional d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. This effect lasts for 1 hour or until you have used your luck three times.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Potion of Magic Resistance","description":"Potion, Uncommon When you drink this potion, you gain advantage on saving throws against spells and other magical effects for 1 hour.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Potion of Malleability","description":"Potion, uncommon The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Many Forms","description":"Potion of Many Forms Potion, very rare This potion is pale blue and iridescent, with pink and green pearls suspended near the surface. When you drink this potion, you are affected as if by a polymorph spell. You change into a creature determined by rolling on the table below and stay in that form for 1 hour. Maintaining this form does not require concentration. d100 Creature 01–06 Black pudding 07–12 Chimera 13–18 Chuul 19–24 Cloaker 25–29 Darkmantle 30–34 Death dog 35–39 Dread mouther (see Chapter 5) 40–44 Ettercap 45–49 Gelatinous cube 50–54 Gibbering mouther 55–59 Grick 60–64 Manticore 65–69 Otyugh 70–74 Owlbear 75–79 Phase spider 80–84 Purple worm 85–89 Remorhaz 90–94 Roper 95–99 Rust monster 100 Troll","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Potion of Martial Advantage","description":"Potion, uncommon When you drink this potion, any target you hit with a weapon attack takes an additional weapon die of damage. The effect lasts for 1 minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Potion of Maximum Power","description":"Potion Of Maximum Power Potion, rare The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. This glowing purple liquid smells of sugar and plum, but it has a muddy taste.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Potion of Maximum Power","description":"Potion of Maximum Power Potion, rare The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. This glowing purple liquid smells of sugar and plum, but it has a muddy taste.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Potion of Mind Control (Beast)","description":"Potion of Mind Control (Beast) Potion, rare When you drink a potion of mind control , you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. A potion of mind control produces the effect of a dominate beast , a dominate person (humanoid), or a dominate monster spell (depending on the type). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. ( Against the Giants )","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Potion of Mind Control (Humanoid)","description":"Potion of Mind Control (Humanoid) Potion, rare When you drink a potion of mind control , you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. A potion of mind control produces the effect of a dominate beast , a dominate person (humanoid), or a dominate monster spell (depending on the type). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. ( Against the Giants )","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Potion of Mind Control (Monster)","description":"Potion of Mind Control (Monster) Potion, very rare When you drink a potion of mind control , you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. A potion of mind control produces the effect of a dominate beast , a dominate person (humanoid), or a dominate monster spell (depending on the type). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. ( Against the Giants )","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Potion of Mind Reading","description":"Potion of Mind Reading Potion , rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Mind Reading","description":"Potion of Mind Reading Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Mind Reading","description":"Potion, Rare When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion’s dense, purple liquid has an ovoid cloud of pink floating in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Mind Reading"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Mind Reading","description":"Potion, Rare When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion’s dense, purple liquid has an ovoid cloud of pink floating in it.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Mind Reading\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Mind Reading\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).\\\\nThis potion's dense, purple liquid has an ovoid cloud of pink floating in it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Drink Potion of Mind Reading\",\"parent\":\"Potion of Mind Reading\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Mind Reading\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Mind Reading Spell Attach\",\"parent\":\"Potion of Mind Reading\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Detect Thoughts\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Rare","Name":"Potion of Mind Reading","data-description":"When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).\nThis potion's dense, purple liquid has an ovoid cloud of pink floating in it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Mirrored Eyes","description":"Potion, uncommon For 1 minute after you drink this potion, you gain immunity to any effect which can normally be avoided by averting your gaze from it, such as a medusa’s petrifying gaze. While under the influence of this potion, you can safely look at such creatures without being subjected to their abilities.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Potion of Monstrosity","description":"Potion, Common The glass surface of the bottle containing this magical potion forms a snarling visage. It growls faintly when stirred, but has no true sentience. Monstrous Transformation. When you drink this potion, you are affected as by the Polymorph spell (save DC 13, no concentration required) for 1 hour or until you are reduced to 0 hit points. The creature you transform into is determined by rolling a d8 on the table below. Whenever you take damage while transformed in this way, you must succeed on a DC 13 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn and can't see or hear other creatures within 60 feet of you. d10 Creature 1 Ankheg 2 Brown Bear 3 Dire Wolf 4 Giant Badger 5 Giant Lizard 6 Giant Spider 7 Owlbear 8 Phase Spider 9 Rhinoceros 10 Tiger","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Potion of Nature's Tongue","description":"Common Allows you to speak with beasts and understand their communications in return for 10 minutes.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Necrotic Resistance","description":"Potion of Necrotic Potion, uncommon When you drink this potion, you gain resistance to necrotic damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Necrotic Resistance","description":"Potion Of Necrotic Resistance Potion, uncommon When you drink this potion, you gain resistance to necrotic damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Necrotic Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Necrotic damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Necrotic Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Necrotic damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Necrotic Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Necrotic damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Necrotic Resistance Effect\",\"parent\":\"Potion of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Necrotic Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Necrotic Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Necrotic Resistance Defense\",\"parent\":\"Potion of Necrotic Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Necrotic Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Necrotic damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Nine Lives","description":"Common For 1 hour, you do not take damage from falling up to 60 feet if you aren't Incapacitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Ogre Stench","description":"Potion of Ogre Stench Potion, uncommon Weight: ½ lb. This foul concoction was accidentally created by a clumsy alchemist while trying to create a Potion of Ogre Strength . When you drink this potion, you gain the horrible stench of concentrated ogre musk for 1 hour. Any creature other than an ogre that starts its turn within 5 feet of you must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench for 1 hour. In addition, any ogre in a 1 mile radius of you is irresistibly drawn to your location. Ogres attracted in this way will usually attack once they realize that you are not an ogre.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Potion of Planar Infusion","description":"Potion, very rare Component: phial of aberration mucus Meticulously extracted from the touch of starlight, the sound of a vacuum, and the light from a black hole, this silver liquid forms a swirling, spiral galaxy when left to settle. Planar Infusion. When you imbibe this potion as an action, your mind, body, and soul become bound with that of an entity from another plane. Roll a d8 and consult the table to determine the entity. You gain the statistics of that creature, as per the polymorph spell. These effects last until 1 hour elapses, you fail a saving throw against the banishment spell or a similar effect (which banishes the planar entity, not you), or your assumed form is reduced to 0 hit points. Dispel magic does not end the potion’s effects. d8 Plane Creature 1 Air Air elemental 2 Earth Earth elemental 3 Fire Fire elemental 4 Water Water elemental 5 Fey Green hag (with spellcasting) 6 Shadow Wraith 7 Upper Unicorn 8 Lower Incubus / Succubus Consequences. After the duration elapses, your mind is strained and can even break. Make a DC 15 Intelligence saving throw. On a failure, you take 4d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Potion of Planar Infusion (rare variant)","description":"Potion, very rare Component: phial of aberration mucus Meticulously extracted from the touch of starlight, the sound of a vacuum, and the light from a black hole, this silver liquid forms a swirling, spiral galaxy when left to settle. Planar Infusion. When you imbibe this potion as an action, your mind, body, and soul become bound with that of an entity from another plane. Roll a d8 and consult the table to determine the entity. You gain the statistics of that creature, as per the polymorph spell. These effects last until 1 hour elapses, you fail a saving throw against the banishment spell or a similar effect (which banishes the planar entity, not you), or your assumed form is reduced to 0 hit points. Dispel magic does not end the potion’s effects. d8 Plane Creature 1 Air Air elemental 2 Earth Earth elemental 3 Fire Fire elemental 4 Water Water elemental 5 Fey Green hag (with spellcasting) 6 Shadow Wraith 7 Upper Unicorn 8 Lower Incubus / Succubus Consequences. After the duration elapses, your mind is strained and can even break. Make a DC 15 Intelligence saving throw. On a failure, you take 4d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. Rare variant: Reduce the duration of the Planar Infusion property to 10 minutes.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Potion of Poison","description":"Potion of Poison Potion , uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned . At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Poison","description":"Potion of Poison Potion, uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Damage: 3d6 Damage Type: Poison","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Poison","description":"Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Poison"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Poison","description":"Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.","properties":{"Category":"Items","Theme":"Arcana","Mastery":"Poison","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Poison\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Poison\\\",\\\"description\\\":\\\"This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.\\\\nIf you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Drink Potion of Poison\",\"parent\":\"Potion of Poison\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Drink Potion of Poison\\\",\\\"description\\\":\\\"If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":13,\\\"onFail\\\":\\\"poisoned for 1 hour\\\"},\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Poison Damage\",\"parent\":\"Drink Potion of Poison\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Poison\\\",\\\"diceCount\\\":4,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Poison","data-description":"This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.\nIf you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.","Damage":"4d6","Damage Type":"Poison","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Poison Resistance","description":"Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to poison damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Poison Resistance","description":"Potion Of Poison Resistance Potion, uncommon When you drink this potion, you gain resistance to poison damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Poison Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Poison damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Poison Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Poison damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Poison Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Poison damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Poison Resistance Effect\",\"parent\":\"Potion of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Poison Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Poison Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Poison Resistance Defense\",\"parent\":\"Potion of Poison Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Poison Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Poison damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Possibility","description":"Potion Of Possibility Potion, very rare When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. While you have one or more Fragments of Possibility from this potion, you can’t gain another Fragment of Possibility from any source.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Potion of Possibility","description":"Potion of Possibility Potion, very rare When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. While you have one or more Fragments of Possibility from this potion, you can’t gain another Fragment of Possibility from any source.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Potion of Poverty","description":"Potion, Uncommon This potion looks and tastes like golden, honeyed ale. When you drink it, you must succeed on a DC 17 Charisma saving throw or become cursed for 7 days. While cursed in this way, you are allergic to riches and wealth. While you are within 5 feet of any object fashioned from precious metal or gemstones, or that has a value of 25 gp or more, you feel incredibly uncomfortable and have disadvantage on attack rolls, ability checks, and saving throws. You do not automatically know what causes you this discomfort.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Potion of Psionic Fortitude","description":"Potion of Psionic Fortitude Potion, Uncommon When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself. This black potion swirls with shimmering flecks of pink and purple.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Potion of Psychic Hardening","description":"Potion, uncommon This potion swirls glittering silver and purple. When you consume this potion, you gain resistance to psychic damage, and have advantage on saving throws against magically-induced pain (such as the thousand needles *, agonizing eternity *, wrack *, or vile incantation * spells) for one minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Psychic Resistance","description":"Potion of Psychic Resistance Potion, uncommon When you drink this potion, you gain resistance to psychic damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Psychic Resistance","description":"Potion Of Psychic Resistance Potion, uncommon When you drink this potion, you gain resistance to psychic damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Psychic Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Psychic damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Psychic Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Psychic damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Psychic Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Psychic damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Psychic Resistance Effect\",\"parent\":\"Potion of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Psychic Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Psychic Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Psychic Resistance Defense\",\"parent\":\"Potion of Psychic Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Psychic Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Psychic damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Pugilism","description":"Potion, Uncommon After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes. This potion is a thick green fluid that tastes like spinach.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Pugilism"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Radiant Resistance","description":"Potion of Radiant Resistance Potion, uncommon When you drink this potion, you gain resistance to radiant damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Radiant Resistance","description":"Potion Of Radiant Resistance Potion, Uncommon When you drink this potion, you gain resistance to radiant damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Radiant Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Radiant damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Radiant Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Radiant damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Radiant Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Radiant damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Radiant Resistance Effect\",\"parent\":\"Potion of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Radiant Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Radiant Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Radiant Resistance Defense\",\"parent\":\"Potion of Radiant Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Radiant Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Radiant damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Rage","description":"Potion of Rage Potion, rare Weight: ½ lb. This orange potion bubbles and steams as if boiling. When you drink this potion, you gain the barbarian’s Rage feature for 1 minute. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +3 bonus to the damage roll. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. If you are a barbarian who drinks this potion, you gain an extra Rage that ends early only if you fall unconscious or if you choose to end it.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Potion of Raw Magic","description":"Potion, Rare This glass flask contains a small amount of heavily diluted raw magic. When you drink this potion, you gain the following benefits for 1 minute: You have advantage on saving throws against spells and other magical effects. When you cast a spell, you also produce a magical effect rolled on the Wild Magic Effects table . At the start of each of your turns, you gain a random magical effect, determined by rolling a d6 on the table below, that lasts until the start of your next turn: d6 Effect 1 You can add a d4 to any attack roll or ability check you make. 2 You have a flying speed equal to your walking speed. 3 You walking speed is doubled. 4 You have truesight out to a range of 60 feet. 5 Your attacks deal an extra 1d6 force damage on a hit. 6 You can use a bonus action to teleport to an unoccupied space you can see within 30 feet of you.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Potion of Renewal","description":"Potion, Rarity Varies When you drink this potion, you regain an expended spell slot. The maximum level of the spell slot depends on the potion’s rarity, as shown in the Potion of Renewal table. Potions of Renewal Potion of ... Rarity Slot Level Renewal Common 1st Greater Renewal Uncommon 3rd or lower Superior Renewal Rare 5th or lower","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Rarity Varies"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Potion of Resistance","description":"Potion of Resistance Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Pyschic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Resuscitation","description":"Potion of Resuscitation Potion, rare This potion appears to be an empty vial, but it actually contains a foul-smelling gas. When it is held under the nose of a creature and unsealed, the gas escapes. If the creature is unconscious, stunned, or incapacitated, those conditions end immediately, assuming the creature has at least 1 hit point remaining. If a creature that isn't suffering any of those conditions smells the potion, it must make a DC 10 Constitution saving throw or be stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Potion of Sand Form","description":"Potion, very rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiralling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand. This potion’s container holds a gritty liquid that moves and pours like water filled with fine particles of sand.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Potion of Sand Form","description":"Potion, very rare This potion’s container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Skating","description":"Potion, common For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Speed","description":"Potion of Speed Potion, very rare When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Speed","description":"Potion of Speed Potion, very rare When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Speed","description":"Potion, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion’s yellow fluid is streaked with black and swirls on its own.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Speed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Speed","description":"Potion, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion’s yellow fluid is streaked with black and swirls on its own.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Speed\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Speed\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.\\\\nThis potion's yellow fluid is streaked with black and swirls on its own.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Drink Potion of Speed\",\"parent\":\"Potion of Speed\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Speed\\\",\\\"description\\\":\\\"When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Speed Spell Attach\",\"parent\":\"Potion of Speed\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Haste\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Very Rare","Name":"Potion of Speed","data-description":"When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.\nThis potion's yellow fluid is streaked with black and swirls on its own.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Stone Giant Strength","description":"Potion of Stone Giant Strength Potion, rare When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Stone Giant Strength","description":"Potion, Rare When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Stone Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Stone Giant Strength","description":"Potion, Rare When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Stone Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Stone Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 23.\\\\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Potion of Stone Giant Strength Effect\",\"parent\":\"Potion of Stone Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Stone Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 23.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Stone Giant Strength Strength Modifier\",\"parent\":\"Potion of Stone Giant Strength Effect\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Set Value\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":23}}\"}]","filter-Attunement":"Rare","Name":"Potion of Stone Giant Strength","Weight":0,"data-description":"When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 23.\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Storm Giant Strength","description":"Potion of Storm Giant Strength Potion, legendary When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Storm Giant Strength","description":"Potion, Legendary When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Storm Giant Strength"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Storm Giant Strength","description":"Potion, Legendary When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.","properties":{"Category":"Items","Theme":"Arcana, Armaments","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Storm Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Storm Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 29.\\\\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"100000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"},{\"name\":\"Potion of Storm Giant Strength Effect\",\"parent\":\"Potion of Storm Giant Strength\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Storm Giant Strength\\\",\\\"description\\\":\\\"When you drink this potion, your strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 29.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Storm Giant Strength Strength Modifier\",\"parent\":\"Potion of Storm Giant Strength Effect\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Set Value\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":29}}\"}]","filter-Attunement":"Legendary","Name":"Potion of Storm Giant Strength","Weight":0,"data-description":"When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 29.\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Superior Healing","description":"Potion of Superior Healing Potion, rare You regain 8d4+8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. Weight: 0.5","properties":{"Category":"Items","Item Type":"potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Potion of Superior Healing","description":"Potion of Superior Healing Potion, rare You regain 8d4+8 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Superior Healing","description":"Potion, Rare You regain 8d4 + 8 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Superior Healing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Superior Healing","description":"Potion, Rare You regain 8d4 + 8 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Theme":"Armaments, Implements, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Superior Healing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Superior Healing\\\",\\\"description\\\":\\\"You regain 8d4+8 Hit Points when you drink this potion.\\\\nThe potion's red liquid glimmers when agitated.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"},{\"name\":\"Potion of Superior Healing Use Bonus Action\",\"parent\":\"Potion of Superior Healing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Use Potion of Superior Healing\\\",\\\"description\\\":\\\"You regain 8d4+8 Hit Points when you drink this potion.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Superior Healing Die\",\"parent\":\"Potion of Superior Healing Use Bonus Action\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":8,\\\"isTemp\\\":false,\\\"diceCount\\\":8,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","Name":"Potion of Superior Healing","Weight":0,"data-description":"You regain 8d4+8 Hit Points when you drink this potion.\nThe potion's red liquid glimmers when agitated.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Superior Liquid Luck","description":"Potion of Superior Liquid Luck Potion, very rare When you drink this potion, you begin to feel very lucky. You gain a number of luck points based on the rarity of the potion imbibed. These luck points last for up to 7 hours. When you make an attack roll, ability check, or saving throw, you can spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the two results is used. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker’s roll uses their result or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. Immediately after you use the last luck point, your luck runs out and you become unlucky. You must make a Charisma saving throw with a DC determined by the rarity of the potion (Unlucky DC). If you succeed on the saving throw, you are unlucky for 13 minutes. If you fail the saving throw, you are unlucky until you complete a long rest. While you are unlucky as a result of this potion’s effects, whenever you make an attack roll, ability check, or saving throw, you are at disadvantage. Additionally, whenever an attack roll is made against you, that attack has advantage. Liquid Luck Varieties Name Luck Points Gained Unlucky DC Rarity Potion of Liquid Luck 1 13 Uncommon Potion of Greater Liquid Luck 2 11 Rare Potion of Superior Liquid Luck 3 9 Very Rare Potion of Supreme Liquid Luck 5 7 Legendary","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Potion of Supreme Healing","description":"Potion of Supreme Healing Potion, very rare You regain 10d4+20 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Supreme Healing","description":"Potion, Very Rare You regain 10d4 + 20 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Supreme Healing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Supreme Healing","description":"Potion, Very Rare You regain 10d4 + 20 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.","properties":{"Category":"Items","Theme":"Armaments, Implements, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Supreme Healing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Supreme Healing\\\",\\\"description\\\":\\\"You regain 10d4+20 Hit Points when you drink this potion.\\\\nThe potion's red liquid glimmers when agitated.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Potion of Supreme Healing Use Bonus Action\",\"parent\":\"Potion of Supreme Healing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Use Potion of Supreme Healing\\\",\\\"description\\\":\\\"You regain 10d4+20 Hit Points when you drink this potion.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Potion of Supreme Healing Die\",\"parent\":\"Potion of Supreme Healing Use Bonus Action\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":20,\\\"isTemp\\\":false,\\\"diceCount\\\":10,\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Potion of Supreme Healing","Weight":0,"data-description":"You regain 10d4+20 Hit Points when you drink this potion.\nThe potion's red liquid glimmers when agitated.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Supreme Liquid Luck","description":"Potion of Supreme Liquid Luck Potion, legendary When you drink this potion, you begin to feel very lucky. You gain a number of luck points based on the rarity of the potion imbibed. These luck points last for up to 7 hours. When you make an attack roll, ability check, or saving throw, you can spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the two results is used. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker’s roll uses their result or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. Immediately after you use the last luck point, your luck runs out and you become unlucky. You must make a Charisma saving throw with a DC determined by the rarity of the potion (Unlucky DC). If you succeed on the saving throw, you are unlucky for 13 minutes. If you fail the saving throw, you are unlucky until you complete a long rest. While you are unlucky as a result of this potion’s effects, whenever you make an attack roll, ability check, or saving throw, you are at disadvantage. Additionally, whenever an attack roll is made against you, that attack has advantage. Liquid Luck Varieties Name Luck Points Gained Unlucky DC Rarity Potion of Liquid Luck 1 13 Uncommon Potion of Greater Liquid Luck 2 11 Rare Potion of Superior Liquid Luck 3 9 Very Rare Potion of Supreme Liquid Luck 5 7 Legendary","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Potion of Sure Grip","description":"Common Grants Advantage on attempts to grapple.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Sweet Dreams","description":"Uncommon Sends you into an unwakeable sleep for 10 minutes, granting you all the benefits of a Short Rest","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of the Phoenix","description":"Potion, Legendary When you drink this potion, you become imbued with the latent energy of a phoenix for 1 year and 1 day or until the potion’s magic is used to revive you. If you die while affected by this potion, you spring back to life with a burst of radiant energy at the start of your next turn. You regain hit points equal to half your hit point maximum and each creature of your choice that is within 30 feet of you takes 5d8 radiant damage and is blinded until the end of your next turn. The potion can also be administered to a creature that has died within the last minute as an action, immediately triggering its effect.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Potion of Thunder Resistance","description":"Potion of Thunder Resistance Potion, uncommon When you drink this potion, you gain resistance to thunder damage for 1 hour. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Thunder Resistance","description":"Potion Of Thunder Resistance Potion, Uncommon When you drink this potion, you gain resistance to thunder damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Potion of Thunder Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Thunder damage for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Thunder Resistance","description":"Potion, Uncommon When you drink this potion, you have Resistance to Thunder damage for 1 hour.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Thunder Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you have Resistance to Thunder damage for 1 hour.\\\",\\\"weight\\\":0,\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Potion of Thunder Resistance Effect\",\"parent\":\"Potion of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Potion of Thunder Resistance\\\",\\\"description\\\":\\\"When you drink this potion, you gain Thunder Resistance for 1 hour.\\\",\\\"category\\\":[]}\"},{\"name\":\"Potion of Thunder Resistance Defense\",\"parent\":\"Potion of Thunder Resistance Effect\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Thunder Resistance","Weight":0,"data-description":"When you drink this potion, you have Resistance to Thunder damage for 1 hour.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Toughness","description":"Potion, rarity varies This potion is a deep red with glittering silver shards suspended in its thick fluid. When consumed, this potion changes your Injury thresholds for 10 minutes based on its rarity as shown in the table below. If your thresholds are higher than the thresholds it would change them to, the potion has no effect. Potion Of... Rarity New Max Hp Injury Threshold Toughness Rare 75 max hp Greater Toughness Very rare 125 max hp Superior Toughness Very rare 175 max hp Divine Toughness Legendary You cannot be Injured","properties":{"Category":"Items","Item Type":"Potion"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Potion of Transparency","description":"Potion, common The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Troll Blood","description":"Potion, uncommon When you drink this potion, you regain 2 hit points at the start of each of your turns. After it has restored 20 hit points, the potion’s effects end. Mutations. This potion can cause up to 1 minor mutation.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Troll Blood, Greater","description":"Potion, rare When drink this potion, you regain 3 hit points at the start of each of your turns. After it has restored 30 hit points, the potion’s effects end. Mutations. This potion can cause up to 2 minor mutations.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Troll Blood, Superior","description":"Potion, very rare When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion’s effects end. Mutations. This potion can cause up to 1 minor mutation and 1 major mutation.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Troll Blood, Supreme","description":"Potion, legendary When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion’s effects end. Mutations. This potion can cause up to 1d4 minor mutations and 2 major mutations.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion of Vigor Restoration","description":"Potion of Vigor Restoration Potion, uncommon This electric blue potion restores energy and banishes fatigue, allowing workers to endure long hours of labor that would otherwise exhaust them. A person who samples the liquid feels energized and alert. Drinking it causes a burst of well-being and loss of fatigue in the drinker. Property [Consumable]: As an action, you drink the potion and any existing exhaustion levels you have are reduced by two.","properties":{"Category":"Items","Item Type":"Potion","Properties":"Consumable","Item Rarity":"uncommon"},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Potion of Viscosity","description":"Uncommon Grants you a Swim Speed equal to your Walking Speed and increases your AC by 2 while submerged as your body glides through the water.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Vitality","description":"Potion of Vitality Potion, very rare Drinking this potion removes any exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Potion of Vitality","description":"Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Vitality","description":"Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Vitality"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Vitality","description":"Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Vitality\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Vitality\\\",\\\"description\\\":\\\"When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.\\\\nThis potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"},{\"name\":\"Drink Potion of Vitality\",\"parent\":\"Potion of Vitality\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Vitality\\\",\\\"description\\\":\\\"When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Potion of Vitality","data-description":"When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.\nThis potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Voices","description":"Common For 10 minutes, allows you to perfectly mimic the voice of anyone you have heard speaking for more than 1 minute.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Potion of Water Breathing","description":"Potion of Water Breathing Potion , uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Weight: 0.5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Potion of Water Breathing","description":"Potion of Water Breathing Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Potion of Water Breathing","description":"Potion of Water Breathing Potion , uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Subtype":"Potion","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potion of Water Breathing","description":"Potion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"No","Name":"Potion of Water Breathing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Potion of Water Breathing","description":"Potion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Potion","Expansion":33335,"Item Type":"Potion","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Potion of Water Breathing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Potion of Water Breathing\\\",\\\"description\\\":\\\"You can breathe underwater for 24 hours after drinking this potion.\\\\nThis potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Drink Potion of Water Breathing\",\"parent\":\"Potion of Water Breathing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Drink Potion of Water Breathing\\\",\\\"description\\\":\\\"You can breathe underwater for 24 hours after drinking this potion.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Potion of Water Breathing","data-description":"You can breathe underwater for 24 hours after drinking this potion.\nThis potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Potion of Worg Form","description":"Potion, rare Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn’t give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Potion, Pill Form","description":"Rarity varies by potion type Alkemancers have mastered the craft of condensing potions into pills. Potions in pill form have the same effect as regular potions and have the same color as the potions they’re derived from, but an individual pill has effectively no weight and can be concealed very easily in a boot, pouch, hatband, or secret pocket. A pill can be swallowed as a bonus action. A potion in pill form costs five times as much as the regular version of the potion.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Rarity varies by potion type"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Potion, Pill Form","description":"Potion, Rarity Varies Alkemancers have mastered the craft of condensing potions into pills. Potions in pill form have the same effect as regular potions and have the same color as the potions they’re derived from, but an individual pill has effectively no weight and can be concealed very easily in a boot, pouch, hatband, or secret pocket. A pill can be swallowed as a bonus action. A potion in pill form costs five times as much as the regular version of the potion.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Rarity Varies "},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Potter's Set","description":"Potter's Set Adventuring gear (artisan's tools) Pottery is an ancient art that is nearly as old as civilization, but also continues to evolve alongside it. In Rokugan, there are a wide range of different types of ceramics, from functional earthenware to beautiful glazed tiles that adorn roofs and courtyards or fine tea bowls with brilliant color. A potter’s set usually consists of clay and the tools to mold it, as well as the chemicals needed to create glazes. A kiln is also required to create fired pottery.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Potter's Tools","description":"Potter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Potter's Tools","description":"Potter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Potter's Tools","description":"Artisan's Tools Ability: Intelligence Weight: 3 lb. Cost: 10 GP Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug , Lamp","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Potter's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Potter's Tools","description":"Potter's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Pouch","description":"Pouch Adventuring gear (container) A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear. Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Pouch","description":"Pouch Adventuring gear (container) A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles , among other things. A compartmentalized pouch for holding spell components is called a component pouch . A pouch can hold up to 1/5 cubic foot or 6 pounds of gear. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pouch","description":"Pouch Adventuring gear Price: 1 gp A small cloth or leather pouch for holding things.","properties":{"Category":"Items","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Pouch","description":"Adventuring Gear Weight: 1 lb. Cost: 5 SP A Pouch holds up to 6 pounds within one-fifth of a cubic foot.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Pouch"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pouch","description":"Pouch Adventuring gear (container) A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles , among other things. A compartmentalized pouch for holding spell components is called a component pouch . A pouch can hold up to 1/5 cubic foot or 6 pounds of gear. Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Pouch of Plenty","description":"Pouch of Plenty Wondrous item, rare This small brown leather pouch is embossed with the image of a bee. When you place up to 10 coins in the pouch and leave it closed until the following dawn, the coins are converted to the next higher metal. So copper coins become silver, silver coins become electrum, and so on. The pouch has no effect on platinum coins.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Pouch of Runestones","description":"Wondrous item, rare This ordinary bag, made from cured animal hide, appears empty. Reaching inside the bag, however, reveals the presence of a number of flat, bone tiles. The bag weighs 1/2 pound. You can use an action to pull one of the tiles from the bag and throw it into the air in front of you. The tile floats 5 feet off the ground and displays a runic symbol. Make a DC 12 Wisdom check. The symbol on the tile is upright on a successful save, and it is reversed on a failed save. Roll a d12 and consult the appropriate table to determine the rune’s effect. If a result requires a saving throw, the DC is 15. The tile vanishes after it displays a rune, but the bag never runs out of tiles. Once used, the bag shouldn’t be used again until the next dawn. Each time it is used again before then, the DC of the Wisdom check increases by 5 for each tile drawn after the first. You can be affected by more than one rune’s effect at a time. Unless otherwise noted, each rune’s effect lasts until you finish a long rest.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pouch of Sounds","description":"Pouch of Sounds Wondrous item, common This magical pouch appears as a normal belt pouch. As an action, a creature holding the pouch can speak or make a sound into the pouch, and then seal it. When the pouch is unsealed, squeezed, sat on, or otherwise opened, the sound that it was holding emerges at exactly the volume that it was originally made into the pouch. The sound can be no longer than 6 seconds. Once the sound escapes, it must be refilled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Pouch of Sugared Pillows","description":"Pouch of Sugared Pillows Wondrous items Price: 500 gp This tiny pouch contains one small sweetened and fluffy treat. It is sugary, and probably not very good for you. This pouch actually contains exactly 10 million marshmallows even though it only looks large enough to contain one. When someone looks into the pouch they can see one marshmallow inside, and they can remove the marshmallow from the pouch one at a time by hand. Each time the pouch is turned over, one marshmallow will fall out. An entire room could be filled with it, but it might take several years to do so. The marshmallows have no magical benefit. Nothing else can be put into the pouch because it is too full of marshmallows to fit anything else.","properties":{"Category":"Items","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Pouch of Travelling","description":"Pouch of Travelling Wondrous item, uncommon This sturdy leather pouch weighs 20 pounds and is 10 inches square. Inside it are a tent, a bedroll, a mess kit, a tinderbox, a hooded lantern, 10 days of rations, 6 iron spikes, a crowbar, a waterskin, and 50 feet of hempen rope. All these items may be easily drawn out and replaced whenever required. If any additional item is placed in the pouch, it bursts and scatters the contents.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Powder Keg","description":"Damage . 10d6 Damage Type . fire Cost . 500 gp Properties . Special* Range . 30-foot-radius sphere. *Powder Kegs . When a barrel takes fire damage, it explodes in a 30-foot-radius sphere. Creatures in the area must succeed on a DC 13 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one.","properties":{"Category":"Items","Properties":"Special"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Powder of the Black Veil","description":"Powder of the Black Veil Wondrous item, uncommon Found in a small container, this sooty, black powder resembles very fine sand. There is enough for one use. When you use an action to throw a handful of this powder into the air, it creates a 10-foot radius sphere of dark, dense dust, centered on you. The area is heavily obscured and lingers in the air for 1 minute. When a creature enters the area for the first time on a turn or starts its turn there it must make a DC 15 Wisdom saving throw or become blinded for 1 minute (you can avoid this by closing your eyes when you throw the dust and keeping them closed until you leave the area). A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature is immune to the effects of this dust for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Powder of True Form","description":"A brass decanter holds a fine powder with a golden sheen. There is enough for 6 doses. When you use an action to throw a dose of powder into the air, the true forms of all creatures that are within 10 feet from you are revealed for 1d4 minutes. The duration is the same for all subjects, and the powder is consumed when its magic takes effect. The powder shows the original form of a shapechanger or a creature that is transformed by magic into another form. However, it does not force the subjects to revert to their original forms.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Power Focus","description":"Power Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you gain a +1 bonus to channeling and forging attack rolls. In addition, you ignore half cover when making a channelling or forging attack. Exceptional. The bonus to attack rolls increases to +2 Superior. The bonus to attack rolls increases to +3 Optimum. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Power Gauntlet","description":"Wondrous item, uncommon This armored gauntlet emits a constant, soft hum and electrical sparkles from time to time; it holds a highly electrified charge in its hidden capacitors. When you hit a creature with a melee weapon attack held in the hand with the Power Gauntlet, you can use your bonus action to electrify the weapon. The target must succeed on a CON SAVE 13 or take 1d12 lightning damage and be stunned until the end of its next turn; on a save, they take half damage and are not stunned, but their speed becomes 0 until the end of their turn. Once activated, the Gauntlet needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Power Gauntlets","description":"Power Gauntlets Melee weapon (simple) Damage : 1d4 Damage Type : bludgeoning Properties : Light Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Power Weapon (Disruptor)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Power Weapon (Firebrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Power Weapon (Frostbrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Power Weapon (Proton)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Power Weapon (Ruiner)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Power Weapon (Thunderbolt)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Powered Armor","description":"Powered Armor Armor (heavy) This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate. Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn’t recover any expended charges. While the armor is active, you gain the following benefits: Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled. Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons. Force Field. When you would take damage, you can use your reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a bonus action, you can expend 1 of the armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 19 Stealth: Disadvantage Weight: 65 Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Powered Drone Pack","description":"Powered Drone Pack Utility, rare (requires affinity by a forger) This 8-inch-wide rectangular case can be attached to a belt or along the upper arm. The pack contains 1d4 + 2 voice-activated micro-drones. The GM decides the type of each drone or determines it randomly. A pack can have more than one drone of the same type. To use one, you must be carrying the pack on you. Each drone contains the pattern of a forging technique that you can use as a bonus action (using your esper save DC if a save is necessary). Once a drone’s technique is used, that drone can’t be used again until the next dawn. d20 Drone Type Technique 1-6 Sensory Sensory boost 7-12 Medical Mend (rank 2) or minor remedy 13-16 Restoration Major remedy 17-18 Combat Ramming strike or impact drive 19 Synergy Directed strike 20 Transport Dynamic passage","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Practice Mirror","description":"This magical mirror is 5 feet high and decorated with silver filigree, showing various musical instruments in the tracery. The mirror reflects the image of any creature that stands before it, however, the Background shows the animated illusion of a crowd of spectators of all races and cultures. The mirror has four command words that create various effects: “Light” causes the mirror to shed bright light in a 15-foot cone and dim light for an additional 30 feet. It lasts until you use a bonus action to repeat the command word. “Cheers” causes the mirrors to emit the sounds of cheers and laughter and creates the illusion of the spectators cheering in the Background. The cheers last for 1 round. “Costume” causes the mirror to change the costume of the reflection of any creature that stands in front of it. As a bonus action, you can use the command word to generate a random costume with an infinite number of combinations. Stepping out of the reflection of the mirror ends the effect. “Stage” causes the mirror to change the reflection of the stage around the reflected creatures. As a bonus action, you can use the command word to generate a random set of stage props with an infinite number of combinations. Stepping out of the reflection of the mirror ends the effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Prayer Mat","description":"Wondrous item, uncommon (requires attunement by a cleric or paladin) This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and colors change to those appropriate to your deity. When you spend 10 minutes praying to your god while kneeling on this mat, you regain one expended use of your Channel Divinity. Once you have used the mat, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon (requires attunement by a cleric or paladin)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Prayer Mat","description":"Wondrous item, uncommon (requires attunement by a cleric or paladin) This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat’s colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Cleric or Paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Precision","description":"Journeyman weapon property Components: Masterwork exotic melee weapon with the Finesse property This weapon gains the Precision property. Precision. Once per turn, when you hit a creature with this weapon and have advantage on the attack roll, the target takes an extra 1d6 damage.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Prehensile Tail","description":"Donor: Any creature with a Tail attack Slot: External You surgically attach a muscular, prehensile tail, which is a natural weapon that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your tail. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the damage normal for an unarmed strike. Additionally, you can hold and manipulate objects and weapons with your tail, but you can’t make attacks with weapons held by your tail or wield a shield with your tail and gain its benefits.","properties":{"Category":"Items","Item Type":"Monstrous Graft","Properties":"Finesse"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Presinthe","description":"Also called “the Black Fairy\", it is a distillate that has always been prohibited throughout the Kingdom, due to its disruptive and unnatural potential. It presents a liquorice and salsify aftertaste. The correct way to prepare and consume this concoction is to first dissolve antimony salts in the glass from a special perforated spoon. Effect : When you take this concoction, you mentally contact the spirit of a long-dead sage, or some other mysterious, paranormal entity. Contacting this entity can strain or even break your mind. When you drink this distillate, make a DC 13 Intelligence saving throw. On a failure, you take 4d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A lesser restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to 3 questions. The Condottiero answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the Condottiero might instead offer a short phrase as an answer (as, for example, \"Go to Hell!\").","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Pressure Capsule","description":"Pressure Capsule Wondrous item, common This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). (Tammeraut’s Fate)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Preying Mantis","description":"Wondrous item, rare (requires attunement) Component: plant poison gland Spellcasters keeping you down? Sick of getting caught in fireballs? Loaded with vials of Branton Quark’s proprietary anti-magic serum, ‘Chemical Hex’, this stylish prosthetic is just the tool for you. The preying mantis: putting the power back into your hands — literally! This item can function as a prosthetic forearm or can be inserted into your arm as part of the attuning process. Either way, it can’t be removed against your will while you remain attuned to it. The item has 3 charges and regains 1d3 expended charges daily at dawn. Mantis Jab. While wearing the prosthetic, you can use a bonus action to extend or retract the blade within it, which functions as a shortsword while it’s extended. While the blade is extended, you can use an action to expend 1 charge and make a special melee attack with it. On a hit, the target suffers the attack's normal effects and must make a DC 15 Constitution saving throw, taking 1d8 poison damage on a failure, or half as much damage on a success. A spellcaster that fails this save takes 2d8 poison damage instead and can’t cast spells of 1st level or higher until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Preying Mantis (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: plant poison gland Spellcasters keeping you down? Sick of getting caught in fireballs? Loaded with vials of Branton Quark’s proprietary anti-magic serum, ‘Chemical Hex’, this stylish prosthetic is just the tool for you. The preying mantis: putting the power back into your hands — literally! This item can function as a prosthetic forearm or can be inserted into your arm as part of the attuning process. Either way, it can’t be removed against your will while you remain attuned to it. The item has 3 charges and regains 1d3 expended charges daily at dawn. Mantis Jab. While wearing the prosthetic, you can use a bonus action to extend or retract the blade within it, which functions as a shortsword while it’s extended. While the blade is extended, you can use an action to expend 1 charge and make a special melee attack with it. On a hit, the target suffers the attack's normal effects and must make a DC 15 Constitution saving throw, taking 1d8 poison damage on a failure, or half as much damage on a success. A spellcaster that fails this save takes 2d8 poison damage instead and can’t cast spells of 1st level or higher until the start of your next turn. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 5, the recharge to 1d4 + 1, and the DC to 16.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pride Silk","description":"Pride Silk Adventuring gear The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk. One square yard of pride silk weighs 1 pound and costs 100 gp. An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Pride Silk Outfit","description":"Pride Silk Outfit Armor The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk. One square yard of pride silk weighs 1 pound and costs 100 gp. An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it. AC: 11 + Dex Modifier Weight: 4","properties":{"Category":"Items","Item Type":"armor"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Priest's Pack","description":"Priest's Pack Equipment pack Includes: a backpack a blanket 10 candles a tinderbox an alms box 2 blocks of incense a censer vestments 2 days of rations a waterskin","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Backpack\",\"blanket\",\"candle (10)\",\"tinderbox\",\"alms box\",\"block of incense (2)\",\"censer\",\"vestments\",\"rations (2)\",\"waterskin\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Priest's Pack","description":"Priest's Pack Adventuring gear Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.","properties":{"Category":"Items","Expansion":5},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Priest's Pack","description":"Adventuring Gear Weight: 29 lb. Cost: 33 GP A Priest’s Pack contains the following items: Backpack , Blanket , Holy Water , Lamp , 7 days of Rations , Robe , and Tinderbox .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Priest's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Primal Doom","description":"Wondrous item, rarity varies A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity varies"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Prime Focus","description":"Prime Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate distortion or phase step with it using your power save DC and esper ability modifier. The focus regains 1d6 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you gain a +1 bonus to AC, saving throws, and channeling attack rolls. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: levitate (2 charges), light beam (2 charges), or unravel effect (3 charges). Superior. When the focus reaches this grade, it gains the following properties. The bonus to AC, saving throws, and channeling attack rolls increases to +2 The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (rank 5 version, 5 charges), force field (5 charges), obfuscate (2 charges), superior stasis field (5 charges), or warp helix (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of charges increases to 50. The number of charges regained after a long rest increases to 4d6 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: lightning ring (4 charges), reave (7 charges), singularity (rank 7 version, 7 charges), spatial passage (5 charges), or telekinesis (5 charges). You can expend an action to use one of the following powers with the focus without using any charges: esper sense , guiding discs , open channel , magnetic seal , and slow fall . You can perform a retributive strike (see below). Retributive Strike. You can use an action to break the focus over your knee or against a solid surface, performing a retributive strike. The focus is destroyed and releases its remaining power in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random location in the galaxy, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the focus. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the focus 11 to 20 ft. away 6 x the number of charges in the focus 21 to 30 ft. away 4 x the number of charges in the focus","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Primordial Scale","description":"Armor (scale mail), uncommon (requires attunement) This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Prism","description":"With a head of rare illarite, this warhammer is a dazzling and dangerous planar lightshow. Legend Illarite, the planar-reactive mineral from which Prism is made, is found solely on mountains that “pierce the clouds.” Legend says the cloud giant princes will challenge anyone who climbs their peaks to brave the four Elemental Planes while wielding the warhammer and return alive. The reward: untold riches. Location Prism is with Loresword Seraphina Levis, an academic intent on studying Illarite. While the Cloud Princes won’t admit it, Seraphina tricked them into a bet of unspecified length, giving her years to study the warhammer under the pretense of accomplishing the challenge. Encounter Ideas Reputation Management. The cloud giant Prince Nimborian wants the “hammer situation” resolved and the ancestral weapon back. He tasks the adventurers with finding Seraphina to quietly negotiate. Uncharted Waters. Seraphina left the warhammer with colleagues at an arcane research station in the Elemental Plane of Water. She hasn’t heard a word from them in weeks. Failed Experiment. An experiment on the warhammer failed spectacularly, opening a portal to the Elemental Plane of Earth. Now a swarm of xorn is loose, one of whom ate the warhammer. Progression Prism progresses when it spends 7 consecutive days in an Elemental Plane (Air, Earth, Fire, or Water) that it hasn’t already spent 7 consecutive days in. Statistics Weapon (Warhammer), Rarity Varies (Requires Attunement) Common . When within 1000 feet of a planar portal, the weapon flickers with dim light in a 5-foot radius. If the nearest portal is connected to one of the Elemental Planes, this light is colored according to the Duplicate Colors table below (for example, red light for the Plane of Fire). Uncommon . Tetradic Refraction . While in an area of dim or bright light, you can use your bonus action to raise Prism and cast mirror image , refracting your form into four monochromatic duplicates as you do so. When cast this way, the spell has the following modifications. You split into four different colored duplicates, each with an associated plane (see the Duplicate Colors table). Your essence flits between the four duplicates for the duration. If you have three or more duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. When you attack with this weapon, you attack as a chosen duplicate, dealing an additional 1d8 damage of its associated type on a hit. When a duplicate is destroyed, the GM randomly determines which one has been destroyed. If it is destroyed by a melee attack, it deals 1d8 damage of the duplicate’s associated type to the attacker. When three duplicates have been destroyed, the spell ends as normal, and you return to your original form. Once used, this property can’t be used again until you finish a long rest. Duplicate Colors Plane Color Damage Air Yellow Lightning Earth Green Poison Fire Red Fire Water Blue Cold Rare . The damage your duplicates deal on a hit or upon being destroyed increases to 2d8. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very Rare . The bonus to attack and damage rolls increases to +2 and the damage your duplicates deal on a hit or upon being destroyed increases to 3d8. Legendary . The bonus to attack and damage rolls increases to +3 and the damage your duplicates deal on a hit or upon being destroyed increases to 4d8. When a duplicate is destroyed, it explodes and each creature within 10 feet of you must make a DC 19 Dexterity saving throw. A target takes 4d8 damage of the duplicate’s associated type on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Prism (Common)","description":"Prism Weapon (Warhammer), Common (Requires Attunement) When within 1000 feet of a planar portal, the weapon flickers with dim light in a 5-foot radius. If the nearest portal is connected to one of the Elemental Planes, this light is colored according to the Duplicate Colors table below (for example, red light for the Plane of Fire). Duplicate Colors Plane Color Damage Air Yellow Lightning Earth Green Poison Fire Red Fire Water Blue Cold Progression Prism progresses when it spends 7 consecutive days in an Elemental Plane (Air, Earth, Fire, or Water) that it hasn’t already spent 7 consecutive days in.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Prism (Legendary)","description":"Prism Weapon (Warhammer), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When within 1000 feet of a planar portal, the weapon flickers with dim light in a 5-foot radius. If the nearest portal is connected to one of the Elemental Planes, this light is colored according to the Duplicate Colors table below (for example, red light for the Plane of Fire). Tetradic Refraction . While in an area of dim or bright light, you can use your bonus action to raise Prism and cast mirror image , refracting your form into four monochromatic duplicates as you do so. When cast this way, the spell has the following modifications. You split into four different colored duplicates, each with an associated plane (see the Duplicate Colors table). Your essence flits between the four duplicates for the duration. If you have three or more duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. When you attack with this weapon, you attack as a chosen duplicate, dealing an additional 4d8 damage of its associated type on a hit. When a duplicate is destroyed, the GM randomly determines which one has been destroyed. It explodes and each creature within 10 feet of you must make a DC 19 Dexterity saving throw. A target takes 4d8 damage of the duplicate’s associated type on a failed save, or half as much damage on a successful one. When three duplicates have been destroyed, the spell ends as normal, and you return to your original form. Once used, this property can’t be used again until you finish a long rest. Duplicate Colors Plane Color Damage Air Yellow Lightning Earth Green Poison Fire Red Fire Water Blue Cold","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Prism (Rare)","description":"Prism Weapon (Warhammer), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When within 1000 feet of a planar portal, the weapon flickers with dim light in a 5-foot radius. If the nearest portal is connected to one of the Elemental Planes, this light is colored according to the Duplicate Colors table below (for example, red light for the Plane of Fire). Tetradic Refraction . While in an area of dim or bright light, you can use your bonus action to raise Prism and cast mirror image , refracting your form into four monochromatic duplicates as you do so. When cast this way, the spell has the following modifications. You split into four different colored duplicates, each with an associated plane (see the Duplicate Colors table). Your essence flits between the four duplicates for the duration. If you have three or more duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. When you attack with this weapon, you attack as a chosen duplicate, dealing an additional 2d8 damage of its associated type on a hit. When a duplicate is destroyed, the GM randomly determines which one has been destroyed. If it is destroyed by a melee attack, it deals 2d8 damage of the duplicate’s associated type to the attacker. When three duplicates have been destroyed, the spell ends as normal, and you return to your original form. Once used, this property can’t be used again until you finish a long rest. Duplicate Colors Plane Color Damage Air Yellow Lightning Earth Green Poison Fire Red Fire Water Blue Cold Progression Prism progresses when it spends 7 consecutive days in an Elemental Plane (Air, Earth, Fire, or Water) that it hasn’t already spent 7 consecutive days in.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Prism (Uncommon)","description":"Prism Weapon (Warhammer), Uncommon (Requires Attunement) When within 1000 feet of a planar portal, the weapon flickers with dim light in a 5-foot radius. If the nearest portal is connected to one of the Elemental Planes, this light is colored according to the Duplicate Colors table below (for example, red light for the Plane of Fire). Tetradic Refraction . While in an area of dim or bright light, you can use your bonus action to raise Prism and cast mirror image , refracting your form into four monochromatic duplicates as you do so. When cast this way, the spell has the following modifications. You split into four different colored duplicates, each with an associated plane (see the Duplicate Colors table). Your essence flits between the four duplicates for the duration. If you have three or more duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. When you attack with this weapon, you attack as a chosen duplicate, dealing an additional 1d8 damage of its associated type on a hit. When a duplicate is destroyed, the GM randomly determines which one has been destroyed. If it is destroyed by a melee attack, it deals 1d8 damage of the duplicate’s associated type to the attacker. When three duplicates have been destroyed, the spell ends as normal, and you return to your original form. Once used, this property can’t be used again until you finish a long rest. Duplicate Colors Plane Color Damage Air Yellow Lightning Earth Green Poison Fire Red Fire Water Blue Cold Progression Prism progresses when it spends 7 consecutive days in an Elemental Plane (Air, Earth, Fire, or Water) that it hasn’t already spent 7 consecutive days in.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Prism (Very Rare)","description":"Prism Weapon (Warhammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When within 1000 feet of a planar portal, the weapon flickers with dim light in a 5-foot radius. If the nearest portal is connected to one of the Elemental Planes, this light is colored according to the Duplicate Colors table below (for example, red light for the Plane of Fire). Tetradic Refraction . While in an area of dim or bright light, you can use your bonus action to raise Prism and cast mirror image , refracting your form into four monochromatic duplicates as you do so. When cast this way, the spell has the following modifications. You split into four different colored duplicates, each with an associated plane (see the Duplicate Colors table). Your essence flits between the four duplicates for the duration. If you have three or more duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. When you attack with this weapon, you attack as a chosen duplicate, dealing an additional 3d8 damage of its associated type on a hit. When a duplicate is destroyed, the GM randomly determines which one has been destroyed. If it is destroyed by a melee attack, it deals 3d8 damage of the duplicate’s associated type to the attacker. When three duplicates have been destroyed, the spell ends as normal, and you return to your original form. Once used, this property can’t be used again until you finish a long rest. Duplicate Colors Plane Color Damage Air Yellow Lightning Earth Green Poison Fire Red Fire Water Blue Cold Progression Prism progresses when it spends 7 consecutive days in an Elemental Plane (Air, Earth, Fire, or Water) that it hasn’t already spent 7 consecutive days in.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Prismari Primer","description":"Prismari Primer Wondrous item, uncommon (requires attunement by a spellcaster) The Prismari Primer is a magic textbook created at Strixhaven’s Prismari College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Dexterity (Acrobatics) or a Charisma (Performance) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Prismatic Bomb","description":"By adding an ounce of polyjuice, an unpredictable, multicolored chemical, to your bomb’s explosive contents, you can change it into a prismatic bomb. A prismatic bomb deals damage of a randomly determined type instead of fire damage, and it requires a randomly determined type of saving throw. Its damage dice are d8s. Roll on each of the following tables. d6 Damage Type 1 Acid 2 Cold 3 Fire 4 Lightning 5 Poison 6 Radiant d6 Saving Throw 1-2 Dexterity 3-4 Constitution 5-6 Wisdom","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Privateer Coat","description":"Wondrous item, rare (requires attunement) Component: beast (lion) hair Worn to shield airship crewmates against cold and violent winds, this jacket is equipped with pockets and pouches fit for repair tools and weapons. Some coats are adorned with decorative shoulder pads and pins to distinguish rank and aerial prowess. Built for the Skies. While wearing this coat, you have advantage on ability checks and saving throws made to overcome the effects of cold weather or violent winds. You also have advantage on saving throws against effects that deal cold damage. Finally, you have advantage on Charisma checks against any creature that perceives itself to be below the rank indicated by the coat. When you find this coat, roll a d4 to determine its rank: d4 Rank 1 Petty officer 2 Lieutenant 3 Captain 4 Admiral Repair Adept. While wearing this coat, you can cast the mending cantrip at will. Aerial Messaging. While wearing this coat, you can write a message of up to 25 words in the sky, creating one letter out of clouds every 30 seconds. The letters last for 1 hour on a calm day, 10 minutes in a moderate wind (at least 10 miles per hour), or 1 minute in a strong wind (at least 20 miles per hour). Once this property of the coat has been used, you can’t use it again until the next dawn, unless you are operating aircraft.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Privateer Coat (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: beast (lion) hair Worn to shield airship crewmates against cold and violent winds, this jacket is equipped with pockets and pouches fit for repair tools and weapons. Some coats are adorned with decorative shoulder pads and pins to distinguish rank and aerial prowess. Built for the Skies. While wearing this coat, you have advantage on ability checks and saving throws made to overcome the effects of cold weather or violent winds. You also have advantage on saving throws against effects that deal cold damage. Finally, you have advantage on Charisma checks against any creature that perceives itself to be below the rank indicated by the coat. When you find this coat, roll a d4 to determine its rank: d4 Rank 1 Petty officer 2 Lieutenant 3 Captain 4 Admiral Repair Adept. While wearing this coat, you can cast the mending cantrip at will. Aerial Messaging. While wearing this coat, you can write a message of up to 25 words in the sky, creating one letter out of clouds every 30 seconds. The letters last for 1 hour on a calm day, 10 minutes in a moderate wind (at least 10 miles per hour), or 1 minute in a strong wind (at least 20 miles per hour). Once this property of the coat has been used, you can’t use it again until the next dawn, unless you are operating aircraft. Uncommon variant: Remove the Repair Adept and Aerial Messaging properties.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Professor Orb","description":"A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere. The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: The history of Netheril (see \"Fate of Netheril”) Vampirism and the traits of vampires Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) The tarrasque (see the Monster Manual)","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Professor Orb","description":"Professor Orb Wondrous item, rare A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere. The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide . Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: The history of Netheril Vampirism and the traits of vampires Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) The tarrasque (see the Monster Manual )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Propane Lighter (pocket)","description":"Propane Lighter (Pocket) Miscellaneous gear","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Prophecy","description":"Prophecy Trick weapon (cleaver, whip), artifact (requires attunement by a creature with a Strength of 15 or higher) You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your sight improves as your vision starts echoing with that of the blade. While holding prophecy , you gain the following benefits: You can't be surprised. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. You are immune to being blinded, as the sword absorbs the effect and closes two of its eyes instead, before regrowing them. You have truesight out to 30 feet. You can cast the arcane eye spell at will, requiring no material components and using prophecy as your spellcasting focus. When cast in this way, the magical eye also has truesight out to 30 feet. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the weapon is a cleaver studded with eyeballs. In its transformed state, the weapon is a whip composed of metal shards held together by a sinew of blood and flesh. Untransformed. When you hit a creature with this cleaver, you curse them for the next hour. For the duration, you gain a +2 bonus to damage rolls made with the weapon against the target, any attack roll you make with the weapon against the cursed target is a critical hit on a roll of 18, 19, or 20 on the d20, and you have advantage on any Perception or Survival check you make to find the target. The curse ends early if you transform the weapon or if you fall unconscious. Transformed. This whip deals 1d6 slashing damage on a hit, has the versatile (1d6/1d8) property, but does not have the finesse property. Once on each of your turns when you hit a creature with this weapon, you can attempt to crush them under the weight of the whip. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 3d6 slashing damage and be knocked prone and restrained. Curse: All Devouring Sight. While attuned to this weapon, your sight deteriorates rapidly. For each five days that pass, you gain a permanent -1 penalty to all Perception checks made using your sight. When this penalty reaches -5, your eyes rot and melt out, leaving you permanently blinded as two new eyes appear on the blade. However when you kill a creature of a CR equal to your level or greater, if the creature had eyes, your curse’s penalty regresses by 1 (e.g., from -2 penalty to -1) to a minimum of 0. The sword's curse is insidious: while you remain attuned to the weapon, you do not suffer the penalty to your Perception checks, and you do not realize that your sight is worsening. The blade's influence makes you perceive the world in a clearer light. Demidritches are immune to this curse. *Roll20 Note: Add the Prophecy (Cleaver) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Versatile (d8)","Item Rarity":"artifact","Requires Attunement":"Yes, by a creature with a Strength of 15 or higher"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Prophecy (Cleaver)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Prophecy to populate attacks in its untransformed form. Untransformed. When you hit a creature with this cleaver, you curse them for the next hour. For the duration, you gain a +2 bonus to damage rolls made with the weapon against the target, any attack roll you make with the weapon against the cursed target is a critical hit on a roll of 18, 19, or 20 on the d20, and you have advantage on any Perception or Survival check you make to find the target. The curse ends early if you transform the weapon or if you fall unconscious.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)","Item Rarity":"artifact","Requires Attunement":"Yes, by a creature with a Strength of 15 or higher"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Prospecting Compass","description":"W ondrous item, common This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can’t point to processed metals, such as iron swords or gold coins. The compass can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Prospector's Wand","description":"Prospector’s Wand Wand, uncommon (requires attunement by a creature with the Mark of Finding) This Y-shaped wand, bearing the emblem of the Mark of Finding, has 5 charges for the following properties. It regains 1d4+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Finding. While holding the wand, you can use an action to expend 2 charges and cast the locate creature spell. Location. While holding the wand, you can use an action to expend 1 charge and cast the locate object spell. Prospecting. While holding the wand, you can use an action to expend 1 charge and cast the locate animals or plants spell. Anytime you cast the locate animals or plants spell while holding the wand, you gain the following benefits. You can describe or name a specific kind of mineral and locate it instead of a beast or plant. When you cast this spell, you can specify the minimum quantity of that beast, plant, or mineral that you wish the spell to find within a 30-foot-radius sphere, such as “at least 3 pounds of Eberron dragonshards” or “at least five deer.” You learn the direction and distance to the closest occurrence in that concentration, if any are present.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with the Mark of Finding"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Prosthetic Limb","description":"Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Prosthetic Limb","description":"Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.","properties":{"Category":"Items","Expansion":4480,"Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Prosthetic Limb","description":"Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"common (requires attunement by a creature missing some or all of a limb)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Prosthetic Limb","description":"Prosthetic Limb Augment (limb), common This augment replaces a limb such as a leg, arm, or hand. It functions identically to the body part it replaces. Location. This augment can either replace an entire limb or serve as a partial replacement. Partial replacements begin at a joint such as an elbow, knee, or wrist. Location has no effect on the augment’s function. Detachable Option. With this optional feature, you can spend an action to detach and reattach this augment. It can’t be removed against your will unless you are dead. Augments with this option can have a cost of up to 50% higher than normal.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Prosthetic Limb","description":"Prosthetic Limb Wondrous item, common (requires attunement by a creature missing some or all of a limb) This artificial limb replaces a hand, an arm, a foot, a leg, or a similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can’t be removed by anyone else. If you have multiple prosthetic limbs , they count as a single magic item with regard to the number of magic items you can attune to.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement by a creature missing some or all of a limb"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Prosthetic Limb","description":"Wondrous Item, Common This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Prosthetic Limb"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Protean Macuahuitl","description":"Weapon (Club or Greatclub), Rare The edge of this wooden club has notches designed to hold shards of various materials. Mineral Strike Working for 1 hour, you can embed the club with 100 gp worth of Adamantine, Diamond, Quartz, or Tungsten, granting the club one of these properties until you replace the material. Adamantine. The club deals double damage to objects. Diamond. The club deals an extra 1d6 Piercing damage on a hit. Quartz. The club deals an extra 1d4 Lightning damage on a hit. On a Critical Hit, the target can't take Reactions until the start of your next turn. Tungsten. The club deals an extra 1d4 Bludgeoning damage on a hit and, if the target is a Large or smaller creature, it is pushed 5 feet away. Fragile Sharpness If you roll a 1 on an attack roll using the club, the shards embedded in it shatter and the club loses its magical properties until you spend 1 hour to insert new shards of material worth at least 25 gp.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Protection Armor","description":"Protection Armor Armor (any), varies (requires affinity) This armor provides versatile overall protection. While you wear it, you have a +1 bonus to saving throws. Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. The bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. The saving throw bonus increases to +2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Protective Verses","description":"Protective Verses Wondrous item, rare (requires attunement by a wizard ) This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock , dispel magic , globe of invulnerability , glyph of warding , Mordenkainen's private sanctum , protection from evil , and symbol . It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school. When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Proximity Coil","description":"Proximity Coil Weapon (Whip), Common This whip is comprised of braided unicorn tail hair, which appears silky and iridescent. When you reduce a creature to 0 hit points with an attack using this magic weapon, they are not killed outright. The target becomes stable, is immediately pulled 5 feet closer to you, and remains unconscious for 1 hour or until it regains any number of hit points.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"common"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Proximity Javelin","description":"Proximity Javelin Weapon (Javelin), Rare (Requires Attunement) This sleek javelin is made entirely of metal and is wrapped in a leather grip. The words “up close and personal” are etched in Orcish on the shaft. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 3 charges. When you make a ranged weapon attack with this weapon, you can expend 1 charge to instantly teleport to an unoccupied space within 5 feet of your target. When you teleport to your destination, you appear holding the javelin. Additionally, on a hit, you can immediately attempt to grapple the target. This weapon regains all expended charges when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Pseudodragon's Staff","description":"Staff, Uncommon (Requires Attunement) This magic scepter is topped with a dragon figurine, its wings clasped around a blue orb. While holding the staff, you can telepathically communicate simple ideas, emotions, and images with any creature you can see within 100 feet that can understand a language. Summon Pseudodragon. As an action, you can transform the staff's figurine into a pseudodragon that appears in an unoccupied space within 5 feet. The dragon is under your control and acts on your turn in combat. Moreover, you and creatures friendly to you have advantage on saving throws against spells and other magical effects while within 10 feet of the dragon. The dragon remains for 1 hour, until it is reduced to 0 hit points, or until you dismiss it as a bonus action, upon which it reappears as a figurine at the staff's top. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Staff","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Psi Crystal","description":"This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Intelligence Score Range of Telepathy Light Intensity 3-7 15 feet Dim light out to a range of 5 feet 8-11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12-15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes (creature with Intelligence 3 or higher)"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Psi Crystal","description":"Psi Crystal Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Intelligence Score Range of Telepathy Light Intensity 3–7 15 feet Dim light out to a range of 5 feet 8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a creature with an Intelligence score of 3 or higher"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Psi Lenses","description":"Psi Lenses Wondrous item, uncommon Psi lenses come in pairs, with each shard of iridescent glass made to fit flush with the other’s irregularly chiseled edge. When you touch one lens while the other is on the same plane of existence as you, you can use an action to teleport to the space containing the other lens, or the closest unoccupied space if the lens’s space is occupied. After a lens is used to teleport, the pair can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Psilocybe","description":"Natural intoxicant, Uncommon Psilocybes are a type of mushroom with psychedelic compounds in it. The mushrooms are easy to find but some care must be used when harvesting to ensure that toxic mushrooms are not mixed in with the psilocybes. These can be eaten raw or cooked. Initial. User will have their sense of pain drastically reduced. If they are suffering negative effects from pain then the effects will subside for 2d6 minutes. Secondary Effect. User will be immune to horror or its effects for 2d6 minutes. Side Effect. User will have disadvantage when rolling initiative as they are slow to act in combat. User must succeed on a DC 10 Constitution saving throw or be incapacitated for 2d12 minutes after the end of secondary effects. Overdose. If more than two doses are taken in a six hour period then the user immediately gains one level of exhaustion. A creature that takes seven doses of poppy in a six hour period will have six levels of exhaustion and therefore die from exhaustion.","properties":{"Category":"Items","Item Type":"Intoxicant","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Psion's Skull","description":"Wondrous Item, Rare (Requires Attunement) This magic skull is from a psionic creature and is decorated with golden ornaments. While carrying it, you have resistance to Psychic damage, you are immune to magic that allows other creatures to discern your thoughts, whether you are lying, your alignment, or your creature type. The skull has 3 charges for the following properties and regains all expended charges daily at dawn: Intellect Fortress. As a bonus action, you can expend 1 charge to create an aura of psychic energy in a 10-foot radius around you for 1 minute. You and each creature of your choice within that area have advantage on Intelligence, Wisdom, and Charisma saving throws. Mind Blast. As an action, you can expend 2 charges to emit psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 18 (4d8) Psychic damage and until the end of its next turn, the creature must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Psionax Eel","description":"Wondrous Item, Uncommon (Requires Attunement) This tiny eel has two tentacles and sharp teeth. Symbiotic Attunement To attune to this symbiont, you must hold it up to your ear canal, whereupon it burrows into your head and wraps around your cerebral cortex. You gain the following effects while attuned to the eel. Wisdom. You have Advantage on Wisdom saves. Telepathy. You can communicate simple ideas, emotions, and images telepathically with any creature you can see within 30 feet that can understand a language. Frail Mind. You have Vulnerability to Psychic damage. If you have Resistance to Psychic damage from another source, you instead lose that Resistance. The eel can't be removed while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by magic that ends a curse, your attunement to the eel ends, and it exits your body.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Psionblade Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand. Very rare variant: Increase the attack and damage bonus to +2. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand. Very rare variant: Increase the attack and damage bonus to +2. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand. Very rare variant: Increase the attack and damage bonus to +2. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand. Very rare variant: Increase the attack and damage bonus to +2. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionblade Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: pouch of monstrosity (phase spider) teeth As locomotion in the astral plane is powered by thought, wayfarers of this vast, waterless sea tend to be of greater than normal intelligence. Hence it follows that their armaments should be manipulated by their greatest asset—thought itself—in place of the strength of their arm. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while wielding this weapon, you can use your mind to manipulate and empower its blade. You can use your Intelligence modifier for the attack and damage rolls of this weapon. Psionslice. While holding the weapon, you can use a bonus action to cause it to switch from an ethereal blade of nebulous energy that deals psychic damage on a hit to a hardened, crystalline structure that deals the sword’s normal damage type on a hit, or vice-versa. Rare variant: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property. Thoughtstrike. When you make an attack with this weapon, you can expend 1 charge to launch it out of your hand, controlling it with your mind to make a melee weapon attack against a target up to 30 feet away. When making an attack in this way, you must use your Intelligence modifier for the attack and damage rolls. After this attack, the sword flies back to your hand. Very rare variant: Increase the attack and damage bonus to +2. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. The sword has the Thoughtstrike property.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Psionic Bomb","description":"By mixing your bomb’s explosive contents with dust from a psionic crystal, you can change it into a psionic bomb. A psionic bomb deals psychic damage instead of fire damage, its damage dice are d6s, and it requires a Wisdom saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on Constitution saving throws it makes to maintain concentration on spells until the end of its next turn, including against this bomb’s damage.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Psionic Focus","description":"Psionic Focus Focus, varies (requires affinity by an adept) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your adept talents. In addition, you can regain 1 use of your Psionic Combat feature as an action. You can’t use this property again until you finish a long rest. Exceptional. When the focus reaches this grade, the bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of Psionic Combat uses you regain increases to 2. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Psionic Suit","description":"Behold the psionic suit A technological marvel Intellect powered Biology superceded - script stolen by ‘Fast Hands’ Harrigan from an outpost on the Astral Plane Psionic Suit Wondrous item, legendary This item appears to be a Large suit of plate armour weighing 250 lbs. The suit has a hatch at the rear, through which one creature can enter using an action. That creature becomes the pilot. The psionic suit is a Large object with the following statistics: Armour Class: 20 Hit Points: 200 Speed: fly 3 x the pilot’s Intelligence score Damage Immunities: poison, psychic Once inside the pilot can operate the suit through thought. The suit has two Attack options, both of which require an action; Make two gauntlet attacks, with a bonus to the attack roll equal to the pilot’s Intelligence score, dealing 11 (2d10) plus the pilot’s Intelligence score bludgeoning damage on a hit. The suit can forego the damage to grapple a target (escape DC equals 10 plus the creature’s Intelligence score). Attempt to explode a creature’s brain. One creature the pilot can see within 60 feet of it must succeed on a Intelligence saving throw. The DC equals 10 + the pilot’s Intelligence modifier. The target takes 27 (5d10) psychic damage on a failed save, or half as much damage on a successful save. Any ability check or saving throw made by the suit has a bonus equal to the pilot’s Intelligence score, plus their proficiency bonus if applicable. A pilot with spellcasting (psionics) adds their proficiency to any d20 roll made by the suit, and can cast their spells through the suit. Weight: 250","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Psychic Shard","description":"Psychic Shard Focus, varies (requires affinity) The standard version of this 6-inch-long, clear, crystal shard is a very rare item. While holding it you can expend an action to use it and activate the extended perception power (save DC 17). The following psychic shard variants are epic items and have additional properties. Mindsight Shard. You can use an action to activate the detect thoughts power (save DC 17) during your use of extended perception with the shard, targeting creatures you can see within 30 feet of the power’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if extended perception ends. Telepathic Shard. While using extended perception through the shard, you can communicate telepathically with creatures you can see within 30 feet of the power’s sensor. You can also use an action to activate the suggestion power (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if extended perception ends. Once used, the suggestion feature of the shard can’t be used again until you finish a long rest. Truesight Shard. While using extended perception through the shard, you have truesight with a radius of 120 feet centered on the power’s sensor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Pulpit Shard","description":"Pulpit Shard Spell catalyst, uncommon A piece of wood from a pulpit imbued with divine magic from years of priests using it to perform sermons. When you cast the healing word or mass healing word spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell’s range increases to 150 feet.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Pump Shotgun","description":"","properties":{"Category":"Items","Item Type":"Weapon (pump shotgun)","Properties":"Ammunition (30/90), Heavy, Reload (10), Scatter (2d8), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pump Shotgun for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (30/90), Heavy, Reload (10), Scatter (2d8), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Punching Dagger","description":"","properties":{"Category":"Items","Item Type":"Weapon (punching dagger)","Properties":"Fist, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pupula Prism","description":"Pupula Prism Spell catalyst, common This spherical translucent prism contains an opaque black cone within. When turned in the light, a rainbow of colors pour out from around the wide end of the cone. When you cast the color spray spell, you can choose to allow the spell to consume this spell catalyst. When you do, choose any number of creatures within the spell’s cone. The chosen creatures are immune to the blinding effect of the spell and their hit points are ignored when determining which creatures are affected by the spell.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Purging Rod","description":"Purging Rod Rod, uncommon Once per day while holding this rod, you can use an action to cast purge contamination. After casting the spell, roll 1d20. On a 1, the rod melts into sludge.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Rod","Item Rarity":"uncommon"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Purified Phoenix Tear","description":"Potion, legendary This crystal-clear beverage tastes like a warm hug. For 8 hours after you consume this beverage, when you are reduced to 0 hit points, you regain 20 hit points. Then the beverage’s effect ends.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Purifier Tablet","description":"When this tablet is dropped into up to a pint of liquid, it dissolves and transforms the liquid into clean drinking water. The tablet has no effect on liquids made of synthetic chemicals (such as antitoxins and medical ampoules) or harmful substances such as poison.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Purple Shard of Hateful Wasting","description":"Purple Shard of Hateful Wasting Wondrous item, very rare (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Purple (Very Rare). This shard melds into the base of your spine. When you trigger this shard, each creature of your choice within 30 feet of you must succeed on a DC 16 Wisdom saving throw or be charmed by you for the duration. If you take damage while the shard is in effect, each creature that has been charmed by you takes 2d12 psychic damage. If you take damage, you can trigger the shard again as a reaction to add the amount of damage you take from triggering it to the amount of psychic damage taken by the creatures you have charmed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Purple Worm Poison","description":"Injury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one. Cost: 2,000 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Purple Worm Poison"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Purple worm poison (Injury)","description":"Purple Worm Poison Adventuring gear (poison, injury) This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Damage: 12d6 Damage Type: Poison","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Purse Stuff","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category A purse or handbag lets you prepare for more of life’s adventures with stuff like this: A purse, smart phone, wallet, credit cards, cash, id cards, keys, makeup, emergency toiletries, tissues, a pen, hair bands or pins, medication, lotion, lip balm, a watch.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Puzzle Box","description":"Wondrous item, rare Though a magic item in and of itself, this cubic box often contains far more powerful and destructive items. The puzzle box can hold one cubic foot of contents, which can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. Once the box is closed, it can only be opened by solving the box’s puzzle. You can attempt to solve it by spending 24 hours working on the puzzle mechanism, after which you must succeed a DC 23 Intelligence check to open the box. You can close the box as an action, automatically scrambling the puzzle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Pygmy woolly rhinoceros","description":"Primarily found in arctic climes, the pygmy woolly rhinoceros is a mastiff-sized pachyderm covered in shaggy brown, gray, or black fur. They are curious and social, though they can be aggressive when they or their offspring are threatened. Pygmy woolly rhinoceroses are as intelligent as a dog and can be trained for battle or even to perform tricks such as fetching or jumping. Some northern-dwelling halflings and dwarves use these rhinoceroses as mounts and beasts of burden.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pyremaul","description":"Pyremaul Melee weapon (martial, maul), legendary (requires attunement) Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by Grand Legate Phaestor, the fire giant ruler of Vulkanon, somewhere beneath the Cliffkeep Mountains. Dormant While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage. Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required). Awakened When Pyremaul reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +2. The extra fire damage dealt by the weapon increases to 2d6. As an action, you can slam Pyremaul into the ground to cast the burning hands spell at 2nd level (save DC 15). You can’t use this property again until you finish a short or long rest. Whenever you score a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Exalted When Pyremaul reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +3. The extra fire damage dealt by the weapon increases to 3d6. When you cast burning hands with the weapon, you do so at 3rd level and the save DC increases to 17. When you score a critical hit with this weapon, the saving throw to avoid being knocked prone increases to 17. You also roll an extra 3d6 fire damage when determining the extra damage for the critical hit. When you kill a creature with an attack using this weapon, you can take 10d10 fire damage and immolate the creature’s corpse. This damage can’t be reduced in any way, and you die if this damage reduces you to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a true resurrection or a wish spell. You can’t use this property of the maul again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Pyremaul, Awakened","description":"Pyremaul Melee weapon (martial, maul), legendary (requires attunement) Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by Grand Legate Phaestor, the fire giant ruler of Vulkanon, somewhere beneath the Cliffkeep Mountains. Dormant While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage. Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required). Awakened When Pyremaul reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +2. The extra fire damage dealt by the weapon increases to 2d6. As an action, you can slam Pyremaul into the ground to cast the burning hands spell at 2nd level (save DC 15). You can’t use this property again until you finish a short or long rest. Whenever you score a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Damage: 2d6+2 Damage Type: Bludgeoning Secondary Damage: 2d6 Secondary Damage Type: Fire Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon (martial, maul)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Pyremaul, Dormant","description":"Pyremaul Melee weapon (martial, maul), legendary (requires attunement) Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by Grand Legate Phaestor, the fire giant ruler of Vulkanon, somewhere beneath the Cliffkeep Mountains. Dormant While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage. Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required). Damage: 2d6+1 Damage Type: Bludgeoning Secondary Damage: 1d6 Secondary Damage Type: Fire Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon (martial, maul)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Pyremaul, Exalted","description":"Pyremaul Melee weapon (martial, maul), legendary (requires attunement) Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by Grand Legate Phaestor, the fire giant ruler of Vulkanon, somewhere beneath the Cliffkeep Mountains. Dormant While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage. Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required). Awakened When Pyremaul reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +2. The extra fire damage dealt by the weapon increases to 2d6. As an action, you can slam Pyremaul into the ground to cast the burning hands spell at 2nd level (save DC 15). You can’t use this property again until you finish a short or long rest. Whenever you score a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Exalted When Pyremaul reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack rolls increases to +3. The extra fire damage dealt by the weapon increases to 3d6. When you cast burning hands with the weapon, you do so at 3rd level and the save DC increases to 17. When you score a critical hit with this weapon, the saving throw to avoid being knocked prone increases to 17. You also roll an extra 3d6 fire damage when determining the extra damage for the critical hit. When you kill a creature with an attack using this weapon, you can take 10d10 fire damage and immolate the creature’s corpse. This damage can’t be reduced in any way, and you die if this damage reduces you to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a true resurrection or a wish spell. You can’t use this property of the maul again until 7 days have passed. Damage: 2d6+3 Damage Type: Bludgeoning Secondary Damage: 3d6 Secondary Damage Type: Fire Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon (martial, maul)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Pyrite Plesiosaurus Prehistoric Figurine of Wondrous Power","description":"Pyrite Plesiosaurus Prehistoric Figurine of Wondrous Power Wondrous Item, Uncommon Larger and more roughly hewn than typical figurines of wondrous power , these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Pyroclastic Saber (Common)","description":"Weapon (Scimitar), Common (Requires Attunement by a Spellcaster) Common This magic weapon has 1 charge. If you lack proficiency with this weapon, you can expend 1 charge to gain proficiency with it for 8 hours. This weapon regains 1 expended charge when you finish a long rest. You can expend a spell slot to regain a number of charges equal to the level of the spell slot expended. Once you have regained charges this way, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"common","Requires Attunement":"requires attunemnt by a spellcaster"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Pyroclastic Saber (Legendary)","description":"Weapon (Scimitar), Legendary (Requires Attunement by a Spellcaster) Common This magic weapon has 1 charge. If you lack proficiency with this weapon, you can expend 1 charge to gain proficiency with it for 8 hours. This weapon regains 1 expended charge when you finish a long rest. You can expend a spell slot to regain a number of charges equal to the level of the spell slot expended. Once you have regained charges this way, you can’t do so again until you finish a long rest. Uncommon The weapon now has 3 charges and regains 1d3 charges when you finish a long rest. You gain a +1 bonus to attack and damage rolls made with this weapon. While holding the weapon, you have the ability to move across lava as if it were harmless solid ground. If you expend 2 charges, you do not take damage from the heat of molten lava for 1 hour. Rare The weapon now has 5 charges and regains 1d4 + 1 charges when you finish a long rest. Pyroclastic Flow. As a bonus action, you can expend 3 charges to transform into a 10-foot-wide, 10-foot-high, 1-foot-thick wave of lava and immediately move 30 feet without provoking opportunity attacks. During this movement, you can move through other creatures. Creatures whose space you enter must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your spellcasting modifier) or take 4d6 fire damage. At the end of this movement, you reform in the nearest unoccupied space to where the movement ended. Very Rare The bonus to attack and damage rolls increases to +2, and the weapon now has 7 charges and regains 1d6 + 1 charges when you finish a long rest. While holding this weapon, you can read, speak, and understand Ignan. Legendary The weapon now has 9 charges and regains 1d8 + 1 charges when you finish a long rest. Volcanic Apotheosis. As a bonus action, you can expend 7 charges to transform into an elemental winged creature made of lava for 1 minute. You gain a flying speed equal to your walking speed. Whenever you are subjected to fire damage, you take no damage and instead regain a number of hit points equal to the fire damage dealt. Whenever a creature within 5 feet of you hits you with a melee attack, lava splatters over them and the creature takes 2d8 fire damage.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunemnt by a spellcaster"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Pyroclastic Saber (Rare)","description":"Weapon (Scimitar), Rare (Requires Attunement by a Spellcaster) Common This magic weapon has 1 charge. If you lack proficiency with this weapon, you can expend 1 charge to gain proficiency with it for 8 hours. This weapon regains 1 expended charge when you finish a long rest. You can expend a spell slot to regain a number of charges equal to the level of the spell slot expended. Once you have regained charges this way, you can’t do so again until you finish a long rest. Uncommon The weapon now has 3 charges and regains 1d3 charges when you finish a long rest. You gain a +1 bonus to attack and damage rolls made with this weapon. While holding the weapon, you have the ability to move across lava as if it were harmless solid ground. If you expend 2 charges, you do not take damage from the heat of molten lava for 1 hour. Rare The weapon now has 5 charges and regains 1d4 + 1 charges when you finish a long rest. Pyroclastic Flow. As a bonus action, you can expend 3 charges to transform into a 10-foot-wide, 10-foot-high, 1-foot-thick wave of lava and immediately move 30 feet without provoking opportunity attacks. During this movement, you can move through other creatures. Creatures whose space you enter must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your spellcasting modifier) or take 4d6 fire damage. At the end of this movement, you reform in the nearest unoccupied space to where the movement ended.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunemnt by a spellcaster"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Pyroclastic Saber (Uncommon)","description":"Weapon (Scimitar), Uncommon (Requires Attunement by a Spellcaster) Common This magic weapon has 1 charge. If you lack proficiency with this weapon, you can expend 1 charge to gain proficiency with it for 8 hours. This weapon regains 1 expended charge when you finish a long rest. You can expend a spell slot to regain a number of charges equal to the level of the spell slot expended. Once you have regained charges this way, you can’t do so again until you finish a long rest. Uncommon The weapon now has 3 charges and regains 1d3 charges when you finish a long rest. You gain a +1 bonus to attack and damage rolls made with this weapon. While holding the weapon, you have the ability to move across lava as if it were harmless solid ground. If you expend 2 charges, you do not take damage from the heat of molten lava for 1 hour.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunemnt by a spellcaster"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Pyroclastic Saber (Very Rare)","description":"Weapon (Scimitar), Very Rare (Requires Attunement by a Spellcaster) Common This magic weapon has 1 charge. If you lack proficiency with this weapon, you can expend 1 charge to gain proficiency with it for 8 hours. This weapon regains 1 expended charge when you finish a long rest. You can expend a spell slot to regain a number of charges equal to the level of the spell slot expended. Once you have regained charges this way, you can’t do so again until you finish a long rest. Uncommon The weapon now has 3 charges and regains 1d3 charges when you finish a long rest. You gain a +1 bonus to attack and damage rolls made with this weapon. While holding the weapon, you have the ability to move across lava as if it were harmless solid ground. If you expend 2 charges, you do not take damage from the heat of molten lava for 1 hour. Rare The weapon now has 5 charges and regains 1d4 + 1 charges when you finish a long rest. Pyroclastic Flow. As a bonus action, you can expend 3 charges to transform into a 10-foot-wide, 10-foot-high, 1-foot-thick wave of lava and immediately move 30 feet without provoking opportunity attacks. During this movement, you can move through other creatures. Creatures whose space you enter must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your spellcasting modifier) or take 4d6 fire damage. At the end of this movement, you reform in the nearest unoccupied space to where the movement ended. Very Rare The bonus to attack and damage rolls increases to +2, and the weapon now has 7 charges and regains 1d6 + 1 charges when you finish a long rest. While holding this weapon, you can read, speak, and understand Ignan.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunemnt by a spellcaster"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Pyroconverger","description":"Pyroconverger Wondrous item, uncommon (requires attunement) A pyroconverger is an Izzet -made flamethrower. It carries a risk of malfunction each time you use it. As an action, you can cause the pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Each time you use the pyroconverger , roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the pyroconverger malfunctions: you take 4d6 fire damage, and you can’t use the pyroconverger again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Python Bladewhip","description":"Python Bladewhip Trick weapon (whip, rapier), very rare (requires attunement) You have a +2 to attack and damage rolls made with both forms of this weapon. Attunement. When you attune to this weapon, the cold, lifeless snake wraps around your forearm and bites your flesh, burying its head beneath it and inflicting 1d4 piercing damage. While attuned, you cannot be disarmed of this magical weapon. Ending the attunement causes the head to retract and the item to fall to the ground. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the bladewhip is a metallic whip. In its transformed state, the weapon solidifies by coagulating your blood to form a rapier. Untransformed. Attacks you make with the python bladewhip add an additional 5 feet to your reach, as well as when determining your reach for opportunity attacks with it. In addition, if you hit a creature twice in a turn with this weapon, the whip's devouring hunger awakens and tears out more of its flesh, dealing an extra 4d4 slashing damage, and at the start of the target’s next turn, it takes an extra 2d4 slashing damage. Transformed. While transformed, you take 1 piercing damage at the start of each of your turns as the blade drains your blood to empower itself. In addition, you gain immunity to the poisoned condition and to curses from spells (such as from bestow curse ). This rapier gains the Fireblood Poison property and is considered silvered. Fireblood Poison. Once on each of your turns when you hit a creature with an attack using this blade, you can coat the wound with poison and the target must make a DC 16 Constitution saving throw. On a failure, it is poisoned for the next minute as its innards start to boil. This can affect creatures immune to the poisoned condition. While poisoned in this way, the creature takes 3d6 fire damage at the start of each of its turns. This damage ignores resistance to fire damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blade's Fireblood Poison for the next 24 hours. *Roll20 Note: Add the Python Bladewhip (Whip) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Fireblood Poison","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Python Bladewhip (Whip)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Python Bladewhip to populate attacks in its untransformed form. Untransformed. Attacks you make with the python bladewhip add an additional 5 feet to your reach, as well as when determining your reach for opportunity attacks with it. In addition, if you hit a creature twice in a turn with this weapon, the whip's devouring hunger awakens and tears out more of its flesh, dealing an extra 4d4 slashing damage, and at the start of the target’s next turn, it takes an extra 2d4 slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Pythor’s Hammer","description":"Weapon (warhammer), legendary (requires attunement) Attacks made with this weapon have a +1 bonus to attack and damage rolls. Once per day, you may instantly summon the hammer to your hand from any distance, and it teleports directly into your grasp. The hammer’s main purpose is to forge magical weapons and armor, and if used in such a fashion, the creation time is halved. Refer to the table below for crafting recipes.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Pyxis of Pandemonium","description":"Pyxis of Pandemonium Wondrous item, legendary A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest. If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later. Curse. Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours. Pyxis of Pandemonium d8 Calamity 1 Androphagia . Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success. 2 Bile Blight . The vessel casts the harm spell on each creature within 30 feet of it. 3 Flood . The vessel casts the tsunami spell at a point of the DM’s choice within 120 feet of it. 4 Medusa’s Gaze . The vessel casts the flesh to stone spell on each creature within 30 feet of it. 5 Labyrinth . The vessel casts the maze spell on each creature within 30 feet of it. 6 Nightmare . Tendrils of shadow seep from the vessel and form into 1d4 shadow demons , which appear in unoccupied spaces within 30 feet of it and are hostile. 7 Swarming Insects . The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet. 8 Unbridled Revel . The vessel casts the Otto’s irresistible dance spell on each creature within 30 feet of it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Quaal's Feather Token (Anchor)","description":"Quaal's Feather Token (Anchor) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quaal's Feather Token (Anchor)","description":"Wondrous Item, Uncommon This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. Anchor. You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quaal's Feather Token (Anchor)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quaal's Feather Token (Bird)","description":"Quaal's Feather Token (Bird) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quaal's Feather Token (Bird)","description":"Wondrous Item, Rare This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. Bird. You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc , but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quaal's Feather Token (Bird)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quaal's Feather Token (Fan)","description":"Quaal's Feather Token (Fan) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quaal's Feather Token (Fan)","description":"Wondrous Item, Uncommon This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. Fan. If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quaal's Feather Token (Fan)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quaal's Feather Token (Swan Boat)","description":"Quaal's Feather Token (Swan Boat) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quaal's Feather Token (Swan Boat)","description":"Wondrous Item, Rare This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. Swan Boat. You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quaal's Feather Token (Swan Boat)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quaal's Feather Token (Tree)","description":"Quaal's Feather Token (Tree) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quaal's Feather Token (Tree)","description":"Wondrous Item, Uncommon This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. Tree. You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quaal's Feather Token (Tree)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quaal's Feather Token (Whip)","description":"Quaal's Feather Token (Whip) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quaal's Feather Token (Whip)","description":"Wondrous Item, Rare This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. Whip. You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quaal's Feather Token (Whip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quadcorder","description":"This handheld scanning device has four prominent sensors (each looking like a small radar dish) on its operating end. When directed at an object within 5 feet as an action, the device measures and displays many of that object's intrinsic properties, including its temperature, density, boiling point, freezing point, conductivity, and viscosity.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Quadruple-Barrel Shotgun","description":"","properties":{"Category":"Items","Item Type":"Weapon (quadruple-barrel shotgun)","Properties":"Ammunition (30/90), Heavy, Reload (4), Scatter (2d10), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Quandrix Primer","description":"Quandrix Primer Wondrous item, uncommon (requires attunement by a spellcaster) The Quandrix Primer is a magic textbook created at Strixhaven’s Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Quantum Cloak","description":"Wondrous Item, Very Rare (Requires Attunement) This cloak seems to distort the air around it. You have Advantage on Dexterity (Stealth) checks and gain a +1 bonus to AC while you wear the cloak. Superposition As a Bonus Action, you can cast the Quantum Copy spell, requiring no components and using Constitution as the spellcasting ability. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Quantum Earring of the Paranoid","description":"Wondrous item, very rare Component: monstrosity antenna Crafted for Lord Innes Ecure, this earring regularly scans the intention-spectrum for references to the creature whose ear or hearing orifice it pierces. Hot Ear. Whenever someone talks about you while you wear this earring—regardless of the plane on which you both currently reside—your ear becomes uncomfortably warm. As a bonus action, you can twist the earring, activating it in an attempt to listen in to the conversation. The creature that activated your hot ear must succeed on a DC 16 Charisma saving throw. On a failure, an invisible sensor is created within 10 feet of the target that lasts for 10 minutes. For the duration, you can hear through the sensor as if you were there. The sensor moves with the creature that triggered your hot ear, remaining within 10 feet of it for the duration. This property of the earring can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quantum Earring of the Paranoid (rare variant)","description":"Wondrous item, very rare Component: monstrosity antenna Crafted for Lord Innes Ecure, this earring regularly scans the intention-spectrum for references to the creature whose ear or hearing orifice it pierces. Hot Ear. Whenever someone talks about you while you wear this earring—regardless of the plane on which you both currently reside—your ear becomes uncomfortably warm. As a bonus action, you can twist the earring, activating it in an attempt to listen in to the conversation. The creature that activated your hot ear must succeed on a DC 16 Charisma saving throw. On a failure, an invisible sensor is created within 10 feet of the target that lasts for 10 minutes. For the duration, you can hear through the sensor as if you were there. The sensor moves with the creature that triggered your hot ear, remaining within 10 feet of it for the duration. This property of the earring can be used three times, regaining all expended uses daily at dawn. Rare variant: Reduce the DC to 15. The Hot Ear property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quarterstaff","description":"Quarterstaff Melee weapon (simple, quarterstaff) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Simple, Staff","Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Item Rarity":"Standard","Alternate Damage":"1d8","Alternate Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quarterstaff","description":"Quarterstaff Melee weapon (simple, quarterstaff) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Quarterstaff","description":"Quarterstaff Melee weapon (simple, quarterstaff) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Quarterstaff","description":"Simple Melee Weapon Damage: 1d6 Bludgeoning Properties: Versatile (1d8) Mastery: Topple Weight: 4 lb. Cost: 2 SP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"None","Name":"Quarterstaff"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Quarterstaff","description":"Quarterstaff Melee weapon (simple, quarterstaff) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Quarterstaff +1","description":"Quarterstaff +1 Melee weapon (simple, quarterstaff) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Quarterstaff +1","description":"Quarterstaff +1 Melee weapon (simple, quarterstaff) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quarterstaff +1","description":"Quarterstaff +1 Melee weapon (simple, quarterstaff) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quarterstaff +1","description":"Quarterstaff +1 Melee weapon (simple, quarterstaff), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Quarterstaff +1","description":"Weapon (Quarterstaff), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Quarterstaff +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quarterstaff +1","description":"Weapon (Quarterstaff), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Versatile (1d8)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Arcane Focus, Druidic Focus, Spell Focus, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Quarterstaff +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Quarterstaff +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Quarterstaff +1 Attack\",\"parent\":\"Quarterstaff +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Quarterstaff +1 Damage\",\"parent\":\"Quarterstaff +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Quarterstaff +1 Attack (Two-handed)\",\"parent\":\"Quarterstaff +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Quarterstaff +1 Damage (Two-handed)\",\"parent\":\"Quarterstaff +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Topple","Name":"Quarterstaff +1","Weight":4,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Quarterstaff +2","description":"Quarterstaff +2 Melee weapon (simple, quarterstaff) , rare You have a +2 bonus to attack and damage rolls made with this weapon . Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quarterstaff +2","description":"Quarterstaff +2 Melee weapon (simple, quarterstaff) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+2 (1d8+2) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quarterstaff +2","description":"Weapon (Quarterstaff), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Quarterstaff +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quarterstaff +2","description":"Weapon (Quarterstaff), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Versatile (1d8)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Arcane Focus, Druidic Focus, Spell Focus, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Quarterstaff +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Quarterstaff +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Quarterstaff +2 Attack\",\"parent\":\"Quarterstaff +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Quarterstaff +2 Damage\",\"parent\":\"Quarterstaff +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Quarterstaff +2 Attack (Two-handed)\",\"parent\":\"Quarterstaff +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Quarterstaff +2 Damage (Two-handed)\",\"parent\":\"Quarterstaff +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Quarterstaff +2","Weight":4,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Quarterstaff +3","description":"Quarterstaff +3 Melee weapon (simple, quarterstaff) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+3 (1d8+3) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quarterstaff +3","description":"Quarterstaff +3 Melee weapon (simple, quarterstaff), very rare You have a +3 bonus to attack and damage rolls made with this weapon . Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property- the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quarterstaff +3","description":"Weapon (Quarterstaff), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Quarterstaff +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quarterstaff +3","description":"Weapon (Quarterstaff), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Versatile (1d8)","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Arcane Focus, Druidic Focus, Spell Focus, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Quarterstaff +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Quarterstaff +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Quarterstaff +3 Attack\",\"parent\":\"Quarterstaff +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Quarterstaff +3 Damage\",\"parent\":\"Quarterstaff +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Quarterstaff +3 Attack (Two-handed)\",\"parent\":\"Quarterstaff +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Quarterstaff +3 Damage (Two-handed)\",\"parent\":\"Quarterstaff +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Quarterstaff +3","Weight":4,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Quarterstaff of Agonizing Paralysis","description":"Weapon (quarterstaff), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Quarterstaff of Bloodletting","description":"Quarterstaff of Bloodletting Melee weapon (simple, quarterstaff), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Quarterstaff of Certain Death","description":"Quarterstaff of Certain Death Weapon (quarterstaff), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Quarterstaff of Defense","description":"Quarterstaff of Defense Melee weapon (simple, quarterstaff), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile, Defensive Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Quarterstaff of Inverted Probability","description":"Quarterstaff of Inverted Probability Melee weapon (simple, quarterstaff), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Quarterstaff of the Acrobat","description":"Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff or 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Thrown","Item Rarity":"No","Name":"Quarterstaff of the Acrobat"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quarterstaff of the Acrobat","description":"Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff or 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"Simple","data-List":"false","Properties":"Thrown","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, Staff, Arcane Focus, Druidic Focus, Spell Focus, Yes","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Quarterstaff of the Acrobat\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Quarterstaff of the Acrobat\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\\nWhile holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action.\\\\nWhile holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.\\\\nIn certain forms, the weapon has the following additional properties.\\\\nAcrobatic Assist (Quarterstaff or 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.\\\\nAttack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest.\\\\nRanged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\",\\\"Thrown\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Quarterstaff of the Acrobat Attunement\",\"parent\":\"Quarterstaff of the Acrobat\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Quarterstaff of the Acrobat Attack\",\"parent\":\"Quarterstaff of the Acrobat\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff of the Acrobat\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Quarterstaff of the Acrobat Damage\",\"parent\":\"Quarterstaff of the Acrobat Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Quarterstaff of the Acrobat Attack (Thrown)\",\"parent\":\"Quarterstaff of the Acrobat\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff of the Acrobat (Thrown)\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Quarterstaff of the Acrobat Damage (Thrown)\",\"parent\":\"Quarterstaff of the Acrobat Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Quarterstaff of the Acrobat Attack (Two-handed)\",\"parent\":\"Quarterstaff of the Acrobat\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Quarterstaff of the Acrobat (Two-handed)\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Quarterstaff of the Acrobat Damage (Two-handed)\",\"parent\":\"Quarterstaff of the Acrobat Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Quarterstaff of the Acrobat Bonus Action\",\"parent\":\"Quarterstaff of the Acrobat Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Dim Light On or Off\\\",\\\"description\\\":\\\"While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Quarterstaff of the Acrobat Bonus Action\",\"parent\":\"Quarterstaff of the Acrobat Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Alter Quarterstaff of the Acrobat\\\",\\\"description\\\":\\\"While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"},{\"name\":\"Quarterstaff of the Acrobat Acrobatic Assist Roll Bonus\",\"parent\":\"Quarterstaff of the Acrobat Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Acrobatics\\\"],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"Quarterstaff or 10-Foot Pole Forms Only. While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.\\\"}\"},{\"name\":\"Quarterstaff of the Acrobat Attack Deflection Resource\",\"parent\":\"Quarterstaff of the Acrobat Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Attack Deflection\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":1},\\\"recoveryRate\\\":{\\\"Long Rest\\\":{\\\"type\\\":\\\"Full\\\"},\\\"Short Rest\\\":{\\\"type\\\":\\\"Full\\\"}}}\"},{\"name\":\"Quarterstaff of the Acrobat Attack Deflection Reaction\",\"parent\":\"Quarterstaff of the Acrobat Attack Deflection Resource\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Attack Deflection\\\",\\\"description\\\":\\\"When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Quarterstaff of the Acrobat","Weight":4,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\nWhile holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action.\nWhile holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.\nIn certain forms, the weapon has the following additional properties.\nAcrobatic Assist (Quarterstaff or 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.\nAttack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest.\nRanged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Quarterstaff of Warning","description":"Weapon (Quarterstaff), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Quarterstaff of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quartz Spell Gem","description":"Quartz Spell Gem Wondrous item, rare (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 2nd level. The stored spell’s saving throw DC is 13 and its attack bonus is +5. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Queen Bee","description":"Potion, rare This spicy mead is brewed from royal hives and shimmers with a rose-gold hue. When you drink this mead, your Charisma score increases to 20 for 8 hours. The mead has no effect on you if your Charisma score is already equal to or greater than 20.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Quick-Change","description":"Apprentice armor property Components: Masterwork suit of armor You can don or doff this suit of armor as an action.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Quick-Change Mirror","description":"Wondrous item, uncommon This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror’s command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can’t include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM’s discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror’s second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Quick-Grow Acorns","description":"Wondrous item, uncommon Component: phial of plant sap At the core of each of these acorns is a mote of energy from the Positive Energy Plane, whose life-giving properties allow a sentient tree to spring forward from the nut at a prodigious rate. The small mote burns down quickly, however, causing the tree to die off just as promptly—an unfortunate occurrence that can be used to one’s advantage. These acorns are usually found or crafted in bundles of 1d4 + 1. Timber! As an action, you can plant one of these acorns in an unoccupied space on the ground within your reach, causing it to rapidly grow into an awakened tree bearing gorgeous autumn foliage. The tree is an ally to you and your companions, and it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). At the end of its turn, it rapidly decays and falls in a 15-foot-long, 5-foot-wide line in a direction of your choice. Each creature in the area must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quick-Grow Acorns (very rare variant)","description":"Wondrous item, uncommon Component: phial of plant sap At the core of each of these acorns is a mote of energy from the Positive Energy Plane, whose life-giving properties allow a sentient tree to spring forward from the nut at a prodigious rate. The small mote burns down quickly, however, causing the tree to die off just as promptly—an unfortunate occurrence that can be used to one’s advantage. These acorns are usually found or crafted in bundles of 1d4 + 1. Timber! As an action, you can plant one of these acorns in an unoccupied space on the ground within your reach, causing it to rapidly grow into an awakened tree bearing gorgeous autumn foliage. The tree is an ally to you and your companions, and it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). At the end of its turn, it rapidly decays and falls in a 15-foot-long, 5-foot-wide line in a direction of your choice. Each creature in the area must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Very rare variant: The planted acorn grows into a treant without the Animate Trees action. Increase the DC to 16 and the damage to 5d6.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quickened Mind Crystal","description":"Quickened Mind Crystal Wondrous Item, Rare These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Quickened. You change the spell’s casting time to 1 bonus action for this casting.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Quicksilver Blade Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property. Uncommon variant: Reduce the attack and damage bonus to +1. The Throw property can only be used once before the quicksilver blade becomes a dagger, which is a +1 dagger instead of +2.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Longsword","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property. Uncommon variant: Reduce the attack and damage bonus to +1. The Throw property can only be used once before the quicksilver blade becomes a dagger, which is a +1 dagger instead of +2.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Rapier","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property. Uncommon variant: Reduce the attack and damage bonus to +1. The Throw property can only be used once before the quicksilver blade becomes a dagger, which is a +1 dagger instead of +2.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property. Uncommon variant: Reduce the attack and damage bonus to +1. The Throw property can only be used once before the quicksilver blade becomes a dagger, which is a +1 dagger instead of +2.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Blade Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of dragon (silver) scales Made of true quicksilver—an alloy of mithril, mercury, and silver—this weapon’s blade is in constant, fluid motion. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Freeflow. While holding this weapon, you can use a bonus action to cause its form to shift to that of any melee weapon with which you are proficient that lacks the two-handed and heavy properties. Throw. When you make an attack with this weapon, you can instead flick a shard of the quicksilver blade towards a target, making a ranged weapon attack (range 30/90) that uses your Strength modifier for the attack and damage rolls. On a hit, it deals the weapon’s normal damage plus an extra 2d6 poison damage, or 4d6 if the target is a shapechanger. Once this property is used three times, the quicksilver blade becomes a +2 dagger with no other properties until the next dawn, when it regrows to its original form and regains all expended uses of this property. Uncommon variant: Reduce the attack and damage bonus to +1. The Throw property can only be used once before the quicksilver blade becomes a dagger, which is a +1 dagger instead of +2.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Quicksilver Boots","description":"Quicksilver Boots Wondrous Item, rare (requires attunement) Weight: 1 lb. While you wear these boots, you add 10 feet to your normal walking speed. In addition, if you move at least 30 feet before hitting a creature with a melee attack, you can add 1d6 lightning damage to that attack.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Quicksilver Omnitool","description":"Quicksilver Omnitool Wondrous item, legendary (requires attunement by an artificer) This 3-inch radius sphere is made of malleable quicksilver that can transform into a variety of tools; as a bonus action, you can touch the item and have it transform into any artisan’s tool of your choice, a disguise kit, a forgery kit, an herbalism kit, a poisoner’s kit, or a set of thieves’ tools, or to have it return its spherical form. Whatever form the item takes, you are proficient with it and you gain a +3 bonus to any ability check you make with it. While using the item as a spellcasting focus, you have a +2 bonus to the spell attack rolls and spell save DC of your artificer spells. The item also aids you in the creation of magic items. Your maximum number of Infused Items and the maximum number of objects you can affect with your Magical Tinkering feature each increases by 3. Additionally, if you craft a magic item with a rarity of rare, very rare, or legendary, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by an artificer"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Quickstep Weapon","description":"Weapon (Rapier or Dagger), Uncommon (Requires Attunement) When you wield this weapon and a creature you can see targets you with an attack, you can use your reaction to move to an unoccupied space within 5 feet of your position without provoking opportunity attacks. If this movement would put you out of reach of the attacker, the attack is at disadvantage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Quiet Bomb","description":"By replacing your bomb’s explosive contents with a wad of thermal cotton, you can change it into a quiet bomb. A quiet bomb’s damage dice are d8s. When this bomb detonates, it makes only a low thud, audible out to 10 feet, and releases a puff of smoke to mask the light given off by its blast. Creatures have disadvantage on ability checks to detect that this bomb was detonated nearby.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Quill of Forgery","description":"Quill of Forgery Wondrous item, uncommon This appears to be an ordinary feather quill pen, but it can be used to imitate any handwriting. You must take a written sample of the handwriting to be copied, consisting of at least 10 words, and burn it before mixing the ashes with ink. When writing with that ink, your handwriting will perfectly match the sample for up to 500 words. Once used, this property of the quill can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Quill of Necromancy","description":"Quill of Necromancy Wondrous item, rare This small black quill is made from a crow feather. When placed on the grave or corpse of any dead creature with a sheet of parchment, you can use an action to speak a command word to activate it. Once activated, you can ask the dead creature up to three questions, with the quill writing the answers on the parchment after each question. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive. Once used, this property of the quill can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Quill of Scribing","description":"Wondrous item, common (requires attunement) This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can’t be used again for 8 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Quill of Truth","description":"Quill of Truth Wondrous item, uncommon This large quill is made from the feather of a phoenix and has a nib of gold. It is not possible to write a deliberate lie using this quill. If you attempt to do so, the ink in the nib evaporates and the words cannot be formed on the page.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Quilled Cuirass","description":"Quilled Cuirass Armor (breastplate), rare Weight: 12 lbs. Armor Class: 14 + Dex modifier While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to sprout spiky quills. While the armor is quilled, any creature within 5 feet of you that hits you with a melee attack must succeed on a DC 15 dexterity save or take 1d4 piercing damage. Additionally, any creature that attempts to grapple you takes 2d4 piercing damage. If the creature successfully grapples you, it takes an additional 2d4 piercing damage at the start of its turn for every turn that you are grappled. This damage also applies to any creature that you grapple. The armor’s quills last 1 hour and can be activated 3 times per day.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Armor (breastplate)","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Quilted Bridge","description":"Wondrous item, rare A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. Unfold it, pour out three drops of wine in tribute to its maker, and it becomes a 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Quilted Bridge","description":"Wondrous item, common A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Quiver","description":"Quiver Adventuring gear A quiver can hold up to 20 arrows. Weight : 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Quiver","description":"Quiver Adventuring gear A quiver can hold up to 20 arrows . Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quiver","description":"Quiver Adventuring gear Cost 1 gp Weight 1 lb This quiver holds up to 20 arrows or bolts.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Quiver","description":"Quiver Adventuring gear A quiver is a cloth or leather container used to carry arrows. Worn at the waist or slung over the shoulder, a standard quiver can hold 20 arrows. There are also quivers or equivalent carrying pouches for crossbow quarrels (20 per quiver), blowgun darts (50 per pouch), slingstones (20 per pouch), distilled invocations (5 per pouch), and they function in the same manner.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Quiver","description":"Adventuring Gear Weight: 1 lb. Cost: 1 GP A Quiver holds up to 20 Arrows .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Quiver"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Quiver","description":"Quiver Adventuring gear A quiver can hold up to 20 arrows . Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Quiver of Ammunition","description":"Quiver of Ammunition Wondrous Item, very rare (requires attunement) Weight: 2 lbs. Each time you make a ranged attack, this quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. The quiver can also produce up to 5 magic arrows or bolts per day and recharges at dawn. You choose which magic property the ammunition will take before you roll the attack. Fire. +2 to hit and damage. Hit: Additional 2d6 fire damage. Any creatures within 10 ft that fail a DC 13 Dexterity save take 1d6 fire damage. Lightning. +2 to hit and damage. Hit: Additional 2d6 lightning damage and the creature must make a DC 13 Constitution save or become stunned until the end of its next turn. Ice. +2 to hit and damage. Hit: Additional 2d6 cold damage and the creature must make a DC 13 Constitution save or become petrified (frozen) until the end of its next turn. Gas. +2 to hit. Hit: Normal damage but the target is also hit by a Stinking Cloud spell. (DC 13 Constitution save.) Web. +2 to hit. Hit: Normal damage but the target is also hit by a Web spell. (DC 13 Dexterity save or be restrained.) Darkness. +2 to hit and damage. Hit: Additional 1d6 necrotic damage and the target is also hit by a Darkness spell.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Quiver of Ehlonna","description":"Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Quiver of Ehlonna","description":"Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Quiver of Ehlonna"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Quiver of the Endless Hunt","description":"Quiver of the Endless Hunt Wondrous item, legendary (requires attunement by a ranger) This magic quiver produces a limitless amount of thrown weapons and ammunition for ranged weapons as needed. Each weapon and ammunition drawn from the quiver is magical and grants a +3 bonus to attack and damage rolls. Immediately after such a weapon or piece of ammunition is used for a ranged attack or leaves your hand for a purpose other than an attack, it disappears. While wearing the quiver, you can’t gain levels of exhaustion. Additionally, when you miss with a weapon attack, you can make one additional weapon attack as part of the same action. You can make a number of additional attacks with this ability equal to half your proficiency bonus, and you regain all of your expended uses at the start of your next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a ranger"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Radiance","description":"Radiance Wand, uncommon (requires attunement by a spellcaster) Radiance , a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Weight: 1","properties":{"Category":"Items","Expansion":9505,"Item Type":"Adventuring Gear","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Radiance Bomb","description":"Wondrous item, uncommon This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn’t blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Radiant Bracers","description":"Wondrous item, rare (requires attunement) These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric’s Turn Undead class feature, except it can’t be used to destroy undead. The bracers can’t be used to turn undead again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Radiant Bracers","description":"Wondrous item, rare (requires attunement) These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric’s Turn Undead class feature, except it can’t be used to destroy undead. Once used, the bracers can’t be used to turn undead again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Radiant Dark Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. The Mystical Dichotomy trait can be used to cast an additional pair of spells: bestow curse and remove curse .","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Longsword","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. The Mystical Dichotomy trait can be used to cast an additional pair of spells: bestow curse and remove curse .","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Rapier","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. The Mystical Dichotomy trait can be used to cast an additional pair of spells: bestow curse and remove curse .","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. The Mystical Dichotomy trait can be used to cast an additional pair of spells: bestow curse and remove curse .","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Dark Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: celestial and fiend heart If balance be the mark of a well-crafted weapon, this blade is a masterwork of craftsmanship. Wrought of stained glass and void dust, radiant dark holds energy from the Positive and Negative Planes in perfect equilibrium. This weapon deals an extra 1d4 radiant or necrotic damage to any target it hits (your choice when you make the attack). Mystical Dichotomy. While holding this sword, you can cast the following spells (save DC 15, +7 to hit with spell attacks): bane and bless ; cure wounds and inflict wounds ; darkness and daylight . These spells are grouped in pairs, and once you’ve cast a spell, you can’t cast either spell in that pair again until the next dawn. Uncommon variant: Reduce the DC to 13 and the spell attack modifier to +5. The weapon doesn’t deal extra damage on a hit. Very rare variant: Increase the DC to 16 and the spell attack modifier to +8. The Mystical Dichotomy trait can be used to cast an additional pair of spells: bestow curse and remove curse .","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Radiant Libram","description":"Wondrous item, legendary (requires attunement by a cleric, druid, paladin, or wizard) The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. Brave. While holding this book, you have advantage on saving throws against being frightened. Brilliant. The book sheds dim light in a 5-foot radius. As an action, you can make the book shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 minute. This light is sunlight. Once used, this property of the book can’t be used again until the next dawn. Radiant Spellbook. In addition to the sacred rites of holy communion it contains, the radiant libram is a repository of powerful anti-undead magics and potent divinations. If you attune to this item, you can use it as a spellbook and as an arcane or divine spellcasting focus. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don’t count against the number of spells you can prepare each day. You don’t gain additional spell slots from this feature. The following spells are written in the book: beacon of hope , bless , calm emotions , commune , cure wounds , daylight , detect evil and good , divine favor , flame strike , gentle repose , guidance , guiding bolt , heroism , lesser restoration , light , produce flame , protection from evil and good , sacred flame , sanctuary , and spare the dying . Turn Undead. You can use an action to present this book and speak its command word. Each undead that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw, using your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. The creature is instantly destroyed if its challenge rating is 3 or lower. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Once used, this property of the book can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Cleric, Druid, Paladin, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Radiant Libram","description":"Wondrous item, legendary (requires attunement by a cleric, druid, paladin, or wizard) The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. The radiant libram sheds dim light in a 5-foot radius. The book has the following properties: Brave. While holding this book, you have advantage on saving throws against being frightened. Brilliant. The book sheds dim light in a 5-foot radius. As an action, you can make the book shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 minute. This light is sunlight. Once used, this property of the book can’t be used again until the next dawn. Radiant Spellbook. In addition to the sacred rites of holy communion it contains, the radiant libram is a repository of powerful anti-undead magics and potent divinations. If you attune to this item, you can use it as a spellbook and as an arcane or divine spellcasting focus. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don’t count against the number of spells you can prepare each day. You don’t gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. Turn Undead. You can use an action to present this book and speak its command word. Each undead that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw, using your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. The creature is instantly destroyed if its challenge rating is 3 or lower. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Rahnakh (The Dawn Blade - Longsword)","description":"Weapon (longsword/shortsword), very rare (requires attunement by a goliath, half-orc, or orc ) Crafted for the goliaths and orcs when the folk of those ancestries first established order against the monsters that ruled the world, this sword is shaped from a single piece of smooth white stone, though it rings out like steel when it strikes its target. You have a +1 bonus to attack and damage rolls with this magic weapon, which deals an extra 1d6 radiant damage when you hit with it. As a bonus action, you can speak Rahnakh’s command word to cause the sword to pulse with a blue-white radiance that sheds bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is glowing, the extra damage it deals increases to 2d6. Speaking the command word again (no action required) dims the light. Radiant Aurora . When you fight outdoors in any amount of direct sunlight, you can increase the extra radiant damage dealt by Rahnakh to 4d6. This increase lasts until you finish a long rest, but comes into effect during that time only while you are outdoors in sunlight. This property of the weapon can’t be used again until 7 days have passed. Daylight . You can cast the daylight spell on Rahnakh while holding the sword. This property of the weapon can’t be used again until you finish a long rest. Accord Adaptability. Rahnakh magically changes its form according to the will of the creature attuned to it at the end of a long rest, becoming either a shortsword or a longsword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a goliath, half-orc, or orc"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Rahnakh (The Dawn Blade - Shortsword)","description":"Weapon (longsword/shortsword), very rare (requires Attunement by a Goliath, Half-Orc, or orc ) Crafted for the Goliaths and orcs when the folk of those ancestries first established order against the Monsters that ruled the world, this sword is shaped from a single piece of smooth white stone, though it rings out like steel when it strikes its target. You have a +1 bonus to Attack and Damage Rolls with this Magic Weapon, which deals an extra 1d6 radiant damage when you hit with it. As a bonus Action, you can speak Rahnakh’s Command word to cause the sword to pulse with a blue-white Radiance that sheds bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is glowing, the extra damage it deals increases to 2d6. Speaking the Command word again (no Action required) dims the light. Radiant Aurora. When you fight outdoors in any amount of direct sunlight, you can increase the extra radiant damage dealt by Rahnakh to 4d6. This increase lasts until you finish a Long Rest, but comes into Effect during that time only while you are outdoors in sunlight. This property of the weapon can’t be used again until 7 days have passed. Daylight. You can cast the Daylight spell on Rahnakh while holding the sword. This property of the weapon can’t be used again until you finish a Long Rest. Accord Adaptability. Rahnakh magically changes its form according to the will of the creature attuned to it at the end of a Long Rest, becoming either a Shortsword or a Longsword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a goliath, half-orc, or orc"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Railbow Hand Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Hand Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Hand Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Hand Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Hand Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Hand Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Heavy Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Heavy Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Heavy Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Heavy Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Heavy Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Heavy Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Light Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Light Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Light Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Light Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Light Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Light Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Longbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Longbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Longbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Longbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Longbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Longbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Shortbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Shortbow","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Shortbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Shortbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Railbow Shortbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Railbow Shortbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: construct (divine-infused) arcanothermic core In defiance of all logic, projectiles fired from this bow actually accelerate as they fly. Their movement in flight is somehow able to generate a net gain of electrical power, and many a physicist has tearfully resigned when faced with this affront to the law of conservation of energy. This bow has 3 charges and regains all expended charges daily at dawn. Hexxeleration. Attacks made with this bow deal an extra 1d6 lightning damage if the target is more than 30 feet away from you. In addition, attacking at long range doesn’t impose disadvantage on your attack rolls made with this bow. Cover Blower. As a bonus action while holding the bow, you can expend 1 charge to supercharge it, in preparation for a devastating shot. The next attack roll you make with the bow before the end of your turn can target a creature through total cover and ignores the effects of the shield spell and nonmagical cover thinner than 1 foot, piercing through it to hit the target on the other side. In addition, if the target is more than 30 feet away from you, the attack deals an extra 4d6 lightning damage instead of 1d6. Hextech Recharge. As an action, you can slot a gemstone worth 50 gp or more into the bow, which immediately destroys the gemstone and regains 1 charge. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the extra damage of Hexxeleration to 1d4. Remove the charges, as well as the Cover Blower and Hextech Recharge properties. Very rare variant: Increase the extra damage of Hexxeleration to 1d8 and of Cover Blower to 4d8.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Rain and Thunder Seed","description":"Wondrous Item, Common This seed must be used outdoors, and when thrown, you gain control of the weather within a 5-mile radius for up to 1d8 hours. You can change precipitation, temperature, and wind, shifting the weather within 30 minutes, for instance, from a clear day to a cloudy and rainy one, from warm to arctic cold, and from moderate winds to a storm. The effects of a rain and thunder seed must always make the weather less pleasant than they were before: colder, rainier, and windier, never the reverse. While the seed often produces thunder, any lightning does not strike near you, but neither is the lightning under your control. The effects of a rain and thunder seed can be countered or dispelled by either a control weather or counterspell spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Rain of Chaos","description":"Weapon (longbow), uncommon (requires attunement) This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a d8. The number rolled determines the damage type of the extra damage. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Lightning 5 Necrotic 6 Poison 7 Radiant 8 Thunder","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rainbow Extract","description":"Potion, common This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration.","properties":{"Category":"Items","Expansion":12760,"Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rainbow Spear","description":"Rainbow Spear Wondrous item, artifact This artifact once belonged to Mirgal the Betrayer and was among his most prized (and powerful) possessions. Whether he created it himself, or obtained it from his pact with the Yoten, Boða, no one is certain and Mirgal is unlikely to tell the truth. Once in Grimnir, the Vanir defended the spear against any use, yet several times it flared to life on its own and transported unwilling creatures from other worlds to random locations across Grimnir. Even after it was destroyed by Thonir, the spear still brings the unsuspecting to Grimnir. And now, as the witches have mostly reassembled it, they have gained some semblance of control over it. Controlling Portals. A socket on the spear allows a gem to be inserted. Different gems will allow portals to different worlds but most of these secrets have long been lost. After a gem is placed, it takes a bonus action to open a portal. Source & Destination. If the spear is undamaged, the user of the spear simply imagines a location on another plane of existence. A portal opens there and creatures that move through the portal emerge near the Rainbow Spear or a location of the user’s choosing within two miles. The Damaged Spear. Because the spear is broken, any gem placed is consumed within a few minutes. Boða has learned that garnets create portals to the Lost Lands. Emeralds apparently connect to Siddhe's homeland. Chaos Portal. The magicians of Grimnir theorize that the act of lightning striking near the spear can also trigger a portal to open. But without gems to control the source, the portal opens in a completely random location; likewise, the destination in Grimnir is random.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Rakdos Keyrune","description":"Rakdos Keyrune Wondrous item, uncommon This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rakdos Riteknife","description":"Rakdos Riteknife Melee weapon (simple, dagger) , legendary (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature’s soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls. For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls. The dagger has the following additional properties. Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released. Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can’t use this property again until you finish a long rest. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":7,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rake of Smoothing","description":"Rake of Smoothing Wondrous item, rare When you drag this rake behind you, it perfectly obliterates all tracks and other traces of your passage. Having done this, you can’t be tracked except by magical means.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Rake of Tracking","description":"Rake of Tracking Wondrous item, uncommon You can use this item to rake over a 30-foot-square area, which takes 10 minutes. This has the effect of highlighting the tracks of any creatures that have recently passed through. All ability checks made to follow tracks in the area have advantage for the next 24 hours. Once you have used this property of the rake, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Rakshovar's Wings (Common)","description":"Weapon (Longbow), Common (Requires Attunement) Common While carrying this magic weapon, you can cast levitate on yourself (no concentration required). If you draw the bow to make an attack while levitating, the spell ends, and you fall. Once cast, the spell can’t be cast from the bow again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rakshovar's Wings (Legendary)","description":"Weapon (Longbow), Legendary (Requires Attunement) Common While carrying this magic weapon, you can cast levitate on yourself (no concentration required). If you draw the bow to make an attack while levitating, the spell ends, and you fall. Once cast, the spell can’t be cast from the bow again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, while carrying or wielding Rakshovar’s Wings, you are able to breathe both air and water. Rare Attack rolls made with this weapon while underwater don’t have disadvantage within its normal range and attacks against targets beyond its normal range don’t automatically miss but are instead made with disadvantage. Rakshovar’s Rage. Whenever you roll initiative, you must succeed on a DC 16 Charisma saving throw or release a frightful roar (you can choose to fail). Each creature within 30 feet of you must succeed on a DC 16 Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends on it, it is immune to this ability for 24 hours. Very Rare Attacks made with this weapon deal an extra 1d8 acid damage on a hit, and the DCs of Rakshovar’s Rage increase to 18. While carrying this weapon, you have a flying speed equal to your walking speed. If you draw the bow to make an attack while in the air, you fall. In addition, while underwater, you no longer have disadvantage when making attacks beyond this weapon’s normal range. Legendary The bonus to attack and damage rolls increases to +2. In addition, the DCs of Rakshovar’s Rage increase to 20. If you don’t choose to fail the Charisma saving throw, you take 3d8 psychic damage.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rakshovar's Wings (Rare)","description":"Weapon (Longbow), Rare (Requires Attunement) Common While carrying this magic weapon, you can cast levitate on yourself (no concentration required). If you draw the bow to make an attack while levitating, the spell ends, and you fall. Once cast, the spell can’t be cast from the bow again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, while carrying or wielding Rakshovar’s Wings, you are able to breathe both air and water. Rare Attack rolls made with this weapon while underwater don’t have disadvantage within its normal range and attacks against targets beyond its normal range don’t automatically miss but are instead made with disadvantage. Rakshovar’s Rage. Whenever you roll initiative, you must succeed on a DC 16 Charisma saving throw or release a frightful roar (you can choose to fail). Each creature within 30 feet of you must succeed on a DC 16 Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends on it, it is immune to this ability for 24 hours.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rakshovar's Wings (Uncommon)","description":"Weapon (Longbow), Uncommon (Requires Attunement) Common While carrying this magic weapon, you can cast levitate on yourself (no concentration required). If you draw the bow to make an attack while levitating, the spell ends, and you fall. Once cast, the spell can’t be cast from the bow again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, while carrying or wielding Rakshovar’s Wings, you are able to breathe both air and water.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rakshovar's Wings (Very Rare)","description":"Weapon (Longbow), Very Rare (Requires Attunement) Common While carrying this magic weapon, you can cast levitate on yourself (no concentration required). If you draw the bow to make an attack while levitating, the spell ends, and you fall. Once cast, the spell can’t be cast from the bow again until you finish a long rest. Uncommon You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, while carrying or wielding Rakshovar’s Wings, you are able to breathe both air and water. Rare Attack rolls made with this weapon while underwater don’t have disadvantage within its normal range and attacks against targets beyond its normal range don’t automatically miss but are instead made with disadvantage. Rakshovar’s Rage. Whenever you roll initiative, you must succeed on a DC 16 Charisma saving throw or release a frightful roar (you can choose to fail). Each creature within 30 feet of you must succeed on a DC 16 Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends on it, it is immune to this ability for 24 hours. Very Rare Attacks made with this weapon deal an extra 1d8 acid damage on a hit, and the DCs of Rakshovar’s Rage increase to 18. While carrying this weapon, you have a flying speed equal to your walking speed. If you draw the bow to make an attack while in the air, you fall. In addition, while underwater, you no longer have disadvantage when making attacks beyond this weapon’s normal range.","properties":{"Category":"Items","Item Type":"Weapon (Longbow)","Properties":"Ammunition, heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Ram","description":"Ram Large object Armor Class : 15 Hit Points : 100 Damage Immunities : poison, psychic A ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter through doors and barricades. It takes a minimum of four Medium creatures to operate a ram. Because of the gallery roof, these operators have total cover against attacks from above. Ram. Melee Weapon Attack : +8 to hit, reach 5 ft., one object. Hit : 16 (3d10) bludgeoning damage.","properties":{"Category":"Items","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ram","description":"Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter through doors and barricades. Positioning a Ram requires three Utilize actions. Then a crew member can use the Ram action. The gallery roof gives the operators Total Cover against attacks and other effects from above.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Ram"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ram, Portable","description":"Ram, Portable Adventuring gear Price: 20 gp You can use a portable ram to break down doors, or other stationary objects. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you Advantage on this check. On a success the Ram does 2d6+Strength damage to the object and, if applicable, pushes the target 10 feet. The Ram has Disadvantage against living creatures.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ramuh's Katar","description":"Ramuh's Katar Melee weapon (simple, katar), very rare (requires attunement) This punching dagger style weapon is carved from a single chunk of superconductive dark violet metal that binds to the fist and forearm with black leather straps. While you are attuned to and wearing this magical weapon, you have advantage on initiative rolls and your jumping distances are tripled. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20 on the d20, that creature takes an additional 8 lightning damage. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4+2 Damage Type: Piercing Properties: Light, Unarmed Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ranseur of Torture","description":"Weapon (pike), artifact (requires attunement) Forged of infernal iron and Hellfire through the help of Dispater , the Ranseur of Torture has been Belial’s weapon of choice since he first became an archdevil. It is so directly tied to him that one of his worshipped symbols is a two-pronged fork. The weapon never leaves his side, and he is a master at wielding it. The Ranseur of Torture is a magic pike. You have a +3 bonus to attack and damage rolls made with this weapon, and it does 2d10 piercing damage instead of its regular damage. When you hit a good aligned creature with it, that creature takes an extra 1d10 necrotic damage. Random Properties. The Ranseur of Torture has the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property Wounding. Damage dealt by the Ranseur of Torture is particularly dangerous, as it can only be restored through magical means. Resting, food, and medicine won’t restore hit points removed by the pike. If the damage goes untreated for 7 days, the missing hit points are permanently removed, and can be recovered only through casting a Regenerate or Wish spell on the victim. Execution. If a creature with less than its full hit points is hit by this pike, the Ranseur of Torture deals 1d10 additional piercing damage. If a creature is killed by the pike, their soul is sent to Phlegethos and can be restored only through casting a Wish spell on the victim. Staggered. Each time a creature takes damage from the Ranseur of Torture, they must make a Constitution save, with a DC equaling the damage they took. On a failed save, their movement speed is reduced by 5 feet until the end of their next turn. This penalty stacks, though movement speed can’t be reduced below 0. Interrupting. Spellcasters damaged by the Ranseur of Torture have disadvantage on Constitution checks made to maintain concentration until the damage is healed. If a creature is concentrating on a spell when damaged by the ranseur, their concentration is immediately ended. Destroying the Ranseur. Only through the written consent of both Dispater and Belial can the Ranseur of Torture be destroyed. If either or both of the archdevils are dead, then the new archdevil to take their mantle must give permission in their stead. The two writs must be wrapped around each of the prongs of the weapon, then the weapon must be tossed into the Pit of Flame. If performed successfully, the Hellfire briefly burns a different hue.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ranvar's Longsword","description":"(The players can gain this sword after they execute Ranvar Arenburg) Weapon (longsword), rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this weapon. Zharavian Strike. When you attack with this sword, you can choose to make an additional attack with its pommel as a bonus action. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. Blade of Death. This sword scores a critical hit on a roll of 19 or 20.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Longsword)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Rapier","description":"Rapier Melee weapon (martial, rapier) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Rapier","description":"Rapier Melee weapon (martial, rapier) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Sword","Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rapier","description":"Rapier Melee weapon (martial, rapier) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Rapier","description":"Martial Melee Weapon Damage: 1d8 Piercing Properties: Finesse Mastery: Vex Weight: 2 lb. Cost: 25 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"None","Name":"Rapier"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rapier","description":"Rapier Melee weapon (martial, rapier) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Rapier +1","description":"Rapier +1 Melee weapon (martial, rapier) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8+1 Damage Type: Piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rapier +1","description":"Rapier +1 Melee weapon (martial, rapier) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8+1 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Finesse","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rapier +1","description":"Rapier +1 Melee weapon (martial, rapier) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8+1 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Rapier +1","description":"Rapier +1 Melee weapon (martial, rapier), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Rapier +1","description":"Weapon (Rapier), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rapier +1","description":"Weapon (Rapier), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Rapier +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Rapier +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"425 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Rapier +1 Attack\",\"parent\":\"Rapier +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Rapier +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Rapier +1 Damage\",\"parent\":\"Rapier +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Rapier +1 Attack (Finesse)\",\"parent\":\"Rapier +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Rapier +1 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Rapier +1 Damage (Finesse)\",\"parent\":\"Rapier +1 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Rapier +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rapier +2","description":"Rapier +2 Melee weapon (martial, rapier) , rare You have a +2 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8+2 Damage Type: Piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rapier +2","description":"Rapier +2 Melee weapon (martial, rapier) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8+2 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Finesse","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rapier +2","description":"Weapon (Rapier), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rapier +2","description":"Weapon (Rapier), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Rapier +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Rapier +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Rapier +2 Attack\",\"parent\":\"Rapier +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Rapier +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Rapier +2 Damage\",\"parent\":\"Rapier +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Rapier +2 Attack (Finesse)\",\"parent\":\"Rapier +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Rapier +2 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Rapier +2 Damage (Finesse)\",\"parent\":\"Rapier +2 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Rapier +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rapier +3","description":"Rapier +3 Melee weapon (martial, rapier), very rare You have a +3 bonus to attack and damage rolls made with this weapon . Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8+3 Damage Type: Piercing Properties: Finesse Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rapier +3","description":"Rapier +3 Melee weapon (martial, rapier) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8+3 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Finesse","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rapier +3","description":"Weapon (Rapier), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rapier +3","description":"Weapon (Rapier), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Finesse","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Rapier +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Rapier +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Rapier\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Rapier +3 Attack\",\"parent\":\"Rapier +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Rapier +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Rapier +3 Damage\",\"parent\":\"Rapier +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Rapier +3 Attack (Finesse)\",\"parent\":\"Rapier +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Rapier +3 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Rapier +3 Damage (Finesse)\",\"parent\":\"Rapier +3 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Rapier +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rapier for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rapier of Agonizing Paralysis","description":"Weapon (rapier), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Rapier of Bloodletting","description":"Rapier of Bloodletting Melee weapon (martial, rapier), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rapier of Certain Death","description":"Rapier of Certain Death Weapon (rapier), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Rapier of Defense","description":"Rapier of Defense Melee weapon (martial, rapier), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse, Defensive Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rapier of Inverted Probability","description":"Rapier of Inverted Probability Melee weapon (martial, rapier), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rapier of Life Stealing","description":"Weapon (Rapier), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier of Life Stealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rapier of Retribution","description":"Weapon (rapier), very rare (requires attunement) You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one. The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit’s past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Rapier of Smelting","description":"This magical rapier is always warm to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The rapier has 3 charges. While attuned to it, you can expend 1 charge as part of a melee attack with the rapier. If the attack hits, the rapier causes the target to become affected by a heat metal spell with a duration of 3 rounds. As an action, you can also expend a charge to smelt through an unattended metal object, causing 21 (6d6) fire damage that bypasses the object’s damage threshold. The rapier regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"1d3 charges","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Rapier of the Planes","description":"Rapier of the Planes Melee Weapon (martial, rapier), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8+3 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Rapier of the Yellow King","description":"Weapon (rapier), legendary (requires attunement) Component: aberration main eye The guard of this slender, sickly, yellow blade houses a snake’s eye that seems to follow its quarry around the room. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 psychic damage to any target it hits. You can speak and understand Deep Speech. Imposing Presence. While holding this rapier, you can cast the dominate person spell (save DC 17). Once the spell has been cast in this way, it can’t be cast again until the next dawn. Shackles of Pain. As a bonus action, you can choose one creature you can see within 60 feet. That creature must succeed on a DC 17 Charisma saving throw or become cursed and bound to you for 1 minute. So long as it is on the same plane of existence as you, whenever you take damage from any source, the cursed creature takes half as much damage of the same type. This effect can be removed by any spell or effect that removes curses. Once this property of the rapier has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Rapier)","Properties":"Finesse","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rapier of the Yellow King (very rare variant)","description":"Weapon (rapier), legendary (requires attunement) Component: aberration main eye The guard of this slender, sickly, yellow blade houses a snake’s eye that seems to follow its quarry around the room. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d4 psychic damage to any target it hits. You can speak and understand Deep Speech. Imposing Presence. While holding this rapier, you can cast the dominate person spell (save DC 17). Once the spell has been cast in this way, it can’t be cast again until the next dawn. Shackles of Pain. As a bonus action, you can choose one creature you can see within 60 feet. That creature must succeed on a DC 17 Charisma saving throw or become cursed and bound to you for 1 minute. So long as it is on the same plane of existence as you, whenever you take damage from any source, the cursed creature takes half as much damage of the same type. This effect can be removed by any spell or effect that removes curses. Once this property of the rapier has been used, it can’t be used again until the next dawn. Very rare variant: Reduce the DCs to 16. The rapier doesn’t deal extra psychic damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (Rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rapier of Throne's Command","description":"Rapier of Throne's Command Melee Weapon (martial, rapier), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 +1 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Rapier of Vengeance","description":"Weapon (Rapier), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier of Vengeance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rapier of Warning","description":"Weapon (Rapier), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rapier of Wounding","description":"Weapon (Rapier), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Rapier of Wounding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ration pack (1 day)","description":"Ration Pack (1 Day) Miscellaneous gear Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Ration Seed","description":"Designed for situations requiring minimal carrying capacity, these small seeds are roughly the size of an almond. Consuming one grants the same benefits as eating one day’s worth of rations.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Rations","description":"Rations (1 day) Adventuring gear Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Rations","description":"Rations (1 day) Adventuring gear Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rations","description":"Rations Adventuring gear Cost 5 sp Weight 2 lb These rations are enough for one person for one day and include jerky, dried fruit, hardtack, and nuts.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Rations","description":"Rations Adventuring gear Price: 1 gp Quantity: 1 day Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Rations","description":"Adventuring Gear Weight: 2 lb. Cost: 5 SP Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “ Malnutrition ” for the risks of not eating.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Rations"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rations","description":"Rations (1 day) Adventuring gear Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ratter's Club","description":"Weapon (Mace), Uncommon (Requires Attunement) This magic mace is decorated with four steel rats. Rat's Bite. When you roll a 20 on your attack roll against a creature with the mace, the creature must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. Rat Form. As an action, you can transform into a rat or a giant rat . The transformation functions as the Polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. The transformation lasts for 1 hour or until you end it as a bonus action. Once used, this property can't be used again until the next dawn. Rat Whisperer. While holding the mace, you can speak with rats as with the Speak With Animals spell. Moreover, you automatically sense the location of any rats or giant rats within 30 feet of you, and ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Rattle","description":"Weapon (Mace), Uncommon (Requires Attunement) This silvered mace resembles a finely crafted, giant-sized baby rattle. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, as a bonus action, you can shake the weapon, creating a rattling sound which grants you a +5 bonus to saving throws against fear effects until the start of your next turn. Once used, you can’t use this property again until you finish a short rest. Encounter Ideas What’s in a Name? A storm giant’s name is elaborately engraved on the shaft of Rattle. The storm giant’s parents may be happy to see their baby’s keepsake returned. You Shoulda Put a Ring on It. In a great pit, a giant poisonous snake (a rattlesnake, to be exact) has wrapped itself around Rattle, seemingly finding its new love interest. Anyone who interrupts the lovebirds is attacked by multiple swarms of poisonous snakes in the area. Shake Your Booty. An alluring bard is traveling the region, and their favorite instrument is Rattle. They shake it with such immodest and passionate techniques, that they have become the talk of the realm!","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rattle of Death","description":"Rattle of Death Wondrous item, legendary (requires attunement) This crimson wooden stick has a leering, skull-shaped rattle attached to one end. As an action, you can point and shake the rattle at one creature you can see within 60 feet. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, there is no effect. A humanoid killed by this item rises at the start of your next turn as a zombie that is permanently under your command, following your orders to the best of its ability. Once used, the rattle can’t be used again until the next dawn. An object of remarkable and alarming potency, and few individuals in the multiverse can stand before it. I will not comment on rumors that I have such an object in my vaults.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Rattle of Elements","description":"Rattle of Elements Wondrous item, rare (requires attunement) When you shake this tin rattle, you call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet the area. For example, a fire elemental could emerge from a bonfire. The elemental disappears when it drops to 0 hit points or after 1 hour. The summoned creature is friendly to you and your companions and obeys any verbal commands that you issue to it. Once you have used this property of the rattle, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Rattling Armor","description":"Armor (Splint), Rare (Requires Attunement) This armor is made of humanoid bones and enchanted with glamours of terror. While wearing this armor, you have resistance to necrotic damage. In addition, you can use an action to cast the fear spell. This property of the armor can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Requires Attunement":"Requires Attunement","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Raurrick's Axe (Level 1)","description":"This exquisitely crafted greataxe is perfectly balanced. An anvil is etched into each side of the blade. According to dwarven legend, Raurrick Thane was a warrior whose skill with the greataxe was so extraordinary no one was ever able to best him. Late in his life, Raurrick heard the call of the gods and became a warrior-priest. Instead of retiring his greataxe for a holy symbol, Raurrick placed his axe upon the altar and knelt in prayer for twelve days and nights. At dawn of the thirteenth day, the symbol of an anvil magically appeared, etched into the greataxe’s blade, and flared with the intense red glow of a forge. Raurrick knew the gods had blessed his beloved weapon, turning his beloved greataxe into a holy symbol. Raurrick carried his sacred greataxe into countless battles, both military and spiritual. When his son was born many years later, Raurrick vowed to pass his axe on to the young dwarf when he came of age. Sadly, Raurrick did not live long enough to see that vow through. He died fighting off a force of invading hobgoblins and ogres. Those who survived the battle reported witnessing an ogre chieftain dragging Raurrick’s body and his axe into one of the deep tunnels from which they had come. Weapon (greataxe), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wielding this axe, you have proficiency in the Religion skill. Holy Enforcer (Requires Attunement). As your level increases, you gain the following benefits while wielding this axe. 5th level. When you hit with an attack using this magic axe, the target takes an extra 1d8 radiant damage. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, if you score a critical with this axe, you roll the damage dice three times, instead of twice. 13th level. You gain a +2 bonus to attack and damage rolls with this axe, instead of +1. When you use the Attack action with this axe and hit an evil creature, you can make one additional attack with this axe against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this axe, instead of +2. While holding this axe aloft, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evil creatures have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Raurrick's Axe (Level 13)","description":"This exquisitely crafted greataxe is perfectly balanced. An anvil is etched into each side of the blade. According to dwarven legend, Raurrick Thane was a warrior whose skill with the greataxe was so extraordinary no one was ever able to best him. Late in his life, Raurrick heard the call of the gods and became a warrior-priest. Instead of retiring his greataxe for a holy symbol, Raurrick placed his axe upon the altar and knelt in prayer for twelve days and nights. At dawn of the thirteenth day, the symbol of an anvil magically appeared, etched into the greataxe’s blade, and flared with the intense red glow of a forge. Raurrick knew the gods had blessed his beloved weapon, turning his beloved greataxe into a holy symbol. Raurrick carried his sacred greataxe into countless battles, both military and spiritual. When his son was born many years later, Raurrick vowed to pass his axe on to the young dwarf when he came of age. Sadly, Raurrick did not live long enough to see that vow through. He died fighting off a force of invading hobgoblins and ogres. Those who survived the battle reported witnessing an ogre chieftain dragging Raurrick’s body and his axe into one of the deep tunnels from which they had come. Weapon (greataxe), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wielding this axe, you have proficiency in the Religion skill. Holy Enforcer (Requires Attunement). As your level increases, you gain the following benefits while wielding this axe. 5th level. When you hit with an attack using this magic axe, the target takes an extra 1d8 radiant damage. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, if you score a critical with this axe, you roll the damage dice three times, instead of twice. 13th level. You gain a +2 bonus to attack and damage rolls with this axe, instead of +1. When you use the Attack action with this axe and hit an evil creature, you can make one additional attack with this axe against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this axe, instead of +2. While holding this axe aloft, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evil creatures have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Raurrick's Axe (Level 17)","description":"This exquisitely crafted greataxe is perfectly balanced. An anvil is etched into each side of the blade. According to dwarven legend, Raurrick Thane was a warrior whose skill with the greataxe was so extraordinary no one was ever able to best him. Late in his life, Raurrick heard the call of the gods and became a warrior-priest. Instead of retiring his greataxe for a holy symbol, Raurrick placed his axe upon the altar and knelt in prayer for twelve days and nights. At dawn of the thirteenth day, the symbol of an anvil magically appeared, etched into the greataxe’s blade, and flared with the intense red glow of a forge. Raurrick knew the gods had blessed his beloved weapon, turning his beloved greataxe into a holy symbol. Raurrick carried his sacred greataxe into countless battles, both military and spiritual. When his son was born many years later, Raurrick vowed to pass his axe on to the young dwarf when he came of age. Sadly, Raurrick did not live long enough to see that vow through. He died fighting off a force of invading hobgoblins and ogres. Those who survived the battle reported witnessing an ogre chieftain dragging Raurrick’s body and his axe into one of the deep tunnels from which they had come. Weapon (greataxe), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wielding this axe, you have proficiency in the Religion skill. Holy Enforcer (Requires Attunement). As your level increases, you gain the following benefits while wielding this axe. 5th level. When you hit with an attack using this magic axe, the target takes an extra 1d8 radiant damage. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, if you score a critical with this axe, you roll the damage dice three times, instead of twice. 13th level. You gain a +2 bonus to attack and damage rolls with this axe, instead of +1. When you use the Attack action with this axe and hit an evil creature, you can make one additional attack with this axe against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this axe, instead of +2. While holding this axe aloft, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evil creatures have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Raurrick's Axe (Level 5)","description":"This exquisitely crafted greataxe is perfectly balanced. An anvil is etched into each side of the blade. According to dwarven legend, Raurrick Thane was a warrior whose skill with the greataxe was so extraordinary no one was ever able to best him. Late in his life, Raurrick heard the call of the gods and became a warrior-priest. Instead of retiring his greataxe for a holy symbol, Raurrick placed his axe upon the altar and knelt in prayer for twelve days and nights. At dawn of the thirteenth day, the symbol of an anvil magically appeared, etched into the greataxe’s blade, and flared with the intense red glow of a forge. Raurrick knew the gods had blessed his beloved weapon, turning his beloved greataxe into a holy symbol. Raurrick carried his sacred greataxe into countless battles, both military and spiritual. When his son was born many years later, Raurrick vowed to pass his axe on to the young dwarf when he came of age. Sadly, Raurrick did not live long enough to see that vow through. He died fighting off a force of invading hobgoblins and ogres. Those who survived the battle reported witnessing an ogre chieftain dragging Raurrick’s body and his axe into one of the deep tunnels from which they had come. Weapon (greataxe), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wielding this axe, you have proficiency in the Religion skill. Holy Enforcer (Requires Attunement). As your level increases, you gain the following benefits while wielding this axe. 5th level. When you hit with an attack using this magic axe, the target takes an extra 1d8 radiant damage. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, if you score a critical with this axe, you roll the damage dice three times, instead of twice. 13th level. You gain a +2 bonus to attack and damage rolls with this axe, instead of +1. When you use the Attack action with this axe and hit an evil creature, you can make one additional attack with this axe against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this axe, instead of +2. While holding this axe aloft, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evil creatures have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Raurrick's Axe (Level 9)","description":"This exquisitely crafted greataxe is perfectly balanced. An anvil is etched into each side of the blade. According to dwarven legend, Raurrick Thane was a warrior whose skill with the greataxe was so extraordinary no one was ever able to best him. Late in his life, Raurrick heard the call of the gods and became a warrior-priest. Instead of retiring his greataxe for a holy symbol, Raurrick placed his axe upon the altar and knelt in prayer for twelve days and nights. At dawn of the thirteenth day, the symbol of an anvil magically appeared, etched into the greataxe’s blade, and flared with the intense red glow of a forge. Raurrick knew the gods had blessed his beloved weapon, turning his beloved greataxe into a holy symbol. Raurrick carried his sacred greataxe into countless battles, both military and spiritual. When his son was born many years later, Raurrick vowed to pass his axe on to the young dwarf when he came of age. Sadly, Raurrick did not live long enough to see that vow through. He died fighting off a force of invading hobgoblins and ogres. Those who survived the battle reported witnessing an ogre chieftain dragging Raurrick’s body and his axe into one of the deep tunnels from which they had come. Weapon (greataxe), fabled (5th-level and higher properties require attunement by a creature of good alignment) While wielding this axe, you have proficiency in the Religion skill. Holy Enforcer (Requires Attunement). As your level increases, you gain the following benefits while wielding this axe. 5th level. When you hit with an attack using this magic axe, the target takes an extra 1d8 radiant damage. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, if you score a critical with this axe, you roll the damage dice three times, instead of twice. 13th level. You gain a +2 bonus to attack and damage rolls with this axe, instead of +1. When you use the Attack action with this axe and hit an evil creature, you can make one additional attack with this axe against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this axe, instead of +2. While holding this axe aloft, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evil creatures have disadvantage on this saving throw. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement by a creature of good alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ravager's Axe","description":"Weapon (greataxe), very rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn’t being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ravel Witch Finger","description":"Wondrous item, Unique Ravell uses these fingers as a way to maintain her version of immortality after abandoning the worship of Cegilune. These fingers are considered cursed by most spellcasters and their abilities depend on whether or not the user is a hag. Spellcaster Other Than a Hag You must make a DC 20 Charisma saving throw if you attempt to use this witch finger. If you fail your saving throw you are paralyzed and begin to slowly turn into an annis hag . This transformation takes one minute. If a dispel magic or dispel evil and good is cast on you then the transformation stops and you are cured but the Ravel witch finger disappears. If this does not happen then you are now an annis hag with no recollection of your previous life. This transformation happens regardless of your original gender and can only be reversed by a wish . If the above saving throw succeeds then you get to enjoy the benefits of a Ravell witch finger for a year and a day. You gain a +1 to your proficiency score and your Charisma score is now 24 while you display the Ravel witch finger. In one year and one day you must make another DC 20 Charisma saving throw or turn into an annis hag . If you succeed then the Ravel witch finger detonates for 10d20 points of psychic damage to you and everything in a 15-foot sphere of you, or half if a target succeeds on a DC 20 Charisma saving throw. Hag Use Any hag using a Ravel witch finger must immediately succeed at a DC 15 Charisma saving throw, or they will become the next Ravell if Ravell dies or tires of her current body. A hag that has failed this saving throw could immediately turn into Ravel or could live for a hundred years before Ravel wants a different form. Once transformed, the new Ravell remembers all her past lives and the previous hag is completely and utterly destroyed. If the hag is not immediately replaced by Ravel or managed to succeed on her saving throw then she gains +1 Proficiency and +2 DC on all saving throws to resist her spells and abilities. This hag also chooses any spell between level 1 and 7. She can innately cast that spell once per day as an action. She is also immune to all spells of any hag other than Ravell of Cegilune's avatar. The hag will not be aware that Ravel can scry on her at will. Level or Power of the Victim For the determination of power levels, assume that a character’s level is equivalent to the CR of a NPC or creature victim. For example, a 5th-level Sorcerer has the same power as a CR 5 night hag for the purposes of determining the bonuses granted to the sorcerer who is attuned to the night hag's living witch finger. Victim is More Powerful Than You. If the living witch finger is from a spellcaster that is more powerful than you then you take half damage against any spells that the victim casts against you. Victim is as Powerful as You. You gain no additional bonuses if the victim is the same power as you. Victim is Less Powerful Than You. If you are more powerful than the victim then you gain the following powers based on how powerful the victim is. These powers are cumulative, so a level 12 victim grants the first three powers as long as the wielder of the living witch finger is level 13 or higher. VICTIM Level Rarity Description 2-6 Uncommon You can increase the spell DC by +1 for one target of one of your spells 1/Day. 7-11 Rare You can reroll the damage of one of your spells 1/Day. 12-17 Very Rare The affected area of a spell that you cast increases by (10) five-foot by five-foot contiguous squares, this shape as long as each additional increased area of effect can take any square is touching the original spell affect area or each other. You can do this once per day. You could, as an example, cast a fireball with a fifty foot long tendril that extends away from its edge in one direction that is only five feet wide. All damage and effects occur normally. 18 Legendary After a long rest you can choose one of your level 1 through 3 spells and change its casting time to 1 bonus action as long as its casting time was 1 action. This spell will consume a normal spell slot. You can do this once per long rest. 19 Legendary Same as a level 18 victim, but the spell can now be level 4. 20+ Legendary Same as a level 18 victim, but the spell can now be level 5.","properties":{"Category":"Items","Expansion":34600,"Item Type":"Wondrous item","Item Rarity":"Unique"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Raven Tongue","description":"Raven Tongue Spell catalyst, common Not all magical catalysts are especially difficult to come across — this is simply the tongue cut from the throat of a living raven pickled in alchemical reagents. When you cast the speak with dead spell, you can choose to allow the spell to consume this spell catalyst. When you do, you and the corpse can understand each others’ speech even if you don’t share a language.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Raven's Feathers","description":"Wondrous Item, Rare (Requires Attunement) While wearing these magic bracers, you have advantage on Charisma (Deception) checks made to mimic simple sounds or voices you have heard. Raven Form. As an action, you can cast polymorph on yourself, transforming into a raven . While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. Once used, this property can’t be used again until the next dawn. Dark Omen. When you touch a creature or hit it with an unarmed attack while wearing these bracers, you can curse the target. If you do, the next attack roll made against the target before the end of your next turn has advantage.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Raven's Gown","description":"Wondrous item, very rare (requires attunement) Component: pouch of fey feathers Crafting this elegant if sinister dress is painstakingly complex: each individual feather must be collected from a different, willing raven that has been suffused with the magic of the Plane of Fey. These feathers can be given as gifts, which, like so many gifts from the unseelie, benefits the giver instead of the receiver. This item has 3 charges and regains all expended charges daily at dawn. Unseelie Gift. As an action while wearing this dress, you can expend 1 charge to pluck one of its feathers and give it to a willing creature, whereupon a bond is created between the feather and its recipient. A feather always finds its way back to its recipient if discarded; the bond can only be broken if the recipient gives the feather to a different, willing creature, whereupon the new creature becomes the bonded recipient. Plucked feathers regrow each day at dawn. A feather vanishes, breaking the bond, after its power is used in one of the following ways: Follow. You target a feather within 60 feet of you and teleport to an unoccupied space within 5 feet of its carrier. Fray. You target a feather within 60 feet of you and its carrier takes 2d6 necrotic damage. You gain temporary hit points equal to three times the amount, which last for 1 hour. Read. You target a feather within 1 mile of you and become able to read its carrier’s thoughts, as per the detect thoughts spell (save DC 16), for 10 minutes. The carrier has disadvantage on saving throws against this effect. Watch. You target a feather within 1 mile of you and cast the scrying spell (save DC 16) on its carrier, which has disadvantage on the saving throw. When cast in this way, the spell replaces your senses with the target’s, instead of showing images on a surface.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Raven's Gown (uncommon variant)","description":"Wondrous item, very rare (requires attunement) Component: pouch of fey feathers Crafting this elegant if sinister dress is painstakingly complex: each individual feather must be collected from a different, willing raven that has been suffused with the magic of the Plane of Fey. These feathers can be given as gifts, which, like so many gifts from the unseelie, benefits the giver instead of the receiver. This item has 3 charges and regains all expended charges daily at dawn. Unseelie Gift. As an action while wearing this dress, you can expend 1 charge to pluck one of its feathers and give it to a willing creature, whereupon a bond is created between the feather and its recipient. A feather always finds its way back to its recipient if discarded; the bond can only be broken if the recipient gives the feather to a different, willing creature, whereupon the new creature becomes the bonded recipient. Plucked feathers regrow each day at dawn. A feather vanishes, breaking the bond, after its power is used in one of the following ways: Follow. You target a feather within 60 feet of you and teleport to an unoccupied space within 5 feet of its carrier. Fray. You target a feather within 60 feet of you and its carrier takes 2d6 necrotic damage. You gain temporary hit points equal to three times the amount, which last for 1 hour. Read. You target a feather within 1 mile of you and become able to read its carrier’s thoughts, as per the detect thoughts spell (save DC 16), for 10 minutes. The carrier has disadvantage on saving throws against this effect. Watch. You target a feather within 1 mile of you and cast the scrying spell (save DC 16) on its carrier, which has disadvantage on the saving throw. When cast in this way, the spell replaces your senses with the target’s, instead of showing images on a surface. Uncommon variant: Reduce the charges to 2. Remove the Read and Watch options from the Unseelie Gift property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Raven's Slumber","description":"Raven's Slumber Wondrous item, very rare This black crystal pendant is a magical gateway to a small pocket dimension. You can use the pendant as an improvised weapon to make a melee or ranged weapon attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 Wisdom saving throw or be trapped within the crystal. A creature that wants to be trapped can intentionally fail this saving throw. Only one creature at a time can be held in a raven’s slumber. That creature is aware of the passage of time and can see the world outside of this talisman as if through a window. You can release a held creature to an unoccupied space within 5 feet of you as a bonus action. If a companion creature granted to you by a class feature, or a beast that you’ve tamed as a companion, is reduced to 0 hit points while within 100 feet of you, it is immediately drawn into the pendant and stabilized. If the pendant already holds a creature, this effect fails.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Raven's Whistle","description":"Raven's Whistle Wondrous item Price: 14,000 gp This wooden penny whistle is black in color with carved leaves running down its length. It has no holes, making it seem to be a poorly designed penny whistle. It was once owned by the famous bard Syren, but was stolen by a murder of crows that found it appealing. It has been missing ever since. When the holder blows air into the Raven’s Whistle it can perfectly recreate any sound that the holder has heard before, including songs with full orchestra, voices speaking, and the sounds of battle. It can create multiple sounds at the same time, and the sounds can come from multiple locations within any locations that the holder can see within 100 feet. The whistle cannot create sounds loud enough to cause damage or deafen a target, but the holder can change the volume of the sound from very loud to extremely quiet. The holder may attempt to create sounds that they haven’t heard before, but the sound is not guaranteed to be accurate, and attempts to trick others with made up sounds may not succeed.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ravenous Gazer","description":"Ravenous Gazer Trick weapon (glaive), rare (requires attunement) Acquiring forbidden knowledge always comes at a cost. Any creature that attunes to this glaive is considered proficient with it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the gazer is a glaive. In its transformed state, the gazer is a glaive which can be used as a spellcasting focus. To transform this weapon, you must feed it your blood: each time you shift this weapon into its transformed state, or start your turn with the glaive in its transformed state, you take 1d4 necrotic damage, which cannot be reduced in any way. This damage cannot break your concentration. Transformed. While the glaive is in its transformed state, it grants you a +2 bonus to spell attack rolls, increases your spell save DC by 1, and gives you truesight out to 30 feet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Razor Orb","description":"Razor Orb Weapon (orb), rare (requires attunement) Damage: 2d4 slashing Weight: 1 lb. Properties: Simple, (Range 30/120) You can use a bonus action to throw the orb and speak the command word. When you do so, spinning disc-shaped blades extend from the orb. The orb flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The orb uses your ranged attack roll and ability score modifier to damage rolls. While the orb hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the orb to attack one creature within 5 feet of it. After the orb attacks for the fourth time, the blades retract and it flies up to 30 feet to return to your hand. If you have no hand free, it falls to the ground at your feet. If the orb has no unobstructed path to you, it moves as close to you as it can and then falls to the ground.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (orb)","Properties":"Simple, (Range 30/120)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Razor Whip","description":"Weapon (whip), very rare This weapon functions like a whip, except that a creature grappled by it takes 1d6 slashing damage every time it takes an action. Additionally, as an action, the wielder may jerk the whip, release the grapple, and make a single attack with advantage against the target that it had been grappling. On a hit, the attack deals 8d6 slashing damage and the target must make a DC 15 Constitution saving throw or lose 1d6 hit points at the start of each of its turns. A successful saving throw ends the effect on the target. This effect counts as an Injury of Handicap severity.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Finesse, Reach"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Reach","description":"Apprentice weapon property Components: Masterwork martial or exotic melee weapon with the Finesse or Two-Handed property This weapon gains the Reach property and its damage die decreases by one step.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Reactive Ward","description":"Reactive Ward Utility, rare, (requires affinity) This trinket is worn as a piece of jewelry. It has 3 charges, and it regains 1d3 expended charges when you finish a long rest. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Reaper's Bullet","description":"Weapon (any firearm ammunition), legendary This bullet, forged by the reaper and engraved with insidious runes, brings inevitable death on its target. A creature hit by this bullet dies.","properties":{"Category":"Items","Item Type":"Weapon (any firearm ammunition)","Item Rarity":"legendary"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Reaper's Claw","description":"Wondrous Item, Rare (Requires Attunement) This magic glove is fitted with adamantine claws. While you're wearing the glove, it counts as a simple melee weapon. It has the light and finesse properties and deals 1d8 Slashing damage on a hit. You are proficient with it and attacks you make with it score a critical hit on a roll of 19 or 20. Rend. When you score a critical hit against a creature with the glove, the creature must succeed on a DC 15 Charisma saving throw or be cursed. While cursed in this way, the creature must roll a d4 and subtract the result from any attack roll, ability check, or saving throw it makes using Strength, Dexterity, or Constitution. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Properties":"Finesse, Light","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Reaper's Scream","description":"Reaper's Scream Melee weapon (martial, morningstar), legendary (requires attunement) The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl. You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage. Invoking the Rune. As a bonus action, you can invoke the weapon’s rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn. Once the rune has been invoked, it can’t be invoked again until the next dawn. Damage: 1d8 Damage Type: necrotic Modifiers: Melee Attacks +2, Melee Damage +2 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Rear Guard","description":"Rear Guard Ranged weapon (martial, longbow), uncommon This longbow is beautifully crafted from a fine gray-stained oak. A single cat’s eye stone is set into the center of the bow facing outwards. You have a +1 bonus to attack and damage rolls made with this magic weapon. When you are targeted by a ranged attack while wielding this bow, you are magically made aware of the attacker’s location until the end of your next turn. Additionally, you can use your reaction to make one ranged attack against the attacker. If your attack succeeds, the next attack that creature makes before the end of its next turn is made at disadvantage. As an action, you can use this bow to shoot an arrow and cause it to stop mid-flight at any point along its trajectory, where it will magically float in the air for up to one hour or until you use a bonus action to end the magic, at which point the arrow falls to the ground. While the arrow is suspended in the air, you can use your action to concentrate on the arrow and gain sight and hearing from the arrow’s location as if you were standing at the arrow’s location. This effect lasts until the start of your next turn, and you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While concentrating your senses through the arrow, you are blinded and deafened to your own surroundings. This sight grants you darkvision within 60 feet, as well as the ability to see invisible objects and creatures within the same range. Wisdom (Perception) checks made through this magical sight have advantage. Once you use this ability, you can’t use it again until the next dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Modifiers: +1 to attack rolls, +1 to damage rolls Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Rebellion Forgehammer","description":"Rebellion Forgehammer Weapon (Light Hammer), Uncommon (Requires Attunement) This well-worn iron hammer has the symbol of a flaming wheel engraved on the haft. Rebellion forgehammers gained notoriety as the favored weapon of the Oldburrow Union in the Eighth Foundry Uprising. Attacks you make with this magic weapon have advantage if you are within 5 feet of at least one ally and the ally isn’t incapacitated. If the ally is also wielding a rebellion forgehammer , the weapon deals an extra 2d4 fire damage on a hit.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Rebound Weapon","description":"Rebound Weapon Weapon (melee: thrown), varies (requires affinity) This weapon grants consistent effectiveness both up close and at a distance. You have a +1 bonus to attack and damage rolls made with this weapon. Immediately after you attack with it, the weapon flies back to your hand. Exceptional. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The weapon’s normal and long range each increase by 30 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You ignore half cover when making thrown attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. When you hit a target with a thrown attack using this weapon, you can use your bonus action to make another thrown attack on the same target or a creature within 20 feet of the target.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Rebuking Shield","description":"Rebuking Shield Armor (shield), very rare When you take damage from an attack made by a creature within 5 feet of you, you can use your reaction to make a melee weapon attack using this shield. If you are proficient with shields, add your proficiency bonus to this attack roll. On a hit, your rebuke deals bludgeoning damage equal to 1d4 + your Strength modifier and the creature is stunned until the end of the turn. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Damage: 1d4 Damage Type: Bludgeoning Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"REC Gun","description":"The Revolving Exothermic Cannon (or REC gun, for short) operates on the same principle as a conventional blaster, with an arcane battery hooked up to an aperture barrel and so forth, but mounts several blasters on a revolving cylinder, each firing in rapid succession.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Automatic, Blaster, Heavy, Mounted, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Recondite Shield","description":"Ring, uncommon (requires attunement) While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can’t use the ring in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Recording Book","description":"Wondrous item, uncommon (requires attunement) This book, which hosts a dormant bookkeeper (see Creature Codex ), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours’ worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book’s recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Recording Unit","description":"Recording Unit Miscellaneous gear Usually a piece of headgear or body attachment, this device can record panoramic video at all angles including the recorder and broadcast it simultaneously over multiple media formats. Popular amongst journalists and artists. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Red Bulette's Hide (Level 1)","description":"This strange hide armor is stained a deep red color. A fin-like dorsal plate rises between the shoulders. Korgg was a mighty half-orc barbarian, who craved combat. The more difficult the odds, the better, and he, especially, lived for one-on-one combat. Often, Korgg would throw down his greataxe when facing a single foe and rush head-long into battle. Most such battles ended with the mighty Korgg literally tearing his opponent apart with his bare hands. One of Korgg’s greatest battles was with a fearsome bulette. Korgg was tasked with vanquishing the strange creature, who had been rampaging the area and terrifying the populace. The half-orc found the bulette in a cave. Korgg marveled at the strange creature’s thick, red hide. Then, with a deafening cry of ferocious rage, Korgg rushed into the cave and attacked the bulette. The battle lasted for what seemed an eternity. Finally, with an explosion of power, Korgg snapped the huge creature’s neck with his bare hands, killing it at last. The creature’s blood washed over them both, staining the creature’s hide a deeper red. Korgg dragged the bulette’s body back to town and into the square, where he loudly declared his victory to all who would hear him. In lieu of his promised payment, he instructed the most skilled armorer he could find to strip the hide from the bulette’s body and craft a suit of armor worthy of Korgg and his great victory. When Korgg donned his impressive new armor, the half-orc felt a rush of primal power, as if the soul of the bulette had entered his body. Korgg wore his armor on countless adventures and battles. The mere sight of the mighty half-orc in his red bulette’s hide was often enough to frighten most opponents into submission before a single axe blow had fallen. None can say with certainty what finally became of the mighty barbarian or his red armor. There are those who believe the famous armor sits in the bulette’s original cave, Korgg having gone there for his final rest. Many have searched for the cave in hopes of finding Korgg’s armor, but so far, no one has been able to find it. Armor (hide), fabled (5th-level and higher properties require attunement) While wearing this armor, you can cast the jump spell from it at will, but you can target only yourself when you do so. Strength of the Bulette (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. If you jump at least 15 feet as part of your movement, you can then use an action to land in a space that contains a creature of your size or smaller. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a successful save, the creature isn’t knocked prone and is pushed 5 feet out of your space into an unoccupied space of its choice. If no unoccupied space is within range, the creature instead falls prone in your space. You can then make one melee weapon attack against the prone target as a bonus action. 9th level. You gain a +1 bonus to AC, and you gain a burrowing speed of 10 feet. In addition, when you use the 5th-level property of this axe, you can now land in a space that contains a creature up to one size larger than you. 13th level. You now gain a +2 bonus to AC, instead of +1, and your burrowing speed increases to 20 feet, instead of 10. 17th level. You now gain a +3 bonus to AC, instead of +2, and your burrowing speed increases to 40 feet, instead of 20. In addition, you gain tremorsense out to a range of 30 feet.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Red Bulette's Hide (Level 13)","description":"This strange hide armor is stained a deep red color. A fin-like dorsal plate rises between the shoulders. Korgg was a mighty half-orc barbarian, who craved combat. The more difficult the odds, the better, and he, especially, lived for one-on-one combat. Often, Korgg would throw down his greataxe when facing a single foe and rush head-long into battle. Most such battles ended with the mighty Korgg literally tearing his opponent apart with his bare hands. One of Korgg’s greatest battles was with a fearsome bulette. Korgg was tasked with vanquishing the strange creature, who had been rampaging the area and terrifying the populace. The half-orc found the bulette in a cave. Korgg marveled at the strange creature’s thick, red hide. Then, with a deafening cry of ferocious rage, Korgg rushed into the cave and attacked the bulette. The battle lasted for what seemed an eternity. Finally, with an explosion of power, Korgg snapped the huge creature’s neck with his bare hands, killing it at last. The creature’s blood washed over them both, staining the creature’s hide a deeper red. Korgg dragged the bulette’s body back to town and into the square, where he loudly declared his victory to all who would hear him. In lieu of his promised payment, he instructed the most skilled armorer he could find to strip the hide from the bulette’s body and craft a suit of armor worthy of Korgg and his great victory. When Korgg donned his impressive new armor, the half-orc felt a rush of primal power, as if the soul of the bulette had entered his body. Korgg wore his armor on countless adventures and battles. The mere sight of the mighty half-orc in his red bulette’s hide was often enough to frighten most opponents into submission before a single axe blow had fallen. None can say with certainty what finally became of the mighty barbarian or his red armor. There are those who believe the famous armor sits in the bulette’s original cave, Korgg having gone there for his final rest. Many have searched for the cave in hopes of finding Korgg’s armor, but so far, no one has been able to find it. Armor (hide), fabled (5th-level and higher properties require attunement) While wearing this armor, you can cast the jump spell from it at will, but you can target only yourself when you do so. Strength of the Bulette (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. If you jump at least 15 feet as part of your movement, you can then use an action to land in a space that contains a creature of your size or smaller. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a successful save, the creature isn’t knocked prone and is pushed 5 feet out of your space into an unoccupied space of its choice. If no unoccupied space is within range, the creature instead falls prone in your space. You can then make one melee weapon attack against the prone target as a bonus action. 9th level. You gain a +1 bonus to AC, and you gain a burrowing speed of 10 feet. In addition, when you use the 5th-level property of this axe, you can now land in a space that contains a creature up to one size larger than you. 13th level. You now gain a +2 bonus to AC, instead of +1, and your burrowing speed increases to 20 feet, instead of 10. 17th level. You now gain a +3 bonus to AC, instead of +2, and your burrowing speed increases to 40 feet, instead of 20. In addition, you gain tremorsense out to a range of 30 feet.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Red Bulette's Hide (Level 17)","description":"This strange hide armor is stained a deep red color. A fin-like dorsal plate rises between the shoulders. Korgg was a mighty half-orc barbarian, who craved combat. The more difficult the odds, the better, and he, especially, lived for one-on-one combat. Often, Korgg would throw down his greataxe when facing a single foe and rush head-long into battle. Most such battles ended with the mighty Korgg literally tearing his opponent apart with his bare hands. One of Korgg’s greatest battles was with a fearsome bulette. Korgg was tasked with vanquishing the strange creature, who had been rampaging the area and terrifying the populace. The half-orc found the bulette in a cave. Korgg marveled at the strange creature’s thick, red hide. Then, with a deafening cry of ferocious rage, Korgg rushed into the cave and attacked the bulette. The battle lasted for what seemed an eternity. Finally, with an explosion of power, Korgg snapped the huge creature’s neck with his bare hands, killing it at last. The creature’s blood washed over them both, staining the creature’s hide a deeper red. Korgg dragged the bulette’s body back to town and into the square, where he loudly declared his victory to all who would hear him. In lieu of his promised payment, he instructed the most skilled armorer he could find to strip the hide from the bulette’s body and craft a suit of armor worthy of Korgg and his great victory. When Korgg donned his impressive new armor, the half-orc felt a rush of primal power, as if the soul of the bulette had entered his body. Korgg wore his armor on countless adventures and battles. The mere sight of the mighty half-orc in his red bulette’s hide was often enough to frighten most opponents into submission before a single axe blow had fallen. None can say with certainty what finally became of the mighty barbarian or his red armor. There are those who believe the famous armor sits in the bulette’s original cave, Korgg having gone there for his final rest. Many have searched for the cave in hopes of finding Korgg’s armor, but so far, no one has been able to find it. Armor (hide), fabled (5th-level and higher properties require attunement) While wearing this armor, you can cast the jump spell from it at will, but you can target only yourself when you do so. Strength of the Bulette (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. If you jump at least 15 feet as part of your movement, you can then use an action to land in a space that contains a creature of your size or smaller. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a successful save, the creature isn’t knocked prone and is pushed 5 feet out of your space into an unoccupied space of its choice. If no unoccupied space is within range, the creature instead falls prone in your space. You can then make one melee weapon attack against the prone target as a bonus action. 9th level. You gain a +1 bonus to AC, and you gain a burrowing speed of 10 feet. In addition, when you use the 5th-level property of this axe, you can now land in a space that contains a creature up to one size larger than you. 13th level. You now gain a +2 bonus to AC, instead of +1, and your burrowing speed increases to 20 feet, instead of 10. 17th level. You now gain a +3 bonus to AC, instead of +2, and your burrowing speed increases to 40 feet, instead of 20. In addition, you gain tremorsense out to a range of 30 feet.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Red Bulette's Hide (Level 5)","description":"This strange hide armor is stained a deep red color. A fin-like dorsal plate rises between the shoulders. Korgg was a mighty half-orc barbarian, who craved combat. The more difficult the odds, the better, and he, especially, lived for one-on-one combat. Often, Korgg would throw down his greataxe when facing a single foe and rush head-long into battle. Most such battles ended with the mighty Korgg literally tearing his opponent apart with his bare hands. One of Korgg’s greatest battles was with a fearsome bulette. Korgg was tasked with vanquishing the strange creature, who had been rampaging the area and terrifying the populace. The half-orc found the bulette in a cave. Korgg marveled at the strange creature’s thick, red hide. Then, with a deafening cry of ferocious rage, Korgg rushed into the cave and attacked the bulette. The battle lasted for what seemed an eternity. Finally, with an explosion of power, Korgg snapped the huge creature’s neck with his bare hands, killing it at last. The creature’s blood washed over them both, staining the creature’s hide a deeper red. Korgg dragged the bulette’s body back to town and into the square, where he loudly declared his victory to all who would hear him. In lieu of his promised payment, he instructed the most skilled armorer he could find to strip the hide from the bulette’s body and craft a suit of armor worthy of Korgg and his great victory. When Korgg donned his impressive new armor, the half-orc felt a rush of primal power, as if the soul of the bulette had entered his body. Korgg wore his armor on countless adventures and battles. The mere sight of the mighty half-orc in his red bulette’s hide was often enough to frighten most opponents into submission before a single axe blow had fallen. None can say with certainty what finally became of the mighty barbarian or his red armor. There are those who believe the famous armor sits in the bulette’s original cave, Korgg having gone there for his final rest. Many have searched for the cave in hopes of finding Korgg’s armor, but so far, no one has been able to find it. Armor (hide), fabled (5th-level and higher properties require attunement) While wearing this armor, you can cast the jump spell from it at will, but you can target only yourself when you do so. Strength of the Bulette (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. If you jump at least 15 feet as part of your movement, you can then use an action to land in a space that contains a creature of your size or smaller. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a successful save, the creature isn’t knocked prone and is pushed 5 feet out of your space into an unoccupied space of its choice. If no unoccupied space is within range, the creature instead falls prone in your space. You can then make one melee weapon attack against the prone target as a bonus action. 9th level. You gain a +1 bonus to AC, and you gain a burrowing speed of 10 feet. In addition, when you use the 5th-level property of this axe, you can now land in a space that contains a creature up to one size larger than you. 13th level. You now gain a +2 bonus to AC, instead of +1, and your burrowing speed increases to 20 feet, instead of 10. 17th level. You now gain a +3 bonus to AC, instead of +2, and your burrowing speed increases to 40 feet, instead of 20. In addition, you gain tremorsense out to a range of 30 feet.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Red Bulette's Hide (Level 9)","description":"This strange hide armor is stained a deep red color. A fin-like dorsal plate rises between the shoulders. Korgg was a mighty half-orc barbarian, who craved combat. The more difficult the odds, the better, and he, especially, lived for one-on-one combat. Often, Korgg would throw down his greataxe when facing a single foe and rush head-long into battle. Most such battles ended with the mighty Korgg literally tearing his opponent apart with his bare hands. One of Korgg’s greatest battles was with a fearsome bulette. Korgg was tasked with vanquishing the strange creature, who had been rampaging the area and terrifying the populace. The half-orc found the bulette in a cave. Korgg marveled at the strange creature’s thick, red hide. Then, with a deafening cry of ferocious rage, Korgg rushed into the cave and attacked the bulette. The battle lasted for what seemed an eternity. Finally, with an explosion of power, Korgg snapped the huge creature’s neck with his bare hands, killing it at last. The creature’s blood washed over them both, staining the creature’s hide a deeper red. Korgg dragged the bulette’s body back to town and into the square, where he loudly declared his victory to all who would hear him. In lieu of his promised payment, he instructed the most skilled armorer he could find to strip the hide from the bulette’s body and craft a suit of armor worthy of Korgg and his great victory. When Korgg donned his impressive new armor, the half-orc felt a rush of primal power, as if the soul of the bulette had entered his body. Korgg wore his armor on countless adventures and battles. The mere sight of the mighty half-orc in his red bulette’s hide was often enough to frighten most opponents into submission before a single axe blow had fallen. None can say with certainty what finally became of the mighty barbarian or his red armor. There are those who believe the famous armor sits in the bulette’s original cave, Korgg having gone there for his final rest. Many have searched for the cave in hopes of finding Korgg’s armor, but so far, no one has been able to find it. Armor (hide), fabled (5th-level and higher properties require attunement) While wearing this armor, you can cast the jump spell from it at will, but you can target only yourself when you do so. Strength of the Bulette (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. If you jump at least 15 feet as part of your movement, you can then use an action to land in a space that contains a creature of your size or smaller. The creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a successful save, the creature isn’t knocked prone and is pushed 5 feet out of your space into an unoccupied space of its choice. If no unoccupied space is within range, the creature instead falls prone in your space. You can then make one melee weapon attack against the prone target as a bonus action. 9th level. You gain a +1 bonus to AC, and you gain a burrowing speed of 10 feet. In addition, when you use the 5th-level property of this axe, you can now land in a space that contains a creature up to one size larger than you. 13th level. You now gain a +2 bonus to AC, instead of +1, and your burrowing speed increases to 20 feet, instead of 10. 17th level. You now gain a +3 bonus to AC, instead of +2, and your burrowing speed increases to 40 feet, instead of 20. In addition, you gain tremorsense out to a range of 30 feet.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Red Chromatic Rose","description":"Red Chromatic Rose Wondrous Item, Rare This magic rose is red. While a rose is held, it gains a harmless visual effect as indicated on the table. The red rose is wreathed in fire. While holding the rose by its stem, you gain resistance to fire damage. If you would take more than 10 damage of fire from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of fire. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Red Corundum Elemental Gem","description":"Red Corundum Elemental Gem Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. ","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Red Dragon Mask","description":"Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. Damage Absorption. You have resistance against fire. If you already have resistance to fire from another source, you instead have immunity to fire. If you already have immunity to fire from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the fire damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Red Dragon Mask","description":"Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. Damage Absorption. You have resistance against fire. If you already have resistance to fire from another source, you instead have immunity to fire. If you already have immunity to fire from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the fire damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Red Dragon Mask","description":"Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. Dragon Masks Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits. Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Red Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Red Dragon Scale Mail is made of the scales of a red dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Red Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest red dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Red Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Red Dragonfly Rapier","description":"Weapon (Rapier), Very Rare (Requires Attunement) The hilt of this delicate weapon is carved into the shape of a crimson dragonfly, with a protective basket of sculpted glass wings curving around the wielder’s hand. The slender blade is etched with serene prayers in the secret language of the monks who crafted it. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can be used as a monk weapon and any monk attuned to it is proficient with it. While attuned to this weapon, you gain advantage on saving throws against being charmed or frightened. Additionally, you can cast the levitate spell (spell save DC 15) from the weapon. Once you cast the spell this way, you can’t do so again until you finish a long rest. Encounter Ideas Final Test. The last surviving member of an ancient order of monks (use the githzerai monk stat block but change their race to human) offers one of the characters the Red Dragonfly Rapier if they can answer an impossible riddle carved on an obelisk atop a mountain summit. Lost Hero. A brave monk (use the githzerai monk stat block but change their race to human) entered the Temple of the Viper alone but succumbed to the poisonous gaze of the viper’s emerald eyes, leaving this weapon behind. Sad Song of Salong. Every autumn, the town of Salong holds a Dragonfly Festival and offers this weapon as a prize to the competitor who composes the most bittersweet poem.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Rapier)","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Red Hat Mushrooms","description":"Red Hat Mushrooms Wondrous item, uncommon Eating just one of these tasty little mushrooms removes one level of exhaustion and heals 2d4 hit points. Eating three of them without a long rest in between, poisons the eater for 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Red Marble Staff","description":"Staff, uncommon This staff looks like a marble column. There are thin cuts along its four sides. While holding this staff, each time you take damage, blood fills these cuts, and the staff looks like it has veins. When you take damage, the staff collects an amount of spilled blood equal to the damage you take. The staff can hold a maximum of 40 hit points worth of blood and the collected blood disappears daily at dawn. While holding the staff, you can take a bonus action to deal yourself 20 hit points worth of blood damage and feed the blood to the staff, and can cast one of the following spells of your choice; [ Ameliorate] , [Blood Coating] or [Piercing Drops] . The spellcasting ability for these spells is Charisma.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Red-Feather Bow","description":"Red-Feather Bow Weapon (any bow), uncommon (requires attunement) A prized hunting weapon among mistral raptors, this bow is imbued with magic to help the wielder see their prey from afar. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bow has 3 charges. When you fire an arrow from this bow, you can speak the command word and use a charge to see through the arrow as a bonus action. You can see from the point your arrow lands as if you were there for 1 minute. If the arrow strikes a creature, you see what they see for the same duration. The bow regains 1d3 charges each day at dawn.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Redemption","description":"Weapon (Any Sword), Rare (Requires Attunement) This magic sword was forged in a sacred furnace on the Upper Planes. When you hit a Fiend or Undead with an attack roll using the sword, the creature takes an additional 1d8 Radiant damage. The sword has 3 charges for the following properties and regains all expended charges daily at dawn: Empower (1 Charge). When a creature within 30 feet of you regains hit points, you can use your reaction to have it regain an additional 2d8 hit points. Light Bringer (1 Charge). When you hit a creature with an attack roll using the sword, you can have it shed dim light in a 10-foot radius until the end of your next turn. While it emits this light, all attack rolls against the creature are made with advantage.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Any Sword)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Redemption","description":"Weapon (greatmace), very rare (requires attunement) 1d10 bludgeoning - heavy, two-handed You gain a +1 bonus to attack and damage rolls with this magic weapon. Redemption deals an additional 1d6 radiant damage on a hit and you are immune to being frightened while attuned to it. Spells. Redemption has 4 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 16) from it: cure wounds (1 charge), death ward (4 charges), lesser restoration (2 charges), or revivify (3 charges) Redemption regains 1d4 expended charges after a long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatmace)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Reef Splitter","description":"Weapon (warhammer), very rare (requires attunement) The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Refined Delerium Dust","description":"Refined Delerium Dust Wondrous item, rare This pouch contains an ounce of purified and magically charged delerium dust. It may be ingested as an action. When you consume a full pouch, you gain advantage on spell attack rolls and saving throws against spells for one minute. You gain one level of contamination when you consume refined delerium dust . Refined Delerium Dust “The remenants of a great city lost to a tragic event. Returned to capable hands giving hope for a brighter future.” — Pluto Jackson","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Refined Liquid Courage","description":"Potion, rare This translucent liquid is extracted from the blood drained from tortured creatures. It is stored in glass syringes. Unlike other potions, it needs to be injected directly into a muscle, preferably the leg. When you are injected with this potion, you gain the effects of the haste spell for 1 minute (no concentration required) and you regain all your hit points. At the end of each of your turns for 1 minute, you must make a DC 18 Constitution saving throw. The potion wears off and its effects end on a failed save or after 1 minute, whichever is sooner. When the potion wears off, you drop to 0 hit points. This potion has no effect on creatures that have no blood and no beating heart.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Reflex Optimization","description":"Reflex Optimization Augment (body), very rare (requires affinity) A network of adrenal boosters and nanowires are interlaced throughout your nervous system. With this augment, your Dexterity score increases by 2 and you gain advantage on initiative rolls.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Regalia of the Ram Lords","description":"“And to the tribes of men, we gift these hammers. One to the Ram Lords, masters of the mountaintops. One to the Horse Lords, masters of the plains. And one to the Toad Lords, masters of the swamps. Long may you protect the lands above our halls.” Legend While most of this weapon’s history has been lost to time, scholars pieced together that a dwarven city-state crafted a set of three warhammers, identical save for the animal depicted on their heads, and gifted them to nearby human clans. The hammers have shown up in stories of valiant warriors for centuries. Most stories are set in the vicinity of the Granite Garland, and because of this, adventurers have been delving into the mountain range looking for a forgotten dwarven stronghold for just as long. Location The hammer was lost twenty years ago when Almar Blueshield died repelling the ogre raider Gruug Onion-Breath. It is likely in Gruug’s fetid treasure hoard. Encounter Ideas The Ancient Halls. An expedition into the Granite Garland discovered a sealed dwarven gate and believes the Regalia might be able to open it. They hire the party to “retrieve it” from Gruug. Satyr It Ain’t So. At a tavern, a satyr sings a song about a glorious weapon “made in his image,” and a table of dwarves becomes violently offended by this. The Collector. Baron Aravicio collects rare weapons and has come into possession of the Regalia. Now he is sending thugs to interrogate anyone that might know the locations of the other two hammers. Progression The Regalia of the Ram Lords progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases. Statistics Weapon (Warhammer), Rarity Varies (Requires Attunement) Common . You can speak a command word to cause the ram heads’ eyes to glow red for 1 minute. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Call the Ram Court. You call forth spectral rams to protect you. They clamor about you within a 5-foot-radius sphere for 1 minute. When you activate this ability, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once used, this property can’t be used again until you finish a long rest. Rare . The bonus to attack and damage rolls increases to +2. The radius of Call the Ram Court increases to 10 feet and its damage increases to 3d8. Sure-Footed. While holding this weapon, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or move you against your will. Very Rare . Phantom Goat. As an action, you can cast the phantom steed spell from this weapon. When you do, the steed appears as a giant goat . You can use this property twice, and regain all expended uses when you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3. The radius of Call the Ram Court increases to 15 feet and its damage increases to 5d8.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Regalia of the Ram Lords (Common)","description":"Regalia of the Ram Lords Weapon (Warhammer), Common (Requires Attunement) You can speak a command word to cause the ram heads’ eyes to glow red for 1 minute. Progression The Regalia of the Ram Lords progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Regalia of the Ram Lords (Legendary)","description":"Regalia of the Ram Lords Weapon (Warhammer), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can speak a command word to cause the ram heads’ eyes to glow red for 1 minute. Call the Ram Court. You call forth spectral rams to protect you. They clamor about you within a 15-foot-radius sphere for 1 minute. When you activate this ability, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once used, this property can’t be used again until you finish a long rest. Sure-Footed. While holding this weapon, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or move you against your will. Phantom Goat. As an action, you can cast the phantom steed spell from this weapon. When you do, the steed appears as a giant goat . You can use this property twice, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Regalia of the Ram Lords (Rare)","description":"Regalia of the Ram Lords Weapon (Warhammer), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can speak a command word to cause the ram heads’ eyes to glow red for 1 minute. Call the Ram Court. You call forth spectral rams to protect you. They clamor about you within a 10-foot-radius sphere for 1 minute. When you activate this ability, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes 3d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once used, this property can’t be used again until you finish a long rest. Sure-Footed. While holding this weapon, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or move you against your will. Progression The Regalia of the Ram Lords progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Regalia of the Ram Lords (Uncommon)","description":"Regalia of the Ram Lords Weapon (Warhammer), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can speak a command word to cause the ram heads’ eyes to glow red for 1 minute. Call the Ram Court. You call forth spectral rams to protect you. They clamor about you within a 5-foot-radius sphere for 1 minute. When you activate this ability, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once used, this property can’t be used again until you finish a long rest. Progression The Regalia of the Ram Lords progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Regalia of the Ram Lords (Very Rare)","description":"Regalia of the Ram Lords Weapon (Warhammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can speak a command word to cause the ram heads’ eyes to glow red for 1 minute. Call the Ram Court. You call forth spectral rams to protect you. They clamor about you within a 10-foot-radius sphere for 1 minute. When you activate this ability, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes 3d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once used, this property can’t be used again until you finish a long rest. Sure-Footed. While holding this weapon, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or move you against your will. Phantom Goat. As an action, you can cast the phantom steed spell from this weapon. When you do, the steed appears as a giant goat . You can use this property twice, and regain all expended uses when you finish a long rest. Progression The Regalia of the Ram Lords progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Regeneration Module","description":"Regeneration Module Utility, very rare (requires affinity) This flat, square device adheres to your skin, worn either on the upper arm on the back of the neck. It houses millions of restorative nanobots. While wearing this device, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the device causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point for the duration of that time.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Reincarnation Dust","description":"Reincarnation Dust Wondrous item, very rare When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Reincarnation Dust","description":"Reincarnation Dust Wondrous item, very rare When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Reinforced Clothing","description":"Made from refined synthetics, this lightweight, breathable fabric can be fashioned into otherwise everyday garb such as a dress, shirt, sweater, or vest. It has the covert property (see “ Armor and Shields ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"Light Armor","Properties":"Covert"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Reinforced Mesh","description":"Reinforced Mesh Armor (medium) Multiple layers of micro-woven fiber mesh. It most often comes in the form of a vest or torso covering. AC : 12 + Dex modifier (max 2) Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reinforced Pipe","description":"Reinforced Pipe Melee weapon (simple, reinforced pipe) Kiseru are pipes used to smoke various herbs found throughout Rokugan. They consist of a metal mouthpiece and a metal bowl connected by a hollow wood or bamboo tube. Kiseru range in quality from a commoner’s rough-hewn pipe to a courtier or noble’s ivory-and-gold inlaid piece of art. While most of these pipes are not especially suitable as weapons, some merchants and courtiers carry reinforced kiseru that can be used to deliver a staggering blow in a pinch. Defensive. When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. AC: 1 Category: Items Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Finesse Weight: 0.5","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Finesse"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Reinforced Shield","description":"Reinforced Shield Shield Shields come in multiple designs – curved, cornered, composite, energy, etc. All work along the same function, being worn on the off hand and used manually against incoming attacks. AC : 2 Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Shield","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reins of Terror","description":"Reins of Terror Weapon (whip), rare Damage: 1d6+1 slashing Weight: 3 lbs. Properties: Finesse, Reach These dark leather horse reins can be wielded as a whip. You gain a +1 bonus to attack and damage rolls made with this magic whip. Agonizing Lash. On a hit, you may use your bonus action to cause agonizing pain. The target must make a DC 12 Constitution saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. This feature can be used once per day and recharges at midnight. Dark Steed. You use your bonus action to summon a Nightmare , which serves as your steed for up to 12 hours. The nightmare fights only to defend itself. Once it has been used, it can't be summoned again until 3 days have passed. If you have a good alignment, roll a d10 each time the nightmare is summoned. On a 1, the nightmare is hostile to you and will not obey your commands, including the order to dismiss it. Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with the reins.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Rejuvenation Table","description":"Rejuvenation Table Adventuring gear Cost : 10,000 gp Weight : 500 lb. Some scholars have discovered that vril is useful for more than triggering blasts of lightning or plasma, that it has links to the energy inside every living thing. One of the results of this discovery, for which the wealthy local patrons pay richly to develop, is the rejuvenation table. This Large casket-like device is linked via tubes and wires to a series of pumps, dials, and other strange electrical devices, including four spots to attach the vril batteries required to operate the table. One Medium or smaller creature may lie in the casket at a time. The rejuvenation table has three functions: You may spend 10 charges from each attached battery (40 total) to allow the user inside the casket to experience the effects of a short rest in 1 minute. You may spend 25 charges from each attached battery (100 total) to allow the user inside the casket to experience the effects of a long rest in 1 hour. Spellcasters that use this function retain the same spells they prepared at their last long rest. You may spend 50 charges from each attached battery (200 total) and irreversibly destroy the attached batteries to regrow a lost limb on a still-living creature.","properties":{"Category":"Items","Item Type":"Equipment","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Relampago","description":"Relampago Melee weapon (simple, greatclub), rare (requires attunement) The end of this large weathered club is shaped like a storm cloud. It hums with electrical energy. This magical weapon gains 1 charge when you hit an enemy with a melee attack made with it and can hold up to 3 charges. When you hit with a melee weapon attack with relampago , it deals 1 point of lightning damage for each charge it currently has in addition to its normal damage. As a bonus action you can expend 3 charges to deal an additional 3d8 lighting damage on your next successful melee weapon attack with r elampago before the end of your turn. Unused charges expire after 10 minutes. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Bludgeoning Properties: Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Relationship Runes","description":"Relationship Runes Wondrous item, rare This is a set of two blank rune stones, paired to one another. Whatever happens to one stone happens to the other, as long as they are on the same plane of existence. They are used by raiding parties to alert their home ports of how they fare. Many a clan speak of the “breaking of the stone”, to refer to a lost expedition.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Relentless Armor","description":"Relentless Armor Armor (any), varies (requires affinity) This armor protects the wearer against being forcibly moved or obstructed. While you wear it, the first time each turn that a creature makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll. Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Superior. When the armor reaches this grade, t he bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. While wearing this armor, you gain the effects of the unfetter power.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Reliable Repository","description":"Wondrous item, rare (requires attunement) This circular box has a diameter of 1 foot and is 8 inches high, made of a light but tough metal. On its top, it has a rotating disc labeled from one to ten that must be turned five times to input a numeric code in order for it to open. It opens only to someone who has already attuned to it. Once opened, the chest will relock itself after 2 rounds if unattended. If any creature tries to unlock the chest without using the correct code or being attuned to it, it targets the creature with a fiery magical ray that makes a ranged attack with a +8 bonus against the target within 10 feet of it (vision is irrelevant to this attack roll). On a hit, the target takes 28 (8d6) fire damage. The reliable repository has AC 20, 42 hit points, a damage threshold of 10, damage resistance against slashing and piercing damage, and damage immunity against poison and psychic damage, it is immune to the effects of the knock spell. It can be picked with thieves’ tools on a successful DC 25 Dexterity ability check , or can be forced open with a successful DC 25 Strength (Athletics) skill check.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Reliquary","description":"Reliquary Adventuring gear (holy symbol) A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield , or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus . To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight : 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Reliquary","description":"Reliquary Adventuring gear (holy symbol) A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield , or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus . To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Reliquary","description":"Adventuring Gear (Holy Symbol) Weight: 2 lb. Cost: 5 GP A Holy Symbol is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus . A Reliquary can be held.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Reliquary"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Reliquary","description":"Reliquary Adventuring gear (holy symbol) A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield , or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus . To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Reliquary Holy Symbol","description":"Reliquary Holy Symbol Adventuring gear (holy symbol) Weight 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Reload","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Ammunition property that doesn’t have the Loading property This weapon gains the Reload (5) property. If you apply the Reload property to a martial or exotic weapon with the Mounted property, you can choose to give it the Reload (1; 2 actions) property, and increase its damage by three steps. Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an action. Some weapons require an action or longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Relocation Cable","description":"Wondrous item, uncommon This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can’t burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn’t provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Remarkable Rolling Pin","description":"Remarkable Rolling Pin Weapon (Club), Rare (requires attunement) Crafted for a legendary halfling pastry chef who took up adventuring, this rolling pin has been used countless times to innovate the culinary arts and create delicious baked goods, but also to defend halfling caravans against raiders and roaming monsters. The Remarkable Rolling Pin is a magic club that looks like and weighs as much as a regular wooden rolling pin. You gain a +1 bonus to attack and damage rolls made with this weapon. Dominion over Dough. While attuned to the Remarkable Rolling Pin, you have advantage on any ability checks and saving throws related to preparing baked goods with it. Freshly Baked Goodness. Any creature that eats a portion of freshly baked goods that have been prepared using this pin gains 1d4 + 4 temporary hit points. A creature can gain this benefit only once per long rest. Euphoric Flattening. When you hit an ooze or any other creature with the amorphous trait with the Remarkable Rolling Pin, instead of dealing damage you can use the pin to magically flatten it. A flattened creature is pleasantly stunned for 1 minute and must make a DC 15 Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Club)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Remedial Compound","description":"Remedial Compound Compound, rare When you apply this compound, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Renewable Blade Belt","description":"Renewable Blade Belt Utility, rare (requires affinity) This strap is attached to the belt or worn diagonally across the torso. As an action, you can pull up to two throwing blades from the belt and immediately hurl them, making a ranged attack with each blade. A throwing blade vanishes if you don’t hurl it right away, and the blades disappear right after they land. The belt never runs out of throwing blades.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Repeater","description":"The quintessential handheld blaster, the repeater is a staple on the Galactic Frontier. Solid, reliable, and packing just enough firepower to bring down an assailant, nearly every explorer worth their salt has one of these strapped to their hip.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Blaster","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Repeating Crossbow","description":"Repeating Crossbow Ranged Weapon (martial, crossbow) An innovation to the crossbow designed by enterprising Kaiu engineers, repeating crossbows can fire several quarrels before needing to be reloaded. While their range is somewhat shorter than a heavy crossbow, volume of fire is often more important than accuracy when shooting down off the Kaiu Wall into a horde of demons and monsters so thick you cannot possibly miss. Special. On your turn, you can spend a bonus action to ignore the attack limit imposed by this weapon’s loading property until the end of your turn. It still counts as having the loading property for the purpose of feats and other abilities that require it. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Special Range: 30/120 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Repeating Crossbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (repeating crossbow)","Properties":"Ammuntion (100/400), Heavy, Reload (5), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Repeating Crossbow for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammuntion (100/400), Heavy, Reload (5), Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Replacement","description":"Donor: Any Slot: Any One or more of your organs or limbs have been replaced with a part harvested from a monster. A replacement can effectively solve any amputation or organ failure, but they can’t return to life someone that has died; such work is solely the domain of necromancy. Replacement limbs can resemble the original limb or can demonstrate obvious monstrous characteristics, depending on the donor. A replacement organ or limb takes up one body slot relevant to it; for example, a troll’s hand takes the Arms slot and a replacement kidney takes up the Internal slot.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Replacement Man","description":"Wondrous item, uncommon (requires attunement) If damage would reduce you to 0 hit points while you are attuned to this human-shaped figurine, you drop to 1 hit point instead and the figurine fades away with a sad smile on his face.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Replica Clay","description":"Wondrous item, rare When you touch this lump of clay to an object that can fit within a 5-foot cube, the clay shifts and molds into an exact replica with the same color and texture. The replica even mimics visual magical elements, such as glowing runes. Touching the replica reveals it to be made of clay, as it yields under any significant force, but it is impossible to distinguish with a visual inspection. Once the clay is shaped into a replica, it becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Repulsion Jets","description":"Repulsion Jets Mod (armor: light, medium, heavy, PSD), rare (requires affinity) When you fall while wearing armor with this mod, you descend 60 feet per round and take no damage from falling.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Repulsor Gauntlet","description":"Similar to a battlefist, but larger in scale, this hulking gauntlet invariably throws its users off-balance. Concealed within it is an arcane battery from a blaster, which the gauntlet channels into the knuckles to augment its blows with layered forcefields.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Heavy","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Requiem","description":"Weapon (Glaive), Very Rare (Requires Attunement) This magic glaive produces an eerie whisper when swung. The glaive deals an extra 1d8 Necrotic damage on a hit and attacks you make with it score a critical hit on a roll of 19 or 20. Dark Step. While you are in dim light or darkness, you can teleport up to 10 feet to an unoccupied space immediately before or after each attack you make with the glaive. Unleash Shadow. When you score a critical hit against a creature with the glaive, you wrest control of the creature's shadow. A shadow appears in an unoccupied space within 5 feet of the creature. The shadow takes its turn immediately after yours and obeys your telepathic commands (no action required). The shadow has advantage on attack rolls against the creature it was spawned from. The shadow vanishes after 1 minute or when it is reduced to 0 hit points.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Requiem Bliss","description":"When you smoke requiem bliss, you experience feelings of euphoria. You summon the spirit of a single deceased person whose name you know. The spirit takes on the physical characteristics it had in life and might touch you, though it cannot harm you. You can ask the spirit questions as the spell speak with dead with the following exceptions: you can ask up to ten questions, and the spirit cannot lie to you. In addition, you are simultaneously granted the benefit of the contact other plane spell (without taking psychic damage or going insane), as the summoned spirit consults with others and relates information about a single question that would otherwise be unknown to it. You suffer 1d6 poison damage per question asked, and must succeed on a Constitution saving throw (DC 12 +1 per question asked) or become addicted to the drug. If you become addicted, you suffer two levels of exhaustion 1d4 days after you last smoked the drug and gain a further level of exhaustion for each week that requiem is not smoked. Levels of exhaustion gained through requiem use do not reduce as normal after taking a long rest. Smoking requiem again eliminates levels of exhaustion gained from abstaining. At the end of each week, you can make a DC 15 Constitution saving throw. Three consecutive weekly successful saving throws are necessary to break the addiction through abstinence. Alternatively, the addiction can be broken with a lesser restoration or heal spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Requiem Clay","description":"When you smoke requiem clay, you summon the spirit of a single deceased person that you personally knew in life. The spirit’s image is visible and its voice can be heard in whispers, but it cannot touch you. You can ask the spirit up to five questions, as the speak with dead spell. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. The spirit can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Afterward, you suffer 1d6 poison damage per question asked and must succeed on a Constitution saving throw (DC 10 +1 per question asked) or become addicted to the drug. If you become addicted, you suffer one level of exhaustion 1d4 days after you last smoked the drug and gain a further level of exhaustion for each week that requiem is not smoked. Levels of exhaustion gained through requiem use do not reduce as normal after taking a long rest. Smoking requiem again eliminates levels of exhaustion gained from abstaining. At the end of each week, you can make a DC 13 Constitution saving throw. Two consecutive weekly successful saving throws are necessary to break the addiction through abstinence. Alternatively, the addiction can be broken with a lesser restoration or heal spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Resistance","description":"Journeyman armor property Components: Masterwork suit of armor When you apply this property to a suit of armor, choose any damage type other than bludgeoning, piercing, slashing, or psychic. While wearing this armor, you have resistance to that damage type.","properties":{"Category":"Items","Item Type":"Journeyman armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Resistance Armor","description":"Resistance Armor Armor (any), varies (requires affinity) This armor provides the wearer with protection against a specific type of damage. The damage type is chosen by the GM or determined randomly. You can use an action to gain resistance to the chosen damage type for 10 minutes. You can’t use this feature again until you finish a short or long rest. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder Exceptional. You have resistance to the chosen damage type. This feature replaces the one provided at standard grade. Superior. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an attack that deals the chosen damage type reduces you to 0 hit points, you are instead reduced to 1 hit point. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. The armor gains an additional chosen damage type, determined using the table above. If determined randomly, you may reroll if the result is the damage type the armor possesses already.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Resolute Bracer","description":"Wondrous item, uncommon (requires attunement) This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Resplendent Regalia","description":"Resplendent Regalia Clothes Samurai and members of the Imperial Court wear a wide variety of clothes, designed with subtle political implications or simply meant to catch attention and impress onlookers. These range from the broad-shouldered haori worn by traditionalist samurai to embroidered silk kimono, and fashions change by the season. Commoners with the wealth to do so sometimes also wear clothes in these styles, or invent their own elaborate outfits. As a bonus action, the wearer can grant advantage to their next Charisma (Intimidation), Charisma (Performance), and Charisma (Persuasion) check. After doing so, they cannot gain this benefit again until they complete a short rest. Weight: 5","properties":{"Category":"Items","Item Type":"Clothes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Responsive Bracer","description":"This lightweight armguard has a built-in switch that extends a two-foot-diameter shield. The disc-shaped shield is either energy-based or made from collapsible plates. You can wear this shield while wielding a weapon with two hands or with a weapon in each hand. However, you do not gain the shield’s AC bonus while doing so. It has the reflexive property (see “ Armor and Shields ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"Shield","Properties":"Reflexive"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Restorative Ointment","description":"Restorative Ointment Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned , and is cured of any disease .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Restraints (metallic)","description":"Restraints (Metallic) Miscellaneous gear These can be used to bind a Small or Medium creature. Escaping the restraints requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of restraints comes with one key. Without the key, a creature proficient with infiltration tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Restraints (reinforced)","description":"Restraints (Reinforced) Miscellaneous gear Similar to metal restraints, however, these are made of a high-grade, chemically hardened polymer. These restraints have 25 hit points. Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Retainer Focus","description":"Retainer Focus Focus, rare (requires affinity by a channeler or forger) This focus is worn as a small piece of jewelry (ring, bracelet, earring, etc.). It stores the patterns of esper powers placed into it, holding them until the affined wearer uses them. The focus can store up to 5 ranks worth of powers at a time. When found, it contains 1d6 –1 ranks of stored powers chosen by the GM. Any creature can store a power of rank 1 through 5 within the focus by touching the focus and using the power on it. The power has no effect, other than to be stored in the focus. If the focus can’t hold the power, the power is expended without effect. The rank at which the power is activated determines how much space it uses. While wearing this focus, you can use any power stored in it. The power uses the rank, power save DC, esper attack bonus, and esper ability of the creature that activated it, but is otherwise treated as if you activated the power. The power used from the focus is no longer stored in it, freeing up space.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Retching Jelly","description":"Retching Jelly Wondrous item, uncommon This clear jelly compels a creature to vomit up anything covered in it. If a monster such as a purple worm or a giant toad swallows a creature or object coated in this jelly, it must immediately make a successful DC 13 Wisdom saving throw or regurgitate the creature or object. Furthermore, the creature will not try to swallow the same creature or object for the next hour. A jar of retching jelly can coat one Medium creature or object, up to two Small creatures or objects, or up to four Tiny creatures or objects. This unguent remains effective for 1 hour or until a creature or object that has been covered is successfully swallowed, whereupon the substance dissolves away. It can also be washed off with a single application of universal solvent or 1 gallon of alcohol.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Retractable","description":"Apprentice armor property Components: Masterwork suit of exotic medium or heavy armor One of the gauntlets on this suit of armor has a retractable shield set into it. While wearing this armor, you can don or doff this shield as a bonus action.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Retractable Melee Weapon","description":"Retractable Melee Weapon Augment (limb), common (requires affinity) You have a one-handed melee weapon mounted into one of your arms. As a bonus action, you can retract or extend the weapon. While it is extended, you can use the weapon as if you were holding it, and you can’t use that hand for other purposes. It can’t be detached nor thrown. While retracted, the weapon is invisible. Proficiency with the weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Retribution Armor","description":"Armor (breastplate), very rare (requires attunement) Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. Retributive Resurrection. If you are killed by a creature while wearing this armor, you arise the following round as a tireless, vengeful undead. Your type changes to undead, and you gain the following benefits: You have resistance to necrotic damage, and you are immune to poison damage. You can’t be charmed or poisoned, and you don’t suffer from exhaustion. You have darkvision out to a range of 60 feet. You have advantage on saving throws against effects that turn undead. You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don’t activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Return Bridle and Crop","description":"Wondrous item, uncommon A creature with the Mounted trait that wears this bridle is linked with you telepathically while you hold the crop. The creature can communicate with you over any distance as long as the bridle and crop are on the same plane of existence. Once per day while holding the crop, you can use your action to swing it in an unoccupied space within 5 feet of you with enough room for the creature. The creature is instantly teleported into that space. You can’t transport the creature again in this way until next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Returning","description":"Apprentice weapon property Components: Masterwork martial or exotic weapon with the Light and Thrown properties This weapon gains the Returning property. Returning. After being thrown, this weapon returns to your hand at the end of your turn.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Revelations","description":"Revelations Trick weapon (cleaver, whip), very rare (requires attunement by a creature with a Strength of 15 or higher) Made of an unknown metal that mixes blood and steel, this ghastly sword is studded with dozens of eyes from various creatures that stare hungrily at all who are confronted with it. Only a competent hunter can wield a weapon of such weight, but armed with it, they will never lose sight of their prey and will never be caught in an ambush. Such a dangerous weapon should only be used with the utmost caution. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to it, your sight improves as your vision starts echoing with that of the blade. While holding revelations, you gain the following benefits: You can’t be surprised. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. You are immune to being blinded, as the sword absorbs the effect and closes two of its eyes instead, before regrowing them. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the weapon is a cleaver studded with eyeballs. In its transformed state, the weapon is a whip composed of metal shards held together by a sinew of blood and flesh. Untransformed. When you hit a creature with this cleaver, you curse them for the next hour. For the duration, you gain a +1 bonus to damage rolls made with the weapon against the target, any attack roll you make with the weapon against the cursed target is a critical hit on a roll of 19 or 20 on the d20, and you have advantage on any Perception or Survival check you make to find the target. The curse ends early if you transform the weapon or if you fall unconscious. Transformed. This whip deals 1d6 slashing damage on a hit, has the versatile (1d6/1d8) property, but does not have the finesse property. Once on each of your turns when you hit a creature with this weapon, you can attempt to crush them under the weight of the whip. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 1d6 slashing damage and be knocked prone. Curse: Devour Sight. While attuned to this weapon, your sight deteriorates rapidly. For each five days that pass, you gain a permanent -1 penalty to all Perception checks made using your sight. When this penalty reaches -5, your eyes rot and melt out, leaving you permanently blinded as two new eyes appear on the blade. The sword’s curse is insidious: while you remain attuned to the weapon, you do not suffer the penalty to your Perception checks, and you do not realize that your sight is worsening. The blade’s influence makes you perceive the world in a clearer light. Demidritches are immune to this curse. *Roll20 Note: Add the Revelations (Cleaver) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Versatile (d8)","Item Rarity":"very rare","Requires Attunement":"Yes, by a creature with a Strength of 15 or higher"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Revelations (Cleaver)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Revelations to populate attacks in its untransformed form. Untransformed. When you hit a creature with this cleaver, you curse them for the next hour. For the duration, you gain a +1 bonus to damage rolls made with the weapon against the target, any attack roll you make with the weapon against the cursed target is a critical hit on a roll of 19 or 20 on the d20, and you have advantage on any Perception or Survival check you make to find the target. The curse ends early if you transform the weapon or if you fall unconscious.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)","Item Rarity":"very rare","Requires Attunement":"Yes, by a creature with a Strength of 15 or higher"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Reveler's Concertina","description":"Reveler's Concertina Wondrous item, rare (requires attunement by a bard ) While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Revenant's Shawl","description":"Wondrous item, uncommon (requires attunement) This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Reverberating Shield","description":"Armor (shield), very rare (requires attunement) While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Whenever a creature misses you with a melee weapon attack while you are holding this shield, it must succeed a DC 15 Dexterity saving throw. On a failure, the creature drops its weapon, which is thrown 15 feet away from you. If the weapon can’t be dropped, such as a dragon’s bite or claws, the attacker instead has disadvantage on all weapon attacks until the end of its turn.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Revolver","description":"Revolver Ranged weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Damage: 2d8 Damage Type: Piercing Properties: Ammunition, Reload (6 shots) Range: 40/120 Weight: 3","properties":{"Category":"Items","Properties":"Ammunition, Reload (6 shots)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Revolver","description":"Magitech Firearms Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range. Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp. Types. There are several types of magitech firearm currently found in the world. Blunderbuss. A high-powered, short range firearm that deals 3d4 piercing damage on a hit. It has the Ammunition (range 20/60), Loud (1000), Reload (1), and Two-handed properties. Musket. An inaccurate rifle that deals 1d10 piercing damage on a hit. It has the Ammunition (range 80/240), Loud (1000), Reload (1), and Two-handed properties. Pistol. A small, personal, double-barreled firearm that deals 1d8 piercing damage on a hit. It has the Ammunition (range 40/120), Loud (500), Reload (2) properties. Revolver. A small, personal firearm with a rotating barrel and accuracy-enhancing rifling that deals 1d10 piercing damage on a hit. It has the Ammunition (range 60/240), Loud (500), Reload (6) properties. Rifle. The longest range of all the firearms, typically equipped with a multi-bullet magazine, it deals 1d12 piercing damage on a hit. It has the Ammunition (range 120/480), Loud (500), Reload (6), and Two-handed properties.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Revolver","description":"","properties":{"Category":"Items","Item Type":"Weapon (revolver)","Properties":"Ammunition (60/240), Reload (6)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Revolver","description":"Martial Ranged Weapon Damage: 2d8 Piercing Properties: Ammunition (Range 40/120; Bullet), Reload (6 shots) Mastery: Sap Weight: 3 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Reload","Item Rarity":"No","Name":"Revolver"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Revolving Grenade Launcher","description":"","properties":{"Category":"Items","Item Type":"Weapon (revolving grenade launcher)","Properties":"Ammunition (100/400), Explosive, Heavy, Reload (6), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Reward of the Pact Champion","description":"Reward of the Pact Champion Wondrous item, legendary (requires attunement by a warlock) This magic item takes various forms depending on the warlock’s patron. It is granted to warlocks that have been instrumental in their patron achieving their grand ambition, or completed the final task the patron would give the warlock to prove themself. As an action while holding the item, you can regain one of your expended arcanum spells. This property can’t be used again until you finish a long rest. If the arcanum spell was of 8th or 9th level, this property instead can’t be used again until 7 days have passed. The item also has additional properties based on your Otherworldly Patron. The Archfey. The item takes the form of an amulet bearing the symbol of your patron. While you wear it, your appearance gains an otherworldly aspect that makes you look impossibly lovely and fierce, and you can use your Fey Presence, Misty Escape, and Dark Delirium features an unlimited number of times. Additionally while you wear the amulet, fey other than your patron have difficulty harming you. If a fey targets you directly with an attack or harmful spell that targets only you, it must make a Wisdom saving throw against your spell save DC. On a failed save, it must choose a new target or lose the attack or spell. The Archmage. The item takes the form of a rod, staff, or wand etched with runes and your patron’s symbol. Spells you cast using the item as a spellcasting focus have a +2 bonus to their spell attack rolls and spell save DC. Choose a warlock spell you know of 1st or 2nd level when you attune to the item. While you hold the item, you can cast the chosen spell at will, without expending a spell slot. When you do, it is cast at the level of your warlock spell slot. The Celestial. The item takes the form of a robe bearing designs that symbolically represent your patron. You gain 5 additional d6s in your Healing Light pool. While wearing the robe, when you cause a creature to regain hit points with a warlock class feature or a warlock spell, that creature regains 3 additional hit points, and you can choose to cure the target of one disease, neutralize one poison affecting it, or end one condition affecting it. If an affected feature or spell would restore the creature’s hit points to higher than its hit point maximum, it gains the surplus as temporary hit points. The Crone. The item takes the form of thirteen talismans, each bearing the symbol of your patron. While you or a member of your coven wears one of the talismans, the creature has a +1 bonus to saving throws and to the spell attack rolls and spell save DCs for your warlock spells, it shares the senses of each other coven member wearing one of the talismans, and it counts as being within 120 feet of you for the purpose of your warlock features as long as it is on the same plane of existence as you. The Fathomless. The item takes the form of a tentacle arm ring that undulates along your bicep when you wear it. While you wear the arm ring, you regain your expended uses of your Tentacle of the Deep feature when you finish a short or long rest. Additionally while you wear the arm ring, you add your Charisma modifier to the damage rolls you make for your Tentacle of the Deep feature, your tentacle’s reach and the range of your Guardian Coil feature both increase to 30 feet, and you have a +1 bonus to your spell attack rolls. The Fiend. The item takes the form of a cloak bearing designs that symbolically represent your patron. You regain the use of your Hurl Through Hell feature when you finish a short or long rest. While you wear the cloak, you have resistance against fire, necrotic, and poison damage dealt by creatures other than your patron, as well as immunity to the charmed, frightened, and poisoned conditions. As a bonus action while you wear the cloak, you can cause it to become a pair of bat-like wings that attach themselves to your back or have it return to its cloak form. You have a flying speed of 30 feet while the cloak is in its wing form. The Genie. The item takes the form of a ring engraved with symbols representing your patron. While you wear the ring, your Genie’s Vessel is immune to all nonmagical damage, and you can use an action on your turn to receive a replacement vessel if your vessel is ever lost or destroyed. When you use the vessel’s Bottled Respite ability, you can remain inside the vessel indefinitely so long as you’re wearing the ring. Additionally while you wear the ring, you can use the bonus action granted by your Elemental Gift feature an unlimited number of times, and you regain the use of your Limited Wish feature each time you use your vessel’s Bottled Respite ability. Each time you cast eldritch blast while wearing the ring, you can choose for this casting to deal bludgeoning, cold, fire, or thunder damage instead of force. The Hexblade. The item takes the form of a magic longsword or greatsword etched with eldritch runes and your patron’s symbol. You gain a +3 bonus to attack and damage rolls you make with it. When you hit a creature with a weapon attack using the item, the target has disadvantage on saving throws against your warlock spells until the end of your next turn. The Icebound. The item takes the form of an ice crystal or large snowflake that never melts and is brutally cold to creatures other than you and your patron. While you wear or carry the item, you have immunity to cold damage dealt by creatures other than your patron and resistance against fire damage, you can use your Decree of Frost feature an unlimited number of times, you gain a +2 bonus to the attack and damage rolls you make for icicles conjured by your Circle of Icicles or Aurora Cloak, and when you use your Aurora Cloak feature, you can choose the effect instead of rolling. The Great Old One. The item takes the form of an object of constantly shifting and utterly unfathomable geometries. The telepathy granted by your Awakened Mind feature has unlimited range and doesn’t require sight as long as you have met the creature in person and the creature is on the same plane of existence as you. While holding the item, you can use your Entropic Ward feature an unlimited number of times. Additionally, when a creature causes you to make a saving throw, you can use your reaction to gain advantage on the saving throw. If you succeed on the save, the creature has disadvantage on the first saving throw it makes against one of your warlock spells before the end of your next turn. The Great Trickster. The item takes the form of a trinket or bauble with designs that symbolically represent your patron. While you are wearing or carrying the item, you can use the final benefit of your Spellswipe feature an unlimited number of times, and you regain the use of your Two Steps Ahead feature when you finish a short or long rest. As an action while holding the item, you can cause a Small or smaller unsecured object you can see within 60 feet of you to magically teleport to your hand. The object can be held or carried by a creature, but can’t be an object that creature is wearing. Once you cause an item to teleport in this way, you can’t do so again until you finish a short or long rest. The Librarian. The item takes the form of a grimoire bearing the symbol of your patron, and can function as the grimoire granted by your Meticulous Chronicling feature. You can cast silence from the grimoire at will, without expending a spell slot. While the grimoire is on your person, you can speak, read, and write all languages, and you gain a +2 bonus to any ability check you make. This bonus is doubled for any ability check you make that doesn’t include your proficiency bonus. The Titan. The item takes the form of a pair of gauntlets with designs that symbolically represent your patron. While you wear them, your Strength score becomes 24 unless it was already higher. As an action while wearing the gauntlets, you can cast the maximize/minimize UAH spell from the gauntlets targeting a creature you touch. When you cast the spell this way, you can choose only the spell’s Maximize effect, and you can’t cast the spell using the gauntlets again until the next dawn. The Undead. The item takes the form of a locket within which is locked a piece of your patron, such as a piece of their bone or flesh. While you wear the locket, you regain your expended uses of your Form of Dread feature when you finish a short or long rest, you regain the use of your Necrotic Husk feature when you finish a long rest, and you regain the use of your Spirit Projection feature when you finish a short or long rest. The Undying. The item takes the form of a phylactery with designs that symbolically represent your patron. The phylactery can only be destroyed by using the wish spell, targeting it with the disintegrate spell, or striking it with a magic weapon that is legendary or an artifact. You immediately know if the phylactery is ever destroyed, and it reforms in your space when you next finish a long rest. While you have a phylactery, you don’t age. When you die, a new version of your body is formed from green smoke within 5 feet of the phylactery at the next dusk, and you return to life in the new body, gaining the benefits of a long rest. While you wear or carry your phylactery, you can use your Defy Death and Indestructible Life features an unlimited number of times.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a warlock"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rex Fang (Common)","description":"Weapon (Club), Common (Requires Attunement) Common Earth Shaking Stomp. As an action, you can slam this weapon into the ground. Creatures in a 20-foot cone must succeed on a DC 10 Strength saving throw or be knocked prone. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rex Fang (Legendary)","description":"Weapon (Club), Legendary (Requires Attunement) Common Earth Shaking Stomp. As an action, you can slam this weapon into the ground. Creatures in a 20-foot cone must succeed on a DC 10 Strength saving throw or be knocked prone. Once used, this property can’t be used again until you finish a long rest. Uncommon The DC of Earth Shaking Stomp increases to 12. While you hold this weapon, shimmering scales cover your flesh, granting a +1 bonus to AC. Rare The DC of Earth Shaking Stomp increases to 14. Saurian Pack. Holding this weapon aloft and letting out a primal scream, you can use an action to expend a number of charges to summon dinosaur allies. You summon a number of allosauruses or plesiosauruses (your choice) equal to the number of charges expended. They appear in unoccupied spaces that you can see within 60 feet. Each dinosaur disappears when it drops to 0 hit points or after 10 minutes. They act at the end of your turn, obeying any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once used, you can’t used this property again until you finish a long rest. Very Rare The DC of Earth Shaking Stomp increases to 16. You gain a +1 bonus to attack and damage rolls made with this weapon and deal an additional 2d6 thunder damage on a hit to creatures whose size is larger than yours. Legendary Obstinacy. You can expend four Hit Dice to use Earth Shaking Stomp again without needing to finish a long rest. Hit Dice expended this way do not recover hit points. Legendary The DC for Earth Shaking Stomp increases to 18. Become the Thunder Lizard. As an action, you magically assume the shape of a dinosaur. You can become a pteranodon for 4 hours, a plesiosaurus for 2 hours, or a tyrannosaurus rex for 1 hour. You can choose to extend the duration of the transformation by expending five Hit Dice. You make this choice when your transformation is about to end. This change otherwise follows the rules of a druid’s Wild Shape feature. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rex Fang (Rare)","description":"Weapon (Club), Rare (Requires Attunement) Common Earth Shaking Stomp. As an action, you can slam this weapon into the ground. Creatures in a 20-foot cone must succeed on a DC 10 Strength saving throw or be knocked prone. Once used, this property can’t be used again until you finish a long rest. Uncommon The DC of Earth Shaking Stomp increases to 12. While you hold this weapon, shimmering scales cover your flesh, granting a +1 bonus to AC. Rare The DC of Earth Shaking Stomp increases to 14. Saurian Pack. Holding this weapon aloft and letting out a primal scream, you can use an action to expend a number of charges to summon dinosaur allies. You summon a number of allosauruses or plesiosauruses (your choice) equal to the number of charges expended. They appear in unoccupied spaces that you can see within 60 feet. Each dinosaur disappears when it drops to 0 hit points or after 10 minutes. They act at the end of your turn, obeying any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once used, you can’t used this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rex Fang (Uncommon)","description":"Weapon (Club), Uncommon (Requires Attunement) Common Earth Shaking Stomp. As an action, you can slam this weapon into the ground. Creatures in a 20-foot cone must succeed on a DC 10 Strength saving throw or be knocked prone. Once used, this property can’t be used again until you finish a long rest. Uncommon The DC of Earth Shaking Stomp increases to 12. While you hold this weapon, shimmering scales cover your flesh, granting a +1 bonus to AC.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rex Fang (Very Rare)","description":"Weapon (Club), Very Rare (Requires Attunement) Common Earth Shaking Stomp. As an action, you can slam this weapon into the ground. Creatures in a 20-foot cone must succeed on a DC 10 Strength saving throw or be knocked prone. Once used, this property can’t be used again until you finish a long rest. Uncommon The DC of Earth Shaking Stomp increases to 12. While you hold this weapon, shimmering scales cover your flesh, granting a +1 bonus to AC. Rare The DC of Earth Shaking Stomp increases to 14. Saurian Pack. Holding this weapon aloft and letting out a primal scream, you can use an action to expend a number of charges to summon dinosaur allies. You summon a number of allosauruses or plesiosauruses (your choice) equal to the number of charges expended. They appear in unoccupied spaces that you can see within 60 feet. Each dinosaur disappears when it drops to 0 hit points or after 10 minutes. They act at the end of your turn, obeying any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once used, you can’t used this property again until you finish a long rest. Very Rare The DC of Earth Shaking Stomp increases to 16. You gain a +1 bonus to attack and damage rolls made with this weapon and deal an additional 2d6 thunder damage on a hit to creatures whose size is larger than yours. Legendary Obstinacy. You can expend four Hit Dice to use Earth Shaking Stomp again without needing to finish a long rest. Hit Dice expended this way do not recover hit points.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rhythm-Maker's Drum +1","description":"Rhythm-Maker's Drum +1 Wondrous item, uncommon (requires attunement by a bard ) While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a bard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Rhythm-Maker's Drum +2","description":"Rhythm-Maker's Drum +2 Wondrous item, rare (requires attunement by a bard ) While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Rhythm-Maker's Drum +3","description":"Rhythm-Maker's Drum +3 Wondrous item, very rare (requires attunement by a bard ) While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":8257,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Ribbon of Swiftness","description":"Ribbon of Swiftness Wondrous item, rare A short red ribbon woven from dyed horsehair and silk. Fastening this ribbon to weapon causes it to gain the finesse and light traits.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Ricochet","description":"Weapon (Sling), Very Rare (Requires Attunement) This sling is fashioned from a leopard’s hide. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned, being within 5 feet of a hostile creature doesn’t impose disadvantage on attack rolls made with this weapon. Richochet has 8 charges, and regains 1d6 + 2 expended charges when you finish a long rest. Prior to making an attack roll with this weapon, you can expend up to 3 charges to empower it. If the attack hits, the ammunition ricochets. Choose additional targets up to the number of charges expended to be struck by the ricocheting ammunition. Each additional target must be within 10 feet of the last, and each target hit in this manner takes half as much damage as the original amount. If the attack misses, the ammunition does not ricochet, and the charges are expended. Encounter Ideas Trick Shot. Lugo Lurch, an underhanded street entertainer (bard), is making hundreds of gold betting that he can knock over bottles on three people’s heads with one sling stone. A disgruntled loser wants the party to either retrieve his money or expose the entertainer’s cheating methods. Unlikely Hero. Teethnash, a very ordinary-looking kobold with a wicked sling arm, helps the characters from time to time, leaving only after saluting the party. Grateful Halfling. A halfling adventurer (a Small-sized gladiator welding Ricochet instead of a spear) named Biglilly Littletoe is found nearly dead. If she is helped, she offers Ricochet as a reward for the party’s good deed.","properties":{"Category":"Items","Item Type":"Weapon (Sling)","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rictus (Common)","description":"Weapon (Mace), Common (Requires Attunement by a Good Aligned Creature) Common When Undead are within 120 feet of this magic weapon, its silver skull splits, revealing golden spikes.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"common","Requires Attunement":"requires attunement by a good aligned creature"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rictus (Legendary)","description":"Weapon (Mace), Legendary (Requires Attunement by a Good Aligned Creature) Common When Undead are within 120 feet of this magic weapon, its silver skull splits, revealing golden spikes. Uncommon Rictus deals an extra weapon die of damage to Undead creatures on a hit. Decaying Countenance. As an action, you can assume an illusory shroud of undeath for 1 hour or until you dismiss it (no action required). A successful DC 13 Wisdom (Insight) check allows a creature to see through your illusion. Undead with an Intelligence of 6 or less automatically fail this check. A creature who fails this check perceives you as Undead. Spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell treat you as Undead unless you fail a DC 19 Charisma saving throw, in which case they discern your true nature. Rare The DC of Decaying Countenance’s Insight check increases to 15 and the DC of its Charisma saving throw decreases to 17. Castigation. Rictus deals an extra 1d6 radiant damage on a hit. When you score a critical hit against a creature with this weapon, the target must succeed on a DC 15 Wisdom saving throw or it is wracked with pain and makes its next attack roll with disadvantage. Very Rare The DC of Decaying Countenance’s Insight check increases to 17 and the DC of its Charisma saving throw decreases to 15. In addition, the save DC of Castigation increases to 17 and the additional radiant damage increases to 2d6. When you reduce a creature to 0 hit points with this weapon, you regain hit points equal to the radiant damage rolled. Legendary The DC of Decaying Countenance’s Insight check increases to 19 and the DC of its Charisma saving throw decreases to 13. In addition, the save DC of Castigation increases to 19. Finally, Rictus now deals two extra weapon die of damage to Undead creatures. Address the Departed. While carrying this weapon, you can cast commune (contacting the spirits of the dead), death ward, and speak with dead. Once a spell has been cast from the weapon, it can’t be cast this way again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a good aligned creature"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rictus (Rare)","description":"Weapon (Mace), Rare (Requires Attunement by a Good Aligned Creature) Common When Undead are within 120 feet of this magic weapon, its silver skull splits, revealing golden spikes. Uncommon Rictus deals an extra weapon die of damage to Undead creatures on a hit. Decaying Countenance. As an action, you can assume an illusory shroud of undeath for 1 hour or until you dismiss it (no action required). A successful DC 13 Wisdom (Insight) check allows a creature to see through your illusion. Undead with an Intelligence of 6 or less automatically fail this check. A creature who fails this check perceives you as Undead. Spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell treat you as Undead unless you fail a DC 19 Charisma saving throw, in which case they discern your true nature. Rare The DC of Decaying Countenance’s Insight check increases to 15 and the DC of its Charisma saving throw decreases to 17. Castigation. Rictus deals an extra 1d6 radiant damage on a hit. When you score a critical hit against a creature with this weapon, the target must succeed on a DC 15 Wisdom saving throw or it is wracked with pain and makes its next attack roll with disadvantage.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"rare","Requires Attunement":"requires attunement by a good aligned creature"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rictus (Uncommon)","description":"Weapon (Mace), Uncommon (Requires Attunement by a Good Aligned Creature) Common When Undead are within 120 feet of this magic weapon, its silver skull splits, revealing golden spikes. Uncommon Rictus deals an extra weapon die of damage to Undead creatures on a hit. Decaying Countenance. As an action, you can assume an illusory shroud of undeath for 1 hour or until you dismiss it (no action required). A successful DC 13 Wisdom (Insight) check allows a creature to see through your illusion. Undead with an Intelligence of 6 or less automatically fail this check. A creature who fails this check perceives you as Undead. Spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell treat you as Undead unless you fail a DC 19 Charisma saving throw, in which case they discern your true nature.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a good aligned creature"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Rictus (Very Rare)","description":"Weapon (Mace), Very Rare (Requires Attunement by a Good Aligned Creature) Common When Undead are within 120 feet of this magic weapon, its silver skull splits, revealing golden spikes. Uncommon Rictus deals an extra weapon die of damage to Undead creatures on a hit. Decaying Countenance. As an action, you can assume an illusory shroud of undeath for 1 hour or until you dismiss it (no action required). A successful DC 13 Wisdom (Insight) check allows a creature to see through your illusion. Undead with an Intelligence of 6 or less automatically fail this check. A creature who fails this check perceives you as Undead. Spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell treat you as Undead unless you fail a DC 19 Charisma saving throw, in which case they discern your true nature. Rare The DC of Decaying Countenance’s Insight check increases to 15 and the DC of its Charisma saving throw decreases to 17. Castigation. Rictus deals an extra 1d6 radiant damage on a hit. When you score a critical hit against a creature with this weapon, the target must succeed on a DC 15 Wisdom saving throw or it is wracked with pain and makes its next attack roll with disadvantage. Very Rare The DC of Decaying Countenance’s Insight check increases to 17 and the DC of its Charisma saving throw decreases to 15. In addition, the save DC of Castigation increases to 17 and the additional radiant damage increases to 2d6. When you reduce a creature to 0 hit points with this weapon, you regain hit points equal to the radiant damage rolled. ","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a good aligned creature"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Riding Saddle","description":"Riding Saddle Saddle (riding) Weight: 25","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Riding Saddle","description":"Weight: 25 lb. Cost: 10 GP A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Riding Saddle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Riding Trident","description":"This trident is longer than its shorter counterpart and perfectly balanced for mounted combat. Special: You have disadvantage when you use a riding trident to attack a target within 5 deet of you. A riding trident requires two hands to wield when you aren't mounted","properties":{"Category":"Items","Item Type":"Weapon (Trident)","Properties":"Reach, Special, Versatile (3d6)","Item Rarity":"common"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Rifle","description":"Rifle Ranged weapon (martial, rifle) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rifle","description":"","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Ammunition (range 60/180), reload (4 shots), two-handed"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Rifle","description":"Rifle Martial Ranged Weapon Cost 25 gp Damage 1d10 piercing Weight 8 lb. Properties Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Ammunition. The ammunition of a firearm is destroyed upon use. Artillery. You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can be fired once before it must be reloaded with an action. Barrel. The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively). Fast reload. You must use an attack, an action, or a bonus action to reload this firearm. You must have one free hand to do so. Slow reload. You must use an attack or an action to reload this firearm. You must have one free hand to do so. Blaring. Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you. Steady. A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn’t impose disadvantage on the attack roll. You can use this bonus action only if you haven’t moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn. Twinned Barrel. This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12).","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rifle","description":"Magitech Firearms Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range. Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp. Types. There are several types of magitech firearm currently found in the world. Blunderbuss. A high-powered, short range firearm that deals 3d4 piercing damage on a hit. It has the Ammunition (range 20/60), Loud (1000), Reload (1), and Two-handed properties. Musket. An inaccurate rifle that deals 1d10 piercing damage on a hit. It has the Ammunition (range 80/240), Loud (1000), Reload (1), and Two-handed properties. Pistol. A small, personal, double-barreled firearm that deals 1d8 piercing damage on a hit. It has the Ammunition (range 40/120), Loud (500), Reload (2) properties. Revolver. A small, personal firearm with a rotating barrel and accuracy-enhancing rifling that deals 1d10 piercing damage on a hit. It has the Ammunition (range 60/240), Loud (500), Reload (6) properties. Rifle. The longest range of all the firearms, typically equipped with a multi-bullet magazine, it deals 1d12 piercing damage on a hit. It has the Ammunition (range 120/480), Loud (500), Reload (6), and Two-handed properties.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rifle of Bloodletting","description":"Rifle of Bloodletting Ranged weapon (martial, rifle), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rifle of Defense","description":"Rifle of Defense Ranged weapon (martial, rifle), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed, Defensive Range: 100/400 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rifle of Inverted Probability","description":"Rifle of Inverted Probability Ranged weapon (martial, rifle), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rifle of Stopping","description":"Rifle of Stopping Ranged weapon (martial, rifle), rare When you make a ranged weapon attack with this weapon, its thunderous boom is audible to double its normal range. If the attack hits, the target is pushed up to 10 feet away from you. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rifle Spear","description":"","properties":{"Category":"Items","Item Type":"Weapon (rifle spear)","Properties":"Finesse, Versatile (1d10), Ammunition (30/120), Reload (6)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rifle, Assault Carbine","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Rifle, auto","description":"Rifle, Auto Ranged weapon (martial) Damage : 1d10 Damage Type : piercing Properties : Burst fire (3), high-velocity, recoil (1), two handed Range : 80/400 Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Burst fire (3), high-velocity, recoil (1), two handed","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rifle, automatic","description":"Rifle, automatic Ranged weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d8 Damage Type: Piercing Properties: Ammunition, Burst Fire, Reload (30 shots), Two-Handed Range: 80/240 Weight: 8","properties":{"Category":"Items","Properties":"Ammunition, Burst Fire, Reload (30 shots), Two-Handed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rifle, heavy","description":"Rifle, Heavy Ranged weapon (martial) Damage : 2d6 Damage Type : piercing Properties : Burst fire (3), heavy, high-velocity, recoil (2), two handed Range : 100/500 Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Burst fire (3), heavy, high-velocity, recoil (2), two handed","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rifle, hunting","description":"Rifle, hunting Ranged weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d10 Damage Type: Piercing Properties: Ammunition, Reload (5 shots), Two-Handed Range: 80/240 Weight: 8","properties":{"Category":"Items","Properties":"Ammunition, Reload (5 shots), Two-Handed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rifle, short","description":"Rifle, Short Ranged weapon (simple) Damage : 1d8 Damage Type : piercing Properties : Ammunition (8 shots), reload Range : 70/210 Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Ammunition (8 shots), reload","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rifle, sniper","description":"Rifle, Sniper Ranged weapon (martial) Using this weapon requires an attack action and a bonus action. The minimum distance for this weapon is 40 ft. If used at a closer distance, the attacker will suffer a disadvantage to the attack roll. Attacks with this weapon score a critical hit on a 19 or 20. If you use this weapon with a weapon stand or while you are prone, the recoil value is reduced to 1. Using this weapon while prone does not give you disadvantage to your attack rolls due to the condition. Damage : 2d8 Damage Type : piercing Properties : Heavy, high-velocity, recoil (3), reload, two handed, special Range : 300/2000 Weight : 8","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Heavy, high-velocity, recoil (3), reload, two handed, special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rifling Cleaver","description":"Rifling Cleaver Trick weapon (cleaver, rifle), uncommon Rather than carrying separate firearms, which often become ineffective when beasts get close, many hunters conceal them within enormous cleavers designed to rend flesh. Such creations of gunpowder and metal are aptly named rifling cleavers . Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, it is a large cleaver. In its transformed state, the weapon is a rifle. You can reload the rifle even in its untransformed state. Untransformed. After making a melee weapon attack with this weapon, you can immediately use your bonus action to make a ranged weapon attack with the rifle against a creature within range that is behind you and in a straight line with you and your first target. This shot extends the weapon, transforming it. Transformed. Though unwieldy in melee, you can use a bonus action to make a melee attack with the opposite end of the rifle. This attack uses your choice of your Strength or Dexterity modifier. The damage die for this attack is a d4, and it deals bludgeoning damage. Your weapon then reverts to its untransformed state. *Roll20 Note: Add the Rifling Cleaver (Untransformed) to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rifling Cleaver (Untransformed)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Rifling Cleaver to populate attacks in its untransformed form. Untransformed. After making a melee weapon attack with this weapon, you can immediately use your bonus action to make a ranged weapon attack with the rifle against a creature within range that is behind you and in a straight line with you and your first target. This shot extends the weapon, transforming it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rift Orb","description":"Wondrous item, rare This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can’t be used again until the following midnight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rift Orb","description":"This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can’t be used again until the following midnight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Ring Mail","description":"Ring Mail Armor (heavy) This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"Standard","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail","description":"Ring Mail Armor (heavy) AC: 14 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Ring Mail","description":"Ring Mail Armor (heavy) This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":4415,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ring Mail","description":"Heavy Armor Armor Class: 14 Strength: — Stealth: Disadvantage Weight: 40 lb. Cost: 30 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage","Item Rarity":"None","Name":"Ring Mail"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ring Mail","description":"Ring Mail Armor (heavy) This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":5,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Ring Mail +1","description":"Ring Mail +1 Armor (heavy), rare You have a +1 bonus to AC while wearing this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail +1","description":"Ring Mail +1 Armor (heavy), rare You have a +1 bonus to AC while wearing this armor . AC: 15 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail +1","description":"Armor (Ring Mail), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail +1","description":"Armor (Ring Mail), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail +1 Base AC\",\"parent\":\"Ring Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail +1 Magic Bonus to AC\",\"parent\":\"Ring Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Ring Mail +1","Weight":40,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail +2","description":"Ring Mail +2 Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail +2","description":"Ring Mail +2 Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor . AC: 16 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail +2","description":"Armor (Ring Mail), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail +2","description":"Armor (Ring Mail), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"40030 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail +2 Base AC\",\"parent\":\"Ring Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail +2 Magic Bonus to AC\",\"parent\":\"Ring Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Ring Mail +2","Weight":40,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail +3","description":"Ring Mail +3 Armor (heavy), legendary You have a +3 bonus to AC while wearing this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail +3","description":"Ring Mail +3 Armor (heavy), legendary You have a +3 bonus to AC while wearing this armor . AC: 17 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail +3","description":"Armor (Ring Mail), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail +3","description":"Armor (Ring Mail), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail +3 Base AC\",\"parent\":\"Ring Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail +3 Magic Bonus to AC\",\"parent\":\"Ring Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Ring Mail +3","Weight":40,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail Armor of Gleaming","description":"Ring Mail Armor of Gleaming Armor (heavy), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ring Mail Cast-Off Armor","description":"Ring Mail Cast-Off Armor Armor (heavy), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ring Mail Chaos Armor","description":"Ring Mail Chaos Armor Armor (heavy), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Ring Mail Living Armor","description":"Ring Mail Living Armor Armor (ring mail), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 15 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Ring Mail of Acid Resistance","description":"Ring Mail Of Acid Resistance Armor (heavy), rare (requires attunement ) You have resistance to acid damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Acid Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Acid Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Acid Resistance Base Armor Class\",\"parent\":\"Ring Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Acid Resistance Attunement\",\"parent\":\"Ring Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Acid Resistance\",\"parent\":\"Ring Mail of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Acid Resistance","Weight":40,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Air Elemental Aura","description":"Armor (ring mail), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Arcane Absorption","description":"Ring Mail of Arcane Absorption Armor (heavy), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Blood Drinking","description":"Ring Mail of Blood Drinking Armor (heavy), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Cold Resistance","description":"Ring Mail Of Cold Resistance Armor (heavy), rare (requires attunement ) You have resistance to cold damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Cold Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Cold Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Cold Resistance Base Armor Class\",\"parent\":\"Ring Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Cold Resistance Attunement\",\"parent\":\"Ring Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Cold Resistance\",\"parent\":\"Ring Mail of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Cold Resistance","Weight":40,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Earth Elemental Aura","description":"Ring Mail of Earth Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Fire Elemental Aura","description":"Ring Mail of Fire Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Fire Resistance","description":"Ring Mail Of Fire Resistance Armor (heavy), rare (requires attunement ) You have resistance to fire damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Fire Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Fire Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Fire Resistance Base Armor Class\",\"parent\":\"Ring Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Fire Resistance Attunement\",\"parent\":\"Ring Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Fire Resistance\",\"parent\":\"Ring Mail of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Fire Resistance","Weight":40,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Force Resistance","description":"Ring Mail Of Force Resistance Armor (heavy), rare (requires attunement ) You have resistance to force damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Force Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Force Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Force Resistance Base Armor Class\",\"parent\":\"Ring Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Force Resistance Attunement\",\"parent\":\"Ring Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Force Resistance\",\"parent\":\"Ring Mail of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Force Resistance","Weight":40,"data-description":"You have Resistance to Force damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Gleaming","description":"Armor (Ring Mail), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Lightning Resistance","description":"Ring Mail Of Lightning Resistance Armor (heavy), rare (requires attunement ) You have resistance to lightning damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Lightning Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Lightning Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Lightning Resistance Base Armor Class\",\"parent\":\"Ring Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Lightning Resistance Attunement\",\"parent\":\"Ring Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Lightning Resistance\",\"parent\":\"Ring Mail of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Lightning Resistance","Weight":40,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Necrotic Resistance","description":"Ring Mail Of Necrotic Resistance Armor (heavy), rare (requires attunement ) You have resistance to necrotic damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Necrotic Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Necrotic Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Necrotic Resistance Base Armor Class\",\"parent\":\"Ring Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Necrotic Resistance Attunement\",\"parent\":\"Ring Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Necrotic Resistance\",\"parent\":\"Ring Mail of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Necrotic Resistance","Weight":40,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Poison Resistance","description":"Ring Mail Of Poison Resistance Armor (heavy), rare (requires attunement ) You have resistance to poison damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Poison Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Poison Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Poison Resistance Base Armor Class\",\"parent\":\"Ring Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Poison Resistance Attunement\",\"parent\":\"Ring Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Poison Resistance\",\"parent\":\"Ring Mail of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Poison Resistance","Weight":40,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Psychic Resistance","description":"Ring Mail Of Psychic Resistance Armor (heavy), rare (requires attunement ) You have resistance to psychic damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Psychic Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Psychic Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Psychic Resistance Base Armor Class\",\"parent\":\"Ring Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Psychic Resistance Attunement\",\"parent\":\"Ring Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Psychic Resistance\",\"parent\":\"Ring Mail of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Psychic Resistance","Weight":40,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Radiant Resistance","description":"Ring Mail Of Radiant Resistance Armor (heavy), rare (requires attunement ) You have resistance to radiant damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Radiant Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Radiant Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Radiant Resistance Base Armor Class\",\"parent\":\"Ring Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Radiant Resistance Attunement\",\"parent\":\"Ring Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Radiant Resistance\",\"parent\":\"Ring Mail of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Radiant Resistance","Weight":40,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Safeguarding","description":"Ring Mail Of Safeguarding Armor (heavy, ring mail), very rare (requires attunement) Set in the center of this armor’s chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 14 Stealth: Disadvantage Weight: 40","properties":{"Category":"Items","Expansion":24749,"Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Ring Mail of the Fallen","description":"Ring Mail of the Fallen Armor (Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Ring Mail of the Holy Crusade","description":"Ring Mail of the Holy Crusade Armor (heavy), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Thunder Resistance","description":"Ring Mail Of Thunder Resistance Armor (heavy), rare (requires attunement ) You have resistance to thunder damage while you wear this armor. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail , and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":40,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring Mail of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring Mail of Thunder Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Thunder Resistance","description":"Armor (Ring Mail), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Thunder Resistance Base Armor Class\",\"parent\":\"Ring Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Thunder Resistance Attunement\",\"parent\":\"Ring Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail Thunder Resistance\",\"parent\":\"Ring Mail of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Thunder Resistance","Weight":40,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Versatile Resistance","description":"Armor of Versatile Resistance Armor (ring mail), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ring Mail of Vulnerability (Bludgeoning)","description":"Armor (Ring Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Vulnerability (Bludgeoning)","description":"Armor (Ring Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Ring Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Ring Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Ring Mail of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Ring Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Ring Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Ring Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Vulnerability (Bludgeoning)","Weight":40,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Vulnerability (Piercing)","description":"Armor (Ring Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Vulnerability (Piercing)","description":"Armor (Ring Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Ring Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Vulnerability (Piercing) Attunement\",\"parent\":\"Ring Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Ring Mail of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Ring Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Ring Mail of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Ring Mail of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Vulnerability (Piercing)","Weight":40,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Vulnerability (Slashing)","description":"Armor (Ring Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Ring Mail of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring Mail of Vulnerability (Slashing)","description":"Armor (Ring Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring Mail of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":40,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Ring Mail\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring Mail of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Ring Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Ring Mail of Vulnerability (Slashing) Attunement\",\"parent\":\"Ring Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring Mail of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Ring Mail of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Ring Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Ring Mail of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Ring Mail of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Ring Mail of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring Mail of Vulnerability (Slashing)","Weight":40,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring Mail of Water Elemental Aura","description":"Ring Mail of Water Elemental Aura Armor (heavy), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring Mail of Weightlessness","description":"Ring Mail of Weightlessness Armor (Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Ring Mail Smoldering Armor","description":"Ring Mail Smoldering Armor Armor (heavy), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ring Mail Suit of Heroic Prowess","description":"Ring Mail Suit of Heroic Prowess Armor (heavy), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 Stealth : Disadvantage Weight : 40","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring of Abjuration","description":"Ring of Abjuration Ring, rare (requires attunement) This copper ring has shield-shaped carvings on it. While wearing this ring, you permanently gain the benefits of a detect magic spell, without needing to concentrate on it. If a creature within 60 feet of you casts a spell that uses a somatic or material component or a verbal component you can hear, you can immediately make an Intelligence (Arcana) check with advantage (DC 10 + the spell’s level). If you succeed, you learn the spell and its level. In addition, when you make an ability check as part of casting an abjuration spell (such as counterspell or dispel magic ), you can add half your proficiency bonus to that ability check. If you already benefit from a feature or ability that allows you to add any of your proficiency bonus to this ability check, you don’t gain this benefit.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Ring of Acid Resistance","description":"Ring Of Acid Resistance Ring, rare (requires attunement ) You have resistance to acid damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Acid Resistance","description":"Ring, Rare You have Resistance to Acid damage while wearing this ring. The gemstone in the ring is a pearl.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Acid Resistance","description":"Ring, Rare You have Resistance to Acid damage while wearing this ring. The gemstone in the ring is a pearl.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Acid Resistance\\\",\\\"description\\\":\\\"You have Acid Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Acid Resistance Defense\",\"parent\":\"Ring of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Acid Resistance","data-description":"You have Acid Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Air","description":"Ring of Air Wondrous item, legendary A flawlessly cut opal band that is cool to the touch. As the band is turned, the colors within change based on the reflection of the light. When perfectly still, the band appears to be pure white. The wearer of this ring may spend an action to unleash a powerful gust of wind within a 30-foot sphere centered on themself. Each other creature caught in the blast must make a DC 18 Strength saving throw. If they fail, the creature is pushed ten feet away from the ring and takes 2d8 bludgeoning damage. If the creature hits a solid surface like a wall or other obstacle, they take an additional 1d8 bludgeoning damage. If the Ring of Air is worn during a long rest, the wearer becomes attuned. The empowerment word can only be used once per long rest. While attuned, the wearer benefits from the following effects: If the wearer speaks the empowerment word “Transient” as they active the ring, the gust of wind becomes a 15-foot cone, the DC increases to 20, and the amount of initial bludgeoning damage the effect deals is increased to 4d8, and the damage dealt from impacting on a solid surface is increased to 2d8. The wearer no longer needs to breathe and is immune to suffocation. The wearer’s movement speed is increased by 5 feet.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Ring of Air Elemental Command","description":"Ring of Air Elemental Command Ring, legendary (requires attunement ) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover. You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Air Elemental Command","description":"Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Air Elemental Command"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Alarm","description":"Ring, Uncommon (Requires Attunement) While wearing this magic ring, you can use an action to speak its command word and specify a target creature (e.g., “Captain Yannis”) and a condition or set of conditions that involve you (e.g., “If I take damage or shout ‘Help’”). If at least one of the conditions is met, the ring sends a mental alarm to the target creature if it is on the same plane of existence, awakening it if it is sleeping. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Ring","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ring of Amity","description":"Ring of Amity Ring, very rare (requires attunement) This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity ’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit. Once the rune has been invoked, it can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Ring of Anarchic Control","description":"Ring of Anarchic Control Ring, rare (requires attunement) This glass ring has small imperfections in its form, including small cracks and bubbles. When you cast a spell that has the chaos descriptor while you are attuned to this ring, you gain a +2 bonus on your spell attack roll, and your spell save DC increases by 2. In addition, whenever you roll on the Chaos Magic table (see Chapter 6 ) or any similar table while wearing this ring, you can roll twice and use the result you prefer.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ring of Animal Influence","description":"Ring of Animal Influence Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Animal Influence","description":"Ring Of Animal Influence Ring, rare This ring has 3 charges , and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower • Speak with animals","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Animal Influence","description":"Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: Animal Friendship Fear (affects Beasts only) Speak with Animals","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Animal Influence"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Anti-Propaganda","description":"Ring of Anti-Propaganda Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks. When you learn that a creature has deliberately lied to you or about you, you can use your reaction to force it to make a DC 15 Wisdom saving throw, taking 1d10 psychic damage on a failed save. You do not need to know the creature’s location and this effect functions at any range as long as the creature is on the same plane of existence as you. A creature that succeeds on its saving throw is immune to the effects of the ring for 24 hours.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Ring of Arcane Adjustment","description":"Ring, uncommon (requires attunement by a spellcaster) This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell’s target to a new target within the spell’s range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can’t move the spell more than once this way, even if the new target succeeds on the saving throw. You can’t move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind .","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Barrels","description":"Ring, uncommon (requires attunement) This ring has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the ring, you can use an action and expend 1 to 3 of its charges to summon a number of empty barrels in spaces adjacent to you equal to the number of charges expended. The barrels are large, fully 6-feet high and 4-feet in diameter, occupying the same space as a Medium creature and providing three-quarters cover from ranged attacks. Barrels weigh 150 pounds and can be moved with an action. You can summon a barrel around an incapacitated Medium creature, restraining it, or around a Small or smaller creature, trapping it inside. A creature can break free of a barrel by making a DC 22 Strength check.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ring of Birdseye Maple","description":"Ring, uncommon (optional attunement) Pale green, eye-like tourmalines have been encapsulated in maple roots sung by seelie fey into pleasing knots and braids. This ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, whenever you touch a plant or wooden surface, you can expend 1 charge to cause an eye to grow anywhere on that plant/surface within 60 feet of you. The eye lasts for 1 hour or until you cease touching the plant/surface, whichever comes first. You can see out of the eye, which has darkvision out to 60 feet , for as long as you remain touching the plant/surface. While you look out of the eye, you are blinded with regards to your own senses. The eye has a Dexterity (Stealth) modifier of +8 . It has AC 10 and 5 hit points. Any damage dealt to the eye you also take as psychic damage. When the eye is reduce to 0 hit points, it disappears and the effect ends. Optional Attunement . While you are attuned to the ring, if you stop touching the plant/surface in which you have grown an eye, the eye persists for 1 hour or until you create a new eye. In addition, it gains the Eyesoar property. Eyesoar. So long as the eye is within 300 feet of you, you can use an action to look through the eye. While looking through the eye, you can use your action to move the eye up to 30 feet along the plant/surface.","properties":{"Category":"Items","Expansion":23695,"Item Type":"ring","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ring of Birdseye Maple","description":"Ring, uncommon (optional attunement) Component: bundle of plant (awakened tree) roots Pale green, eye-like tourmalines have been encapsulated in maple roots sung by seelie fey into pleasing knots and braids. This ring has 4 charges and regains 1d4 expended charges daily at dawn. Watchful Woods. While wearing the ring, whenever you touch a plant or wooden surface, you can expend 1 charge to cause an eye to grow anywhere on that plant or surface within 60 feet of you. The eye lasts for 1 hour, until you cease touching the plant or surface, or until you create a new eye. You can see out of the eye, which has darkvision out to 60 feet, for as long as you remain touching the plant or surface. While you look out of the eye, you are blinded with regards to your own senses. Optional Attunement. If you choose to attune to this item, the eye doesn’t disappear if you cease touching the plant or surface, and you can use the Eyesoar property while you remain attuned to it. OA: Eyesoar. So long as the eye is within 300 feet of you, you can use an action to look through the eye. While looking through the eye, you can use your action to move the eye up to 30 feet along the plant or surface. Very rare variant: The eye can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. In addition, you have advantage on Intelligence (Investigation) checks made to peer through illusions while looking through the eye.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ring of Birdseye Maple (very rare variant)","description":"Ring, uncommon (optional attunement) Component: bundle of plant (awakened tree) roots Pale green, eye-like tourmalines have been encapsulated in maple roots sung by seelie fey into pleasing knots and braids. This ring has 4 charges and regains 1d4 expended charges daily at dawn. Watchful Woods. While wearing the ring, whenever you touch a plant or wooden surface, you can expend 1 charge to cause an eye to grow anywhere on that plant or surface within 60 feet of you. The eye lasts for 1 hour, until you cease touching the plant or surface, or until you create a new eye. You can see out of the eye, which has darkvision out to 60 feet, for as long as you remain touching the plant or surface. While you look out of the eye, you are blinded with regards to your own senses. Optional Attunement. If you choose to attune to this item, the eye doesn’t disappear if you cease touching the plant or surface, and you can use the Eyesoar property while you remain attuned to it. OA: Eyesoar. So long as the eye is within 300 feet of you, you can use an action to look through the eye. While looking through the eye, you can use your action to move the eye up to 30 feet along the plant or surface. Very rare variant: The eye can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. In addition, you have advantage on Intelligence (Investigation) checks made to peer through illusions while looking through the eye.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ring of Blood Seal","description":"Ring, rare This ring is made from Kanrath silver with gothic carvings. The ring has 3 charges and regains 1d3 expended charges daily at midnight. While wearing it, you can use your action to expend 1 charge by touching a door or a gateway and seal it with a blood seal for 10 minutes. Any creature who passes through the sealed door or the sealed gateway for the first time within the duration takes 1d8 blood damage multiplied by your Charisma modifier (minimum of one damage).","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ring of Bravado","description":"Ring, uncommon (requires attunement) This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring’s charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Chains","description":"Ring, very rare (requires attunement) Used by the authority figures in the cities of Tolia, this ring has the power to subdue or detain anyone. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend one of its charges to summon a chain in your hands. The summoned chain is 15 feet long and it has little spikes on each of its ends. You can use this summoned chain as a whip. Instead of using the chain as a whip, you can also choose to animate it. An animated chain can float in the air on its own. As a bonus action, you can issue a command to the chain (one of the four explained below), and it obeys your commands to the best of its abilities. If you don’t issue any commands to it, it doesn’t do anything. You can have up to three summoned chains at a time and issue a different command to each with the same bonus action. A chain can take one command per turn. The summoned chains remain for 1 minute, until they are dismissed (no action required by you), or until they are destroyed. A summoned chain has AC 12, 20 hit points, immunity to poison and psychic damage, and immunity to being poisoned. The commands you can issue to a chain are as follows: Attach. You command the chain to attach its ends to certain points. At least one of the points must be on a surface. If one of the points is a creature, it must succeed on a DC 15 Dexterity saving throw or become grappled by the chain. At the start of each of its turns, the target can repeat the saving throw to free itself, and can’t move more than 15 feet away from the chain’s other end on a fail. Attack. You command the chain to attack a creature of your choice within 60 feet of either of its ends. The target must succeed on a DC 15 Dexterity saving throw or take 1d8 piercing damage. Blaze. You command the chain to set itself on fire. The flaming chain deals 1d6 fire damage to anything it touches. You can also command the chain to extinguish the flame using this command. Otherwise, the chain stays aflame until it is dismissed. Detain. You can command the chain to wrap itself around a creature within 60 feet of you that you can see. The target must succeed on a DC 15 Dexterity saving throw or be grappled by the chain. At the start of each of its turns, the target can make a DC 15 Strength saving throw, ending the grappled condition on itself on a success. If it is grappled by the chain for 3 consecutive turns, it becomes restrained.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ring of Chromatic Orb","description":"Ring of Chromatic Orb Ring, rare (requires attunement) While wearing this ring in dim light or darkness, you can use an action to cast the dancing lights spell from it. The ring has 6 charges. While holding it, you can use an action to expend one or more charges to cast the chromatic orb spell from it. For 1 charge, you can cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Your spell attack bonus with this spell is +5. The ring regains 1d6 + 1 expended charges daily at dawn. If you expend the ring’s last charge, roll a d20. On a 1, the ring crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Ring of Cold Resistance","description":"Ring Of Cold Resistance Ring, rare (requires attunement ) You have resistance to cold damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Cold Resistance","description":"Ring, Rare You have Resistance to Cold damage while wearing this ring. The gemstone in the ring is a tourmaline.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Cold Resistance","description":"Ring, Rare You have Resistance to Cold damage while wearing this ring. The gemstone in the ring is a tourmaline.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Cold Resistance\\\",\\\"description\\\":\\\"You have Cold Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Cold Resistance Defense\",\"parent\":\"Ring of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Cold Resistance","data-description":"You have Cold Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Collecting","description":"Ring, very rare (requires attunement) While wearing this ring you can use it to cast the Leomund’s Tiny Hut spell as an action. Once this property is used, it can’t be used again until the next dawn. Additionally, as a bonus action, you can use the ring to disintegrate any nonmagical piece of art (drawing, painting, or sculpture) within 60 feet that is no larger than Medium-sized. That art now appears inside the tiny hut, for you to appreciate whenever you desire. If you try to remove this art from the tiny hut, it vanishes forever. You can steadily improve this space, but only be denying such beauty to the rest of the world. For every 1,000 gp of art acquired, the tiny hut increases in size by adding another foot to its radius and lasts one additional hour.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ring of Dancing","description":"Ring, Uncommon When you dance, caper, or perform for an audience, your movements are especially thrilling and graceful. You have advantage on all Charisma (Persuasion) checks with any fey, giant, or humanoid who has watched such a performance of yours within 24 hours. When worn with boots of dancing (see above), you instead have advantage on all Charisma ability checks.","properties":{"Category":"Items","Item Type":"Ring"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ring of Daylight","description":"Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. By speaking the command word, you can make the ring shed light in a 60-foot-radius sphere for 1 hour. The sphere is bright light and sheds dim light for an additional 60 feet. If you close your fist, put on a glove, or otherwise cover your ring hand completely, you block the light. If any of this light's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. In addition, melee or ranged attacks you make while wearing the ring of daylight deal radiant damage rather than their normal type.","properties":{"Category":"Items","Item Type":"Ring","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ring of Deceiver's Warning","description":"Ring, common This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone’s color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, “shapechanger” refers to any creature with the Shapechanger trait.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Dimensional Ward Piercing","description":"Ring, rare (requires attunement) This ring has 1 charge, and it regains the expended charge daily at dawn. While wearing the ring and casting a dimension door spell you gain the unique ability to freely enter areas warded against dimension door, effectively bypassing any magical barrier that would prevent the use of this spell in its area. ","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Ring of Djinni Summoning","description":"Ring Of Djinni Summoning Ring, legendary (r equires a ttunement ) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air . The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Djinni Summoning","description":"Ring of Djinni Summoning Ring, legendary (requires attunement ) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Djinni Summoning","description":"Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Djinni Summoning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Dragon's Discernment","description":"Ring, uncommon A large, orange cat’s eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Earth","description":"Ring of Earth Wondrous item, legendary A band of emerald etched with the silhouette of a mountain range. The ring constantly produces the smell of fresh, wet soil. The wearer of this ring may spend a bonus action or reaction to instantaneously form a 3-foot-tall mound of earth directly in front of them. The mound counts as half-cover, giving a creature +2 to their AC and Dexterity saving throws. A mound cannot be created on top of another mound. If the Ring of Earth is worn during a long rest, the wearer becomes attuned. The empowerment word can only be used once per long rest. While attuned, the wearer benefits from the following effects: If the wearer speaks the empowerment word “Patience” as they active the ring, the mound of earth instantly hardens into stone and gives three-quarters cover instead, giving a creature +5 to their AC and Dexterity saving throws. For the next hour, if the wearer is targeted by a melee attack, the attacker must make a DC 15 Strength saving throw. If they fail, the attack automatically misses and the attacker drops any weapons they are holding in their hands and are knocked prone. The wearer ignores difficult terrain caused by unstable ground like sand or rocky surfaces. The wearer is immune to the petrified and stunned conditions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Ring of Earth Elemental Command","description":"Ring of Earth Elemental Command Ring, legendary (requires attunement ) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Earth Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Earth Elemental Command","description":"Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18. Plane Spells (Charges) Earth Earthquake (5 charges) , Stone Shape (2 charges) , Stoneskin (3 charges) , Wall of Stone (3 charges)","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Earth Elemental Command"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Elemental Command","description":"Ring of Elemental Command Ring, legendary (requires attunement ) This ring is linked to one of the four Elemental Planes . The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges . It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command . You can expend 2 of the ring’s charges to cast dominate monster on an air elemental . In addition, when you fall , you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran . If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover. You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). Ring of Earth Elemental Command . You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental . In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran . If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). Ring of Fire Elemental Command . You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental . In addition, you have resistance to fire damage. You can also speak and understand Ignan . If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). Ring of Water Elemental Command . You can expend 2 of the ring’s charges to cast dominate monster on a water elemental . In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan . If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Enlightening","description":"Ring of Enlightening Wondrous item Price: 25,000 gp This ring has an inlaid set of gems in the shape of a feather. Despite its delicate and detailed appearance, it feels rather heavy for a ring. The wearer of this ring can touch an object to reduce its weight to one third its normal weight. The object must be non-living, non-magical, and must be able to fit into a 6 foot diameter sphere. The object cannot be worn or carried by someone else. The object can remain at its reduced weight for as long as the wearer wishes, though as soon as they stop touching the object it immediately returns to its normal weight. This ring allows the wearer to use two-handed weapons as one-handed weapons, using Dexterity instead of Strength for the Attack Bonus and Damage Bonus of those weapons.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ring of Evasion","description":"Ring of Evasion Ring, rare (requires attunement ) This ring has 3 charges , and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Evasion","description":"Ring of Evasion Ring, rare (requires attunement ) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Evasion","description":"Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Evasion"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Evasion","description":"Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"Yes","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Evasion\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Evasion\\\",\\\"description\\\":\\\"This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":4000,\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Evasion Attunement\",\"parent\":\"Ring of Evasion\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Evasion Resource\",\"parent\":\"Ring of Evasion Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Evade Charges (Ring of Evasion)\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":3},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Roll\\\",\\\"rollFormula\\\":\\\"1d3\\\"}}}\"},{\"name\":\"Ring of Evasion Reaction\",\"parent\":\"Ring of Evasion Resource\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Evade\\\",\\\"description\\\":\\\"When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Evasion","data-description":"This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Fear","description":"Ring of Fear Ring, very rare (requires attunement) This iron band is flecked with onyx pieces and always cold to the touch. While you wear the ring, creatures you score a critical hit against must succeed on a DC 15 Charisma saving throw or be frightened of you for 1 minute. Creatures who fail this saving throw can repeat it at the end of their turns, ending the frightened condition on a success.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Ring of Feather Falling","description":"Ring of Feather Falling Ring, rare (requires attunement ) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Feather Falling","description":"Ring of Feather Falling Ring, rare (requires attunement ) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Feather Falling","description":"Ring, Rare (Requires Attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Feather Falling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Feather Falling","description":"Ring, Rare (Requires Attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Feather Falling\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Feather Falling\\\",\\\"description\\\":\\\"When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":4000,\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Feather Falling Attunement\",\"parent\":\"Ring of Feather Falling\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"}]","filter-Attunement":"Rare","Name":"Ring of Feather Falling","data-description":"When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Featherweight Weapons","description":"Ring, uncommon (requires attunement) If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don’t have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don’t normally have disadvantage on attack rolls with heavy weapons.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Fire","description":"Ring of Fire Wondrous item, legendary A band of amber with gold and red flecks intermixed into the stone. The band is always warm to the touch. The wearer of this ring may spend an action to ignite all flammable objects within 30 feet of themselves to burst into flame. A creature within 5 feet of an object that has been lit on fire must make a DC 16 Dexterity saving throw. If they fail, they suffer 3d6 fire damage and gain the weakened condition for 2 rounds ( Adventures in Rokugan ). On a success, they take half as much damage instead. Additionally, melee weapon attacks the wearer makes deal an additional 1d4 fire damage. If the Ring of Fire is worn during a long rest, the wearer becomes attuned. The empowerment word can only be used once per long rest. While attuned, the wearer benefits from the following effects: If the wearer speaks the empowerment word “Unveils” as they active the ring, the wearer casts the fireball spell (see the SRD-OGLv5.1). Any melee attacks the wearer makes count as magical and deal an additional 1d6 fire damage. The wearer gains resistance to fire damage. If they already had resistance, they instead reduce the damage they would receive by 10, after resistance is applied.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Ring of Fire Elemental Command","description":"Ring of Fire Elemental Command Ring, legendary (requires attunement ) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Fire Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Fire Elemental Command","description":"Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Fire. You know Ignan, and you have Immunity to Fire damage. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18. Plane Spells (Charges) Fire Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Fire Elemental Command"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Fire Resistance","description":"Ring Of Fire Resistance Ring, rare (requires attunement ) You have resistance to fire damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Fire Resistance","description":"Ring, Rare You have Resistance to Fire damage while wearing this ring. The gemstone in the ring is a garnet.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Fire Resistance","description":"Ring, Rare You have Resistance to Fire damage while wearing this ring. The gemstone in the ring is a garnet.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Fire Resistance\\\",\\\"description\\\":\\\"You have Fire Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Fire Resistance Defense\",\"parent\":\"Ring of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Fire Resistance","data-description":"You have Fire Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Fleetfootedness","description":"Ring, uncommon You do not provoke opportunity attacks while wearing this simple silver ring.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Ring of Force Resistance","description":"Ring Of Force Resistance Ring, rare (requires attunement ) You have resistance to force damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Force Resistance","description":"Ring, Rare You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Force Resistance","description":"Ring, Rare You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Force Resistance\\\",\\\"description\\\":\\\"You have Force Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Force Resistance Defense\",\"parent\":\"Ring of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Force Resistance","data-description":"You have Force Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Free Action","description":"Ring of Free Action Ring, rare (requires attunement ) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Free Action","description":"Ring of Free Action Ring, rare (requires attunement ) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Free Action","description":"Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Free Action"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Free Action","description":"Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Free Action\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Free Action\\\",\\\"description\\\":\\\"While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":4000,\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Free Action Attunement\",\"parent\":\"Ring of Free Action\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Free Action Defense\",\"parent\":\"Ring of Free Action Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Immunity\\\",\\\"details\\\":\\\"Ring of Free Action - Difficult Terrain doesn't cost extra movement, and magic can't reduce your Speeds nor cause you to have the Paralyzed or Restrained condition.\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Free Action","data-description":"While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Fungal Symbiosis","description":"Ring, uncommon (optional attunement) Parasite or symbiote, the exact classification of this loop of living fungus is up for debate. When worn for an extended period, the ring co-opts its host, producing an assortment of fruiting fungal bodies each day. Whether those are of benefit or not is entirely up to how they’re used. Whenever you finish a long rest during which you wear this ring, you find a selection of toadstools has grown on the limb that sports this ring. Roll a d4 twice and consult the list below to determine which two mushrooms have grown. 1-Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a DC 13 Dexterity saving throw , taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. 2-Bloomshroom. As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on all Constitution saving throws for 1 minute . 3-Doomshroom. As an action, a creature can throw this dusky mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of purple spores. Each creature in the area must succeed on a DC 13 Constitution saving throw or become afflicted by the bane spell for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 4-Gloomshroom. As an action, a creature can eat this mushroom. For the next hour , it gains darkvision out to a range of 60 feet . If it already has darkvision, the range of this vision is increased by 30 feet . The mushrooms last on your arm until you finish a long rest, but lose all magical effects 10 minutes after they are plucked. You can pluck a mushroom as part of the action to use it. Optional Attunement. You can choose to attune to this item. While attuned, you can roll the d4 to determine which mushrooms grew four times instead of twice.","properties":{"Category":"Items","Expansion":23695,"Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ring of Fungal Symbiosis (very rare variant)","description":"Ring, very rare (optional attunement) Parasite or symbiote, the exact classification of this loop of living fungus is up for debate. When worn for an extended period, the ring co-opts its host, producing an assortment of fruiting fungal bodies each day. Whether those are of benefit or not is entirely up to how they’re used. Whenever you finish a long rest during which you wear this ring, you find a selection of toadstools has grown on the limb that sports this ring. Roll a d4 twice and consult the list below to determine which two mushrooms have grown. 1-Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a DC 13 Dexterity saving throw , taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. 2-Bloomshroom. As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on all Constitution saving throws for 1 minute . 3-Doomshroom. As an action, a creature can throw this dusky mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of purple spores. Each creature in the area must succeed on a DC 13 Constitution saving throw or become afflicted by the bane spell for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 4-Gloomshroom. As an action, a creature can eat this mushroom. For the next hour , it gains darkvision out to a range of 60 feet . If it already has darkvision, the range of this vision is increased by 30 feet . The mushrooms last on your arm until you finish a long rest, but lose all magical effects 10 minutes after they are plucked. You can pluck a mushroom as part of the action to use it. Optional Attunement. You can choose to attune to this item. While attuned, you can roll the d4 to determine which mushrooms grew four times instead of twice. Very rare variant: Increase all DCs to 16 . When determining which mushrooms grow on your limb, increase the d4 to a d6 , and add the following options: 5-Rheumshroom. As an action, a creature can throw this sticky mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere o f arthritis-inducing spores. Each creature in the area must succeed on a DC 16 Constitution saving throw or suffer the effects of the slow spell for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 6-Zoomshroom. As an action, a creature can eat this mushroom, gaining the benefits of the haste spell for 1 minute . At the start of each of the affected creature’s turns, roll a d6 . On a 1 , the effect ends and the wave of lethargy described in the spell sweeps over it. In addition, while a creature is attuned to the ring, it gains the Fungal Plating property. OA: Fungal Plating. When you finish a long rest while wearing the ring, hard sheets of organic mycoprotein cover your body. You gain the benefits of the barkskin spell for the next 24 hours (no concentration required). While this magical effect persists, you gain 5 temporary hit points at the start of each of your turns.","properties":{"Category":"Items","Expansion":23695,"Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ring of Giant Mingling","description":"Ring, rare (requires attunement by a giant or humanoid) While wearing this ring, your size changes to match the size of those around you. If you are a Large creature and start your turn within 100 feet of four or more Medium creatures, this ring makes you Medium. Similarly, if you are a Medium creature and start your turn within 100 feet of four or more Large creatures, this ring makes you Large. These effects work like the effects of the enlarge/reduce spell, except they persist as long as you wear the ring and satisfy the conditions.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement by a giant or humanoid"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Hidden Light","description":"Ring, Legendary (requires attunement) The Ring of Hidden Light is a unique magical artifact, crafted by the same dwarves who created the Crowns of Shadow. When they made those devices for Izrador, they secretly crafted the ring from the leftover scraps of material as a way to fight back against the power of the Crowns. The Ring of Hidden Light is unaffected by the dispelling and magic item draining powers of a black mirror. It is treated as a nonmagical item for the purposes of any and all abilities that detect, identify, or scry upon magic items. In addition, while wearing this ring, you have advantage on saving throws against magic and to reduce the damage taken by the destruction of a black mirror. Further, while attuned to a wielder, the Ring of Hidden Light has the ability to disrupt a black mirror. While a character attuned to the Ring of Hidden Light is within a black mirror’s radius of effect the black mirror reduces the level of spells it can automatically dispel or counterspell by one (i.e. a blood mirror between 11-­30 years old can only automatically dispel or counterspell spells of level 3 or lower). As well, any ability checks made for the black mirror to dispel or counterspell spells of a higher level are made at disadvantage. Finally, when a character attuned to both the Ring of Hidden Light and the Crown of Shadow successfully hits a black mirror with an attack, the black mirror is automatically destroyed.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Ring of Hoarded Life","description":"Ring, uncommon (requires attunement) This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can’t be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can’t store hit points in the ring if you don’t have blood. When hit points are stored in the ring, you can cause one of the following effects: You can use a bonus action to remove stored hit points from the ring and regain that number of hit points. You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring. When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring’s features can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Hoarded Life","description":"Ring, uncommon (requires attunement) This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can’t be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can’t store hit points in the ring if you don’t have blood. When hit points are stored in the ring, you can cause one of the following effects: You can use a bonus action to remove stored hit points from the ring and regain that number of hit points. You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring. When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring’s features can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ring of Icebergs","description":"Ring, very rare As a bonus action, or a reaction to being hit by an attacker you can see, you can spin the ring’s jewel, causing it to expand into a hollow block of clear ice that completely surrounds you. This iceberg occupies your space and pushes creatures within your space to the nearest unoccupied area, ending any grapple in which you are involved. There is enough room within the iceberg to move around, but you can’t move more than 6 inches in any direction. Spells and other magical effects can’t extend through the iceberg or be cast through it. The iceberg is an object with AC 10 and 100 HP. If it was activated as a reaction, it takes as much of the triggering damage as possible. The iceberg has immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The iceberg lasts for up to 1 minute, until it is destroyed, or until you use a bonus action to cease the jewel’s spinning. Once you spin the ring to create an iceberg, you can’t do so again until the following dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ring of Imperious Command","description":"Ring, rare (requires attunement) Embossed in gold on this heavy iron ring is the image of a crown. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this ring, you have advantage on Charisma (Intimidation) checks, and you can project your voice up to 300 feet with perfect clarity. In addition, you can use an action and expend 1 of the ring’s charges to command a creature you can see within 30 feet of you to kneel before you. The target must make a DC 15 Charisma saving throw. On a failure, the target spends its next turn moving toward you by the shortest and most direct route then falls prone and ends its turn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Invisibility","description":"Ring of Invisibility Ring, legendary (requires attunement ) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Invisibility","description":"Ring of Invisibility Ring, legendary (requires attunement ) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Invisibility","description":"Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Invisibility"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Jumping","description":"Ring of Jumping Ring, uncommon (requires attunement ) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Jumping","description":"Ring of Jumping Ring, uncommon (requires attunement ) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Jumping","description":"Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Jumping"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Jumping","description":"Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Jumping\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Jumping\\\",\\\"description\\\":\\\"While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Jumping Attunement\",\"parent\":\"Ring of Jumping\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Jumping Spell Attach\",\"parent\":\"Ring of Jumping Attunement\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Jump\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Ring of Jumping","data-description":"While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Legendary Resistance","description":"Ring, Very Rare (Requires Attunement) If you fail a saving throw while wearing this magic ring, you can choose to succeed instead. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Ring","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ring of Light","description":"Ring, common Emerald’s Price : 200 gp While wearing this silver ring with a round amber stone, you can use an action to speak its command word to cause the stone to shed a bright golden light in a 30-foot radius and dim light for an additional 30 feet. Covering the stone blocks the light. The light lasts for 1 hour or until you use an action to speak the command word again. The ring can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wonderous Item","Item Rarity":"Common"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 8"},{"name":"Ring of Light's Comfort","description":"Ring, uncommon (requires attunement) A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring’s command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can’t be charmed, frightened, or possessed by undead or lycanthropes.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Lightning Resistance","description":"Ring Of Lightning Resistance Ring, rare (requires attunement ) You have resistance to lightning damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Lightning Resistance","description":"Ring, Rare You have Resistance to Lightning damage while wearing this ring. The gemstone in the ring is a citrine.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Lightning Resistance","description":"Ring, Rare You have Resistance to Lightning damage while wearing this ring. The gemstone in the ring is a citrine.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Lightning Resistance\\\",\\\"description\\\":\\\"You have Lightning Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Lightning Resistance Defense\",\"parent\":\"Ring of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Lightning Resistance","data-description":"You have Lightning Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Mental Stability","description":"This golden ring is crafted in the form of a brain, held in fanglike spikes, and decorated with amethyst gems. While wearing this ring, you gain immunity to madness and have advantage on saving throws against being charmed or frightened.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Ring of Merciful Shattering","description":"Ring Of Merciful Shattering Ring, Rare (Requires Attunement) The ring of merciful shattering functions as a ring of protection . In addition, when a creature attuned to this ring would fall to 0 hit points while grappled by a lamia, all of the wearer’s bones shatter, killing them instantly. This prevents the constricted creature from being turned into a frenzied lamia thrall.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Ring of Mind Shielding","description":"Ring of Mind Shielding Ring, uncommon (requires attunement ) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment , or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Mind Shielding","description":"Ring of Mind Shielding Ring, uncommon (requires attunement ) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Mind Shielding","description":"Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Mind Shielding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Mind Shielding ","description":"","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Ring of Necrotic Resistance","description":"Ring Of Necrotic Resistance Ring, rare (requires attunement ) You have resistance to necrotic damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Necrotic Resistance","description":"Ring, Rare You have Resistance to Necrotic damage while wearing this ring. The gemstone in the ring is jet.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Necrotic Resistance","description":"Ring, Rare You have Resistance to Necrotic damage while wearing this ring. The gemstone in the ring is jet.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Necrotic Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Necrotic Resistance Defense\",\"parent\":\"Ring of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Necrotic Resistance","data-description":"You have Necrotic Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Night's Solace","description":"Ring, uncommon (requires attunement) A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don’t suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Nine Lives","description":"Ring of Nine Lives Ring, very rare (requires attunement) Once you attune to this ring, you can’t remove it or unattune from it while it retains any charges unless you are in an antimagic field or use a wish spell or similar magic. This ring has 9 charges. If you are reduced to 0 hit points while attuned to this ring, one of the ring’s charges is expended, granting you the benefit of a death ward spell. Once the ring’s last charge is expended, it crumbles into ashes and is destroyed. Once the ring has depleted its charges, if you are ever reduced to 0 hit points, you are considered to have failed two death saving throws. This effect can only be alleviated via a wish spell or divine intervention.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Ring of Obscuring","description":"Ring of Obscuring Ring, uncommon (requires attunement) This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).","properties":{"Category":"Items","Item Type":"ring","Item Rarity":"uncommon (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ring of Obscuring","description":"Ring of Obscuring Ring, uncommon (requires attunement) This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ring of Perpetual Sanctification","description":"Ring, Very Rare (Requires Attunement by a Cleric or Paladin) This gold ring is set with a large sapphire surrounded by seven small diamonds. While wearing the ring, you glow with a soft radiance that produces dim light in a 10-foot radius around you. You and friendly creatures within this radiance cannot be Charmed, Frightened, or possessed by Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. If you are already Charmed, Frightened, or possessed by such a creature, you have advantage on any new saving throw against the effect. Moreover, creatures of those types have disadvantage on attack rolls against you.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Ring of Poison Resistance","description":"Ring Of Poison Resistance Ring, rare (requires attunement ) You have resistance to poison damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Poison Resistance","description":"Ring, Rare You have Resistance to Poison damage while wearing this ring. The gemstone in the ring is an amethyst.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Poison Resistance","description":"Ring, Rare You have Resistance to Poison damage while wearing this ring. The gemstone in the ring is an amethyst.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Poison Resistance\\\",\\\"description\\\":\\\"You have Poison Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Poison Resistance Defense\",\"parent\":\"Ring of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Poison Resistance","data-description":"You have Poison Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Powerful Summons","description":"Ring, rare (requires attunement by a cleric, druid, warlock, or wizard) When you summon a creature with a conjuration spell while wearing this ring, the creature gains a +1 bonus to attack and damage rolls and 1d4 + 4 temporary hit points.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement by a Cleric, Druid, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Prestidigitation","description":"","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon ","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Ring of Protection","description":"Ring of Protection Ring, rare (requires attunement ) You gain a +1 bonus to AC and saving throws while wearing this ring.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Protection","description":"Ring of Protection Ring, rare (requires attunement) While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.","properties":{"Category":"Items","Expansion":7385,"Item Type":"Adventuring Gear","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Ring of Protection","description":"Ring Of Protection Ring, rare (requires attunement ) You gain a +1 bonus to AC and saving throws while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","Modifiers":"Ac +1, Saving Throws +1","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Protection","description":"Ring, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Protection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Protection","description":"Ring, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Protection\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Protection\\\",\\\"description\\\":\\\"You gain a +1 bonus to Armor Class and saving throws while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Protection Attunement\",\"parent\":\"Ring of Protection\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Protection AC bonus\",\"parent\":\"Ring of Protection Attunement\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Ring of Protection Saving Throw Bonus\",\"parent\":\"Ring of Protection Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Modifier\\\",\\\"bonusValue\\\":1}\"}]","filter-Attunement":"Rare","Name":"Ring of Protection","data-description":"You gain a +1 bonus to Armor Class and saving throws while wearing this ring.","AC":1,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Psychic Resistance","description":"Ring Of Psychic Resistance Ring, rare (requires attunement ) You have resistance to psychic damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Psychic Resistance","description":"Ring, Rare You have Resistance to Psychic damage while wearing this ring. The gemstone in the ring is jade.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Psychic Resistance","description":"Ring, Rare You have Resistance to Psychic damage while wearing this ring. The gemstone in the ring is jade.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Psychic Resistance\\\",\\\"description\\\":\\\"You have Psychic Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Psychic Resistance Defense\",\"parent\":\"Ring of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Psychic Resistance","data-description":"You have Psychic Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Puzzler's Wit","description":"Ring of Puzzler's Wit Ring, Uncommon This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind. The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Ring of Radiant Resistance","description":"Ring Of Radiant Resistance Ring, rare (requires attunement ) You have resistance to radiant damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Radiant Resistance","description":"Ring, Rare You have Resistance to Radiant damage while wearing this ring. The gemstone in the ring is a topaz.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Radiant Resistance","description":"Ring, Rare You have Resistance to Radiant damage while wearing this ring. The gemstone in the ring is a topaz.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Radiant Resistance\\\",\\\"description\\\":\\\"You have Radiant Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Radiant Resistance Defense\",\"parent\":\"Ring of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Radiant Resistance","data-description":"You have Radiant Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Red Fury","description":"Ring of Red Fury Ring, very rare (requires attunement) This ring has a stripe of ruidium running through it. While wearing the ring, you gain the following benefits: You have advantage on Strength checks and Strength saving throws. You can breathe water. Ruidium Rage . As a bonus action, you can use the ring to gain the following benefits, which last for 1 minute or until you are incapacitated: You gain a swimming speed equal to your walking speed. When you hit with an attack, you can add your proficiency bonus to the damage roll. Difficult terrain doesn’t cost you extra movement, and you are immune to the paralyzed and restrained conditions. You can’t use this property of the ring again until you finish a long rest. Ruidium Corruption . When you use the Ruidium Rage property of the ring, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed . If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and the ring of red fury becomes a ring of free action . Ruidium Items Ruidium is linked to the Apotheon, channeling not just Alyxian’s distorted emotions but also the curse of misfortune bestowed upon him by the moon Ruidus. Though it is a source of magical power, ruidium corrupts everything it touches. Even magic items can be corrupted by ruidium, and using such items comes with a risk. Weapons and armor can be transformed into ruidium items by infusing them with powdered ruidium, which gives these items a rusty-red coloration. Other items can be transformed into ruidium items after prolonged contact with the mineral; such items have ruidium crystals embedded in them or veins of ruidium running through them.","properties":{"Category":"Items","Item Type":"ring","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ring of Regeneration","description":"Ring of Regeneration Ring, very rare (requires attunement ) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Regeneration","description":"Ring Of Regeneration Ring, very rare (requires attunement ) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Regeneration","description":"Ring, Very Rare (Requires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Regeneration"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Regeneration","description":"Ring, Very Rare (Requires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Regeneration\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Regeneration\\\",\\\"description\\\":\\\"While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Regeneration Attunement\",\"parent\":\"Ring of Regeneration\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Regeneration Healing Free Action\",\"parent\":\"Ring of Regeneration Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Ring of Regeneration Healing\\\",\\\"description\\\":\\\"While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.\\\",\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Ring of Regeneration Healing\",\"parent\":\"Ring of Regeneration Healing Free Action\",\"payload\":\"{\\\"type\\\":\\\"Healing\\\",\\\"ability\\\":\\\"none\\\",\\\"isTemp\\\":false,\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Ring of Regeneration","data-description":"While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Remembrance","description":"Ring, common This ring is a sturdy piece of string, tied at the ends to form a circle. While wearing it, you can use an action to invoke its power by twisting it on your finger. If you do so, you have advantage on the next Intelligence check you make to recall information. The ring can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Resistance","description":"Ring of Resistance Ring, rare (requires attunement ) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. d10 Damage Type Gem 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Resonance","description":"Ring, Rare (Requires Attunement) This silver ring is set with a large multifaceted crystal. Resonating Tune The ring has 3 charges and regains all expended charges daily at dawn. As an Action, you can expend 1 charge to create a sound that affects specific creatures. Choose a creature type. Each creature of that type within 30 feet that can hear the sound is affected in your choice of one of the following ways for 1 minute, until you end the sound (no action required), or use this property again. Bolstering. The creature gains 5 Temporary Hit Points at the start of each of its turns. Disruptive. If the creature is concentrating at the start of its turn, it must succeed on a DC 13 Constitution save or lose its Concentration. Soothing. The creature has Advantage against being Charmed or Frightened. Staggering. The creature must make a DC 13 Constitution save at the start of each of its turns. On a failure, the creature can do only one of the following on that turn: move, take an Action, or take a Bonus Action. On a success, it is immune to the effects of the sound for the next 24 hours.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Ring","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Ring of Salvation","description":"Ring, uncommon (requires attunement) If you fail a saving throw while attuned to this ring, you can choose to succeed it instead. Once you use this ability, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Ring of Scarlet Shadows","description":"Ring of Scarlet Shadows Wondrous item, very rare (requires attunement) This iridium ring is inlaid with an obsidian band. The stone inlay occasionally appears to writhe or shift, as if shadows play along its surface. While wearing this ring, you gain darkvision out to a range of 60 feet, or if you already have darkvision, its range increases by 60 feet. Additionally, you have advantage on Dexterity (Stealth) checks made to hide. Shadow Blade. You can use a bonus action to extend a blade of shadows from the hand that wears the ring. You can wield the blade as a shortsword that deals necrotic damage instead of piercing damage. While the blade is extended, you can’t drop it or hold anything else in that hand. You can dismiss the blade as a bonus action. Cursed Sentience. The bracers are a sentient and cursed magic item, as described below. Sentience. This magic item is sentient. Its alignment and Intelligence, Wisdom, and Charisma scores match the corresponding persona’s stat block. This magic item has hearing and darkvision out to a range of 60 feet. It can speak, read, and understand the languages in its persona’s stat block, and it can communicate telepathically with its wearer. Curse. Once you attune to this item, you can’t end your attunement to it unless you are targeted by the remove curse spell or similar magic. Seven days after you attune to it, you must make a DC 18 Wisdom saving throw. On a failed save, your Wisdom score is reduced by 1 for as long as you remain attuned to the item. You must repeat this saving throw every 24 hours while you remain attuned to the item. If you fail this saving throw three times, the magic item possesses your body, and your soul becomes trapped in your body. Your body transforms into the original body of the soul within the magic item, and your statistics change to match the persona in control of your new body. While possessed, your equipment transforms into the equipment used by the possessing persona’s stat block. You sense everything your body can sense, but the persona controls your movement, speech, and actions. If you end your attunement to the magic item, your body returns to its original form, you regain control of your body, and the magic item’s soul returns to the magic item. If you die, the magic item’s soul returns to the magic item. If your body is possessed for 1d6 + 12 months, your soul is destroyed, your body crumbles to dust, and you die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ring of Sealing","description":"Ring, very rare (requires attunement) This ring appears to be made of golden chain links. It has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack while wearing this ring, you can use a bonus action and expend 1 of the ring’s charges to cause mystical golden chains to spring from the ground and wrap around the creature. The target must make a DC 17 Wisdom saving throw. On a failure, the magical chains hold the target firmly in place, and it is restrained. The target can’t move or be moved by any means. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target fails three consecutive saving throws, the chains bind the target permanently. A successful dispel magic (DC 17) cast on the chains destroys them.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Shadow Manipulation","description":"While wearing this ring, you can use a bonus action to change the shape of your shadow into any form and up to two size categories larger than your size.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Ring of Shadows","description":"Ring, common While wearing this ebony ring in dim light or darkness, you have advantage on Dexterity (Stealth) checks. When you roll a 20 on a Dexterity (Stealth) check, the ring’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Shadows","description":"Ring, Very Rare (Requires Attunement) While wearing this magic ring in dim light or darkness, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You can use an action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Ring","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ring of Shooting Stars","description":"Ring Of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness , you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Shooting Stars","description":"Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement outdoors at night"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Shooting Stars","description":"Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Number of Spheres Lightning Damage 1 4d12 2 5d4 3 2d6 4 2d4 Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Shooting Stars"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Small Mercies","description":"Ring, common While wearing this plain, beaten pewter ring, you can use an action to cast the spare the dying spell from it at will.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Spacewalking","description":"While attuned to this ring, you can breathe normally and survive underwater or in the vacuum of space without ill effect. While in a zero-gravity environment, you can fly with a speed of 15 feet.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"uncommon","Requires Attunement":"requites attunement"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ring of Spell Negation (Black)","description":"Ring, very rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell, and you lose hit points related to the spell’s level. You can’t use this feature of the ring if you don’t have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. If you use your reaction to expend 1 charge from the ring, you can use counterspell on any spell of any level. If the spell is 4th level or higher, you make the ability check with a +7 bonus. If you do so, you lose hit points equal to 5 times the spell’s level. You lose these hit points whether or not your counterspell is effective.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ring of Spell Negation (Blue)","description":"Ring, uncommon (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell, and you lose hit points related to the spell’s level. You can’t use this feature of the ring if you don’t have blood. If you use your reaction to expend 1 charge from the ring, you can use counterspell on a spell of 3rd level or lower that is from a specific school of magic. If you do so, you lose hit points equal to 3 times the spell’s level. The GM chooses the ring’s school or determines it randomly from the options below. d8 School 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ring of Spell Negation (Red)","description":"Ring, rarity varies (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell, and you lose hit points related to the spell’s level. You can’t use this feature of the ring if you don’t have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. If you use your reaction to expend 1 charge from the ring, you can use counterspell on any spell of 3rd level or lower. If you do so, you lose hit points equal to 4 times the spell’s level.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ring of Spell Negation, Black","description":"Ring, very rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell , and you lose hit points related to the spell’s level. You can’t use this feature of the ring if you don’t have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. Black (Very Rare). If you use your reaction to expend 1 charge from the ring, you can use counterspell on any spell of any level. If the spell is 4th level or higher, you make the ability check with a +7 bonus. If you do so, you lose hit points equal to 5 times the spell’s level. You lose these hit points whether or not your counterspell is effective. d8 School 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Spell Negation, Blue","description":"Ring, uncommon (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell , and you lose hit points related to the spell’s level. You can’t use this feature of the ring if you don’t have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. Blue (Uncommon). If you use your reaction to expend 1 charge from the ring, you can use counterspell on a spell of 3rd level or lower that is from a specific school of magic. If you do so, you lose hit points equal to 3 times the spell’s level. The GM chooses the ring’s school or determines it randomly from the options below. d8 School 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Spell Negation, Red","description":"Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell , and you lose hit points related to the spell’s level. You can’t use this feature of the ring if you don’t have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. Red (Rare). If you use your reaction to expend 1 charge from the ring, you can use counterspell on any spell of 3rd level or lower. If you do so, you lose hit points equal to 4 times the spell’s level. d8 School 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Spell Storing","description":"Ring of Spell Storing Ring, rare (requires attunement ) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Spell Storing","description":"Ring Of Spell Storing Ring, rare (requires attunement ) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Spell Storing","description":"Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Spell Storing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Spell Storing","description":"Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Spell Storing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Spell Storing\\\",\\\"description\\\":\\\"This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.\\\\nAny creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\\\\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":4000,\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Spell Storing Attunement\",\"parent\":\"Ring of Spell Storing\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Spell Storing Stored Spells Resource\",\"parent\":\"Ring of Spell Storing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Ring of Spell Storing Charges\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":5},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"}]","filter-Attunement":"Rare","Name":"Ring of Spell Storing","data-description":"This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.\nAny creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Spell Turning","description":"Ring of Spell Turning Ring, legendary (requires attunement ) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Spell Turning","description":"Ring Of Spell Turning Ring, legendary (requires attunement ) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Spell Turning","description":"Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Spell Turning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Stored Vitality","description":"Ring, uncommon (requires attunement) While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can’t suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Sun Blocking","description":"Ring, uncommon Some residents of the city of Kanrath have a particular apathy towards sunlight but they still want to enjoy daytime. This ring is a common solution to this problem. While wearing this ring, the radiant damage you take from sunlight decreases by 5, if you are affected by it. Also, you are immune to being blinded.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ring of Swimming","description":"Ring of Swimming Ring, uncommon You have a swimming speed of 40 feet while wearing this ring.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Swimming","description":"Ring Of Swimming Ring, uncommon You have a swimming speed of 40 feet while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Swimming","description":"Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Swimming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Swimming","description":"Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Swimming\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Swimming\\\",\\\"description\\\":\\\"You have a Swim Speed of 40 feet while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":400,\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Swimming Swim Speed\",\"parent\":\"Ring of Swimming\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Swim\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":40}}\"}]","filter-Attunement":"Uncommon","Name":"Ring of Swimming","data-description":"You have a Swim Speed of 40 feet while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Telekinesis","description":"Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Telekinesis","description":"Ring Of Telekinesis Ring, very rare (requires attunement ) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Telekinesis","description":"Ring, Very Rare (Requires Attunement) While wearing this ring, you can cast Telekinesis from it.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Telekinesis"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Telepatchic Bond","description":"Ring, very rare (requires attunement) This ring has 4 charges and regains 1d4 charges at dawn. If the ring reaches 0 charges it crumbles to dust and is destroyed. While wearing this ring, you can expend one charge to cast the telepathic bond spell as a bonus action.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Ring of Telepathic Bond","description":"","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Ring of Temporal Salvation","description":"Ring Of Temporal Salvation Ring, rare (requires attunement) If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.","properties":{"Category":"Items","Item Type":"ring","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ring of Temporal Salvation","description":"Ring of Temporal Salvation Ring, rare (requires attunement) If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ring of the Blood Pact","description":"Ring, Rare (Requires Attunement) This magic ring can contain up to 3 charges. Whenever a creature dies within 30 feet of you, you can use your reaction to extract its remaining life essence and the ring gains 1 charge. Once per turn, when you make an attack roll, ability check, or saving throw, you can expend 1 charge to roll an additional d20 and use the higher of the two rolls. You can use this ability after the original roll, but before the outcome is revealed. Curse. Once you put on this cursed ring, you can’t take it off unless you are targeted by the remove curse spell or similar magic. While you’re wearing the ring and it doesn’t hold 1 or more charges, you have one level of exhaustion that can’t be removed.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Ring","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ring of the Chameleon","description":"Ring of the Chameleon Ring, uncommon (requires attunement) Weight: none This gold and enamel ring has a small chameleon figurine on it. Chameleon Camouflage. As a bonus action while wearing the ring, you can activate the ring and change the color of your skin and clothes to match your surroundings. While the ring is activated, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide. Chameleon Climbing. As an action while wearing the ring, you can cast Spider Climb without a material component. For up to an hour, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. This ability can be used once per day and recharges at dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Ring of the Copycat","description":"Ring, legendary (requires attunement) You gain the ability to channel energy from allies to cast spells, even if you normally can’t. When an ally within 60 feet of you casts a spell that you normally can’t cast and that requires 10 gp or fewer in material components, you may use a reaction to cast that spell. When cast in this way, the spell is cast using your ally’s spellcasting ability, spell save DC, and spell attack bonus, as needed. You decide this cloned spell’s target, as specified in the spell’s description, and the spell originates from you. After you use this ability, your ally can’t cast this spell again until they finish a long rest.","properties":{"Category":"Items","Expansion":28645,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ring of the Dolphin","description":"Ring, uncommon (requires attunement) This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of the Ember Maiden","description":"Ring, Rare (Requires Attunement) This magic ring appears to be a simple band of woven ivy with smoldering embers along the edges. While you're wearing it, you gain the following benefits: As a bonus action, you can cause your hand to glow with dim light in a 5-foot radius, or extinguish the light. You know Druidic, the secret language of druids. You know the druidcraft spell and can cast it at will. You can add one additional die of damage to one fire damage roll of any spell you cast. Maiden's Fire. The ring has 5 charges and regains all expended charges daily at dawn. As an action, you can expend 1 or more charges to cast one of the following spells (save DC 15): conjure animals (3 charges), faerie fire (1 charge), or heat metal (2 charges). Cursed. If you're wearing metal armor at dawn or the first time you don metal armor after finishing a long rest while wearing the ring, you must make a DC 15 Wisdom saving throw. On a failed save, you suffer a random long-term madness for 1d10 × 10 hours or until 24 hours have passed since you last wore metal armor.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Ring","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Ring of the Extinguished Desire","description":"Ring, uncommon (require attunement) This magic ring of restraint can help to fight the fascination of vices and temptations. When you fail on a saving throw made to resist an effect imposing the charmed condition on you, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Ring of the Frog","description":"Ring, uncommon (requires attunement) A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Frog Tongue. You can use an action transform your tongue into one resembling that of a frog or toad for 1 minute or until you dismiss it (no action required). You can elongate your tongue out to a distance of 20 feet, and your tongue can pick up or hold an object weighing no more than 10 pounds. To grab an item that is being worn or carried, you must still succeed on a Dexterity (Sleight of Hand) check, ranged attack, or similar check, as determined by your GM. The tongue retracts into your mouth when not in use and has no impact on your ability to speak or cast spells with verbal components. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of the Frost Knight","description":"Ring, rare (requires attunement) This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can’t be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of the Ghouls","description":"Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, when you make a successful melee attack and use your reaction to expend 1 of the ring's charges, the target must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn.","properties":{"Category":"Items","Item Type":"Ring"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ring of the Grove's Guardian","description":"Ring, rare (requires attunement by a druid or ranger) This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring’s command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement by a Druid or Ranger"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of the Jarl","description":"Ring, rare (requires attunement) This thick band of hammered yellow gold is warm to the touch even in the coldest of climes. While you wear it, you have resistance to cold damage. If you are also wearing boots of the winterlands , you are immune to cold damage instead. Bolstering Shout. When you roll for initiative while wearing this ring, you can use a reaction to shout a war cry, bolstering your allies. Each friendly creature within 30 feet of you and that can hear you gains a +2 bonus on its initiative roll, and it has advantage on attack rolls for a number of rounds equal to your Charisma modifier (minimum of 1 round). Once used, this property of the ring can’t be used again until the next dawn. Wergild. While wearing this ring, you can use an action to create a nonmagical duplicate of the ring that is worth 100 gp. You can bestow this ring upon another as a gift. The ring can’t be used for common barter or trade, but it can be used for debts and payment of a warlike nature. You can give this ring to a subordinate warrior in your service or to someone to whom you owe a blood-debt, as a weregild in lieu of further fighting. You can create up to 3 of these rings each week. Rings that are not gifted within 24 hours of their creation vanish again. Rings of the Jarl in Midgard These rings are highly valued magic items among the warriors of the Northlands. Chieftains and reaver leaders eagerly hunt for these rings, as they are a mark of prestige. Rings created by the ring of the jarl are also prized, and owners of these magic rings gift the duplicates to their most worthy thegns or those who do them special service. It is rumored that some of these rings are cursed. The ill-fated wearers of such rings find themselves overcome with greed and able to produce rings without giving them away, creating a hoard the wearers cannot bear to part with or leave unguarded.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of the Killer","description":"Ring, rare (requires attunement) This ring appears to have been forged from tiny daggers, which threaten to pierce the skin of the wearer when attuned. It can hold up to two charges, and gains one charge whenever you kill a creature using a Death Blow. As long as the ring has at least one charge, the DC to resist your Death Blow increases by 2. As an action, you may spend a charge to have the ring do one of the following: Cast invisibility on you at 2nd level Cast dimension door Make an attack as though you had cast vampiric touch at 5th level","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ring of the Lifeblood","description":"Ring, rare (requires attunement) This ring is made of three strands of braided crimson metal which radiate a gentle heat. Each strand pulses faintly in time with the wearer’s heartbeat. The ring has three charges, and regains all expended charges at dawn. While this ring has at least one charge, spells cast on you that restore hit points restore an additional 2 hit points per level of the spell slot expended, and you gain an additional 2 hit points per hit die you spend to regain hit points. By spending one or more charges from the ring, you may cast the following spells: greater medic’s grace * (3rd level) 1 charge cure wounds (5th level) 1 charge heal (6th level) 2 charges","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ring of the Orator","description":"Ring of the Orator Ring, Uncommon (Requires Attunement) This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Ring of the Ram","description":"Ring Of The Ram Ring, rare (requires attunement ) This ring has 3 charges , and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of the Ram","description":"Ring of the Ram Ring, rare (requires attunement ) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of the Ram","description":"Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of the Ram"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of the Seraphim","description":"Ring, legendary This ring glows with divine light, crafted from a willingly-given seraph’s feather shaft. Once attuned, the ring grants its bearer all of the following benefits: Once per month, when the bearer would die, it is instead healed of all Injuries and restored to its maximum hit points. Once per long rest, when the bearer would become Injured, they may choose to prevent that Injury. Each time the wearer becomes Injured by another creature, that creature takes 2d8 radiant damage per severity of the Injury (i.e. 2d8 for a Setback up to 12d8 for Death)","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ring of the Shadow King","description":"Ring of the Shadow King Wondrous item, legendary (requires attunement by a rogue) While you wear this ring, you gain the following benefits: You gain a +1 bonus to AC and saving throws. You can see in areas of dim light and darkness, including magical darkness, as though they were brightly lit. When you are in dim light or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. The ring has 3 charges. You can use your action and expend 1 charge to cast the darkness spell without verbal or material components. When cast this way, the spell doesn’t require concentration, but ends early if you cast the spell from the ring again. The ring regains all expended charges when you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a rogue"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring of the Shadowdancer","description":"Ring of the Shadowdancer Ring, rare (requires attunement) Weight: none This dark, obsidian ring has a faint glow of magic energy. While wearing this ring, you gain the following benefits: You have advantage on Stealth checks. You can cast Disguise Self once per day without expending a spell slot. You can cast Darkness once per day without expending a spell slot. You can cast Misty Step once per day without expending a spell slot. The Shadowdancers are a secretive thieves guild based in Morgos. Each member of the guild receives a magic ring that gives them special abilities and also allows the Guildmaster to keep track of members’ locations without their knowledge.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Ring of the Sphinx","description":"Ring of the Sphinx Ring, legendary A magical ring that has two lion paws grasping an amber cat's eye gem. While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring has an additional property to summon Asmuzi to assist the party, should they have need of her in the future. In order to summon the gynosphinx, they must press on the paws; claws will extend from the ring, striking the gem and produces a clear ringing sound. While the ring has limited wish spell uses, the bearer of the ring can summon Asmuzi as needed once per day.","properties":{"Category":"Items","Expansion":20627,"Item Type":"Ring","Item Rarity":"legendary"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Ring of the Sunken King","description":"Ring, uncommon (requires attunement) Component: aberration tentacle This barnacle-encrusted band of rusted metal is always cold and wet to the touch. The way the metal twists into itself has a certain ‘tentacle’ quality that is only enhanced by the way it adheres to your skin when you don the ring. Tentacle Lash. As an action, you can speak the ring’s command word to cause your arm to elongate into a long, wet, suckered tentacle for 1 minute. As part of that action, and as an action on each of your turns, you can perform a melee spell attack (+5 to hit) against a target within 30 feet of you. On a hit, the target takes 4d8 bludgeoning damage and, if it is a Huge or smaller creature, it must make a DC 13 Strength saving throw. On a failure, you can choose one of the following effects: The target is knocked prone. You disarm the target; you take one item or weapon the target is carrying or wielding (and that isn’t fastened, e.g. armour) into your tentacled hand. If your tentacled hand isn’t free, the item falls at your feet instead. Once this property has been used, roll a d6. On a 1-2, it can’t be used again until the ring spends 1 continuous hour submerged in water.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ring of the Sunken King (rare variant)","description":"Ring, uncommon (requires attunement) Component: aberration tentacle This barnacle-encrusted band of rusted metal is always cold and wet to the touch. The way the metal twists into itself has a certain ‘tentacle’ quality that is only enhanced by the way it adheres to your skin when you don the ring. Tentacle Lash. As an action, you can speak the ring’s command word to cause your arm to elongate into a long, wet, suckered tentacle for 1 minute. As part of that action, and as an action on each of your turns, you can perform a melee spell attack (+5 to hit) against a target within 30 feet of you. On a hit, the target takes 4d8 bludgeoning damage and, if it is a Huge or smaller creature, it must make a DC 13 Strength saving throw. On a failure, you can choose one of the following effects: The target is knocked prone. You disarm the target; you take one item or weapon the target is carrying or wielding (and that isn’t fastened, e.g. armour) into your tentacled hand. If your tentacled hand isn’t free, the item falls at your feet instead. Once this property has been used, roll a d6. On a 1-2, it can’t be used again until the ring spends 1 continuous hour submerged in water. Rare variant: Increase the DC to 15 and the damage to 6d8.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ring of the Thunderspeaker","description":"Ring, rare This stone ring is shot through with lightning patterns made of a vibrant blue mineral, and vibrates with a deep, subaudible rumble. Once per day as an action, you may cause the volume to increase to a sickening thunder that rattles the very bones of creatures around you. Each creature other than yourself within 60 feet must make a Constitution saving throw or take 4d8 thunder damage and be sickened for 1 minute. Affected creatures may make a new saving throw at the end of each of their turns to end the sickened condition. On a successful save creatures take half damage and are not sickened. A creature that fails its initial saving throw by 5 or more falls prone. Whenever you attune to the ring or finish a short or long rest, you may designate any number of creatures within 60 feet to be immune to the ring.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ring of the Undying","description":"Ring, Rare (Requires Attunement) This magic ring is made of dark metal that seems to absorb the light. You gain the following benefits while wearing it: Darkbringer. You can use a bonus action to snuff out a candle, a torch, or a small campfire you can see within 30 feet. Undying. You have advantage on death saving throws. When damage reduces you to 0 hit points, you can choose to become undying. While in this state, you remain conscious but must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you would die due to failing death saving throws, you don’t die until the end of your next turn, and you die only if you still have 0 hit points. If you regain hit points, you are no longer undying. Once used, this property can’t be used again until the next dawn. Eternal. If you die, your soul is unable to move on to the afterlife and your corpse is protected from decay as if under the effect of a gentle repose spell. Spells cast to restore you to life consume only half the normal material components.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Ring of the Unicorn","description":"Ring, very rare (requires attunement) This ring is crafted from the horn of a unicorn, willingly given on its death to pass its grace to the intended wearer. Rainbows swirl through the pearlescent material, shining with the light of celestial grace. This ring has three charges, and regains all expended charges at dawn. As an action, you can spend one or more charges and touch a creature to use one of the following abilities: Restore 4d8+8 hit points (1 charge) The target immediately makes a saving throw against a negative effect currently affecting it that a saving throw can end. The creature has advantage on this saving throw. (1 charge) End any condition, curse, or disease afflicting the creature, excluding an Injury or lasting effect (2 charges) Additionally, once per day as an action, you may have the ring make a Wisdom (Medicine) check with a +10 bonus to remove an Injury. When you do so, you may expend a charge to restore hit points as above and gain an additional +4 bonus to the Wisdom (Medicine) check as though healing with a 4th-level spell.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ring of the Water Dancer","description":"Ring, rare (requires attunement) This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Three Wishes","description":"Ring Of Three Wishes Ring, legendary While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Three Wishes","description":"Ring of Three Wishes Ring, legendary While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Three Wishes","description":"Ring, Legendary While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Three Wishes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Three Wishes","description":"Ring, Legendary While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"Yes","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Three Wishes\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Three Wishes\\\",\\\"description\\\":\\\"While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Three Wishes Charges\",\"parent\":\"Ring of Three Wishes\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Three Wishes\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":3},\\\"recoveryRate\\\":{\\\"Other\\\":{\\\"type\\\":\\\"None\\\"}}}\"},{\"name\":\"Ring of Three Wishes Wish Spell\",\"parent\":\"Ring of Three Wishes Charges\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Wish\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Legendary","Name":"Ring of Three Wishes","data-description":"While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Thunder Resistance","description":"Ring Of Thunder Resistance Ring, rare (requires attunement ) You have resistance to thunder damage while wearing this ring.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Ring","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Thunder Resistance","description":"Ring, Rare You have Resistance to Thunder damage while wearing this ring. The gemstone in the ring is a spinel.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Thunder Resistance","description":"Ring, Rare You have Resistance to Thunder damage while wearing this ring. The gemstone in the ring is a spinel.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Thunder Resistance\\\",\\\"description\\\":\\\"You have Thunder Resistance while wearing this ring.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4,000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Thunder Resistance Defense\",\"parent\":\"Ring of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Ring of Thunder Resistance","data-description":"You have Thunder Resistance while wearing this ring.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Thunderstorms, Legendary","description":"This swirling ring of clouds is like a miniature thunderstorm, just big enough to fit around a finger. If someone tries to put it on, it changes size to fit perfectly for any character of small, medium or huge size. Tiny lightning bolts constantly appear within it. The secrets of creating these rings were given to the mortals by the deity Gadrishval, the Lord of the Wind. Depending on the skill of its creator, different versions of the item have been made. It is said that some of the most powerful ones were crafted by Gadrishval himself. Magic schools: Evocation Cost: 50.000 gp Magic properties: The Legendary Ring of Thunderstorms grants Immunity to Thunder and Lightning damage. As an action, the wearer can use it to summon a minor thunderstorm. All targets in a 50-foot radius centered on a point within 300 feet have to make a Dexterity Saving Throw vs. DC 20, or be knocked prone. The saving throw has to be repeated every round as long as the targets are within the storm. Targets who fail the save also have to make a Concentration (Constitution) check against DC 10, with Disadvantage, if they’re concentrating on a spell. The storm persists for a number of rounds equal to the wearer’s Proficiency bonus. During that time, the wearer adds 8d8 lightning damage to all their melee attacks. Once used, the storm cannot be summoned again for one day. Once a day, as an action, the ring can be used to summon an air elemental. The creature serves the wearer of the ring willingly and loyally. If it gets no commands, it will defend the ring’s owner to the best of its abilities. The elemental stays for one hour, or until it is dismissed by the owner, or killed. If it is killed, the creature reforms hidden within the ring. The air elemental’s soul is bound to the item, and it can be summoned without accessing the elemental planes. To attune to the Legendary Ring of Thunderstorms, a new owner has to wear it for at least one hour while in the midst of a thunderstorm. If someone who is not attuned to the ring tries to use it, the air elemental appears and attacks the wearer. “Finally”, Arthi whispered, opening the chest. She expected gold, gemstones, flashy jewelry. Instead, there was a single object inside. “Well... still kind of flashy”, she mumbled to herself, as she picked up the strange ring. Clouds moved in a constant twirling motion. Lights flared up within, tiny lighting bolts hidden in the ring of clouds. Arthi half expected to hear thunder, but everything stayed silent. She hesitated for a moment, then shrugged and put on the ring. It shrank a little, adapting perfectly to her finger. Then she noticed the rune carved into the bottom of the chest. It wasn’t magical, it was just a single word written in an old language of the humans. “Ghadhri”, she read it out loud. It meant “The Lord’s Blessing”. The next moment, she was knocked off her feet as a magical storm erupted from the ring. A sphere of wind formed, just a few steps away from her, swirling and raging. But that wasn’t all: Crackling energy engulfed her hand, lightning that was only waiting to be unleashed on her enemies. Arthi smiled. This was so, so much better than gold...","properties":{"Category":"Items","Expansion":26136,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Ring of Thunderstorms, Major","description":"This swirling ring of clouds is like a miniature thunderstorm, just big enough to fit around a finger. If someone tries to put it on, it changes size to fit perfectly for any character of small, medium or huge size. Tiny lightning bolts constantly appear within it. The secrets of creating these rings were given to the mortals by the deity Gadrishval, the Lord of the Wind. Depending on the skill of its creator, different versions of the item have been made. It is said that some of the most powerful ones were crafted by Gadrishval himself. Magic schools: Evocation Cost: 20.000 gp Magic properties: The Major Ring of Thunderstorms grants Resistance to Thunder and Lightning damage. As an action, the wearer can use it to summon a small thunderstorm. All targets in a 20-foot radius centered on a point within 100 feet have to make a Dexterity Saving Throw vs. DC 15, or have their movement reduced by half. Targets who fail the save also have to make a Concentration (Constitution) check against DC 10 if concentrating on a spell. The storm persists for a number of rounds equal to the wearer’s Proficiency bonus. During that time, the wearer adds 6d6 lightning damage to all their melee attacks. Once used, the storm cannot be summoned again for 3 days. “Finally”, Arthi whispered, opening the chest. She expected gold, gemstones, flashy jewelry. Instead, there was a single object inside. “Well... still kind of flashy”, she mumbled to herself, as she picked up the strange ring. Clouds moved in a constant twirling motion. Lights flared up within, tiny lighting bolts hidden in the ring of clouds. Arthi half expected to hear thunder, but everything stayed silent. She hesitated for a moment, then shrugged and put on the ring. It shrank a little, adapting perfectly to her finger. Then she noticed the rune carved into the bottom of the chest. It wasn’t magical, it was just a single word written in an old language of the humans. “Ghadhri”, she read it out loud. It meant “The Lord’s Blessing”. The next moment, she was knocked off her feet as a magical storm erupted from the ring. A sphere of wind formed, just a few steps away from her, swirling and raging. But that wasn’t all: Crackling energy engulfed her hand, lightning that was only waiting to be unleashed on her enemies. Arthi smiled. This was so, so much better than gold...","properties":{"Category":"Items","Expansion":26136,"Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Ring of Thunderstorms, Minor","description":"This swirling ring of clouds is like a miniature thunderstorm, just big enough to fit around a finger. If someone tries to put it on, it changes size to fit perfectly for any character of small, medium or huge size. Tiny lightning bolts constantly appear within it. The secrets of creating these rings were given to the mortals by the deity Gadrishval, the Lord of the Wind. Depending on the skill of its creator, different versions of the item have been made. It is said that some of the most powerful ones were crafted by Gadrishval himself. Magic schools: Evocation Cost: 6.000 gp Magic properties: The Minor Ring of Thunderstorms grants Resistance to Thunder damage. A number of times equal to the wearer’s Proficiency bonus, the wearer can add 3d4 lightning damage to a melee attack. The effect can be activated after a successful attack roll, but before the damage is rolled. Once all charges have been used, the ring needs 24 hours to recharge before it can be used again. “Finally”, Arthi whispered, opening the chest. She expected gold, gemstones, flashy jewelry. Instead, there was a single object inside. “Well... still kind of flashy”, she mumbled to herself, as she picked up the strange ring. Clouds moved in a constant twirling motion. Lights flared up within, tiny lighting bolts hidden in the ring of clouds. Arthi half expected to hear thunder, but everything stayed silent. She hesitated for a moment, then shrugged and put on the ring. It shrank a little, adapting perfectly to her finger. Then she noticed the rune carved into the bottom of the chest. It wasn’t magical, it was just a single word written in an old language of the humans. “Ghadhri”, she read it out loud. It meant “The Lord’s Blessing”. The next moment, she was knocked off her feet as a magical storm erupted from the ring. A sphere of wind formed, just a few steps away from her, swirling and raging. But that wasn’t all: Crackling energy engulfed her hand, lightning that was only waiting to be unleashed on her enemies. Arthi smiled. This was so, so much better than gold...","properties":{"Category":"Items","Expansion":26136,"Item Type":"Ring","Item Rarity":"rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Ring of Tranquility","description":"Ring, Rare (Requires Attunement) While wearing this ring, you gain advantage on saving throws against being charmed or frightened. Silence. As an action, you can surround yourself with a 10-foot-radius aura of silence that functions as the spell silence . This effect lasts for 10 minutes or until you end it as a bonus action. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Ring","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ring of Treachery","description":"Ring, very rare (requires attunement) This ring has 3 charges. While wearing this ring, when you’re damaged, you may use a reaction to expend a charge and transfer that damage to a random creature (which could include an ally) within 60 feet. All charges are restored when you finish a long rest.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ring of Truth","description":"Ring of Truth Wondrous item Price: 10 gp This plain golden ring has no markings or distinguishing features of any kind. Once placed on a finger, the ring of truth cannot be removed for 1 month. The Ring of Truth compels the wearer to tell the truth. When the wearer attempts to lie, the ring tightens painfully around the wearer’s finger. The ring does 1d4 damage each time the wearer lies, and the pain causes any checks made to deceive someone else to be made with Disadvantage.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Ring of Truth","description":"Ring, Uncommon (Requires Attunement) This magic ring looks like an unremarkable band of iron. You have advantage on Insight checks while wearing it. Interrogator's Question. The ring has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge and ask a question of a creature within 10 feet of you. If the creature can hear and understand you, it must succeed on a DC 13 Charisma saving throw or be compelled to answer the question truthfully, in the most accurate and concise way it can. You know whether the creature succeeded or failed on its saving throw.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Ring","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Ring of Truth Telling","description":"Ring of Truth Telling Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Ring of Truth Telling","description":"Ring Of Truth Telling Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Ring of Ursa","description":"Ring, rare (requires attunement) This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: Your Strength score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren’t a bearfolk, you gain the following benefits while wearing the ring: You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ring of Void","description":"Ring of Void Wondrous item, legendary A band of black onyx. Looking at the band for more than a moment fills the viewer with a sense of eerie calm. The wearer of this ring may spend an action to create a small vortex that attracts and consumes all free-flowing gas and liquids in a 30-foot radius of the wearer over the course of 6 seconds. This includes toxins, water, and oxygen. Liquids and gas inside of a creature’s body are unaffected. Liquids inside water skins and other containers are affected. The consumed matter is transported to a pocket dimension. If the Ring of Void is worn during a long rest, the wearer becomes attuned. The empowerment word can only be used once per long rest. While attuned, the wearer benefits from the following effects: If the wearer speaks the empowerment word “Eternity” as they active the ring, the vortex instead expels all matter that was previously consumed by the ring. The wearer gains +2 to all saving throws they make. The wearer gains resistance to psychic damage. If they already had resistance, they instead reduce the damage they would receive by 10, after resistance is applied.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Ring of Warmth","description":"Ring of Warmth Ring, uncommon (requires attunement ) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Warmth","description":"Ring Of Warmth Ring, uncommon (requires attunement ) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Warmth","description":"Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Warmth"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Warmth","description":"Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Warmth\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Warmth\\\",\\\"description\\\":\\\"If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.\\\\nIn addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Warmth Attunement\",\"parent\":\"Ring of Warmth\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Ring of Warmth Defense\",\"parent\":\"Ring of Warmth Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"details\\\":\\\"Ring of Warmth - Cold damage reduction.\\\"}\"},{\"name\":\"Ring of Warmth Cold Reduction\",\"parent\":\"Ring of Warmth Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Ring of Warmth Cold Reduction\\\",\\\"description\\\":\\\"If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.\\\",\\\"actionType\\\":\\\"Free Action\\\"}\"},{\"name\":\"Ring of Warmth Generic Roll\",\"parent\":\"Ring of Warmth Cold Reduction\",\"payload\":\"{\\\"type\\\":\\\"Generic Roll\\\",\\\"name\\\":\\\"Cold Reduction\\\",\\\"rollString\\\":\\\"2d8\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Ring of Warmth","data-description":"If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.\nIn addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Water","description":"Ring of Water Wondrous item, legendary A band of blue coral that constantly emits the soft sound of waves. The band feels wet to the touch. When worn, the wearer may spend an action to cause a torrent of rainfall to immediately form in a 10-foot radius around the user, causing approximately 30 gallons of water to fall over the course of the next 30 seconds. If the Ring of Water is worn during a long rest, the wearer becomes attuned. The empowerment word can only be used once per long rest. While attuned, the wearer benefits from the following effects: If the wearer speaks the empowerment word “Cycles” as they active the ring, any creature within 10 feet of the wearer regains 2d4 hit points at the start of each of their turns as long as they are in contact with the rain. Undead creatures who start their turn within 10 feet of the wearer suffer 2d4 radiant damage instead. The wearer can breathe underwater. When an effect from any source besides this ring would cause the wearer to gain hit points, they gain an additional 3 hit points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Ring of Water Elemental Command","description":"Ring of Water Elemental Command Ring, legendary (requires attunement ) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Water Elemental Command","description":"Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18. Plane Spells (Charges) Water Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Yes","Name":"Ring of Water Elemental Command"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Water Walking","description":"Ring of Water Walking Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of Water Walking","description":"Ring Of Water Walking Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of Water Walking","description":"Ring, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of Water Walking"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ring of Water Walking","description":"Ring, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Ring","Expansion":33335,"Item Type":"Ring","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Ring of Water Walking\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Ring of Water Walking\\\",\\\"description\\\":\\\"While wearing this ring, you cast Water Walk from it, targeting only yourself.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Ring of Water Walking Water Walk Spell\",\"parent\":\"Ring of Water Walking\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Water Walk\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Ring of Water Walking","data-description":"While wearing this ring, you cast Water Walk from it, targeting only yourself.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ring of Weaving","description":"Ring of Weaving Ring, legendary While you are wearing this ring, when you cast a spell of 1st level or higher, you have advantage on saving throws you make against spells of that school and resistance against damage dealt by spells of that school until the start of your next turn. Spell Weaver (Requires Attunement). You must be attuned to a rod of wefting and a wand of warping to attempt to attune to this item. The attunement ends if you end your attunement to either of these items. While you wear the ring, the charge cost for each of the rod and wand’s spells is reduced by 1, and when you cast a spell from the rod or wand, you can choose to use your spell attack bonus or spell save DC, rather than the rod or wand’s. Additionally while you are wearing the ring and attuned to it, you gain the ability to weave properties of your spells together. When you begin casting a spell with a casting time of 1 action or longer, you can choose to imbue it with an additional effect for each spell of a different school you’ve cast since the start of your last turn: Abjuration. You gain temporary hit points equal to your level. Conjuration. You teleport to an unoccupied space you can see within 30 feet of you. Divination. If the spell requires an attack roll, you gain a +2 bonus to each spell attack roll you make as part of that spell this turn. Enchantment. Choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or become charmed by you until the end of your next turn, or until you do anything harmful to it. A creature charmed this way isn’t hostile to you. Evocation. Choose a creature you can see within 10 feet of you, and then choose acid, cold, fire, lighting, or thunder damage. The creature takes damage of the type you chose equal to half your level. Illusion. Until the start of your next turn, if a creature makes an attack against you, it makes the attack roll with disadvantage unless it has blindsight or truesight. Necromancy. If the spell kills one or more creatures, you regain a number of hit points equal to twice your level. Transmutation. Choose a creature you can see within 30 feet of you, and then choose Strength or Dexterity. The creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage on attack rolls and ability checks using the chosen ability until the end of its next turn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Ring of Winter","description":"Ring of Winter Ring, artifact (requires attunement) Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can't melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring. The Ring of Winter is sentient and tries to take control of any creature that wears it (see \"Sentient Magic Items\" in chapter 7 of the Dungeon Master's Guide ). If it succeeds, the ring compels its wearer to cause undeu harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer's doom. Sentience. The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. Nondetection. The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. Cold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master's Guide ). Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary. Other Properties. The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax. Destroying the Ring. The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.","properties":{"Category":"Items","Item Type":"Artifact","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Ring of Winter","description":"Ring of Winter Ring, artifact (requires attunement) Artus Cimber (see Artus Cimber) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring. The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items”). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom. Sentience. The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. Nondetection. The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. Cold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see \"Extreme Heat and Cold\"). Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in \"Statistics for Objects\" to determine the hit points of an inanimate object if they become necessary. Other Properties. The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax. Destroying the Ring. The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Ring of Winter's Kiss","description":"Ring, Rare (Requires Attunement) When you suffer cold damage while wearing the ring of winter's kiss , you take damage normally. However, on your next turn, you can target any creature within 30 feet, making an attack roll with a +7 bonus. On a hit, the target takes the same cold damage you took.","properties":{"Category":"Items","Item Type":"Ring","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Ring of X-ray Vision","description":"Ring of X-ray Vision Ring, rare (requires attunement ) While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ring of X-ray Vision","description":"Ring Of X-Ray Vision Ring, rare (requires attunement ) While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Ring","Item Type":"Ring","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ring of X-ray Vision","description":"Ring, Rare (Requires Attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"No","Name":"Ring of X-ray Vision"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rings of Fire","description":"Ring, Rare (Requires Attunement) These four magic rings glow with fiery runes. All four rings must be worn together on the same hand. Unarmed strikes you make using the hand wearing the rings and attacks you make with a weapon held in that hand, deal an extra 1d6 Fire damage on a hit. Ring of Fire. The rings have 4 charges and regain all expended charges daily at dawn. As a bonus action, you can expend 1 charge and throw a ring from your hand at a point you can see within 60 feet. The ring becomes an opaque, ringed wall of fire that is 15 feet in diameter, 10 feet high, and 1 foot thick. A creature that starts its turn within the wall's area or moves through it for the first time on a turn, must make a DC 15 Dexterity saving throw, taking 2d8 Fire damage on a failure or half as much on a success. At the start of your next turn, the wall of fire becomes a ring again and magically returns to your hand.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Ring","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Ritual Cymbals","description":"These small brass cymbals are worn on the fingers and struck together as part of ritual dances.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Ritual Pouch","description":"Ritual Pouch Adventuring gear When performing an invocation, a character with a ritual pouch can the material offerings it contains to gain 1 bonus favor for that invocation's empowerments. After using a ritual pouch, the character cannot use that ritual pouch or any other until they spend 4 hours at a shrine preparing new offerings.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ritual Stone","description":"Ritual Stone Wondrous item, uncommon (requires attunement) The stone, usually attached to a leather cord, is etched with runes that glow when spells are cast near it. When you cast a spell as a ritual while wearing or carrying the stone, the process adds only 1 minute to the casting time of the spell, instead of 10 minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rival Coin","description":"Wondrous Item, Common This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv on one side and Mordenkainen on the other, or Venger on one side and Tiamat on the other. One of these figures is on the “heads” side of the coin, the other on the “tails” side. The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect: Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only. Tails. You take 1d4 Psychic damage.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Rival Coin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"River barge","description":"This wide, flat-bottomed water vehicle is designed to carry crates and barrels of trade goods on a river. Barge poles are used to maneuver and propel river barges, but the barge’s speed is largely subject to the river’s current (typically 3 miles per hour), which is added to the barge’s speed if it is moving downstream. The barge has a crew of two and no room for passengers. It can be pulled upstream by draft animals on the shores.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"River Token","description":"Wondrous items, rare This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token’s magic soothes but doesn’t fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token’s soothing magic ends on a creature if that creature is attacked.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Riverine Blade","description":"Weapon (longsword), rare The crossguard of this distinctive sword depicts a stylized garroter crab (see Tome of Beasts ) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Road Seed","description":"Wondrous Item, Uncommon This seed must be used outdoors, and when thrown, it creates a well-built road through any terrain, up to 5 miles long. The road includes up to one bridge crossing for a stream or chasm up to 50 feet across, and it may likewise include supports, log causeways, or leveled sections along a single section of marsh, hillside, or even mountainous terrain. A road seed combined with a tavern seed can generate a road twice as long as a road seed alone. A road seed can be countered or removed with an earthquake or shadow walk spell.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Road Warden Shield","description":"Armor (Shield), Common While holding this shield, you can speak its command word to seal a portion of a shadow road, turning it into a looping path. Once that occurs, creatures walking the path always return to their starting point after 120 feet of movement. To end the looping effect, a creature on the looping path must step off the path. The effect also ends if the shield is destroyed or you speak the command word while holding the shield.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Roaring Scionic Battleaxe","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Blowgun","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Blunderbuss","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Blaring, Spread Fire, Twinned Barrel, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Cannon","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Cleaver","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Club","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Dagger","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Dart","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Flail","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Flintlock","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Blaring","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Glaive","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Greataxe","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Greatclub","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Greatsword","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Halberd","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Hand Crossbow","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Handaxe","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Heavy Crossbow","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Javelin","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Lance","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Light Crossbow","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Light hammer","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Longbow","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Longsword","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Mace","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Maul","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Melee Weapon","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Roaring Scionic Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn. Roll20 Note: Each standard weapon can be found in the compendium with the Scionic template added for convenience. For example, search for \"Roaring Scionic Longsword\" to add it to your character sheet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Morningstar","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Net","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Pike","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Pistol","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Blaring, Fan Fire","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Quarterstaff","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Ranged Weapon","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Roaring Scionic Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. Roll20 Note: Each standard weapon can be found in the compendium with the Scionic template added for convenience. For example, search for \"Roaring Scionic Longbow\" to add it to your character sheet.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Rapier","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Rifle","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Scimitar","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Scythe","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Heavy, Two-Handed, Reach","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Shortbow","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Shortsword","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Sickle","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Sling","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Ranged Weapons Any ranged weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit. ","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Spear","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Spellcasting Focus","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Roaring Scionic Spellcasting Focus Any spellcasting focus, very rare (requires attunement) You gain a +2 bonus to spell attack rolls made with this focus and can cast the shocking grasp cantrip, using your spellcasting modifier. When you roll a 1 or 2 on a damage die for a spell that deals lightning damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This weapon has the Ionized Conduit and Lighting Harness properties. Ionized Conduit. As a bonus action, you can increase the polarity of the focus. For the next minute, creatures you target with spells that deal lightning damage have a -5 penalty to their saving throw against that spell if they are wearing or carrying metal. Once used, this property can't be used again until the next dawn. Lightning Harness. As a reaction to taking lightning damage, you can harness the energy, granting yourself a 30-foot flying speed for the next minute. You must concentrate on this effect as you would a spell. When the effect ends, you fall if you are still aloft at a rate of 30 feet per round, unless you can stop the fall.","properties":{"Category":"Items","Item Type":"Spellcasting Focus","Properties":"Ionized Conduit","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Trident","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic War pick","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Warhammer","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roaring Scionic Whip","description":"Roaring Scionic Armament Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty resources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage. Melee Weapons Any melee weapon, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Roast Bean Juice","description":"Potion, uncommon This dark beverage has a bitter taste. When you consume this food, you have advantage on initiative rolls and on saving throws against being knocked unconscious for 8 hours.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Robe","description":"Adventuring Gear Weight: 4 lb. Cost: 1 GP A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Robe"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Robe of Bones","description":"Wondrous item, rare (requires attunement) This robe is adorned with embroidery that resembles various undead creatures. As an action, you can grasp a bit of embroidery to bring forth one of the following undead within 30 feet of you: 2d4 skeletons 1d8 zombies a flaming skull a ghoul You cannot use the robe again in this way until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Robe of Eyes","description":"Robe of Eyes Wondrous item, rare (requires attunement ) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight ), ending the blindness on a success.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Robe of Eyes","description":"Robe of Eyes Wondrous item, rare (r equires attunement ) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane , out to a range of 120 feet. The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Robe","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Robe of Eyes","description":"Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight , both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Robe of Eyes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Robe of Scintillating Colors","description":"Robe of Scintillating Colors Wondrous item, very rare (requires attunement ) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Robe of Scintillating Colors","description":"Robe of Scintillating Colors Wondrous item, very rare (requires attunement ) This robe has 3 charges , and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Robe","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Robe of Scintillating Colors","description":"Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Robe of Scintillating Colors"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Robe of Serpents","description":"Robe of Serpents Wondrous item, uncommon (requires attunement) A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored. As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake . The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.","properties":{"Category":"Items","Expansion":7387,"Item Type":"Wondrous Item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Robe of Stars","description":"Robe of Stars Wondrous item, very rare (requires attunement ) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Robe of Stars","description":"Robe of Stars Wondrous item, very rare (requires attunement ) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Robe","Item Type":"Adventuring Gear","Modifiers":"Saving Throws +1","data-List":"false","Item Rarity":"Very Rare","Requires Attunement":"requires attunement","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Robe of Stars","description":"Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile . Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Robe of Stars"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Robe of Summer","description":"Robe of Summer Wondrous item, rare (requires attunement) This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes. ( Dead in Thay )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Robe of the Archmagi","description":"Robe of the Archmagi Wondrous item, legendary (requires attunement by a Sorcerer , Warlock , or Wizard ) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2. AC: 15 + Dex modifier","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Robe of the Archmagi","description":"Robe Of The Archmagi Wondrous item, legendary (r equires attunement by a Sorcerer , Warlock , or Wizard ) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2. AC : 15","properties":{"Category":"Items","AC":15,"Source":"5th Edition SRD","Subtype":"Wondrous Item, Robe","Item Type":"Light Armor","Modifiers":"Spell Attack +2, Spell DC +2","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Robe of the Archmagi","description":"Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Robe of the Archmagi"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Robe of the Archmagi","description":"Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Special- Class Requirement","filter-Charges":"No","data-datarecords":"[{\"name\":\"Robe of the Archmagi\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Robe of the Archmagi\\\",\\\"description\\\":\\\"This elegant garment is made from exquisite cloth and adorned with runes.\\\\n\\\\nYou gain these benefits while wearing the robe.\\\\n\\\\n\\\\nArmor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier.\\\\n\\\\n\\\\nMagic Resistance. You have Advantage on saving throws against spells and other magical effects.\\\\n\\\\n\\\\nWar Mage. Your spell save DC and spell attack bonus each increase by 2.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200,000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Robe of the Archmagi Attunement\",\"parent\":\"Robe of the Archmagi\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Robe of the Archmagi Base Armor Class\",\"parent\":\"Robe of the Archmagi Attunement\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":15}}\"},{\"name\":\"Robe of the Archmagi Magic Save Advantage\",\"parent\":\"Robe of the Archmagi Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"You have Advantage on saving throws against spells and other magical effects.\\\"}\"},{\"name\":\"Robe of the Archmagi Bonus to Spell Attack and Spell Save\",\"parent\":\"Robe of the Archmagi Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[],\\\"bonusName\\\":[\\\"Spell Attack\\\",\\\"Spell Save\\\"],\\\"bonusDetails\\\":\\\"Modifier\\\",\\\"bonusValue\\\":2}\"}]","filter-Attunement":"Legendary","Name":"Robe of the Archmagi","data-description":"This elegant garment is made from exquisite cloth and adorned with runes.\n\nYou gain these benefits while wearing the robe.\n\n\nArmor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier.\n\n\nMagic Resistance. You have Advantage on saving throws against spells and other magical effects.\n\n\nWar Mage. Your spell save DC and spell attack bonus each increase by 2.","AC":15,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Robe of the Grandmaster","description":"Robe of the Grandmaster Wondrous item, legendary (requires attunement by a monk) While you wear these robes, you gain the following benefits: You gain a +2 bonus to your AC and ki save DC. You gain a +3 bonus to the attack and damage rolls of your unarmed strikes. Whenever you start your turn in combat with fewer than half your ki points remaining, you regain 1 ki point. As an action, you can concentrate 1 or more ki points into one of your hands or feet and slam the ki-charged appendage into a surface within your reach, creating an explosion of force. The radius of the effect, centered on you, is equal to 5 feet times the number of ki points you expended. Unsecured objects completely within the area are automatically pushed 10 feet away from you, and each creature other than you within the area must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from and is knocked prone, taking force damage depending on the number of ki points you expended. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. For each ki point you expended, roll your Martial Arts die; the force damage dealt by this ability is equal to the total.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a monk"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Robe of the Wardrobe","description":"While wearing this robe, you can use a bonus action to transform the robe into any piece of clothing of any style, color, or appearance, including accessories like jewelry, head-pieces, and footwear. The robe can also emit smells to match your outfit.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Robe of Thunder","description":"Robe of Thunder Wondrous item, rare (requires attunement) This gray silk robe is printed with the image of boiling storm clouds. While wearing it, you have resistance to thunder damage. As an action, you can speak its command word and you are surrounded by an invisible, faintly rumbling aura for 1 minute. When you take damage from a creature that is within 5 feet of you, the aura inflicts 2d6 points of thunder damage on your attacker. Once used, this property of the robe can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Robe of Useful Items","description":"Robe Of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. d100 Patch 01-08 Bag of 100 gp 09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23-30 10 gems worth 100 gp each 31-44 Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags (see the Monster Manual for statistics) 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60-68 4 potions of healing 69-75 Rowboat (12 feet long) 76-83 Spell scroll containing one spell of 1st to 3rd level 84-90 2 mastiffs (see the Monster Manual for statistics) 91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97-00 Portable ram","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Robe","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Robe of Useful Items","description":"Robe of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. d100 Patch 01-08 Bag of 100 gp 09-15 Silver coffer (1 foot long, 6 inches wide and deep) 16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself. 23-30 10 gems worth 100 gp each 31-44 Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60-68 4 potions of healing 69-75 Rowboat (12 feet long) 76-83 Spell scroll containing one spell of 1st to 3rd level 84-90 2 mastiffs 91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97-00 Portable ram","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Robe of Useful Items","description":"Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye Lantern (filled and lit) Dagger Mirror Pole Rope (coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01–08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 84–90 2 Mastiffs 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Portable Ram","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Robe of Useful Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Robes","description":"Robes Adventuring gear Weight : 4","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Robes","description":"Robes Adventuring gear Weight : 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Robe","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Robes","description":"Robes Adventuring gear Weight : 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Robes of Beaurêve","description":"Wondrous item, rare (requires attunement) Made from the stuff of dreams, the cuffs and hem of this ethereal robe fade into translucent purple smoke, and the robes’ lining is sewn from the fabric of the night sky. A creature wearing these robes can become temporarily incorporeal, slipping through locked doors, blood-thirsty demons, or out of uncomfortable conversations. Owners of such a garment also find themselves incredibly productive, with dishes cleaned and chainmail oiled each morning... Also, it has pockets. This robe has 3 charges and regains all expended charges daily at dawn. Incorporeality. As a bonus action, you can expend 1 charge to become incorporeal until the start of your next turn. While incorporeal, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space, takin g 1d10 force damage for every 5 feet you are shunted. Spellcasting. You can spend charges to cast the following spells ( save DC 15 ). You must spend a number of charges equal to the level at which you cast the spell. Daydream * Sleep Dreamwalk * Sleepwalker. You can’t be put to sleep against your will. When you fall into a nonmagical sleep while wearing these robes, you can specify one intention, such as ‘organising my collection of buttons’ or ‘oiling my chainmail’. While you sleep, you can perform light activities that fulfil this intention while still meeting the requirements of a long rest.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Robes of Beaurêve (legendary variant)","description":"Wondrous item, legendary (requires attunement) Made from the stuff of dreams, the cuffs and hem of this ethereal robe fade into translucent purple smoke, and the robes’ lining is sewn from the fabric of the night sky. A creature wearing these robes can become temporarily incorporeal, slipping through locked doors, blood-thirsty demons, or out of uncomfortable conversations. Owners of such a garment also find themselves incredibly productive, with dishes cleaned and chainmail oiled each morning... Also, it has pockets. This robe has 3 charges and regains all expended charges daily at dawn. Incorporeality. As a bonus action, you can expend 1 charge to become incorporeal until the start of your next turn. While incorporeal, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space, takin g 1d10 force damage for every 5 feet you are shunted. Spellcasting. You can spend charges to cast the following spells ( save DC 15 ). You must spend a number of charges equal to the level at which you cast the spell. Daydream * Sleep Dreamwalk * Sleepwalker. You can’t be put to sleep against your will. When you fall into a nonmagical sleep while wearing these robes, you can specify one intention, such as ‘organising my collection of buttons’ or ‘oiling my chainmail’. While you sleep, you can perform light activities that fulfil this intention while still meeting the requirements of a long rest. Legendary variant: Increase the number of charges to 9 and the DC to 17 . Change the recharge to 1d6 + 3 . Add the dream and astral projection spells to the Spellcasting property, and the robe gains the Language of the Anomalies property. Language of the Anomalies. While you wear these robes, you can speak, read, and write Deep Speech, and have advantage on Charisma checks made to interact with aberrations.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Robes of the Enchanter","description":"Wondrous item, uncommon Component: astral heart (unique - bonemonger) Many scholars believe the name of this extravagant garment to be a grave misnomer, as it has no apparent relation whatsoever to enchantment magic. In truth, the robes are named after the man who devised and created the first set, a legendary sorcerer of tremendous power and curious explosive proclivities… as well as astonishing ignorance regarding the schools of magic. Spontaneous Detonation. As an action while wearing these robes, you can wave your arms dramatically to create a small explosion at a point you can see within 30 feet of you. Each creature within 5 feet of the point must succeed on a DC 13 Dexterity saving throw or take 1d8 fire damage , get pushed back 10 feet, and be knocked prone.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Properties":"Component: astral heart (unique - bonemonger)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Robes of the Enchanter (rare variant)","description":"Wondrous item, rare Component: astral heart (unique - bonemonger) Many scholars believe the name of this extravagant garment to be a grave misnomer, as it has no apparent relation whatsoever to enchantment magic. In truth, the robes are named after the man who devised and created the first set, a legendary sorcerer of tremendous power and curious explosive proclivities… as well as astonishing ignorance regarding the schools of magic. Spontaneous Detonation. As an action while wearing these robes, you can wave your arms dramatically to create a small explosion at a point you can see within 30 feet of you. Each creature within 5 feet of the point must succeed on a DC 13 Dexterity saving throw or take 1d8 fire damage , get pushed back 10 feet, and be knocked prone. Rare variant: Increase the DC to 15 . The item has the Explosive Step property. Explosive Step. While wearing these robes, you can cast the misty step spell. When you do, you can create an explosion as per the Spontaneous Detonation property, either in the space you leave or the space you arrive at. You automatically succeed on the saving throw against it. Once this property of the robes has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Properties":"Component: astral heart (unique - bonemonger)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Robot Control Circlet","description":"Robot Control Circlet Wondrous item, very rare This thin silver circlet can be adjusted to fit snugly on a humanoid skull. While you wear it, you can use an action to take control of a robot (see Chapter 5 ) within 30 feet. The robot must succeed on a DC 15 Intelligence saving throw or be compelled to obey you to the best of its ability for as long as you are wearing the circlet. If you or creatures friendly to you are fighting the robot, it has advantage on the saving throw. You can affect only one robot at a time with the circlet. The item might affect other kinds of constructs at the GM’s discretion. This effect resembles that of the dominate monster spell, except that you do not have a telepathic link to the robot. Instead, you must tell the robot what to do by using verbal commands. The robot remains controlled by you until it is destroyed, until you remove the circlet, or until you try to control a different robot. When any of these events occur, the robot resumes its normal behavior.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Robot Controller","description":"This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges. As an action while holding this device, you can expend 1 of its charges to cause one of the following effects: Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success. Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Roc Talon","description":"Spell catalyst, rare When you cast the fly spell, you can choose to allow the spell to consume this spell catalyst. When you do, the duration of the spell increases to 8 hours and no longer requires concentration, and the target increases its size by one category — from Medium to Large, for example. The target’s size doubles in all dimensions, and its weight is multiplied by eight. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rocket","description":"Journeyman weapon property Components: Masterwork exotic weapon This weapon gains the Rocket property and its damage die decreases by one step. Rocket. This weapon has a small propulsive engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon, you can deal an extra 1d4 damage to the target.","properties":{"Category":"Items","Item Type":"Journeyman weapon property","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rocket Fist","description":"","properties":{"Category":"Items","Item Type":"Weapon (rocket fist)","Properties":"Fist, Light, Returning, Rocket, Thrown (40/120)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rocket Hammer","description":"Only the dwarves would conceive of a weapon so unwieldy as the rocket hammer. As its name implies, it is very much a conventional warhammer with a rocket thruster built into the head to magnify its bludgeoning potential. Once per turn, when you make an Attack with this weapon, you can engage its thrusters to deal an additional 1d4 bludgeoning damage on a hit.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Heavy, Special, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Rocket Launcher","description":"This weapon deals double damage to objects and structures.","properties":{"Category":"Items","Item Type":"Weapon (rocket launcher)","Properties":"Ammunition (80/320), Heavy, Reload (1; 2 actions), Special, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rocket Launcher for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (80/320), Heavy, Reload (1; 2 actions), Special, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rod","description":"Rod Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rod","description":"Rod Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 2","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Rod","description":"Adventuring Gear (Arcane Focus) Weight: 2 lb. Cost: 10 GP An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer , Warlock , or Wizard can use such an item as a Spellcasting Focus .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Rod"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rod","description":"Rod Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Rod Arcane Focus","description":"Rod Arcane Focus Adventuring Gear (Arcane Focus) Weight: 2","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Rod of Absorption","description":"Rod Of Absorption Rod, very rare (r equires attunement ) Weight : 2 While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rod of Absorption","description":"Rod of Absorption Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of Absorption","description":"Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Rod of Absorption"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of Absorption","description":"Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Rod","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"Yes","filter-Lists":"Spell Focus, Arcane Focus, Yes","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Rod of Absorption\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Rod of Absorption\\\",\\\"description\\\":\\\"While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. 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The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.\n\nA newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rod of Alertness","description":"Rod Of Alertness Rod, v ery rare (r equires attunement ) This rod has a flanged head and the following properties. Alertness . While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells . While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good , detect magic , detect poison and disease , or see invisibility . Protective Aura . As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rod of Alertness","description":"Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good , detect magic , detect poison and disease , or see invisibility . Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of Alertness","description":"Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Rod of Alertness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of Blade Bending","description":"Rod, rare (requires attunement) This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature’s attack misses. On a success, the creature’s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Bubbles","description":"Rod, rare This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can’t breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Celestia","description":"The Rod of Celestia Weapon (mace), legendary This magic mace is wrought from gold and features a sun-shaped head. You gain a +2 bonus to attack and damage rolls made with the weapon. The weapon has 7 charges. While holding it, you can use an action to expend 1 charge to cast detect magic . The mace regains all expended charges daily at dawn. Along the mace’s handle are three insets, each of which can be filled with a stone of Celestia . Placing a stone of Celestia into the rod requires an action and must be done while the rod is bathed in sunlight. While three stones of Celestia are set into the rod, the weapon deals an additional 7 (2d6) radiant damage to any target it hits. In addition, a creature holding the rod can use an action to touch one of the rod’s stones and expend the rod’s charges to cast a spell determined by the stone. A creature doesn’t need to be attuned to the rod to use it in this way. Cat’s Eye: The rod’s wielder can expend 6 charges to cast true seeing . Emerald: The rod’s wielder can expend 3 charges to cast water walk . Diamond: The rod’s wielder can expend 6 charges to cast sunbeam . Moonstone: The rod’s wielder can expend 2 charges to cast moonbeam . Purple Amethyst: The rod’s wielder can expend 2 charges to cast acid arrow . Ruby: The rod’s wielder can expend 5 charges to cast hold monster . Sapphire: The rod’s wielder can expend 7 charges to cast regenerate .","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary"},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Rod of Conveyance","description":"Rod, uncommon The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell’s 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Deflection","description":"Rod, rare This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack’s long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell’s maximum range. The rod regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Ghastly Might","description":"Rod, legendary (requires attunement) The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1 , the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press button 2 , the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press button 3 , a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press button 4 , a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press button 5 , the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This feature works like the contagion spell. Once used, this property can’t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target's spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Rod of Ghastly Might","description":"Rod, legendary (requires attunement) The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1 , the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press button 2 , the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press button 3 , a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press button 4 , a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press button 5 , the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Hellish Flames","description":"Rod of Hellish Flames Adventuring Gear, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. Rod. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 2","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Very Rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Rod of Hellish Grounding","description":"Rod, rare (requires attunement) This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn’t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Icicles","description":"Rod, rare (requires attunement) This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Immortals","description":"Rod, very rare (requires attunement) These rods are crafted by the best mortal artisans over many years for the immortal overlords of the cities of Tolia. Most of them are acquired by others before any rulers can get their hands on them. Being in proximity to this rod is the closest the masses can get to feeling like the vampires and sorcerers that rule them. While attuned to this rod, you gain the following benefits: Immortality. You don’t age, and don’t require food, water or sleep to survive. Instead of sleeping, you can perform light activities during a long rest. Spellcasting. You choose two 1st level spells and one 2nd level spell from any spell list. Your spellcasting ability for these spells is Charisma. While holding the rod, you can cast these spells. Once you cast a spell in this way, you can cast it again after you finish a long rest. Drain. You can use your action to touch a creature with the rod, making a melee weapon attack against it. You are proficient with this weapon, and the weapon has the light and finesse properties. On a hit, the rod deals 1d6 blood damage and you regain hit points in the same amount. Curse. This rod is cursed with unending hunger. At the end of each long rest, roll a d20. On a 1-5, you feel immense hunger and thirst. Nothing can satiate this hunger and thirst except the life force you consume with the Drain feature, which puts the hunger on hold for 6 hours. You have disadvantage on ability checks and attack rolls while your hunger is not satiated. On a 6-20, nothing happens.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Rod of Lordly Might","description":"Rod Of Lordly Might Rod, legendary ( requires attunement ) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons . You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1 , the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. If you press button 2 , the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3 , the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it. If you press button 4 , the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5 , the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6 , the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life . When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze . When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify . While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rod of Lordly Might","description":"Rod of Lordly Might Rod, legendary (requires attunement ) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1 , the rod becomes a flame tongue , as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). If you press button 2 , the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3 , the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4 , the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5 , the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6 , the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. Damage: 1d6+3 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of Lordly Might","description":"Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon, simple","Properties":"Light, Finesse, Thrown","Item Rarity":"Yes","Name":"Rod of Lordly Might"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of Mercurial Form","description":"Rod of Mercurial Form Wondrous item, uncommon This humble steel rod is engraved with tiny symbols representing different weapons, as well as the monogram “T.D.” A creature holding this rod can speak the name of any simple or martial weapon aloud as a bonus action, causing the rod to transform into an ordinary weapon of that type. When in the form of a ranged weapon, this rod magically creates its own ammunition, which disappears after a ranged attack hits or misses.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Rod of Mimicry","description":"Rod, Rare (Requires Attunement) This magic rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can expend 1 charge as an action to cause a slobbering tongue to extend toward a creature you can see within 5 feet of you. The rod makes a melee attack roll with a +5 bonus. On a hit, the rod deals 1d6 bludgeoning damage and if the target is a Huge or smaller creature, it is also grappled by you. Ability checks made to escape this grapple have disadvantage and you have advantage on attack rolls against a creature you grapple this way. Create Mimic. As an action, you can expend 3 charges and touch an inanimate, nonmagical object no larger than 10 cubic feet and transform it into a mimic . The mimic is under your control and acts on its own initiative count. On your turn, you can mentally command the mimic if it is within 60 feet of you and you aren’t incapacitated. You decide what action the mimic takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies. The mimic reverts to an inanimate object after 1 hour or when reduced to 0 hit points.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Rod","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Rod of Patience","description":"Rod of Patience Rod, Artifact (requires attunement by a spellcaster) Forged by the legendary deep dwarf demigod Rolim the Technurge, this indestructible rod empowers its wielder to master the forces that underlie the casting of spells and the creation of magic items. While you hold this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your spells. Additionally, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Mind Quickening. The Rod of Patience has 7 charges. When you cast a spell that has a casting time of 1 action while holding this rod, you can expend 1 charge and change the casting time to 1 bonus action for this casting. The rod regains 1d6 + 1 expended charges daily at dawn. Technurge’s Patience. While attuned to this rod, you can harness Rolim’s magic to speed up or optimize the creation of magic items. When crafting a magic item, you can choose to use double the materials normally required to magically speed up the process, reducing the crafting time by half. Alternatively, you can choose to use only half the materials normally required and rely on Rolim’s magic to complete the process, which doubles the crafting time. Random Properties. The Rod of Patience has the following randomly determined properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property","properties":{"Category":"Items","Expansion":22471,"Item Type":"Rod","Item Rarity":"artifact","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rod of Reformation","description":"Rod, rare (requires attunement) This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can’t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa’s Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod’s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature’s severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can’t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature’s body is fully restored to the state it was in before it was destroyed. The creature isn’t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead .","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Repossession","description":"Rod, common This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn’t being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Resurrection","description":"Rod of Resurrection Rod, legendary (requires attunement by a cleric , druid , or paladin ) The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric, druid, or paladin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of Resurrection","description":"Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Rod of Resurrection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of Resurrection","description":"Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Rod","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"Yes","filter-Lists":"Spell Focus, Arcane Focus, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Rod of Resurrection\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Rod of Resurrection\\\",\\\"description\\\":\\\"The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges).\\\\n\\\\nThe rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200,000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Rod of Resurrection Attunement\",\"parent\":\"Rod of Resurrection\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Rod of Resurrection Charges\",\"parent\":\"Rod of Resurrection Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Rod of Resurrection Charges\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":5},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Calculation\\\",\\\"calculationFormula\\\":{\\\"flatValue\\\":1}}}}\"},{\"name\":\"Rod of Resurrection Spell Attach\",\"parent\":\"Rod of Resurrection Charges\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Heal\\\",\\\"Resurrection\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Legendary","Name":"Rod of Resurrection","data-description":"The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges).\n\nThe rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rod of Retribution","description":"Rod Of Retribution Rod, uncommon (requires attunement) This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn. When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"rod","Item Rarity":"uncommon (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Rod of Retribution","description":"Rod of Retribution Rod, uncommon (requires attunement) This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn. When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Rod of Rimefrost","description":"Rod, Rare (Requires Attunement) This magic rod has 7 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge to cause one of the following effects: You create a nonliving object of ice that is no larger than a 5-foot cube within 30 feet of you. The object melts away after 1 hour. The ground in a 10-foot square centered on a point within 30 feet becomes slippery ice. The ice is difficult terrain and a creature that starts its turn there or enters the area for the first time on its turn must succeed on a DC 10 Dexterity saving throw or fall prone. The ice melts away after 1 minute. A Large or smaller creature within 30 feet you can see must make a DC 13 Dexterity saving throw or become encased in ice. The creature is restrained (escape DC 13) until the ice melts away after 1 minute.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Rod","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Rod of Rulership","description":"Rod Of Rulership Rod, rare ( requires attunement ) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rod of Rulership","description":"Rod of Rulership Rod, rare (requires attunement ) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of Rulership","description":"Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Rod of Rulership"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of Sacrificial Blessing","description":"Rod, rare (requires attunement) This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end’s rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can’t use this feature if you don’t have blood. Hit Dice spent on this feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Rod of Sacrificial Blessing","description":"Rod, rare (requires attunement) This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end’s rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can’t use this feature if you don’t have blood. Hit Dice spent on this feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Sanguine Mastery","description":"Rod, very rare (requires attunement) This rod is topped with a red ram’s skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can’t use this feature if you don’t have blood. Hit Dice spent on this feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Sanguine Mastery","description":"Rod, very rare (requires attunement) This rod is topped with a red skull and has the following properties. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can’t use this feature if you don’t have blood. Hit Dice spent on this feature can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Rod of Security","description":"Rod of Security Rod, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of Security","description":"Rod Of Security Rod, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space . You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. Weight : 2","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":2,"Subtype":"Rod","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rod of Security","description":"Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Rod of Security"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of Seven Parts","description":"Rod, Artifact (Requires Attunement) Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Pieces Piece Spell First Commune Second Arcane Gate Third Reverse Gravity (spell save DC 18) Fourth Regenerate Fifth Find the Path Sixth Mirage Arcane Seventh Simulacrum Possessing the Whole Rod. Once all seven pieces are reassembled, a creature can attune to the Rod of Seven Parts . While attuned to the rod, you gain the following benefits: Magic Weapon. The Rod of Seven Parts functions for you as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast any of the spells in the Rod Pieces table. You can also use an action to cast Detect Evil and Good from the rod without using any charges. Ultimate Law. If you are not of a lawful alignment, you find your worldview shifting toward keeping a personal code. You are more apt to keep your promises, follow through on your declarations, and adhere to your beliefs. Destroying the Rod. The only way to destroy the Rod of Seven Parts is to immerse the assembled rod in lava in the Abyss. It must remain in the lava for fifty years before it finally is consumed. A piece of the rod may be temporarily destroyed in this way, but each piece re-forms one year after it has succumbed. A re-formed piece teleports to a random place in the multiverse.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Artifact","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Rod of Sound Magnification","description":"Rod, common When the tip of this rod is held within 3 inches of a creature’s mouth, that creature’s voice booms three times louder than normal.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rod of Spell Breaking","description":"Rod, very rare (requires attunement) This simple-looking iron rod has a flat hoop etched with magical runes of abjuration at its tip. You can use it to target a creature, object, or magical effect within 120 feet. Any spell of 9th level or lower on the target ends. The rod has 50 charges and expends one charge for each level of the spells dispelled this way. A newly found rod has 3d10 charges left. A rod that has no charges left becomes nonmagical.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Rod","Item Rarity":"very rare ","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Rod of Swarming Skulls","description":"Rod, rare (requires attunement) An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod’s charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn’t paralyzed. Creatures that can’t be frightened are immune to this effect.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of the Disciplinarian","description":"Rod, uncommon (requires attunement) This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity—attacking, casting, moving, or similar. The activity can be as specific (don’t attack the person next to you) or as open (don’t cast a spell) as you want, but the activity must be a conscious act on the creature’s part, must be something you can determine is upheld or broken, and can’t immediately jeopardize the creature’s life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can’t forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Instruments of Law. If you are also attuned to and wearing a Justicar’s mask , you can cast the command spell (save DC 13) from the rod once per day. If you are attuned to and wearing a signet of the Magister , you have advantage on the melee attack made as a reaction against a creature performing an activity you forbid. Instruments of Law Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister’s mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars’ presence, many are grateful for their aid, especially in situations that could require magic. Justicar’s are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of the Infernal Realms","description":"Rod, very rare (requires attunement by a sorcerer, warlock or wizard) This iron rod, often wielded by arcane spellcasters from Kush or Sar-Shaba, is topped with the withered, clawed hand of a demon or a devil. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare (requires attunement by a sorcerer, warlock or wizard)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Rod of the Infernal Realms","description":"Rod, very rare (requires attunement by a sorcerer, warlock, or wizard) The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of the Jester","description":"Rod, rare (requires attunement) This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can’t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can’t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of the Mariner","description":"Rod, rare (requires attunement) This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod’s power.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of the Pact Keeper +1","description":"Rod of the Pact Keeper +1 Rod, uncommon (requires attunement by a warlock ) While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a warlock"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of the Pact Keeper +1","description":"Rod, Uncommon (Requires Attunement by a Warlock) While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Rod of the Pact Keeper +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of the Pact Keeper +2","description":"Rod of the Pact Keeper +2 Rod, rare (requires attunement by a warlock ) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement by a warlock"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of the Pact Keeper +2","description":"Rod, Rare (Requires Attunement by a Warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Rod of the Pact Keeper +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of the Pact Keeper +3","description":"Rod of the Pact Keeper +3 Rod, very rare (requires attunement by a warlock ) While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement by a warlock"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rod of the Pact Keeper +3","description":"Rod, Very Rare (Requires Attunement by a Warlock) While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Rod of the Pact Keeper +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rod of the Sovereigns' Servant","description":"Rod of the Sovereigns’ Servant Rod, very rare (requires attunement by a spellcaster) While holding this rod of blackened bone, you can cast the speak with dead spell without expending a spell slot. Additionally, while you hold the rod, you can cast the following spells using your spell save DC: animate dead as a 5th-level spell, bestow curse , geas , and raise dead . Once the rod has been used to cast one of these four spells, it can’t be used to cast that spell again until the next dusk.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Rod of the Unseen Crew","description":"Rod, rare (requires attunement) This rod has 1 charge, and it regains the expended charge daily at dawn. While holding this rod, you can expend its charge to summon a crew of invisible servants to do your bidding. The rod summons up to 40 servants as the unseen servant spell, with a Strength score of 10. The rod can’t have more than 40 unseen servants summoned at the same time. The servants stay for 24 hours or until dismissed. Once on each of your turns as a bonus action, you can mentally command the servants to move up to 15 feet and interact with an object. The servant can perform simple tasks that a worker could do, such as moving items, tying ropes, laying mortar and bricks, hammering nails, and the like. The unseen crew becomes proficient with any type of tool given to them and it makes work-related skill checks with a +2 modifier. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 200 feet away from you, all servants disappear.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Rod of the Vonindod","description":"Rod of the Vonindod Rod, rare (requires attunement) The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end. The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.","properties":{"Category":"Items","Expansion":7387,"Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Rod of the Wastes","description":"Rod, legendary (requires attunement by a paladin) Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod’s damage, as normal. Once used, this property of the rod can’t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight , lesser restoration , or shield of faith . Once you cast a spell with this rod, you can’t cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Thorns","description":"Rod, rare (requires attunement) Several long sharp thorns sprout along the edge of this stout wooden rod, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the spike growth spell (save DC 15) from it. Embed Thorn. When you hit a creature with this rod, you can expend 1 of its charges to embed a thorn in the creature. At the start of each of the creature’s turns, it must succeed on a DC 15 Constitution saving throw or take 2d6 piercing damage from the embedded thorn. If the creature succeeds on two saving throws, the thorn falls out and crumbles to dust. The successes don’t need to be consecutive. If the creature dies while the thorn is embedded, its body transforms into a patch of nonmagical brambles, which fill its space with difficult terrain.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Thorns","description":"Rod, uncommon This rod is used by those in the wilds of Tolia to protect themselves. While holding this rod, you can use your action to make a ranged weapon attack against a creature within 30 feet of you that you can see. The rod shoots its thorns at the creature, dealing 2d4 piercing damage on a hit. The rod can also be used to end life in the area by sticking it in the ground. If the rod stays in the soil for 1 minute, the plant life in a 15-foot-radius sphere centered on the rod withers and turns to dust. As long as the rod is in place, any creature who enters the sphere for the first time is affected by the destructive aura of the rod and takes 1d4 blood damage. If a creature dies within this aura, the area expands by a 5-foot-radius to a maximum of a 60-foot-radius sphere.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Rod of Underworld Navigation","description":"Rod, rare This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can’t be used again until 3 days have passed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Rod of Underworld Navigation","description":"Rod, rare This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can’t be used again until 3 days have passed.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Vapor","description":"Rod, common This wooden rod is topped with a dragon’s head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon’s mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Verbatim","description":"Rod, common Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod’s translation is literal, and it doesn’t replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can’t be used again until 1 hour has passed.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Warning","description":"Rod, common This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod’s light or change the kind of creature it detects. The rod doesn’t need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rod of Wefting","description":"Rod, rare (requires attunement) The rod has 7 charges you can expend to cast spells from it (listed in the Rod of Wefting table). A spell cast from the rod has a spell attack bonus of +7, and a spell save DC of 15. The rod regains 1d6 + 1 expended charges daily at dawn. If you expend the rod’s last charge, roll a d20. On a 1, unless you are attuned to a ring of weaving , the rod crumbles into ashes and is destroyed. Rod of Wefting Charge Cost Abjuration Conjuration Divination Evocation 1 mage armor grease detect magic chromatic orb 2 arcane lock cloud of daggers locate object scorching ray","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rod of Wild Dominion","description":"Rod of Wild Dominion Rod, rare (requires attunement by a creature with the Mark of Handling) This rod of varnished oak is capped at both ends with a Siberys dragonshard. It has the following properties. Dominion. While holding the rod, you can use an action to cast dominate beast . When you cast the spell in this manner, the duration increases to up to 1 hour. Wisdom is your spellcasting ability for this spell. After the rod is used to cast this spell, it can’t be used to do so again until the next dawn. Handling. While holding the rod, you have advantage on Wisdom (Animal Handling) and Wisdom (Survival) checks. Wild Speech. While holding the rod, you can use an action to cast speak with animals .","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature with the Mark of Handling"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Rogue's Aces","description":"Wondrous item, rare These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours. Ace of Staves. The staves suit represents prophecy and divination. When you activate this card, you cast the detect thoughts spell (save DC 15) from it. In addition, you have advantage on Wisdom (Insight) checks for the next 24 hours. Ace of Swords. The swords suit represents war and power. When you activate this card, you cast the enlarge/reduce spell (save DC 15) from it. In addition, you have advantage on Charisma (Intimidation) checks for the next 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rogue's Mantle","description":"Rogue's Mantle Wondrous Item, Rare (Requires Attunement) This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits: Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Rolly Turrit","description":"Wondrous item, rare (requires attunement) Weighing approximately 10 pounds, this 1-foot-cubed turret is bristling with armaments. From its crudely chiselled ‘bitey-bit’, to the side-mounted ‘kannon-boom’, and the fore-mounted ‘spikeys’, this magically-automated turret has but one key flaw: stairs. Deploy. As an action, you can deploy the rolly turrit , which magically animates for the next 10 minutes . During this time, it is under your mental control while within 100 feet of you. In combat, the turret shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the turret can take any action of its choice, not just Dodge. Once the turret has been activated, it can’t be activated again until the following dawn. Death & Healing. While the turret has at least 1 hit point, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and can’t be activated again until a creature with proficiency in smith’s tools or tinker’s tools spends 1 hour to make a DC 15 Dexterity ( smith’s or tinker’s tools ) check . On a success, the turret regains 1 hit point and can be activated as normal.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Rooster Coin","description":"Rooster Coin Wondrous item, common A person holding this coin in their hand is considered to be Undead in addition to any other creature types they currently have. These coins are primarily used for entering Corpse Town in the Underworld.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Root of the World Tree","description":"Rod, uncommon Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query. Alternatively, if you spend 10 minutes anointing the rod with a flask of holy water, you can cast the divination spell from it. If you cast divination in this way, this property can’t be used again until 7 days have passed. Roots of the World Tree in Midgard In Midgard, these rods are crafted from carefully harvested root cuttings of living World Trees. Those who protect the trees carry these rods or gift them to heroes who provide the trees and its guardians aid in times of need. A cursed root of the world tree occurs when a creature attempts to craft the rod from a corrupted World Tree or remnants of a destroyed tree. The divination magics of a cursed rod might be prone to false prophecy, or the blood anointing might cause the wielder to enter an uncontrolled berserker rage.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Root-Covered Rock","description":"Root-Covered Rock Spell catalyst, uncommon A fist-sized stone overgrown with tree roots. When you cast the barkskin or stoneskin spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts its full duration without requiring you to maintain concentration and the target also gains the effects of the other spell for the duration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Rootbound Multiweapon Battleaxe","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Battleaxe (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Battleaxe (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Battleaxe (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Chakram","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Chakram (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Chakram (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Chakram (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Claw","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Claw (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Claw (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Claw (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Club","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Club (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Club (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Club (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Dagger","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Dagger (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Dagger (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Dagger (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Flail","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Flail (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Flail (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Flail (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Glaive","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Glaive (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Glaive (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Glaive (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greataxe","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greataxe (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greataxe (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greataxe (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatclub","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatclub (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatclub (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatclub (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatsword","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatsword (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatsword (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Greatsword (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Halberd","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Halberd (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Halberd (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Halberd (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Handaxe","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Handaxe (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Handaxe (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Handaxe (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Javelin","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Javelin (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Javelin (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Javelin (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Knuckle Dusters","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Knuckle Dusters (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Knuckle Dusters (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Knuckle Dusters (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Lance","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Lance (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Lance (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Lance (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Light Hammer","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Light Hammer (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Light Hammer (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Light Hammer (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Longsword","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Longsword (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Longsword (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Longsword (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Mace","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Mace (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Mace (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Mace (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Maul","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Maul (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Maul (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Maul (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Morningstar","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Morningstar (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Morningstar (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Morningstar (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Nunchaku","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Nunchaku (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Nunchaku (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Nunchaku (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Pike","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Pike (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Pike (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Pike (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Quarterstaff","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Quarterstaff (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Quarterstaff (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Quarterstaff (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Rapier","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Rapier (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Rapier (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Rapier (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Scimitar","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Scimitar (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Scimitar (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Scimitar (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Shortsword","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Shortsword (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Shortsword (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Shortsword (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Sickle","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Sickle (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Sickle (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Sickle (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spear","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spear (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spear (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spear (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Cestus","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Cestus (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Cestus (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Cestus (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Knuckle Dusters","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Knuckle Dusters (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Knuckle Dusters (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Spiked Knuckle Dusters (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Starknife","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Starknife (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Starknife (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Starknife (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Tetherhook","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Tetherhook (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Tetherhook (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Tetherhook (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Trident","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Trident (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Trident (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Trident (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Twinblade","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Twinblade (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Twinblade (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Twinblade (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Crescent","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Crescent (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Crescent (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Crescent (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Pick","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Pick (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Pick (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon War Pick (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Warhammer","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Warhammer (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Warhammer (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Warhammer (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Whip","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Whip (rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Whip (uncommon variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rootbound Multiweapon Whip (very rare variant)","description":"Weapon (any melee), common (requires attunement) Component: bundle of plant roots The Plane of Fey is an innately magical domain teeming with flora that would enthuse even the most elitist horticulturist. In the aftermath of a battle, once all the useful knick knacks have been salvaged, the plants move in to feast on the rich, blood-soaked earth, sometimes waiting only a matter of days. Seeking roots can bind up broken weapons into clumps that, when properly harvested, can shift into any configuration. Reroot. If you find a rootbound multiweapon, roll a d3 and consult the table below to determine which type of weapon it is. As a bonus action, you can speak the weapon’s command word, causing it to shift into another weapon of the same type. d3 Weapon Type 1 Simple melee weapon 2 Martial melee weapon without the two-handed property 3 Martial melee weapon with the two-handed property Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rope","description":"Rope Adventuring gear Price: 5 gp Quantity: 50 feet Rope, whether made of hemp or silk.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Rope","description":"Rope Adventuring gear Rope is made from a variety of materials in Rokugan and is used for tasks as varied as binding enemies, restraining livestock, climbing, and rigging sailing vessels. Low-quality ropes are made of hemp and tend to be both rough and stiff. Higher-quality ropes are made of hair, silk, or other fibers. Low-quality rope has 1 hit point and can be burst with a DC 15 Strength check. High-quality rope has 2 hit points and can be burst with a DC 17 Strength check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Rope","description":"Adventuring Gear Weight: 5 lb. Cost: 1 GP As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Rope"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rope (10-plus ft) (weapon)","description":"Rope (10-plus ft) (weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Snaring","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Finesse, Snaring"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Rope of Climbing","description":"Rope of Climbing Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rope of Climbing","description":"Rope Of Climbing Wondrous item, uncommon Weight : 3 This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rope of Climbing","description":"Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Rope of Climbing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rope of Climbing","description":"Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Rope of Climbing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Rope of Climbing\\\",\\\"description\\\":\\\"This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\\\\n\\\\nIf you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.\\\\n\\\\nThe rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"},{\"name\":\"Animate Rope of Climbing Action\",\"parent\":\"Rope of Climbing\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Command Rope of Climbing\\\",\\\"description\\\":\\\"This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\\\\n\\\\nIf you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.\\\\n\\\\nThe rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Knotted Rope of Climbing Situational Advantage\",\"parent\":\"Rope of Climbing\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\",\\\"Ability Checks\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Rope of Climbing","data-description":"This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\n\nIf you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.\n\nThe rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rope of Entanglement","description":"Rope of Entanglement Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rope of Entanglement","description":"Rope Of Entanglement Wondrous item, rare Weight : 3 This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained . You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rope of Entanglement","description":"Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Rope of Entanglement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rope of Mending","description":"Rope of Mending Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Rope of Mending","description":"Wondrous Item, Common This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Rope of Mending"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rope of Reaching","description":"Wondrous Item, Uncommon When you grasp this 2-foot length of rope with both hands, you can use your action to create duplicates of your own hands made of magical energy at a point within 30 feet. Each hand is a Tiny object with AC 12, 2 hit points, and immunity to poison and psychic damage. After 1 minute, or if a magical hand is reduced to 0 hit points, is more than 30 feet away from you, or you no longer grasp the rope with both your hands, both magical hands vanish. The magical hands function as your own and you can use them to manipulate objects, cast spells, shove or grapple other creatures, and even make weapon attacks. You use your own proficiencies and ability scores for any action you take using the hands.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Rope of Sickness","description":"Rope of Sickness Wondrous Item, Uncommon This 50-foot length of rope feels uncomfortably moist and has a musty smell. The rope has been infused with subtle necromancy magic. Any creature restrained by this rope is also subjected to the poisoned condition. While poisoned in this way, a creature can’t regain hit points.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of the Basilisk","description":"Rope of the Basilisk Wondrous Item, Uncommon This 50-foot length of rope feels rough to the touch. The rope has been infused with subtle transmutation magic. Any creature that knows the rope’s nature can touch it and use a bonus action to turn it into stone. The rope remains in this petrified state for 24 hours, or until dispel magic is cast on it. The petrified rope has AC 20 and 30 hit points. It can be burst with a DC 25 Strength check.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of the Phoenix","description":"Rope of the Phoenix Wondrous Item, Uncommon This 50-foot length of rope is slightly warm to the touch and smells of sulfur. The rope has been infused with subtle evocation magic. Any creature that knows the rope’s nature can use a bonus action and command it to burst into flames. The rope instantly catches fire across its length. Any creatures touching the rope take 1d4 fire damage at the start of each of their turns. The rope burns for 1 minute and then crumbles to ash. Unless scattered, this ash reforms into the rope after 24 hours.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of the Succubus","description":"Rope of the Succubus Wondrous Item, Uncommon This 50-foot length of rope smells of roses and is remarkably supple to the touch. The rope has been infused with subtle enchantment magic. Any creature that attempts to untie, burst, or otherwise tamper with the rope must first succeed on a DC 15 Wisdom saving throw or waste their action enjoying the softness of the rope and its pleasant smell.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of the Titan","description":"Rope of the Titan Wondrous Item, Uncommon This 50-foot length of rope glimmers almost imperceptibly and feels smooth to the touch. The rope has been reinforced with durable spellstring and infused with subtle abjuration magic. The rope has AC 25 and 50 hit points, and resistance to all damage. It can be burst with a DC 30 Strength check.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of the Trickster","description":"Rope of the Trickster Wondrous Item, Uncommon This 50-foot length of rope feels slightly greasy to the touch. The rope has been infused with subtle conjuration magic. Any creature that knows the rope’s nature can touch it and use a bonus action to instantly untie any knot on its length or make any section of it slippery smooth. Creatures have disadvantage on any ability checks and saving throws related to climbing or holding on to the rope while it’s slippery.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of Truth","description":"Rope of Truth Wondrous Item, Uncommon This 50-foot length of rope has thin strands of gold woven along its length. The rope has been infused with subtle divination magic. The rope glows golden yellow whenever a creature that is restrained by it speaks a deliberate lie.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope of Vanishing","description":"Rope of Vanishing Wondrous Item, Uncommon This 50-foot length of rope looks completely mundane and unremarkable. The rope has been infused with subtle illusion magic. Any creature that knows the rope’s nature can touch it and use a bonus action to turn it invisible. The rope remains invisible until it is cut, or until a creature that knows its nature touches it and uses another bonus action to make it visible again. Optional Rule: Nets Made of Magic Ropes At the gamemaster’s discretion, all eight ropes could be woven or found in the form of a net. Characters with proficiency in weaver’s tools may weave a net out of one of those ropes as part of a long rest. A net made of one of the eight magic ropes is a magic weapon with the properties of a mundane net in addition to the properties of the rope that was used to weave it.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Rope Seed","description":"Wondrous item, common If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rope, cable (50 feet)","description":"Rope, Cable (50 Feet) Miscellaneous gear This thin braided cable has 10 hit points and can be snapped with a DC 20 Strength check. Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Rose of Bhaal","description":"Rose of Bhaal Wondrous item, uncommon This rose is infused with divination magic, emitting a reddish-orange glow whenever Bhaalspawn are within 10 feet of it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Anthony Joyce-Rivera","book":"Baldurs Gate - The Fall of Elturel"},{"name":"Rotary Microcannon","description":"Using this weapon requires an attack action and a bonus action. Attacks with this weapon are made with burst fire only and cannot be used for single-target attack. When using burst fire, the attacker can target a 15-foot cube (9 map grid squares).","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Burst fire (5), heavy, high-velocity, recoil (4), two-handed, special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Rothenian Poniard","description":"This longsword has a spring-loaded poniard concealed in the hilt, which quickly extends when the hilt is gripped in a particular way. It is particularly beloved by rogues, as the concealed blade helps them sneak attack opponents already locked in combat. Kariv of a crueler bent have been known to poison the secondary blade. Thanks to its hidden blade, the Rothenian poniard has the following special ability: Special. The larger blade is a versatile weapon, and the secondary blade is a light weapon. You may make an attack with the secondary blade as a bonus action, as if you were two-weapon fighting. Retracting the poniard requires an action.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special, Versatile (1d10)"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Rothenian Spice Kit","description":"This cook’s accessory consists of a large belt pouch with many small compartments sewn into its interior. Each compartment contains a spice from the Rothenian Plain (Kariv thyme, Khazzaki pepper, Winter Folk ginger root, centaur mustard, etc.) Creatures who are proficient with cook’s utensils may use these spices to create delicious meals from ingredients that might otherwise be bland. These cooks may make a DC 5 Intelligence check during a long rest to use the spices in their cooking. Creatures who eat the resulting meal may regain one additional hit die up to their normal maximum. A failed check results in an edible but overly spiced meal.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Rotor of Return","description":"Rotor of Return Requires attunement While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days. Borrow Object. You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, “Equipment,” of the Player's Handbook , or any similar item selected with the DM’s permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature’s longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return , it cannot be used again until the next dawn. Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor’s point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer , its magic might function sporadically or with unpredictable side effects, as determined by the DM.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Round Shield","description":"Round Shield Armor (shield) Round shields are used commonly in the Burning Sands, wielded alongside blades or spears by elite warriors of the Qamarist Caliphate. In Rokugan, they are used by the honor guard of Asako Castle, who practice a defensive fighting style that has roots in a more ancient form of warfare. AC: 2 Weight: 6","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Round Shield of Fire Protection","description":"Round Shield of Fire Protection Armor (round shield), very rare (requires a ttunement) A masterfully crafted round shield, with a large red gem embedded in the center. Closely looking at center gives the impression that a fire is trapped within the crystal. The user has +3 to their AC and has resistance to fire damage. Modifiers: AC +3 Weight: 6","properties":{"Category":"Items","Item Type":"Shield (round shield)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Rousing Refrain Greatsword","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Greatsword (uncommon variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Greatsword (very rare variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4. Very rare variant: Increase the hit points regained to 3d4 and the damage to 3d4. When you roll a 1, you and the other creature you choose also gain advantage on the next saving throw you make within the next minute.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Longsword","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Longsword (uncommon variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Longsword (very rare variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4. Very rare variant: Increase the hit points regained to 3d4 and the damage to 3d4. When you roll a 1, you and the other creature you choose also gain advantage on the next saving throw you make within the next minute.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Rapier","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Rapier (uncommon variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Rapier (very rare variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4. Very rare variant: Increase the hit points regained to 3d4 and the damage to 3d4. When you roll a 1, you and the other creature you choose also gain advantage on the next saving throw you make within the next minute.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Scimitar","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Scimitar (uncommon variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Scimitar (very rare variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4. Very rare variant: Increase the hit points regained to 3d4 and the damage to 3d4. When you roll a 1, you and the other creature you choose also gain advantage on the next saving throw you make within the next minute.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Shortsword","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Shortsword (uncommon variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rousing Refrain Shortsword (very rare variant)","description":"Weapon (any sword), rare Component: pouch of monstrosity (harpy) feathers Let the swords clash and the shields rattle / With the sonorous thunder of the field of battle. / For the din of war cannot possibly silence / My rousing refrain ringing clear ‘midst the violence. / For when you make a stand and confront your fears / You won’t be alone, with a song in your ears. Dramatic Score. When you roll a 1 or a 20 on an attack roll made with this magic weapon against a creature of CR 1 or above, it produces a powerful song appropriate for the moment, depending on what you rolled: Natural 1. The tense, suspenseful song makes you brace against the strength of your enemies. You and another creature of your choice that can hear the song within 30 feet of you gain 4d4 temporary hit points that last for 1 minute. Natural 20. The epic, victorious song replenishes your energy and helps you press your advantage. You and another creature of your choice that can hear the song within 30 feet of you regain 2d4 hit points, and the attack deals an extra 2d4 damage. Uncommon variant: Reduce the temporary hit points to 2d4, the hit points regained to 1d4, and the damage to 1d4. Very rare variant: Increase the hit points regained to 3d4 and the damage to 3d4. When you roll a 1, you and the other creature you choose also gain advantage on the next saving throw you make within the next minute.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Rowan Staff","description":"Staff, very rare (requires attunement by a cleric, druid, sorcerer, warlock, or wizard) Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn’t have enough charges to deanimate the target, the staff doesn’t deanimate the target.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Rowan Staff","description":"Staff, very rare (requires attunement by a cleric, druid, sorcerer, warlock, or wizard) Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead , using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn’t have enough charges to deanimate the target, the staff doesn’t deanimate the target.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Cleric, Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rowboat","description":"Rowboat Vehicle (water) Cost: 50 gp Speed: 1.5 mph Crew: 1 Passengers: 3 Cargo (tons): - AC: 11 HP: 50 Damage Threshold: - Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rowboat","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rowdy's Club","description":"Weapon (club), uncommon This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy’s ring (see), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rowdy's Ring","description":"Ring, uncommon The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Royal Flying Throne","description":"Flying Disk Wondrous item, Very Rare Ancient sun elf nobles used these disks to fly up to the fabled floating palaces that defied gravity at the height of the elven kingdom of Per-Menoth. Today, the secrets of crafting Flying Disks are closely guarded by a few half-elven descendants of Per-Menoth, as well as the secretive wizard order of Fateweavers. You can speak the disk’s command word as an action to make the disk hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Five sizes of Flying Disk exist. The gamemaster chooses the size of a given disk or determines it randomly. D100 Size Capacity Flying Speed 01-20 2 ft. radius 200 lb. 80 feet 21-40 3 ft. radius 400 lb. 60 feet 41-60 4 ft. radius 600 lb. 40 feet 61-80 5 ft. radius 800 lb. 30 feet 81-100 6 ft. radius 1200 lb. 20 feet A disk can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. Disk Transformation. As bonus action, you can order your Flying Disk to arcanomechanically transform and fold into a coin-sized token. In this form, the disk cannot fly. You can use another bonus action to unfold the Flying Disk again. Item Variant: Royal Flying Throne At the gamemaster’s discretion, a legendary version of this item, the Royal Flying Throne, may be found. The Royal Flying Throne is a 10-feet-radius disk with a luxurious ceremonial chair in the middle. It can carry up to 5000 pounds and has a flying speed of 30 feet. The Royal Flying Throne has 5 charges. A creature sitting on the throne can use an action and expend 1 charge to cast the teleport spell from it. When cast that way, teleport transports the throne and up to eight willing creatures of the caster’s choice that are on the disk. The throne regains 1d4 + 1 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Royal Jelly","description":"Potion, uncommon This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ruby Cloud Pipe of Chittr'k'k","description":"A ruby pipe with mithral inlay in various disturbing patterns, a work of pure chaos artistry. This pipe is associated with a particular gaseous magical effect: incendiary cloud . A creature smoking the pipe can cast the associated spell as a bonus action 1/day.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ruby Crusher","description":"Weapon (greatclub), legendary (requires attunement) This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon’s command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ruby Elixir","description":"Potion, legendary This vermilion-hued elixir neutralizes all magical and nonmagical diseases and poisons, all curses of 8th level or lower, and all exhaustion effects, as well as restoring hit points as a superior healing potion. If this elixir is poured over a corpse that has been dead for no more than a year, it restores the creature to life (as the resurrection spell) even if the corpse could normally not be resurrected. Ingredients. A mixture of purest cinnabar, the blood of a slain dragon of at least adult age, and the hearts of six celestial tigers willingly donated to the alkemancer.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Ruby Elixir","description":"Potion, Legendary This vermilion-hued elixir neutralizes all magical and nonmagical diseases and poisons, all curses of 8th level or lower, and all exhaustion effects, as well as restoring Hit Points as a superior healing potion. If this elixir is poured over a corpse that has been dead for no more than a year, it restores the creature to life (as the resurrection spell) even if the corpse could normally not be resurrected. Ingredients. A mixture of purest cinnabar, the blood of a slain dragon of at least adult age, and the hearts of six celestial tigers willingly donated to the Alkemancer.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Legendary"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ruby of the War Mage","description":"Ruby of the War Mage Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Ruby of the War Mage","description":"Wondrous Item, Common (Requires Attunement by a Spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Ruby of the War Mage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Ruby Rod of Asmodeus","description":"Rod, artifact (requires attunement) Asmodeus’s Ruby Rod is said to have been constructed from a shard of pure evil, a ruby soaked in the blood of the innocents, the drool from a draconic deity, and the tears of 777 angels. It is a magic rod that functions as a morningstar and you have a +2 bonus to attack and damage rolls made with it. All damage dealt with it is converted to necrotic, and when you hit a good aligned creature, that creature takes an extra 2d12 necrotic damage. The Ruby Rod of Asmodeus has 66 charges and regains 6d6 charges each nightfall. Asmodeus is always capable of perceiving through the rod and knows the exact location of any creature attuned to it. If a creature uses the special abilities of the rod without Asmodeus’s permission, they take 2d12 necrotic damage each use, doubled if they’re good aligned. This damage ignores resistances and immunities, and if it kills the user, Asmodeus permanently claims their soul. Random Properties. The Ruby Rod of Asmodeus has the following random properties: 1 minor beneficial property 1 major beneficial property 2 major detrimental properties Asmodeus is immune to the detrimental properties of the weapon. Bow to the King. You may use an action to expend 33 charges to use the rod to force all creatures within a 150-foot-radius to bow to you. A creature must succeed on a DC 21 Charisma saving throw or be forced to kneel for up to 1 hour. Creatures immune to the charmed condition have advantage on their save. Each time a kneeling creature takes damage, they may repeat the save, ending the effect on a success. The effect also ends early for kneeling creatures if they’re touched by the Ruby Rod. Acid, Cold, and Lightning. At a cost of 9 charges each use, you may use an action to trigger one of the following effects: You project acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one. You project an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 12d8 cold damage on a failed save, or half as much damage on a successful one. You shoot lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one. Reactions. As a reaction to suffering a detrimental effect, you may cast Lesser Restoration (expending 3 charges) or Greater Restoration (expending 12 charges.) Additionally, if you’re the sole target of a spell, you may use a reaction to attempt to use the rod to absorb the spell and cancel its effect. You roll 1d20 + 2, and if the result is higher than the spell level + 10, the spell is absorbed into the rod. The rod regains charges equal to the spell level it absorbed. If the absorbed charges go over the maximum of 66 charges, it overloads, dealing 1d6 necrotic damage per charge to you and expending all charges. Destroying the Rod. While Asmodeus lives, the Ruby Rod of Asmodeus can’t be destroyed, and if attempted it simply returns to Asmodeus. If he were defeated, the rod could be destroyed by bringing it to the Abyss from whence it was created, then performing a ritual known only to Asmodeus.","properties":{"Category":"Items","Item Type":"Weapon (rod)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ruby Spell Gem","description":"Ruby Spell Gem Wondrous item, legendary (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting Ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 8th level. The stored spell’s saving throw DC is 18 and its attack bonus is +10. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Ruby Weave Gem","description":"Ruby Weave Gem Wondrous item, legendary (requires attunement by a spellcaster) While you are holding this gem, you can use it as a spellcasting focus for your spells. The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended. When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Rudder of Guidance","description":"Rudder of Guidance Wondrous item, very rare This magical rudder will grow or shrink to fit the ship or boat it is attached to. Once installed, the pilot of the vessel will always know, with perfect accuracy, the direction of any port they have previously visited.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Rug of Safe Haven","description":"Wondrous item, uncommon This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ruidium Armor","description":"Ruidium Armor Armor (any medium or heavy except hide), very rare (requires attunement) This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits: You have resistance to psychic damage. You can breathe water. You gain a swimming speed equal to your walking speed. Ruidium Corruption . When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed . If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor . Ruidium Items Ruidium is linked to the Apotheon, channeling not just Alyxian’s distorted emotions but also the curse of misfortune bestowed upon him by the moon Ruidus. Though it is a source of magical power, ruidium corrupts everything it touches. Even magic items can be corrupted by ruidium, and using such items comes with a risk. Weapons and armor can be transformed into ruidium items by infusing them with powdered ruidium, which gives these items a rusty-red coloration. Other items can be transformed into ruidium items after prolonged contact with the mineral; such items have ruidium crystals embedded in them or veins of ruidium running through them.","properties":{"Category":"Items","Item Type":"armor","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ruidium Shield","description":"Ruidium Shield Shield, very rare (requires attunement) Tendrils of ruidium extend across the metal surface of this shield. While this shield is on your person, you gain the following benefits: You have resistance to psychic damage. You can breathe water. You gain a swimming speed equal to your walking speed. Psychic Reflection . When you take psychic damage while holding the shield, you can use your reaction to choose another creature you can see within 30 feet of you. That creature takes the psychic damage you would have taken. Ruidium Corruption . When you use the shield’s Psychic Reflection property, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed . If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium shield becomes a +2 shield . Ruidium Items Ruidium is linked to the Apotheon, channeling not just Alyxian’s distorted emotions but also the curse of misfortune bestowed upon him by the moon Ruidus. Though it is a source of magical power, ruidium corrupts everything it touches. Even magic items can be corrupted by ruidium, and using such items comes with a risk. Weapons and armor can be transformed into ruidium items by infusing them with powdered ruidium, which gives these items a rusty-red coloration. Other items can be transformed into ruidium items after prolonged contact with the mineral; such items have ruidium crystals embedded in them or veins of ruidium running through them. AC: 2 Weight: 6","properties":{"Category":"Items","Item Type":"shield","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ruidium Weapon","description":"Ruidium Weapon Weapon (any), very rare (requires attunement) This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits: You can breathe water. You gain a swimming speed equal to your walking speed. Ruidium Strike . A creature you hit with this weapon takes an extra 2d6 psychic damage. Ruidium Corruption . When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save. If Ruidium Is Destroyed . If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon . Ruidium Items Ruidium is linked to the Apotheon, channeling not just Alyxian’s distorted emotions but also the curse of misfortune bestowed upon him by the moon Ruidus. Though it is a source of magical power, ruidium corrupts everything it touches. Even magic items can be corrupted by ruidium, and using such items comes with a risk. Weapons and armor can be transformed into ruidium items by infusing them with powdered ruidium, which gives these items a rusty-red coloration. Other items can be transformed into ruidium items after prolonged contact with the mineral; such items have ruidium crystals embedded in them or veins of ruidium running through them.","properties":{"Category":"Items","Expansion":13016,"Item Type":"weapon","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ruin's Wake","description":"Ruin's Wake Melee weapon (simple, spear), artifact (requires attunement) This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. Sentience. Ruin’s Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. Personality. A slaughter-loving balor named Yarrowish lives within Ruin’s Wake . The weapon desires only to draw blood and pushes its wielder to solve problems with violence. Dormant. The spear grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Orc. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest. Awakened. When the spear reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin’s Wake then returns to your hand. This property can’t be used again until the next dawn. Exalted. When the spear reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can’t be used again until the next dawn. When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can’t be used again until the next dawn. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2d8 (3d8) Damage Type: piercing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"weapon (spear)","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Ruin's Wake","description":"Ruin's Wake Weapon (spear), artifact (requires attunement) This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. Sentience. Ruin’s Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. Personality. A slaughter-loving balor named Yarrowish lives within Ruin’s Wake . The weapon desires only to draw blood and pushes its wielder to solve problems with violence. Dormant. The spear grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Orc. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest. Awakened. When the spear reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin’s Wake then returns to your hand. This property can’t be used again until the next dawn. Exalted. When the spear reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can’t be used again until the next dawn. When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can’t be used again until the next dawn. Damage : 1d6 + 3 (1d8 + 3) Damage Type : Piercing Secondary Damage: 2d8 Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ruin's Wake, Awakened","description":"Ruin's Wake Weapon (spear), artifact (requires attunement) This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. Sentience. Ruin’s Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. Personality. A slaughter-loving balor named Yarrowish lives within Ruin’s Wake . The weapon desires only to draw blood and pushes its wielder to solve problems with violence. Dormant. The spear grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Orc. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest. Awakened. When the spear reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin’s Wake then returns to your hand. This property can’t be used again until the next dawn. Damage : 1d6 + 3 (1d8 + 3) Damage Type : Piercing Secondary Damage: 2d8 Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ruin's Wake, Dormant","description":"Ruin's Wake Weapon (spear), artifact (requires attunement) This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. Sentience. Ruin’s Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. Personality. A slaughter-loving balor named Yarrowish lives within Ruin’s Wake . The weapon desires only to draw blood and pushes its wielder to solve problems with violence. Dormant. The spear grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Orc. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest. Damage : 1d6 + 3 (1d8 + 3) Damage Type : Piercing Secondary Damage: 2d8 Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ruin's Wake, Exalted","description":"Ruin's Wake Weapon (spear), artifact (requires attunement) This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. Sentience. Ruin’s Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. Personality. A slaughter-loving balor named Yarrowish lives within Ruin’s Wake . The weapon desires only to draw blood and pushes its wielder to solve problems with violence. Dormant. The spear grants the following benefits in its dormant state: You can speak, read, and write Abyssal and Orc. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin’s Wake with advantage against the attacker. You can’t use this property again until you finish a short or long rest. Awakened. When the spear reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin’s Wake then returns to your hand. This property can’t be used again until the next dawn. Exalted. When the spear reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can’t be used again until the next dawn. When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can’t be used again until the next dawn. Damage : 1d6 + 3 (1d8 + 3) Damage Type : Piercing Secondary Damage: 2d8 Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ruiner's Mattock (maul)","description":"Ruiner’s Mattock Weapon (maul), very rare (requires attunement) The head of this weapon is made of marble and seems to absorb light. You gain a +2 bonus to attack and damage rolls when you use this weapon. When you hit a construct, elemental, or undead with it, the creature takes an extra 2d8 damage of the type dealt by the weapon. If you score a critical hit against a construct, elemental, or undead, and your attack deals less than 20 damage before you add any modifiers that apply, you instead deal 20 damage plus any modifiers that apply.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ruiner's Mattock (war pick)","description":"Ruiner’s Mattock Weapon (war pick), very rare (requires attunement) The head of this weapon is made of marble and seems to absorb light. You gain a +2 bonus to attack and damage rolls when you use this weapon. When you hit a construct, elemental, or undead with it, the creature takes an extra 2d8 damage of the type dealt by the weapon. If you score a critical hit against a construct, elemental, or undead, and your attack deals less than 20 damage before you add any modifiers that apply, you instead deal 20 damage plus any modifiers that apply.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ruinous Flail","description":"Ruinous Flail Melee weapon (martial, flail), rare (requires attunement) This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures. Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn. Damage : 1d8+1 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Expansion":27234,"Item Type":"Weapon","Item Rarity":"martial, flail"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Runars Deathbringer Battleaxe","description":"Runar’s Deathbringer Battleaxe Weapon (battleaxe), legendary (requires attunement) This magical battleaxe was created by Runar, a legendary maker of weapons and armor. Attacks made with this weapon have a +1 bonus to attack and damage rolls. If wielded while also wielding a deathbringer shield, this battleaxe delivers its versatile damage (1d10) instead of its standard damage, even when only used in one hand. A bonus action may be used to strike this item against a deathbringer shield. This generates a lightning bolt with a range of 100 feet and a width of 5 feet, originating from the wielder in a direction of their choosing. Each creature in the line must make a Dexterity saving throw against a DC of 15. A creature takes 28 (8d6) lightning damage on a failed save, half as much on a success. Once this feature is used it may not be used again until the wielder completes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Runars Deathbringer Shield","description":"Runar’s Deathbringer Shield Shield, legendary (requires attunement) This is a +1 magical shield. Additionally, as a reaction to being hit by an enemy, the wielder can inflict 7 (2d6) lightning damage to its attacker. If wielded alongside another deathbringer weapon, such as Runar’s deathbringer battleaxe, this item does not require attunement.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Rune Crystal","description":"Rune Crystal Wondrous Item, uncommon Weight: ½ lb. Rune Crystals are used by dwarves, gnomes, and giants to store spells for later use. You can use an action to throw a rune crystal up to 30 feet. When the crystal lands, it breaks and activates a spell centered on the crystal. d8 Crystal Spell Effect 1 Amethyst Shatter 2 Azurite Entangle 3 Citrine Cloudkill 4 Garnet Fireball 5 Moonstone Fog Cloud 6 Onyx Darkness 7 Quartz Ice Storm 8 Verdite Spike Growth","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Runecarver's Whetstone","description":"Wondrous Item, Uncommon This magic whetstone is inscribed with arcane runes. You can spend 1 minute sharpening a melee weapon that deals Piercing or Slashing damage to give the weapon your choice of one of the following properties for 1 hour (the weapon becomes magical for the duration if it isn't already): Power. The weapon deals an extra 1d4 Force damage on a hit. Precision. Attacks made with the weapon score a critical hit on a roll of 18–20. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Runegold Conduit Greatsword","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2. Very rare variant: Remove all charges. The Spellblade property can be used at will.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Longsword","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2. Very rare variant: Remove all charges. The Spellblade property can be used at will.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Rapier","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2. Very rare variant: Remove all charges. The Spellblade property can be used at will.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Scimitar","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2. Very rare variant: Remove all charges. The Spellblade property can be used at will.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Shortsword","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runegold Conduit Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement by a spellcaster) Component: magical material - runegold Any blacksmith worth their salt will confidently proclaim gold to be a terrible material, far too soft to forge weapons and armour with. But those not versed in the arcane arts are ignorant of the fact that it’s also an excellent conductor of magical energy, and that it can be reinforced with runes of power to magnify the abilities of a spellcaster. This blade has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spellblade. When you cast a cantrip that requires you to make a single spell attack while holding this weapon, you can expend 1 charge to replace that spell attack with a melee weapon attack using this sword. On a hit, the target takes the weapon’s damage and suffers the effects of the cantrip as normal. Rare variant: Increase the charges to 10 and the recharge to 1d8 + 2. Very rare variant: Remove all charges. The Spellblade property can be used at will.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runestone of Ocean Currents","description":"Wondrous item, uncommon Component: elemental volatile mote of water An ancient, malachite runestone from the depths of the sunken city, this stone thrums with energy and leaves whichever pocket or pouch it is stored in wet with frothy saltwater. This item has 4 charges and regains 1d4 expended charges daily at dawn. Saltbolt. As a bonus action while holding the stone, you can speak its command word, expending 1 charge and causing a frothy, turquoise bolt of force to strike a target within 120 feet of you. The target takes 1d6 cold damage and 1d6 force damage. A creature under the influence of the shield spell or similar magic takes no damage from this effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runestone of Ocean Currents (legendary variant)","description":"Wondrous item, uncommon Component: elemental volatile mote of water An ancient, malachite runestone from the depths of the sunken city, this stone thrums with energy and leaves whichever pocket or pouch it is stored in wet with frothy saltwater. This item has 4 charges and regains 1d4 expended charges daily at dawn. Saltbolt. As a bonus action while holding the stone, you can speak its command word, expending 1 charge and causing a frothy, turquoise bolt of force to strike a target within 120 feet of you. The target takes 1d6 cold damage and 1d6 force damage. A creature under the influence of the shield spell or similar magic takes no damage from this effect. Rare variant: Increase the cold and force damage to 2d6 each. Very rare variant: Increase the cold and force damage to 3d6 each. Legendary variant: Increase the cold and force damage to 4d6 each.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runestone of Ocean Currents (rare variant)","description":"Wondrous item, uncommon Component: elemental volatile mote of water An ancient, malachite runestone from the depths of the sunken city, this stone thrums with energy and leaves whichever pocket or pouch it is stored in wet with frothy saltwater. This item has 4 charges and regains 1d4 expended charges daily at dawn. Saltbolt. As a bonus action while holding the stone, you can speak its command word, expending 1 charge and causing a frothy, turquoise bolt of force to strike a target within 120 feet of you. The target takes 1d6 cold damage and 1d6 force damage. A creature under the influence of the shield spell or similar magic takes no damage from this effect. Rare variant: Increase the cold and force damage to 2d6 each.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runestone of Ocean Currents (very rare variant)","description":"Wondrous item, uncommon Component: elemental volatile mote of water An ancient, malachite runestone from the depths of the sunken city, this stone thrums with energy and leaves whichever pocket or pouch it is stored in wet with frothy saltwater. This item has 4 charges and regains 1d4 expended charges daily at dawn. Saltbolt. As a bonus action while holding the stone, you can speak its command word, expending 1 charge and causing a frothy, turquoise bolt of force to strike a target within 120 feet of you. The target takes 1d6 cold damage and 1d6 force damage. A creature under the influence of the shield spell or similar magic takes no damage from this effect. Rare variant: Increase the cold and force damage to 2d6 each. Very rare variant: Increase the cold and force damage to 3d6 each.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runewalker's Boots","description":"Wondrous Item, Rare (Requires Attunement) While wearing these magic boots, you can use a bonus action to activate one of six magical runes carved on them to gain one of the following benefits of your choice for 1 hour: Your walking speed is doubled. Your jump distance is tripled. You have advantage on Acrobatics and Athletics checks. You have a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Nonmagical difficult terrain doesn't cost you extra movement. Creatures have disadvantage on opportunity attacks against you. Once a specific rune has been activated, that rune can't be activated again until the next dawn.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewarding Ring","description":"Ring, rare (requires attunement) Component: phial of fiend blood This stone ring is marked with the brand of a mysterious cult dedicated to the worship of infection and decay. Fashioned of cracked, grey stone, glowing red veins furrow its craggy surface. This item can hold a maximum of 3 charges and loses all charges daily at dawn. As an action while holding it, you can slice open your hand, taking 1d4 slashing damage and expending a Hit Die, and smear the fresh blood across the symbol. If you do, the glowing veins flare a bright, molten red, and the ring gains 1d3 charges. This slashing damage can’t be reduced or prevented in any way. Blood Ward. While wearing this ring, you can use an action to expend 1 charge and press the ring against a non magical surface or object, marking it with a glowing red symbol visible only to you. The next creature other than you that comes within 5 feet of the symbol must make a DC 15 Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. A mark fades when it deals damage, after 8 hours, or if you use the ring to create a second mark.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runewarding Ring (uncommon variant)","description":"Ring, rare (requires attunement) Component: phial of fiend blood This stone ring is marked with the brand of a mysterious cult dedicated to the worship of infection and decay. Fashioned of cracked, grey stone, glowing red veins furrow its craggy surface. This item can hold a maximum of 3 charges and loses all charges daily at dawn. As an action while holding it, you can slice open your hand, taking 1d4 slashing damage and expending a Hit Die, and smear the fresh blood across the symbol. If you do, the glowing veins flare a bright, molten red, and the ring gains 1d3 charges. This slashing damage can’t be reduced or prevented in any way. Blood Ward. While wearing this ring, you can use an action to expend 1 charge and press the ring against a non magical surface or object, marking it with a glowing red symbol visible only to you. The next creature other than you that comes within 5 feet of the symbol must make a DC 15 Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. A mark fades when it deals damage, after 8 hours, or if you use the ring to create a second mark. Uncommon variant: Reduce the DC to 13 and the necrotic damage to 4d8.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runewarding Ring (very rare variant)","description":"Ring, rare (requires attunement) Component: phial of fiend blood This stone ring is marked with the brand of a mysterious cult dedicated to the worship of infection and decay. Fashioned of cracked, grey stone, glowing red veins furrow its craggy surface. This item can hold a maximum of 3 charges and loses all charges daily at dawn. As an action while holding it, you can slice open your hand, taking 1d4 slashing damage and expending a Hit Die, and smear the fresh blood across the symbol. If you do, the glowing veins flare a bright, molten red, and the ring gains 1d3 charges. This slashing damage can’t be reduced or prevented in any way. Blood Ward. While wearing this ring, you can use an action to expend 1 charge and press the ring against a non magical surface or object, marking it with a glowing red symbol visible only to you. The next creature other than you that comes within 5 feet of the symbol must make a DC 15 Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. A mark fades when it deals damage, after 8 hours, or if you use the ring to create a second mark. Uncommon variant: Reduce the DC to 13 and the necrotic damage to 4d8. Very rare variant: Increase the DC to 16 and the necrotic damage to 6d12.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Runewrought Grenade, Flashbang","description":"Wondrous Item, Common This fist-sized metal ball is engraved with magical runes. As an action, you can activate the grenade's magic and hurl it at a point on the ground you can see within 60 feet of you. The grenade explodes and produces a specific effect, depending on which type of grenade it is. Flashbang. This grenade produces an extremely loud noise and a blinding flash. When the grenade lands, each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage and be blinded and deafened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Grenade, Gravity","description":"Wondrous Item, Uncommon This fist-sized metal ball is engraved with magical runes. As an action, you can activate the grenade's magic and hurl it at a point on the ground you can see within 60 feet of you. The grenade explodes and produces a specific effect, depending on which type of grenade it is. Gravity. This grenade produces a gravitational blast. When the grenade lands, each creature within 20 feet of it must make a DC 15 Strength saving throw. On a failed save, a creature takes 2d8 force damage and is pulled 10 feet toward the point of impact or pushed 10 feet away from the point of impact (your choice). On a success, a creature takes half as much damage with no additional effects.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Grenade, Shrapnel","description":"Wondrous Item, Uncommon This fist-sized metal ball is engraved with magical runes. As an action, you can activate the grenade's magic and hurl it at a point on the ground you can see within 60 feet of you. The grenade explodes and produces a specific effect, depending on which type of grenade it is. Shrapnel. This grenade explodes in a blast of fire and metal. When the grenade lands, each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Grenade, Spell","description":"Wondrous Item, Rare This fist-sized metal ball is engraved with magical runes. As an action, you can activate the grenade's magic and hurl it at a point on the ground you can see within 60 feet of you. The grenade explodes and produces a specific effect, depending on which type of grenade it is. Spell. When you activate this grenade, choose one of the following spells (save DC 15): confusion , fear , hold person , hypnotic pattern , or slow . When the grenade lands, each creature within 20 feet of it is affected as if by that spell (no concentration required).","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Prosthetic Arm","description":"Wondrous Item, Rare (Requires Attunement) This item replaces a lost arm or hand and can be attached or removed as an action. While attached, the prosthetic functions identically to the arm it replaces and can't be removed against your will. Runic Magic. As a bonus action, you can activate the prosthetic's magic to gain one of the following benefits until you use this property again: Force. When you hit with an unarmed strike using this prosthetic arm, the target takes an extra 1d4 force damage. Gravity. When you activate this property, and as a bonus action on subsequent turns, you can shoot a ray of gravitational energy at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or take force damage equal to 1d6 + your proficiency bonus and have its speed halved until the end of its next turn. Strength. You have advantage on Strength checks using your arms.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Prosthetic Eye","description":"Wondrous Item, Rare (Requires Attunement) This item replaces a lost eye and can be attached or removed as an action. While attached, the prosthetic functions identically to the eye it replaces and can't be removed against your will. Runic Magic. As a bonus action, you can activate the prosthetic's magic to gain one of the following benefits until you use this property again: Alert. You have advantage on initiative rolls and you can't be surprised. Aura. You can see magical auras around any visible creature or object out to a range of 30 feet that bears magic, and you learn its school of magic, if any. Darkvision. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Sight. You have advantage on Investigation and Perception checks that rely on sight.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Prosthetic Leg","description":"Wondrous Item, Rare (Requires Attunement) This item replaces a lost foot or leg and can be attached or removed as an action. While attached, the prosthetic functions identically to the leg it replaces and can't be removed against your will. Runic Magic. As a bonus action, you can activate the prosthetic's magic to gain one of the following benefits until you use this property again: Hover. When you activate this property, and as a bonus action on subsequent turns, you can rise vertically, up to 20 feet, and hover there until the end of your next turn. You can use this property again before then to remain suspended and can change your altitude by up to 20 feet. Quickstep. When a creature hits you with an attack, you can use your reaction to make a Dexterity saving throw against a DC equal to the creature's attack roll. On a successful save, you jump to an unoccupied space within 5 feet of you without provoking opportunity attacks, causing the attack to miss you. Skip. When you activate this property, and as a bonus action on subsequent turns, you can jump up to 10 feet without provoking opportunity attacks. You can't use this trait while you're prone or your speed is 0.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Rungu","description":"A rungu is a type of throwing club. Cost: 2gp Damage 1d4 bludgeoning Weight: 1 lb. Properties : Light, thrown (range 20/60)","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Rust Bag of Tricks","description":"Rust Bag of Tricks Wondrous item, uncommon This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Weight: 0.5 d8 Creature d8 Creature 1 Rat 5 Giant goat 2 Owl 6 Giant boar 3 Mastiff 7 Lion 4 Goat 8 Brown bear","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Rust Bag of Tricks","description":"Bag of Tricks Wondrous item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points . The creature is friendly to you and your companions, and it acts on your turn . You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rust Bag of Tricks","description":"Wondrous Item, Uncommon This bag made from rust cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown Bear","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Rust Bag of Tricks"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Rust Monster Shell","description":"Armor (breastplate), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Rustlecall's Evening Dream Plum Wine","description":"Rustlecall's Evening Dream Plum Wine Adventuring gear Cost 40 gp per bottle. Tropical weather and fertile lands have enabled Feolinn to develop a prosperous wine trade across the Menagerie Coast and beyond. There is fierce competition between local families as well as the rival wineries of Kamordah in the empire, and the numerous wines exported from Feolinn can claim a respectable bit of coin, though the prices might vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Rustward","description":"Armor (Shield), Uncommon This magic shield is reinforced with the carapace of a rust monster. The shield has 5 charges for the following properties, and regains all expended charges daily at dawn: Rustward. As a reaction when a melee weapon attack made with a nonmagical metal weapon misses you, you can expend 1 charge to corrode the weapon. The weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Corrosive Touch. As a bonus action, you can expend 1 charge and attempt to touch the shield to a nonmagical metal object within 5 feet of you. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to avoid the effect. If the shield touches the object, you can cause it to rust. A nonmagical armor or shield touched in this way suffers a cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Shield","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Sabre","description":"Sabre Melee weapon (martial) Damage : 1d8 Damage Type : slashing Properties : Finesse Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sack","description":"Sack Adventuring gear (container) A sack can hold up to 1 cubic foot or 30 pounds of gear. Weight : 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sack","description":"Sack Adventuring gear (container) A sack can hold up to 1 cubic foot or 30 pounds of gear. Weight: .5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sack","description":"Adventuring Gear Weight: 1/2 lb. Cost: 1 CP A Sack holds up to 30 pounds within 1 cubic foot.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Sack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sack","description":"Sack Adventuring gear (container) A sack can hold up to 1 cubic foot or 30 pounds of gear. Weight : 0.5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sack of Many Gifts","description":"Sack of Many Gifts Wondrous Item, Very Rare Made by a philanthropist who wanted to spread love and optimism to the world, this semi-sentient sack has been infused with divination and conjuration magic to magically create perfect gifts for those who have been nice and reveal those who have been naughty. As an action, any creature can reach inside the sack and receive a gift from it. A creature of good or neutral alignment receives any item they might desire that costs no more than 100 gp. A creature of evil alignment receives a worthless lump of coal. Creatures immune to divination magic or effects that would sense their emotions or read their thoughts receive generic gifts such as a scented candle, a potted plant, a cheeseboard set, or a pair of fuzzy socks. The sack can give gifts up to a total worth of 25,000 gp until it’s empty. The sack magically refills on the eve of the winter solstice each year. Once a creature has received a gift from the sack, it cannot receive another one until the sack refills. Even when full, the sack never weighs more than 60 pounds.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Sacred Mountain Armor (Level 1)","description":"This armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is riveted to a leather backing and is worn like a mail coat which covers the torso, shoulders, and thighs. Emperor Shin ruled a vast empire from his magnificent capital city at the foot of a sacred mountain. The Emperor was protected by the Order of the Sacred Mountain, a force of eleven elite, hand-picked warrior-monks. When each initiate first entered the Order, he or she received a special suit of sacred mountain armor, which the initiate then carried, alone, up the slopes of the Sacred Mountain to the shrine at the mountain’s summit. Once there, the monk placed the armor on the altar and knelt in prayer throughout the night. At dawn, the warrior donned the sacred mountain armor , now blessed by the spirit of the mountain itself, and descended the slopes as a full member of the Order. Many years into the Emperor’s reign, the capital was besieged by a powerful ogre mage called Ukani-sago, who led a force of ogres and orcs. Ukani-sago vowed to cut off the Emperor’s head and parade it among his troops on a spear. The ogre mage and his forces swarmed the capital city, killing and burning everyone and everything in their path. The Emperor’s soldiers fought valiantly, but were soon overwhelmed, and the ogre horde surrounded the Emperor’s palace. Hopelessly outnumbered, the Order of the Sacred Mountain prepared to make their last stand. They drew up defensive positions in the inner courtyard and formed a circle around Emperor Shin. The warrior-monks fought with honor and valor. One by one, however, they were slaughtered—the odds against them were simply too great. True to his word, Ukani-sago raised Emperor Shin’s head high upon his spear and roared in triumph. The bodies of the slain warrior-monks were stripped of their sacred mountain armor . Most of the armor was destroyed, but a few suits were carried off as war prizes. Some say Ukani-sago even claimed the most powerful set of sacred mountain armor for himself… Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you have advantage on Wisdom (Survival) checks when in rocky or mountainous terrain. Mountain’s Blessing (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Difficult terrain composed of rubble, rocks, or similar mountainous terrain doesn’t cost you extra movement. In addition, if an effect moves you against your will along rocky or mountainous ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 9th level. You gain a +1 bonus to AC. In addition, you can use an action to speak the command word and cause your flesh to become stony and craggy. This effect works like the stoneskin spell, except you don’t have to maintain concentration, and it lasts 1 hour. The effect ends early if you remove the armor or if you use an action to speak the command word again. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage when in rocky or mountainous terrain. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. For the duration, you can’t be moved against your will in rocky or mountainous terrain. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sacred Mountain Armor (Level 13)","description":"This armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is riveted to a leather backing and is worn like a mail coat which covers the torso, shoulders, and thighs. Emperor Shin ruled a vast empire from his magnificent capital city at the foot of a sacred mountain. The Emperor was protected by the Order of the Sacred Mountain, a force of eleven elite, hand-picked warrior-monks. When each initiate first entered the Order, he or she received a special suit of sacred mountain armor, which the initiate then carried, alone, up the slopes of the Sacred Mountain to the shrine at the mountain’s summit. Once there, the monk placed the armor on the altar and knelt in prayer throughout the night. At dawn, the warrior donned the sacred mountain armor , now blessed by the spirit of the mountain itself, and descended the slopes as a full member of the Order. Many years into the Emperor’s reign, the capital was besieged by a powerful ogre mage called Ukani-sago, who led a force of ogres and orcs. Ukani-sago vowed to cut off the Emperor’s head and parade it among his troops on a spear. The ogre mage and his forces swarmed the capital city, killing and burning everyone and everything in their path. The Emperor’s soldiers fought valiantly, but were soon overwhelmed, and the ogre horde surrounded the Emperor’s palace. Hopelessly outnumbered, the Order of the Sacred Mountain prepared to make their last stand. They drew up defensive positions in the inner courtyard and formed a circle around Emperor Shin. The warrior-monks fought with honor and valor. One by one, however, they were slaughtered—the odds against them were simply too great. True to his word, Ukani-sago raised Emperor Shin’s head high upon his spear and roared in triumph. The bodies of the slain warrior-monks were stripped of their sacred mountain armor . Most of the armor was destroyed, but a few suits were carried off as war prizes. Some say Ukani-sago even claimed the most powerful set of sacred mountain armor for himself… Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you have advantage on Wisdom (Survival) checks when in rocky or mountainous terrain. Mountain’s Blessing (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Difficult terrain composed of rubble, rocks, or similar mountainous terrain doesn’t cost you extra movement. In addition, if an effect moves you against your will along rocky or mountainous ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 9th level. You gain a +1 bonus to AC. In addition, you can use an action to speak the command word and cause your flesh to become stony and craggy. This effect works like the stoneskin spell, except you don’t have to maintain concentration, and it lasts 1 hour. The effect ends early if you remove the armor or if you use an action to speak the command word again. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage when in rocky or mountainous terrain. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. For the duration, you can’t be moved against your will in rocky or mountainous terrain. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sacred Mountain Armor (Level 17)","description":"This armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is riveted to a leather backing and is worn like a mail coat which covers the torso, shoulders, and thighs. Emperor Shin ruled a vast empire from his magnificent capital city at the foot of a sacred mountain. The Emperor was protected by the Order of the Sacred Mountain, a force of eleven elite, hand-picked warrior-monks. When each initiate first entered the Order, he or she received a special suit of sacred mountain armor, which the initiate then carried, alone, up the slopes of the Sacred Mountain to the shrine at the mountain’s summit. Once there, the monk placed the armor on the altar and knelt in prayer throughout the night. At dawn, the warrior donned the sacred mountain armor , now blessed by the spirit of the mountain itself, and descended the slopes as a full member of the Order. Many years into the Emperor’s reign, the capital was besieged by a powerful ogre mage called Ukani-sago, who led a force of ogres and orcs. Ukani-sago vowed to cut off the Emperor’s head and parade it among his troops on a spear. The ogre mage and his forces swarmed the capital city, killing and burning everyone and everything in their path. The Emperor’s soldiers fought valiantly, but were soon overwhelmed, and the ogre horde surrounded the Emperor’s palace. Hopelessly outnumbered, the Order of the Sacred Mountain prepared to make their last stand. They drew up defensive positions in the inner courtyard and formed a circle around Emperor Shin. The warrior-monks fought with honor and valor. One by one, however, they were slaughtered—the odds against them were simply too great. True to his word, Ukani-sago raised Emperor Shin’s head high upon his spear and roared in triumph. The bodies of the slain warrior-monks were stripped of their sacred mountain armor . Most of the armor was destroyed, but a few suits were carried off as war prizes. Some say Ukani-sago even claimed the most powerful set of sacred mountain armor for himself… Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you have advantage on Wisdom (Survival) checks when in rocky or mountainous terrain. Mountain’s Blessing (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Difficult terrain composed of rubble, rocks, or similar mountainous terrain doesn’t cost you extra movement. In addition, if an effect moves you against your will along rocky or mountainous ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 9th level. You gain a +1 bonus to AC. In addition, you can use an action to speak the command word and cause your flesh to become stony and craggy. This effect works like the stoneskin spell, except you don’t have to maintain concentration, and it lasts 1 hour. The effect ends early if you remove the armor or if you use an action to speak the command word again. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage when in rocky or mountainous terrain. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. For the duration, you can’t be moved against your will in rocky or mountainous terrain. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sacred Mountain Armor (Level 5)","description":"This armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is riveted to a leather backing and is worn like a mail coat which covers the torso, shoulders, and thighs. Emperor Shin ruled a vast empire from his magnificent capital city at the foot of a sacred mountain. The Emperor was protected by the Order of the Sacred Mountain, a force of eleven elite, hand-picked warrior-monks. When each initiate first entered the Order, he or she received a special suit of sacred mountain armor, which the initiate then carried, alone, up the slopes of the Sacred Mountain to the shrine at the mountain’s summit. Once there, the monk placed the armor on the altar and knelt in prayer throughout the night. At dawn, the warrior donned the sacred mountain armor , now blessed by the spirit of the mountain itself, and descended the slopes as a full member of the Order. Many years into the Emperor’s reign, the capital was besieged by a powerful ogre mage called Ukani-sago, who led a force of ogres and orcs. Ukani-sago vowed to cut off the Emperor’s head and parade it among his troops on a spear. The ogre mage and his forces swarmed the capital city, killing and burning everyone and everything in their path. The Emperor’s soldiers fought valiantly, but were soon overwhelmed, and the ogre horde surrounded the Emperor’s palace. Hopelessly outnumbered, the Order of the Sacred Mountain prepared to make their last stand. They drew up defensive positions in the inner courtyard and formed a circle around Emperor Shin. The warrior-monks fought with honor and valor. One by one, however, they were slaughtered—the odds against them were simply too great. True to his word, Ukani-sago raised Emperor Shin’s head high upon his spear and roared in triumph. The bodies of the slain warrior-monks were stripped of their sacred mountain armor . Most of the armor was destroyed, but a few suits were carried off as war prizes. Some say Ukani-sago even claimed the most powerful set of sacred mountain armor for himself… Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you have advantage on Wisdom (Survival) checks when in rocky or mountainous terrain. Mountain’s Blessing (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Difficult terrain composed of rubble, rocks, or similar mountainous terrain doesn’t cost you extra movement. In addition, if an effect moves you against your will along rocky or mountainous ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 9th level. You gain a +1 bonus to AC. In addition, you can use an action to speak the command word and cause your flesh to become stony and craggy. This effect works like the stoneskin spell, except you don’t have to maintain concentration, and it lasts 1 hour. The effect ends early if you remove the armor or if you use an action to speak the command word again. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage when in rocky or mountainous terrain. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. For the duration, you can’t be moved against your will in rocky or mountainous terrain. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sacred Mountain Armor (Level 9)","description":"This armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is riveted to a leather backing and is worn like a mail coat which covers the torso, shoulders, and thighs. Emperor Shin ruled a vast empire from his magnificent capital city at the foot of a sacred mountain. The Emperor was protected by the Order of the Sacred Mountain, a force of eleven elite, hand-picked warrior-monks. When each initiate first entered the Order, he or she received a special suit of sacred mountain armor, which the initiate then carried, alone, up the slopes of the Sacred Mountain to the shrine at the mountain’s summit. Once there, the monk placed the armor on the altar and knelt in prayer throughout the night. At dawn, the warrior donned the sacred mountain armor , now blessed by the spirit of the mountain itself, and descended the slopes as a full member of the Order. Many years into the Emperor’s reign, the capital was besieged by a powerful ogre mage called Ukani-sago, who led a force of ogres and orcs. Ukani-sago vowed to cut off the Emperor’s head and parade it among his troops on a spear. The ogre mage and his forces swarmed the capital city, killing and burning everyone and everything in their path. The Emperor’s soldiers fought valiantly, but were soon overwhelmed, and the ogre horde surrounded the Emperor’s palace. Hopelessly outnumbered, the Order of the Sacred Mountain prepared to make their last stand. They drew up defensive positions in the inner courtyard and formed a circle around Emperor Shin. The warrior-monks fought with honor and valor. One by one, however, they were slaughtered—the odds against them were simply too great. True to his word, Ukani-sago raised Emperor Shin’s head high upon his spear and roared in triumph. The bodies of the slain warrior-monks were stripped of their sacred mountain armor . Most of the armor was destroyed, but a few suits were carried off as war prizes. Some say Ukani-sago even claimed the most powerful set of sacred mountain armor for himself… Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you have advantage on Wisdom (Survival) checks when in rocky or mountainous terrain. Mountain’s Blessing (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. Difficult terrain composed of rubble, rocks, or similar mountainous terrain doesn’t cost you extra movement. In addition, if an effect moves you against your will along rocky or mountainous ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 9th level. You gain a +1 bonus to AC. In addition, you can use an action to speak the command word and cause your flesh to become stony and craggy. This effect works like the stoneskin spell, except you don’t have to maintain concentration, and it lasts 1 hour. The effect ends early if you remove the armor or if you use an action to speak the command word again. Once used, the armor can’t be used in this way again until the next dawn. 13th level. You now gain a +2 bonus to AC, instead of +1. In addition, you have resistance to nonmagical bludgeoning, piercing, and slashing damage when in rocky or mountainous terrain. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes or until you are no longer wearing this armor. For the duration, you can’t be moved against your will in rocky or mountainous terrain. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sacrificial Brand (Drawn)","description":"Sacrificial Brand Eldritch Carving, common, requires special attunement The carving, notorious among hunters and commonly dubbed the \"Brand of Death,\" is a harbinger of an early demise for those burdened with its curse. Nevertheless, Steinhardt and Martyr Tulio—valiant souls undaunted by fear—etched the eldritch sigil into their own skin willingly. By bearing the ominous symbol, they sought to lure the beasts closer to them during the Hunt, granting their beleaguered brethren moments of respite amidst the chaos. During the three days of the Blood Moon, all evil-aligned creatures within Luyarnha gain advantage on Perception or Survival checks to locate creatures with this carving.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"common","Requires Attunement":"Yes, special"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sacrificial Brand (Scarified)","description":"Sacrificial Brand Eldritch Carving, rare, requires special attunement The carving, notorious among hunters and commonly dubbed the \"Brand of Death,\" is a harbinger of an early demise for those burdened with its curse. Nevertheless, Steinhardt and Martyr Tulio—valiant souls undaunted by fear—etched the eldritch sigil into their own skin willingly. By bearing the ominous symbol, they sought to lure the beasts closer to them during the Hunt, granting their beleaguered brethren moments of respite amidst the chaos. During the three days of the Blood Moon, all evil-aligned creatures within Luyarnha gain advantage on Perception or Survival checks to locate creatures with this carving. If they are within 300 feet of a creature bearing the carving, they know their exact location and receive a 1d4 bonus to attack and damage rolls against them. In addition, creatures bearing this carving begin to painfully bleed from it when hostile monsters within 300 feet of them are aware of their position. They cannot be surprised for the duration of the Blood Moon.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes, special"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sacrificial Brand (Tattooed)","description":"Sacrificial Brand Eldritch Carving, uncommon, requires special attunement The carving, notorious among hunters and commonly dubbed the \"Brand of Death,\" is a harbinger of an early demise for those burdened with its curse. Nevertheless, Steinhardt and Martyr Tulio—valiant souls undaunted by fear—etched the eldritch sigil into their own skin willingly. By bearing the ominous symbol, they sought to lure the beasts closer to them during the Hunt, granting their beleaguered brethren moments of respite amidst the chaos. During the three days of the Blood Moon, all evil-aligned creatures within Luyarnha gain advantage on Perception or Survival checks to locate creatures with this carving. If they are within 120 feet of a creature bearing the carving, they know their exact location and receive a +1 bonus to attack and damage rolls against them.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"uncommon","Requires Attunement":"Yes, special"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sacrificial Knife","description":"Weapon (dagger), rarity varies (requires attunement) Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sacrificial Knife, Ceremonial","description":"Weapon (dagger), rarity varies (requires attunement) Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Saddle of the Cavalier","description":"Saddle of the Cavalier Wondrous item, uncommon While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Saddle of the Cavalier","description":"Wondrous Item, Uncommon This saddle confers the following benefits while you are seated in it and astride a mount. Protected Mount. Attack rolls against the mount have Disadvantage. Secure Rider. You can’t be dismounted against your will. This property is suppressed while you have the Incapacitated condition.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Saddle of the Cavalier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Saddle of the Cavalry Casters","description":"Wondrous item, uncommon This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Saddle of the Cavalry Casters","description":"Wondrous item, uncommon This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, all other creatures have disadvantage on opportunity attacks made against you or your mount. You have advantage on any checks to remain mounted, and on Constitution saving throws you make to maintain concentration on a spell when you take damage.","properties":{"Category":"Items","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Saddle of the Damsel in Distress","description":"Invented by the brigand Thumpa Otherside to teach the unwary that there’s no such a thing as a damsel in distress in the Kingdom. Through a convenient mechanism hidden in this saddle, it’s possible to make the horse rider fall sideways, pretending to be in apparent distress. The saddle shifts back again through the same marvelous mechanism, allowing the rider to return to sitting normally. Effect : You can use the saddle to pretend to be in difficulty. Doing so gives you advantage on a Charisma (Deception) check.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Safety Shell","description":"Wondrous Item, Uncommon Over the course of a short rest, you can choose one willing beast with a CR of 0 and pair the safety shell with the creature. When the creature drops to 0 hit points as a result of taking damage, the creature is absorbed into the safety shell and has the spell spare the dying cast on it. The creature remains in the shell for 24 hours or until you release it as a bonus action. The safety shell can only be paired with one beast at a time.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Saffron-Dusted Carrot","description":"Potion, common This spiced carrot has an earthy, floral flavor and a satisfying crunch. When you consume this food, you have advantage on Wisdom (Perception) checks that rely on sight for 1 hour.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sage's Bear Signet","description":"Sage's Bear Signet Ring, Very Rare (Requires Attunement by a Spellcaster) This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet , you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. Signet Rarity Spells Bear Very rare Enlarge/Reduce, Polymorph","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sage's Hart Signet","description":"Sage's Hart Signet Ring, Very Rare (Requires Attunement by a Spellcaster) This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet , you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. Signet Rarity Spells Hart Very rare Aura of Vitality , Mass Cure Wounds","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sage's Lion Signet","description":"Sage's Lion Signet Ring, Very Rare (Requires Attunement by a Spellcaster) This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet , you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. Signet Rarity Spells Lion Very rare Destructive Wave, Fireball","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sage's Mirror","description":"Ring, very rare (requires attunement) This ring has 3 charges. While wearing this ring, when you’re damaged, you may use a reaction to expend a charge and transfer that damage to a random creature (which could include an ally) within 60 feet. All charges are restored when you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Sage's Serpent Signet","description":"Sage's Serpent Signet Ring, Rare (Requires Attunement by a Spellcaster) This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet , you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. Signet Rarity Spells Serpent Rare Fear, Hex","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sage's Songbird Signet","description":"Sage's Songbird Signet Ring, Rare (Requires Attunement by a Spellcaster) This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet , you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. Signet Rarity Spells Songbird Rare Charm Person, Hypnotic Pattern","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sage's Wolf Signet","description":"Sage's Wolf Signet Ring, Very Rare (Requires Attunement by a Spellcaster) This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn. Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet , you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. Signet Rarity Spell Wolf Very rare Freedom of Movement, Pass without Trace","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sai","description":"Sai Melee weapon (martial, sai) A sai is a forked weapon that appears in many places and may be an ancestor of the jitte. Unicorn travelers have even reported seeing such weapons in the Ivory Kingdoms, and some archives in Rokugan from ancient days contain drawings of similar designs. The sai is commonly used in the islands off the coast of Rokugan, wielded as a pair and usually blunted at the tips to allow a warrior to trap, control, punch, and jab to subdue a foe. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Paired. When you engage in two-weapon fighting using two weapons that have the same name and the paired property, you can add your ability modifier to the damage of the second attack. Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Paired, Snaring (10), Thrown Range: 10/30 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Paired, Snaring (10), Thrown"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sai","description":"Sai Melee weapon (martial, sai) Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sai","description":"","properties":{"Category":"Items","Item Type":"Weapon (sai)","Properties":"Finesse, Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sai of Bloodletting","description":"Sai of Bloodletting Melee weapon (martial, sai), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sai of Defense","description":"Sai of Defense Weapon (daggers), very rare (requires attunement) Damage: 1d4+2 piercing Weight: 2 lbs. Properties: Finesse, Light, Thrown (range 20/60) You have a +2 bonus to attack and damage rolls made with these magic weapons. Swift Parry. While you are holding both sai, you can use your reaction to add 5 to your AC against one melee attack roll that would hit you. Disarm. As part of the same reaction, you can roll to disarm your attacker. Make an attack roll contested by the attacker's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, your attack causes no damage but the attacker drops the item they used to attack. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with the sai.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (daggers)","Properties":"Finesse, Light, Thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Sai of Inverted Probability","description":"Sai of Inverted Probability Melee weapon (martial, sai), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sailing Ship","description":"Sailing Ship Vehicle (water) Cost: 10,000 gp Speed: 2 mph Crew: 20 Passengers: 20 Cargo (tons): 100 AC: 15 HP: 300 Damage Threshold: 15 Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sailing Ship","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Saint \"Bloody\" John's Bludgeon","description":"Relic Weapon (greatclub), legendary (requires attunement) This incredible +2 greatclub is soaked in the blood of the countless fiends slaughtered by Saint \"Bloody\" John himself. All damage dealt by this weapon ignore any damage resistance. When you roll a 20 on the d20 for an attack roll with this weapon, the target is knocked prone.","properties":{"Category":"Items","Expansion":11925,"Item Type":"Relic Weapon","Properties":"Two-Handed","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Saint Eathan's Cutlery","description":"Relic, rare Whatever a creature eats using this cutlery becomes edible and is treated as one Ration, but does not change its flavor. If you take part in a Brancalonian Buffet game and you use this cutlery, you gain a +5 bonus on any roll.","properties":{"Category":"Items","Item Type":"Relic","Item Rarity":"rare"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Saint Markovia's Thighbone","description":"Saint Markovia's Thighbone Melee weapon (simple mace), rare (requires attunement) Saint Markovia's thighbone has the properties of a mace of disruption . If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes. As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one. Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet. The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead. Mace of Disruption Weapon (mace), rare (requires attunement) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Damage: 1d6 Damage Type: bludgeoning","properties":{"Category":"Items","Expansion":7388,"Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Saint Palio's Bridles","description":"Relic, rare Any mount equipped with these bridles loses its possible shoddiness and its base speed increases by 10 feet. Any creature riding the mount has advantage on any check made to stay in the saddle. If you use these bridles during a Poorman's Carousel game, you have advantage on all ability checks.","properties":{"Category":"Items","Item Type":"Relic","Item Rarity":"rare"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Saint Vitruvio’s Phylactery","description":"Saint Vitruvio’s Phylactery Wondrous item, rare (requires attunement by a bard, cleric, druid, or paladin) You can use an action to cast one of the following spells from the phylactery: bless, death ward, greater restoration, prayer of healing, or revivify . The spells use your spellcasting ability and spell save DC. Once the phylactery has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Saint Vitruvio’s Phylactery is also one of the Relics of Saint Vitruvio (see below). Saint Vitruvio’s Phylactery See the Seals of Drakkenheim above. “A lot of responsibility comes with holding a Seal of Drakkenheim, people look to you to lead and make good decisions. I hate having responsabilities, and I rarely make good decisions.” — Sebastian Crowe","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, cleric, druid, or paladin"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Salted Web","description":"Wondrous item, rare (requires attunement) When thrown, this shimmering packet of black silk explodes into a tangle of black webbing. Caustic salt coats the sticky webs. For most purposes, this effect acts exactly like a net. A salted web is especially potent against zmey: a successful attack wraps the web around one of the zmey’s heads, which then takes a −2 penalty to attack rolls with that head’s bite attack. (The head can escape if the zmey succeeds on a DC 21 Dexterity (Acrobatics) check, made in place of a bite attack.) In addition, a salted web prevents a severed zmey head from maturing into a headling, as if it had been smeared with a pound of salt.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sanctified Cannon","description":"Sanctified Cannon Weapon (cannon), uncommon Charged Shot: Once on each of your turns you can replace one of your cannon attacks with a charged shot. Instead of a regular attack, you let loose a ball of destruction and death. Each creature in a 120-foot-long, 5-foot-wide line in front of you must succeed on a Dexterity saving throw against your Firearm save DC or take 3d12 bludgeoning damage and be knocked prone. You can use this property only if you haven’t moved during this turn, and after you use the property, your speed is 0 until the end of the current turn. “Heed my blessing brothers! Fire the cannons and let the sanctified lead rip apart the flesh of beasts. In death they shall know peace!” —Brother Ardeal","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sanctified Partisan","description":"Sanctified Partisan Trick weapon (shield & spear, glaive), uncommon One of the most versatile weapons of the church. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the sanctified partisan is a spear and a shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a glaive. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. Transformed. This glaive doesn’t have the heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 1d4 slashing damage at the start of each of its turns, and its speed is reduced by 15 feet. To remove the shield, the impaled target can use its action to make a DC 12 Strength check. On a success, the shield is removed and falls at the target’s feet. If you are within 5 feet of the shield, you can use a bonus action to retrieve and don it. *Roll20 Note: Add the Sanctified Partisan Spear and Sanctified Partisan Shield to your character sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Two-Handed","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sanctified Partisan Shield","description":"*Roll20 Note: This item should be added to a character sheet with the Sanctified Partisan to populate attacks in its untransformed form. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sanctified Partisan Spear","description":"*Roll20 Note: This weapon should be added to a character sheet with the Sanctified Partisan to populate attacks in its untransformed form. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sanctified Vestments","description":"Sanctified Vestments Clothes The vestments of priests, ritualists, shrine keepers, and other religious figures are woven with blessings and warded against evil. Traditionally, such robes consist of a white garment and a peaked hat, but many of Rokugan’s priestly traditions use sanctified robes that reflect their order’s function, history, or unique sense of aesthetics, such as a white top and red trouser bottoms, or even an elaborate kimono. The wearer has resistance against damage dealt by externalizations, invocations, spells, magic weapons, and other supernatural sources, and advantage on saving throws against being charmed by magic or beguiled by illusions. Weight: 10","properties":{"Category":"Items","Item Type":"Clothes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sanctuary Shell","description":"Wondrous item, uncommon This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sanctucane","description":"Weapon (quarterstaff), very rare (requires attunement) This stark quarterstaff could easily be mistaken for a cane. The hard edges of the haft seem to flow in and out of existence, like the lapping waves on a shore. You have a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the staff, a character gains the benefit of a sanctuary spell versus undead. The character can deactivate or reactivate this ability as a bonus action.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Sanctum Amulet","description":"Sanctum Amulet Wondrous item, very rare (requires attunement) A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant. While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action. Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point. Once the rune has been invoked, it can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Sand Arrow","description":"Weapon (arrow), uncommon The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target’s speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sand Arrow","description":"Weapon (arrow), uncommon The shaft of a sand arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a successful hit, the sand catches in the fittings and joints of metal armor, imposing a 10-foot penalty to speed on the wearer until the armor can be cleaned. Additionally, creatures hit by a sand arrow are blinded until the end of their next turn unless they succeed on a DC 11 Constitution saving throw.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sand Bag","description":"Sand Bag Wondrous item, rare This nondescript sack appears to be a worn burlap or cloth sack tied with a simple hemp rope. Careful examination of the hemp tie and a successful DC 15 Wisdom (Perception) check reveals fine gold thread interwoven into a command word. The sack, although full with at least 50 pounds of sand, weighs about 2 pounds. If opened, the bag releases a gust of wind spell that lasts for only 1 round. Assuming the bag is full, the sand is expelled with force, equivalent to a sand blast spell. This causes 2d6 bludgeoning damage in a 15-foot cone and any creatures in the area of effect need to make a DC 12 Dexterity saving throw, or become blinded until the end of their next turn. The sand bag can be used two times per day, assuming it is refilled with normal sand. If not refilled with sand, it simply functions as a limited-duration gust of wind spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Sand skimmer","description":"This wooden land vehicle slides atop sand, propelled by a single sail. The skimmer sits atop two narrow runners attached to a flat, wooden platform. The platform is five feet wide and ten feet long. One driver pilots the skimmer, which can also hold one passenger. The skimmer weighs 50 pounds and has a folding mast, allowing it to be transported in a cart or wagon or dragged behind a walking character. Depending on the wind, the sand skimmer can reach speeds up to 8 miles per hour.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sand Skimmer","description":"This wooden land vehicle slides atop sand, propelled by a single sail. The skimmer sits atop two narrow runners attached to a flat wooden platform. The platform is five feet wide and ten feet long. One driver pilots the skimmer; it can also hold one passenger. Depending on the wind, the sand skimmer reaches speeds up to 8 miles per hour.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Sand Suit","description":"Armor (leather), very rare (requires attunement) Created from the treated body of a destroyed apaxrusl (see Tome of Beasts 2 ), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don’t disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin’s Divine Smite or a ranger’s Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a d12 and reduce the damage you take by the number rolled.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sandals of Sand Skating","description":"Wondrous item, uncommon (requires attunement) These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sandals of Sand Skating","description":"Wondrous item, uncommon (requires attunement) These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Sandals of Sure Footing","description":"Sandals of Sure Footing Wondrous item , uncommon A fine pair of sandals with golden thread interwoven into their thongs. You can walk across boggy or uneven terrain such as quicksand without sinking in, and difficult terrain doesn’t reduce your movement speed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Sandals of the Desert Wanderer","description":"Wondrous item, uncommon (requires attunement) While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sandals of the Desert Wanderer","description":"Wondrous item, uncommon (requires attunement) While you wear these soft leather sandals, you have resistance to fire damage. You ignore difficult terrain caused by loose or deep sand and can tolerate temperatures of up to 150 degrees Fahrenheit.e.","properties":{"Category":"Items","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Sandals of the Light Step","description":"Sandals of the Light Step Wondrous item, rare (requires attunement) These superbly crafted sandals are made of fine green leather with mithral buckles and are designed to resemble overlapping leaves. While wearing them, you increase your walking speed by 10 feet and your movement is unaffected by difficult terrain. You can also use an action to speak a command word and, for 1 hour, you can stand on and move across any liquid surface as if it were solid ground. Once used, this property of the sandals can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Sands of Reminiscence","description":"Wondrous Item, Rare This magic hourglass is empty but has a small hatch on the top, through which it can be filled with sand, dirt, dust, or liquid. When the hourglass is filled with a substance from an area and turned upside down, it projects colorless, ghostlike visions in an area up to 30 feet around it, showing an event that has transpired in the past in that area. The event shown is typically the most tragic, violent, or otherwise significant event that has occurred within a period of time, determined by how much matter is placed into the hourglass: a pinch shows up to a day; two pinches show up to a month; three pinches show up to a year, and if completely filled, the hourglass can show events that have transpired several centuries ago. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Sands of War","description":"Sands of War Wondrous item, rare (requires attunement) This sand table is filled with black volcanic sand. It is 15 feet long, 5 feet wide, and 3 feet tall. While you touch the table, you have advantage on Intelligence (History) checks to recall military lore and on Charisma (Intimidation) checks. When you use an action to speak the table’s command phrase—“Prepare for war” in Infernal—the table turns into a 10-inch-tall, 3-inch-wide hourglass that weighs half a pound and is filled with black volcanic sand. You can speak the phrase again as an action to turn the hourglass back into a table, provided the hourglass has enough space to expand. While you carry the hourglass, you are resistant to fire damage. Additionally, while you hold the hourglass, you can use a bonus action to flip it and give yourself supernatural tactical insight. For 10 minutes, when you make an attack roll or saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw. Once this bonus action is used, it can’t be used again until the following dawn. A creature in possession of the hourglass can use an action to smash it on a solid surface. The hourglass is destroyed, and it explodes in a 30-foot-radius sphere centered on it. Each creature in that area must make a DC 16 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sandstone Solution","description":"Potion, rare You can pour this substance on the ground as an action. If poured onto stone, a 10-foot deep, 10-foot radius portion of the stone becomes mud for 1 hour. When poured into mud, sand, or quicksand, a 10-foot deep, 10-foot radius region of the material become solid stone for 1 hour. The stone has AC 17, 75 HP, and immunity to psychic and poison damage. Any creature inside it when it becomes stone must make a DC 14 Dexterity saving throw or be restrained. The restrained creature can break free by succeeding on a DC 20 Strength check or by dealing 25 damage to the stone. This sandlike substance flows about its container like a fluid.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sanguine Horn","description":"Wondrous item, very rare This iron-bound ram’s horn has been stained a rusty red by the gore of a thousand bloody battles. Some believe these horns to be artifacts of gods of death or war, but others claim they simply came into being over centuries of warfare. When sounded for a full round, the horn becomes audible at a range of 5000 feet, summoning an Angel of Blood to fight for the summoner. The angel appears anywhere the summoner can see within 200 feet. The angel fights for 1 hour, or until there is no imminent threat to the summoner. Once used, the horn’s magic fades for a week, after which it can be used again.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Sanguine Lance","description":"Weapon (lance), uncommon (requires attunement) This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Curse. This lance is cursed, and becoming attuned to it extends the curse to you. Each day, as long as you remain cursed, you have disadvantage on Constitution saving throws until you draw blood from another creature with the lance. Once the lance has done damage to another creature or its surface has been in contact with the blood of another creature, this effect of the curse is suppressed until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sapper tar","description":"This viscous alchemical liquid softens earth and stone. As an action, you can smear the contents of this jar onto a nonmagical object or structure made of earth or stone, weakening up to a 1-foot cube of it for 1 minute. For the duration, the object or structure’s damage threshold is reduced by 5, and the weakened stone is pliable, becoming the consistency of firm clay. While the stone is softened in this way, you can write symbols in the stone, pull shackles or door hinges free from a wall, soundlessly embed a piton, or similar. Alternatively, you can use an action to pour the tar onto a construct or elemental made of earth or stone within 5 feet of you or throw it at such a creature within 20 feet of you, shattering the tar’s container on impact. In either case, make a ranged attack against the creature, treating the tar as an improvised weapon. On a hit, the structural integrity of the earthen or stone creature is weakened, reducing the creature’s Armor Class by 2 for 1 minute. At the end of each of its turns, the creature can make a DC 12 Constitution saving throw, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Sapphire Buckler","description":"Sapphire Buckler Armor (shield), very rare (requires attunement) This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. AC: 2 Weight: 6","properties":{"Category":"Items","Expansion":12314,"Item Type":"Shield","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Sapphire Seeker","description":"Wondrous item, rare (requires attunement) Component: dragon (sapphire) heart Freely floating inside a 1-inch sphere of crystal is an intricately faceted sapphire; a spinning top imbued with swathes of divination magic. When this compass is activated, the top whirls at breakneck speed in a dazzling azure cyclone, before coming to a stop with unerring precision. The compass has 8 charges and regains all expended charges daily at dawn. Strategic Pinpoint. The compass’s divination magic helps you detect objects and creatures of your choice. While holding it, you can expend 1 or more of its charges to cast the following spells from the compass: locate creature (3 charges) and locate object (2 charges). Tinnitus. This compass mimics a sapphire dragon’s ability to manipulate sound. Whenever a creature that you can see within 30 feet of you makes a Dexterity, Wisdom, or Intelligence check or saving throw, you can use your reaction to expend 1 charge and emit a subtle pulse from the compass. If the creature can hear, the pulse creates a disorienting ringing in that creature’s ears, giving it disadvantage on the check or saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sapphire Seeker (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: dragon (sapphire) heart Freely floating inside a 1-inch sphere of crystal is an intricately faceted sapphire; a spinning top imbued with swathes of divination magic. When this compass is activated, the top whirls at breakneck speed in a dazzling azure cyclone, before coming to a stop with unerring precision. The compass has 8 charges and regains all expended charges daily at dawn. Strategic Pinpoint. The compass’s divination magic helps you detect objects and creatures of your choice. While holding it, you can expend 1 or more of its charges to cast the following spells from the compass: locate creature (3 charges) and locate object (2 charges). Tinnitus. This compass mimics a sapphire dragon’s ability to manipulate sound. Whenever a creature that you can see within 30 feet of you makes a Dexterity, Wisdom, or Intelligence check or saving throw, you can use your reaction to expend 1 charge and emit a subtle pulse from the compass. If the creature can hear, the pulse creates a disorienting ringing in that creature’s ears, giving it disadvantage on the check or saving throw. Uncommon variant: Decrease the charges to 5. Remove the locate creature spell from the Strategic Pinpoint property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sapphire Seeker (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: dragon (sapphire) heart Freely floating inside a 1-inch sphere of crystal is an intricately faceted sapphire; a spinning top imbued with swathes of divination magic. When this compass is activated, the top whirls at breakneck speed in a dazzling azure cyclone, before coming to a stop with unerring precision. The compass has 8 charges and regains all expended charges daily at dawn. Strategic Pinpoint. The compass’s divination magic helps you detect objects and creatures of your choice. While holding it, you can expend 1 or more of its charges to cast the following spells from the compass: locate creature (3 charges) and locate object (2 charges). Tinnitus. This compass mimics a sapphire dragon’s ability to manipulate sound. Whenever a creature that you can see within 30 feet of you makes a Dexterity, Wisdom, or Intelligence check or saving throw, you can use your reaction to expend 1 charge and emit a subtle pulse from the compass. If the creature can hear, the pulse creates a disorienting ringing in that creature’s ears, giving it disadvantage on the check or saving throw. Uncommon variant: Decrease the charges to 5. Remove the locate creature spell from the Strategic Pinpoint property. Very rare variant: Increase the charges to 10. The compass has the Way Out property. Way Out. This compass can provide guidance when you are lost. If you aren’t in a location that is touched by starlight, you can use an action to expend 1 charge and have the compass guide you to the nearest such location (GM’s discretion). Alternatively, if you are on a plane of existence other than the Material Plane, you can use an action to expend 2 charges and have the compass point to the nearest portal to the Material Plane.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sash of Anonymity","description":"Sash of Anonymity Wondrous item, legendary (requires a ttunement) An inconspicuous dark sash worn around the waist. While you wear this item, the gaze of others unconsciously wanders away from you. Looking directly at you requires conscious effort and leaves the viewer with a feeling of slight discomfort. While wearing the sash you can’t be detected by magical spells or effects, and you make Dexterity (Stealth) and Dexterity (Sleight of Hand) checks with advantage. Additionally, you can conceal a one-handed weapon by tucking it into the sash. The weapon cannot be seen until you draw it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Satchel of Miraculous Mercantilism","description":"Satchel of Miraculous Mercantilism Wondrous item, very rare This satchel is made from sturdy cloth and is three feet long, one foot wide, and two feet deep. It is decorated with stitching to look like a sign that might hang from a general merchant’s store. Gold pieces and other items placed into the satchel disappear as soon as the satchel is closed. The satchel keeps a ledger of the gold pieces placed into the bag. Items other than coins placed in the bag are destroyed and add half their gold piece value to the ledger. As an action, you can name a non-magical item, reach into the satchel, and find the item inside, provided you could afford to buy the item based on the credit on the ledger. The ledger is then reduced by the value of the item.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Satchel of Seawalking","description":"Wondrous item, uncommon This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Savaros","description":"Savaros Elder Rune of Goblinkind Bane Effect: All nonmagical coins and gems on the target’s person vanish. Boon Effect: The rune magically summons a goblin (use the goblin stat block in the Monster Manua l), which appears in an unoccupied space within 20 feet of the target. The goblin is rude to everyone except the target and obeys the target’s commands. The goblin vanishes in a puff of smoke if it drops to 0 hit points.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Saw of Cutting","description":"Saw of Cutting Wondrous item, uncommon This is a regular hand saw and is about 2 feet long. As an action, you can speak the saw’s command word and for the next 10 minutes you can use the saw to cut through any non-magical wood, metal, or stone, at the rate of 1 foot per minute. Once used, this property of the saw can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Sawbones' Bonesaw Greatsword","description":"Weapon (any sword that deals slashing damage), very rare (requires attunement) Component: giant tooth Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in. You have advantage on Medicine checks made to perform surgical procedures using this sword. Amputation. When you hit a creature with this weapon, you can speak its command word, causing it to momentarily become incredibly sharp and able to cut through limbs with even a glancing blow. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 2d6 slashing damage and loses a randomly determined limb (use the table below). On a success, it takes half as much damage and doesn’t lose a limb. Creatures with legendary resistances automatically succeed on this saving throw. Once this property has been used, it can’t be used again until the next dawn. How the creature is affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides the creature can’t lose a limb, this property deals an extra 6d6 slashing damage instead of 2d6. Below are examples for a humanoid. d20 Limb Effect 1-9 Leg The target’s walking speed is halved and it has disadvantage on Dexterity saving throws. 10-19 Arm The target drops whatever it is holding in this hand (if any) and has disadvantage on attack rolls using its arms. If the target has a feature or trait that allows it to make multiple attacks using its arms, it makes one fewer. 20 Head You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. Avoiding Amputation If you don’t want to include amputation in your game, replace the slashing damage with psychic damage and have the Amputation property instead temporarily disable the target’s limb until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sawbones' Bonesaw Greatsword (legendary variant)","description":"Weapon (any sword that deals slashing damage), very rare (requires attunement) Component: giant tooth Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in. You have advantage on Medicine checks made to perform surgical procedures using this sword. Amputation. When you hit a creature with this weapon, you can speak its command word, causing it to momentarily become incredibly sharp and able to cut through limbs with even a glancing blow. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 2d6 slashing damage and loses a randomly determined limb (use the table below). On a success, it takes half as much damage and doesn’t lose a limb. Creatures with legendary resistances automatically succeed on this saving throw. Once this property has been used, it can’t be used again until the next dawn. How the creature is affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides the creature can’t lose a limb, this property deals an extra 6d6 slashing damage instead of 2d6. Below are examples for a humanoid. d20 Limb Effect 1-9 Leg The target’s walking speed is halved and it has disadvantage on Dexterity saving throws. 10-19 Arm The target drops whatever it is holding in this hand (if any) and has disadvantage on attack rolls using its arms. If the target has a feature or trait that allows it to make multiple attacks using its arms, it makes one fewer. 20 Head You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. Legendary variant: Increase the DC to 18 and the damage to 2d12, or 6d12 if the target can’t lose a limb. The Amputation property can be used three times, regaining all expended uses daily at dawn. Avoiding Amputation If you don’t want to include amputation in your game, replace the slashing damage with psychic damage and have the Amputation property instead temporarily disable the target’s limb until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sawbones' Bonesaw Longsword","description":"Weapon (any sword that deals slashing damage), very rare (requires attunement) Component: giant tooth Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in. You have advantage on Medicine checks made to perform surgical procedures using this sword. Amputation. When you hit a creature with this weapon, you can speak its command word, causing it to momentarily become incredibly sharp and able to cut through limbs with even a glancing blow. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 2d6 slashing damage and loses a randomly determined limb (use the table below). On a success, it takes half as much damage and doesn’t lose a limb. Creatures with legendary resistances automatically succeed on this saving throw. Once this property has been used, it can’t be used again until the next dawn. How the creature is affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides the creature can’t lose a limb, this property deals an extra 6d6 slashing damage instead of 2d6. Below are examples for a humanoid. d20 Limb Effect 1-9 Leg The target’s walking speed is halved and it has disadvantage on Dexterity saving throws. 10-19 Arm The target drops whatever it is holding in this hand (if any) and has disadvantage on attack rolls using its arms. If the target has a feature or trait that allows it to make multiple attacks using its arms, it makes one fewer. 20 Head You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. Avoiding Amputation If you don’t want to include amputation in your game, replace the slashing damage with psychic damage and have the Amputation property instead temporarily disable the target’s limb until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sawbones' Bonesaw Longsword (legendary variant)","description":"Weapon (any sword that deals slashing damage), very rare (requires attunement) Component: giant tooth Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in. You have advantage on Medicine checks made to perform surgical procedures using this sword. Amputation. When you hit a creature with this weapon, you can speak its command word, causing it to momentarily become incredibly sharp and able to cut through limbs with even a glancing blow. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 2d6 slashing damage and loses a randomly determined limb (use the table below). On a success, it takes half as much damage and doesn’t lose a limb. Creatures with legendary resistances automatically succeed on this saving throw. Once this property has been used, it can’t be used again until the next dawn. How the creature is affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides the creature can’t lose a limb, this property deals an extra 6d6 slashing damage instead of 2d6. Below are examples for a humanoid. d20 Limb Effect 1-9 Leg The target’s walking speed is halved and it has disadvantage on Dexterity saving throws. 10-19 Arm The target drops whatever it is holding in this hand (if any) and has disadvantage on attack rolls using its arms. If the target has a feature or trait that allows it to make multiple attacks using its arms, it makes one fewer. 20 Head You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. Legendary variant: Increase the DC to 18 and the damage to 2d12, or 6d12 if the target can’t lose a limb. The Amputation property can be used three times, regaining all expended uses daily at dawn. Avoiding Amputation If you don’t want to include amputation in your game, replace the slashing damage with psychic damage and have the Amputation property instead temporarily disable the target’s limb until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sawbones' Bonesaw Scimitar","description":"Weapon (any sword that deals slashing damage), very rare (requires attunement) Component: giant tooth Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in. You have advantage on Medicine checks made to perform surgical procedures using this sword. Amputation. When you hit a creature with this weapon, you can speak its command word, causing it to momentarily become incredibly sharp and able to cut through limbs with even a glancing blow. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 2d6 slashing damage and loses a randomly determined limb (use the table below). On a success, it takes half as much damage and doesn’t lose a limb. Creatures with legendary resistances automatically succeed on this saving throw. Once this property has been used, it can’t be used again until the next dawn. How the creature is affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides the creature can’t lose a limb, this property deals an extra 6d6 slashing damage instead of 2d6. Below are examples for a humanoid. d20 Limb Effect 1-9 Leg The target’s walking speed is halved and it has disadvantage on Dexterity saving throws. 10-19 Arm The target drops whatever it is holding in this hand (if any) and has disadvantage on attack rolls using its arms. If the target has a feature or trait that allows it to make multiple attacks using its arms, it makes one fewer. 20 Head You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. Avoiding Amputation If you don’t want to include amputation in your game, replace the slashing damage with psychic damage and have the Amputation property instead temporarily disable the target’s limb until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sawbones' Bonesaw Scimitar (legendary variant)","description":"Weapon (any sword that deals slashing damage), very rare (requires attunement) Component: giant tooth Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in. You have advantage on Medicine checks made to perform surgical procedures using this sword. Amputation. When you hit a creature with this weapon, you can speak its command word, causing it to momentarily become incredibly sharp and able to cut through limbs with even a glancing blow. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 2d6 slashing damage and loses a randomly determined limb (use the table below). On a success, it takes half as much damage and doesn’t lose a limb. Creatures with legendary resistances automatically succeed on this saving throw. Once this property has been used, it can’t be used again until the next dawn. How the creature is affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides the creature can’t lose a limb, this property deals an extra 6d6 slashing damage instead of 2d6. Below are examples for a humanoid. d20 Limb Effect 1-9 Leg The target’s walking speed is halved and it has disadvantage on Dexterity saving throws. 10-19 Arm The target drops whatever it is holding in this hand (if any) and has disadvantage on attack rolls using its arms. If the target has a feature or trait that allows it to make multiple attacks using its arms, it makes one fewer. 20 Head You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. Legendary variant: Increase the DC to 18 and the damage to 2d12, or 6d12 if the target can’t lose a limb. The Amputation property can be used three times, regaining all expended uses daily at dawn. Avoiding Amputation If you don’t want to include amputation in your game, replace the slashing damage with psychic damage and have the Amputation property instead temporarily disable the target’s limb until it finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sawtooth Blade","description":"Any bladed weapon, rare The threshold to inflict Injuries is 5 lower than normal for damage dealt by this weapon. This cannot reduce a threshold below 5.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Scabbard of Sharpening","description":"Wondrous Item, Uncommon This magic scabbard reshapes itself to fit any nonmagical dagger or sword that is placed into it. A weapon that has been kept in the scabbard for 1 hour or more becomes a magic weapon with a +1 bonus to attack and damage rolls. This effect lasts for 1 hour after the weapon has been drawn from the scabbard.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Scale Mail","description":"Scale Mail Armor ( medium ) This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Medium Armor","data-List":"false","Item Rarity":"Standard","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail","description":"Scale Mail Armor (medium) Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Scale Mail","description":"Scale Mail Armor ( medium ) This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Expansion":4415,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Scale Mail","description":"Medium Armor Armor Class: 14 + Dex modifier (max 2) Strength: — Stealth: Disadvantage Weight: 45 lb. Cost: 50 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage","Item Rarity":"None","Name":"Scale Mail"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scale Mail","description":"Scale Mail Armor ( medium ) This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Expansion":5,"Item Type":"Medium Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Scale Mail +1","description":"Scale Mail +1 Armor (medium) , rare You have a +1 bonus to AC while wearing this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail +1","description":"Scale Mail +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail +1","description":"Armor (Scale Mail), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail +1","description":"Armor (Scale Mail), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail +1 Base AC\",\"parent\":\"Scale Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail +1 Magic Bonus to AC\",\"parent\":\"Scale Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"},{\"name\":\"Scale Mail +1 Stealth Disadvantage\",\"parent\":\"Scale Mail +1\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Rare","Name":"Scale Mail +1","Weight":45,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail +2","description":"Scale Mail +2 Armor (medium) , very rare You have a +2 bonus to AC while wearing this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail +2","description":"Scale Mail +2 Armor (medium), very rare You have a +2 bonus to AC while wearing this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC : 16 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail +2","description":"Armor (Scale Mail), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail +2","description":"Armor (Scale Mail), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"cost\\\":\\\"40050 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail +2 Base AC\",\"parent\":\"Scale Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail +2 Magic Bonus to AC\",\"parent\":\"Scale Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Scale Mail +2 Stealth Disadvantage\",\"parent\":\"Scale Mail +2\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Very Rare","Name":"Scale Mail +2","Weight":45,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail +3","description":"Scale Mail +3 Armor (medium), legendary You have a +3 bonus to AC while wearing this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC : 17 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Expansion":7583,"Item Type":"Medium Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail +3","description":"Scale Mail +3 Armor (medium) , legendary You have a +3 bonus to AC while wearing this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail +3","description":"Armor (Scale Mail), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail +3","description":"Armor (Scale Mail), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail +3 Base AC\",\"parent\":\"Scale Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail +3 Magic Bonus to AC\",\"parent\":\"Scale Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"},{\"name\":\"Scale Mail +3 Stealth Disadvantage\",\"parent\":\"Scale Mail +3\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"}]","filter-Attunement":"Legendary","Name":"Scale Mail +3","Weight":45,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail Armor of Gleaming","description":"Scale Mail Armor of Gleaming Armor (medium), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Scale Mail Cast-Off Armor","description":"Scale Mail Cast-Off Armor Armor (medium), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Scale Mail Chaos Armor","description":"Scale Mail Chaos Armor Armor (medium), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Scale Mail Living Armor","description":"Scale Mail Living Armor Armor (scale mail), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 15 Stealth: Disadvantage Weight: 45","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Scale Mail of Acid Resistance","description":"Scale Mail Of Acid Resistance Armor (medium), rare (r equires attunement ) You have resistance to acid damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Acid Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Acid Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Acid Resistance Base Armor Class\",\"parent\":\"Scale Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Acid Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Acid Resistance Attunement\",\"parent\":\"Scale Mail of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Acid Resistance\",\"parent\":\"Scale Mail of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Acid Resistance","Weight":45,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Air Elemental Aura","description":"Armor (scale mail), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Arcane Absorption","description":"Scale Mail of Arcane Absorption Armor (medium), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Blood Drinking","description":"Scale Mail of Blood Drinking Armor (medium), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Cold Resistance","description":"Scale Mail Of Cold Resistance Armor (medium), rare (r equires attunement ) You have resistance to cold damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Cold Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Cold Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Cold Resistance Base Armor Class\",\"parent\":\"Scale Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Cold Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Cold Resistance Attunement\",\"parent\":\"Scale Mail of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Cold Resistance\",\"parent\":\"Scale Mail of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Cold Resistance","Weight":45,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Earth Elemental Aura","description":"Scale Mail of Earth Elemental Aura Armor (medium), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Ease","description":"The illithid around here tell me they prefer their meals with a crunchy coating. — Xanathar Scale Mail of Ease Armor (medium), uncommon While the magic of this armor doesn't provide any additional protection, scale mail of ease can be slept in with no detrimental effects. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Scale Mail of Fire Elemental Aura","description":"Scale Mail of Fire Elemental Aura Armor (medium), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Fire Resistance","description":"Scale Mail Of Fire Resistance Armor (medium), rare (r equires attunement ) You have resistance to fire damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Fire Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Fire Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Fire Resistance Base Armor Class\",\"parent\":\"Scale Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Fire Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Fire Resistance Attunement\",\"parent\":\"Scale Mail of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Fire Resistance\",\"parent\":\"Scale Mail of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Fire Resistance","Weight":45,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Force Resistance","description":"Scale Mail Of Force Resistance Armor (medium), rare (r equires attunement ) You have resistance to force damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Force Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Force Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Force Resistance Base Armor Class\",\"parent\":\"Scale Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Force Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Force Resistance Attunement\",\"parent\":\"Scale Mail of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Force Resistance\",\"parent\":\"Scale Mail of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Force Resistance","Weight":45,"data-description":"You have Resistance to Force damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Fungal Spores","description":"Scale Mail of Fungal Spores Armor (Medium), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Scale Mail of Gleaming","description":"Armor (Scale Mail), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Lightning Resistance","description":"Scale Mail Of Lightning Resistance Armor (medium), rare (r equires attunement ) You have resistance to lightning damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Lightning Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Lightning Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Lightning Resistance Base Armor Class\",\"parent\":\"Scale Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Lightning Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Lightning Resistance Attunement\",\"parent\":\"Scale Mail of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Lightning Resistance\",\"parent\":\"Scale Mail of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Lightning Resistance","Weight":45,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Necrotic Resistance","description":"Scale Mail Of Necrotic Resistance Armor (medium), rare (r equires attunement ) You have resistance to necrotic damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Necrotic Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Necrotic Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Necrotic Resistance Base Armor Class\",\"parent\":\"Scale Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Necrotic Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Necrotic Resistance Attunement\",\"parent\":\"Scale Mail of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Necrotic Resistance\",\"parent\":\"Scale Mail of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Necrotic Resistance","Weight":45,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Poison Resistance","description":"Scale Mail Of Poison Resistance Armor (medium), rare (r equires attunement ) You have resistance to poison damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Poison Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Poison Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Poison Resistance Base Armor Class\",\"parent\":\"Scale Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Poison Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Poison Resistance Attunement\",\"parent\":\"Scale Mail of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Poison Resistance\",\"parent\":\"Scale Mail of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Poison Resistance","Weight":45,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Psychic Resistance","description":"Scale Mail Of Psychic Resistance Armor (medium), rare (r equires attunement ) You have resistance to psychic damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Psychic Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Psychic Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Psychic Resistance Base Armor Class\",\"parent\":\"Scale Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Psychic Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Psychic Resistance Attunement\",\"parent\":\"Scale Mail of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Psychic Resistance\",\"parent\":\"Scale Mail of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Psychic Resistance","Weight":45,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Radiant Resistance","description":"Scale Mail Of Radiant Resistance Armor (medium), rare (r equires attunement ) You have resistance to radiant damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Radiant Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Radiant Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Radiant Resistance Base Armor Class\",\"parent\":\"Scale Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Radiant Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Radiant Resistance Attunement\",\"parent\":\"Scale Mail of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Radiant Resistance\",\"parent\":\"Scale Mail of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Radiant Resistance","Weight":45,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of the Fallen","description":"Scale Mail of the Fallen Armor (Medium), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Scale Mail of the Holy Crusade","description":"Scale Mail of the Holy Crusade Armor (medium), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Expansion":20542,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Thunder Resistance","description":"Scale Mail Of Thunder Resistance Armor (medium), rare (r equires attunement ) You have resistance to thunder damage while you wear this armor. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","AC":14,"Source":"5th Edition SRD","Weight":45,"Stealth":"Disadvantage","Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scale Mail of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scale Mail of Thunder Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Thunder Resistance","description":"Armor (Scale Mail), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Thunder Resistance Base Armor Class\",\"parent\":\"Scale Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Thunder Resistance Stealth Disadvantage\",\"parent\":\"Scale Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Thunder Resistance Attunement\",\"parent\":\"Scale Mail of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail Thunder Resistance\",\"parent\":\"Scale Mail of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Thunder Resistance","Weight":45,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Versatile Resistance","description":"Armor of Versatile Resistance Armor (scale mail), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Medium Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Scale Mail of Vulnerability (Bludgeoning)","description":"Armor (Scale Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Vulnerability (Bludgeoning)","description":"Armor (Scale Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning) Stealth Disadvantage\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Bludgeoning)Slashing Vulnerability\",\"parent\":\"Scale Mail of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Vulnerability (Bludgeoning)","Weight":45,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Vulnerability (Piercing)","description":"Armor (Scale Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Vulnerability (Piercing)","description":"Armor (Scale Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Scale Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Stealth Disadvantage\",\"parent\":\"Scale Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Attunement\",\"parent\":\"Scale Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Scale Mail of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Scale Mail of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Scale Mail of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Scale Mail of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Vulnerability (Piercing)","Weight":45,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Vulnerability (Slashing)","description":"Armor (Scale Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Scale Mail of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scale Mail of Vulnerability (Slashing)","description":"Armor (Scale Mail), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Medium Armor","data-List":"false","Properties":"Stealth Disadvantage","Item Rarity":"No","filter-Lists":"Medium Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scale Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scale Mail of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":45,\\\"properties\\\":[\\\"Stealth Disadvantage\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Medium\\\",\\\"type\\\":\\\"Scale Mail\\\",\\\"bonusCap\\\":2,\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Scale Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":14}}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing) Stealth Disadvantage\",\"parent\":\"Scale Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Skills\\\"],\\\"bonusName\\\":[\\\"Stealth\\\"],\\\"bonusDetails\\\":\\\"Keep Lowest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing) Attunement\",\"parent\":\"Scale Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing)Slashing Resistance\",\"parent\":\"Scale Mail of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Scale Mail of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing)Bludgeoning Vulnerability\",\"parent\":\"Scale Mail of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Scale Mail of Vulnerability (Slashing)Piercing Vulnerability\",\"parent\":\"Scale Mail of Vulnerability (Slashing )Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Scale Mail of Vulnerability (Slashing)","Weight":45,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":14,"Stealth":"Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scale Mail of Water Elemental Aura","description":"Scale Mail of Water Elemental Aura Armor (medium), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 15 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale Mail of Weightlessness","description":"Scale Mail of Weightlessness Armor (Medium), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 14 + Dex modifier (max 2) Stealth : Disadvantage Weight : 45","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Scale Mail Smoldering Armor","description":"Scale Mail Smoldering Armor Armor (medium), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Scale Mail Suit of Heroic Prowess","description":"Armor (scale mail), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scale, Merchant's","description":"Scale, Merchant's Adventuring gear Price: 5 gp A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Scaled","description":"Apprentice armor property Components: Masterwork suit of exotic light armor This armor is covered in heavy, hardened scales. The AC provided by this armor increases by 3. However, you only add your Dexterity modifier to a maximum of +2 when determining your Armor Class while wearing it.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scalehide Cream","description":"Wondrous item, rare As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn’t combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scalehide Cream","description":"Wondrous item, rare As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olivegreen scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn’t combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Scalehide Cream","description":"Wondrous Item, Rare As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn’t combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses .","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Scalestriker Greatsword","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite .","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Greatsword (rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Longsword","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite .","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Longsword (rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Longsword (very rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Rapier","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite .","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Rapier (rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Rapier (very rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Scimitar","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite .","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Scimitar (rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Shortsword","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite .","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Shortsword (rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scalestriker Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (optional attunement) Component: pouch of monstrosity (merrow) scales Scales, be they from the lowly snake or mighty dragon, appear to quail at this blade’s presence, peeling back to reveal the flesh below. The hilt’s squamous wrapping multiplies slowly, detaching in patches to crawl across the blade’s glassy face, and falling lifelessly to the floor after touching its gem-like edge. A creature holding this blade has advantage on Carving checks* on corpses that have scales. When you make weapon attacks with this blade against creatures with scales, the critical hit range is one greater than normal (for example, from a 20 on a d20 to a 19 or 20). Optional Attunement. If you choose to attune to this item, it gains the Autotomic Tail and Scaleskin properties. In addition, when you finish a long rest, you find that you have grown a tail and that your skin is covered in tiny, hard scales. These structures disappear when you finish a long rest while not attuned to the sword. OA: Autotomic Tail. As a bonus action while you are grappled or restrained by a creature, you can choose to take 1d10 necrotic damage and end the condition, leaving the creature holding your self-amputated tail. Once you use this property, you can't do so again until you finish a long rest, when your tail grows back. OA: Scaleskin. While you’re not wearing heavy armour, any slashing or piercing damage you take is reduced by 1. *See Harvesting Lite . Rare variant: Increase the Scaleskin property's damage reduction to 3. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the Scaleskin property's damage reduction to 3.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scarab of Death","description":"Wondrous item, legendary, requires attunement If you hold this spider-shaped medallion in your hand for 1 round, an inscription appears on its surface, revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The undead creature that targeted you is destroyed unless it succeeds on a DC 15 Charisma saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Scarab of Protection","description":"Scarab Of Protection Wondrous item, legendary (requires attunement ) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges . If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scarab of Protection","description":"Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scarab of Protection","description":"Wondrous Item, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Scarab of Protection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scarab of Rebirth","description":"Wondrous item, rare (requires attunement) This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following: You no longer need to eat or drink. You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you. Your hit point maximum is reduced by 10. If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can’t return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can’t be used again until 14 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scarf of Deception","description":"Wondrous item, rare While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scarf of Winter","description":"Wondrous item, common (socketable) Component: fey (Jorfraust) hair In windy weather, the crystals dangling from this scarf chime softly, producing a sombre yet peaceful winter tune that evokes images of delicate snowflakes colliding against one another during a gentle snowfall. After the crystals have shattered, the absence of their song can be somewhat off-putting. You can socket this scarf onto the chestpiece of a suit of armour. While wearing that armour, you ignore the effects of extreme cold. Frost Overload. When you take cold damage, you can use your reaction to reduce it by 2d6, as the small ice crystals serving as the scarf’s tassels absorb some of the energy. The crystals are then overloaded and shatter, and this property of the scarf can’t be used again.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"socketable"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scarlet Mead","description":"Potion, rare This honey wine is marked by threads of some flowery, bright red strands that give it its name. When you drink this mead, you become a conduit for the phlogiston around yourself. For 1 hour, a halo of fire radiates from you but doesn’t harm you, shedding dim light in a 10-foot radius. Attack rolls against you have advantage if the attacker can see you, and you can’t become invisible. In addition, you leave fiery footprints on any solid surface, and Wisdom (Survival) checks made to track you succeed automatically. Any flammable object you touch ignites if you hold it long enough: instantly for sawdust or oil, after 1 round for sticks or dry cloth, or after 1 minute for more difficult fuel, such as damp logs or wet peat. Your footprints don’t burn the surface where you walk, and your fiery touch doesn’t harm creatures.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scarlet Sausage","description":"Wondrous item, very rare The blood that dyes the eponymous raiment of a redcap, a wicked fey creature, possesses magical properties. When squeezed out of its cap, purified, and cured, the blood can be formed into a sausage. A scarlet sausage is an acquired taste, but it is the only known palliative—of a sort—for vampirism. As an action, a vampire spawn can eat a single scarlet sausage . Alternatively, as an action, another creature can feed a scarlet sausage to an incapacitated vampire spawn. For 8 hours, the vampire spawn regains its former personality and memories. True vampires are unaffected by a scarlet sausage . Vampire spawn can become inured to the effects of scarlet sausage. If a vampire spawn has consumed a scarlet sausage , the effect of each subsequent scarlet sausage it eats is reduced by an additional 1 hour until it can no longer be affected by a scarlet sausage .","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Scatter","description":"Apprentice weapon property Components: Masterwork ranged weapon with the Ammunition and Two-Handed properties that doesn’t have the Sighted property This weapon gains the Scatter property and its damage die decreases by one step. The weapon’s damage die increases by two steps when an attack with it is made against a target within half of its normal range. The weapon’s long range becomes three times the weapon’s normal range. The weapon’s normal range decreases by 70 feet and its long range decreases accordingly. Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scatter Bullet","description":"Scatter Bullet (requires a weapon with the spread fire property) This bullet ignores the spread fire property and is fired like a standard bullet. On a hit, the target takes your normal weapon damage and the bullet explodes, sending shrapnel flying in a 15-foot cone behind the target. Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take damage equal to your weapon damage.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scavenger's Might","description":"Weapon (Flail), Rare (Requires Attunement) The heavy head of this magic flail has been imbued with eldritch runes. The flail deals an extra 1d6 Force damage on a hit. The flail has 3 charges and regains all expended charges daily at dawn. When you hit a creature with the flail, you can expend 1 charge to cause one of the following effects: Mighty Blow. The target must succeed on a DC 15 Strength saving throw or be thrown up to 20 feet horizontally in a direction of your choice, landing Prone and taking 1d6 Bludgeoning damage for each 10 feet it was thrown. If it hits another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage. Siphon Might. The target must succeed on a DC 15 Constitution saving throw or, until the end of your next turn, it has disadvantage on ability checks, saving throws, and attack rolls using Strength, and you have advantage on ability checks, saving throws, and attack rolls using Strength.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Scent Sponge","description":"Wondrous item, uncommon This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can’t be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target’s scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scepter of Light","description":"Scepter of Light Wondrous item, uncommon This short, gold-plated rod is capped by a clear crystal orb. As an action, you can speak the scepter’s command word and, for the next 4 hours, a 60-foot-radius sphere of bright light spreads out from the orb. Dim light is shed for an additional 60 feet. If any of this light area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. Once used, this property of the scepter can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Scepter of Majesty","description":"Rod, rare (requires attunement) While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a headdress of majesty (see), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scepter of the Reverend Magistratus","description":"Weapon (mace), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. While attuned to this mace, your Wisdom score increases by +1 up to a maximum of 20. You have advantage on a Charisma (Persuasion or Deception) check once per day while attuned to this scepter.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Scepter Weapon","description":"Weapon (Club, Hammer, Mace, or Staff), Rare (Requires Attunement) By speaking this weapon's command word as a bonus action, you activate a harsh purple light. While this light shines, you have advantage on Charisma (Intimidate) checks made to interact with beasts, dragons, fey, giants, humanoids, and monstrosities. In addition, any foe or object you strike with a scepter weapon glows, shedding dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.","properties":{"Category":"Items","Item Type":"Melee Weapon","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Sceptre of Saint Vitruvio","description":"Sceptre of Saint Vitruvio Staff, rare (requires attunement by a spellcaster) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: guiding bolt (1 charge), flaming sphere (2 charges), or flame strike (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Staff","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Sceptre of the Spellcrafter Rod","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Rod (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you Uncommon variant: Reduce the DC to 13, the damage to 5d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Rod (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you Uncommon variant: Reduce the DC to 13, the damage to 5d6, the charges to 3, and the recharge to 1d3. Very rare variant: Increase the DC to 16 and the damage to 8d6. When you expend a charge to activate a gem, you can choose to deal 8d6 damage of a single type, or 4d6 damage of each of two types.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Staff","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Staff (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you Uncommon variant: Reduce the DC to 13, the damage to 5d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Staff (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you Uncommon variant: Reduce the DC to 13, the damage to 5d6, the charges to 3, and the recharge to 1d3. Very rare variant: Increase the DC to 16 and the damage to 8d6. When you expend a charge to activate a gem, you can choose to deal 8d6 damage of a single type, or 4d6 damage of each of two types.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Wand","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Wand (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you Uncommon variant: Reduce the DC to 13, the damage to 5d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Spellcrafter Wand (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Component: elemental primordial dust This gold and onyx length of wood is ornately carved with the likeness of black dragon, and houses four large gemstones: a ruby, emerald, sapphire, and diamond. Each gem flickers with an inner light, a core of elemental magic. Blending evocation and transmutation magic, this device allows the destructive forces of the elements to be shaped to the whim of its wielder. This item has 4 charges and regains 1d3 + 1 expended charges daily at dawn. Spellcrafter. As an action while holding this item, you can expend 1 charge and activate one of the gems to create an elemental blast, choosing either a damage type or the type of area the effect occupies from the table below. Roll a d4 to randomly determine the parameter you didn’t choose; for example, if you choose a 40-foot cone, randomly determine the damage type. Each creature in the area must succeed on a DC 15 Dexterity saving throw, taking 6d6 damage of the respective type on a success, or half as much damage on a failure. d4 Damage Area of Effect 1 Fire 10-foot-radius, 60-foot-high cylinder centred on a point of your choice within 120 feet of you 2 Cold 20-foot-radius sphere centred on a point of your choice within 60 feet of you 3 Lightning 40-foot cone originating from you 4 Acid 5-foot wide, 100-foot-long line originating from you Uncommon variant: Reduce the DC to 13, the damage to 5d6, the charges to 3, and the recharge to 1d3. Very rare variant: Increase the DC to 16 and the damage to 8d6. When you expend a charge to activate a gem, you can choose to deal 8d6 damage of a single type, or 4d6 damage of each of two types.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Sunken King","description":"Rod, very rare (requires attunement) Component: aberration tentacle An ancient nautilus, a scion of the Deep One, wraps the driftwood shaft of this sceptre in its wet, rubbery tentacles. Though this nautilus appears dead and unmoving when dry, its tentacles slowly writhe while submerged in water. You can use the sceptre as a spellcasting focus for your spells. Power of the Depths. While holding this rod, you gain the following benefits: You have resistance to cold damage. You have a swimming speed equal to your walking speed. While at least waist-deep in water, you have advantage on Strength checks and Strength saving throws, and can cast any of the following spells at any level between its normal level and 4th-level (save DC 16): control water , create or destroy water , riptide *, water breathing . After you do so, roll a d6. If the result is equal to or less than the level the spell is cast at, the sceptre’s eye goes dim and you can’t use the rod to cast spells in this way until the next dawn. *See Appendix A","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sceptre of the Sunken King (rare variant)","description":"Rod, very rare (requires attunement) Component: aberration tentacle An ancient nautilus, a scion of the Deep One, wraps the driftwood shaft of this sceptre in its wet, rubbery tentacles. Though this nautilus appears dead and unmoving when dry, its tentacles slowly writhe while submerged in water. You can use the sceptre as a spellcasting focus for your spells. Power of the Depths. While holding this rod, you gain the following benefits: You have resistance to cold damage. You have a swimming speed equal to your walking speed. While at least waist-deep in water, you have advantage on Strength checks and Strength saving throws, and can cast any of the following spells at any level between its normal level and 4th-level (save DC 16): control water , create or destroy water , riptide *, water breathing . After you do so, roll a d6. If the result is equal to or less than the level the spell is cast at, the sceptre’s eye goes dim and you can’t use the rod to cast spells in this way until the next dawn. *See Appendix A Rare variant: Remove the option to cast spells from the Power of the Depths property.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Schiavona","description":"Melee weapon (martial, sword) Sword with an elaborate metal cage guard, great at both thrusting and cutting blows.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Scholar's Pack","description":"Scholar's Pack Equipment pack Includes: a backpack a book of lore a bottle of ink an ink pen 10 sheets of parchment a little bag of sand a small knife","properties":{"Category":"Items","Subtype":"Equipment Pack","data-List":"false","Item Rarity":"Standard","data-Bundle":"[\"Backpack\",\"book of lore\",\"ink\",\"ink pen\",\"parchment (10)\",\"little bag of sand\",\"small knife\"]","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scholar's Pack","description":"Scholar's Pack Adventuring gear Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.","properties":{"Category":"Items","Expansion":5},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Scholar's Pack","description":"Adventuring Gear Weight: 22 lb. Cost: 40 GP A Scholar’s Pack contains the following items: Backpack , Book , Ink , Ink Pen , Lamp , 10 flasks of Oil , 10 sheets of Parchment , and Tinderbox .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Scholar's Pack"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scientist's Pack","description":"Scientist's Pack Equipment pack Includes: backpack data library microanalyzer personal computer sample kit 2 magseal jars injector gun","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Scimitar","description":"Scimitar Melee weapon (martial, scimitar) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Scimitar","description":"Scimitar Melee weapon (martial, scimitar) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Subtype":"Martial, Sword","Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scimitar","description":"Scimitar Melee weapon (martial, scimitar) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Scimitar","description":"Martial Melee Weapon Damage: 1d6 Slashing Properties: Finesse , Light Mastery: Nick Weight: 3 lb. Cost: 25 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"None","Name":"Scimitar"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scimitar","description":"Scimitar Melee weapon (martial, scimitar) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Scimitar +1","description":"Scimitar +1 Melee weapon (martial, scimitar ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+1 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scimitar +1","description":"Scimitar +1 Melee weapon (martial, scimitar) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+1 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scimitar +1","description":"Scimitar +1 Melee weapon (martial, scimitar ), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+1 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Scimitar +1","description":"Scimitar +1 Melee weapon (martial, scimitar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Scimitar +1","description":"Weapon (Scimitar), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar +1","description":"Weapon (Scimitar), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scimitar +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scimitar +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"425 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scimitar +1 Attack\",\"parent\":\"Scimitar +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Scimitar +1 Damage\",\"parent\":\"Scimitar +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar +1 Attack (Finesse)\",\"parent\":\"Scimitar +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +1 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Scimitar +1 Damage (Finesse)\",\"parent\":\"Scimitar +1 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar +1 Attack (Off-hand)\",\"parent\":\"Scimitar +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Scimitar +1 Damage (Off-hand)\",\"parent\":\"Scimitar +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Nick","Name":"Scimitar +1","Weight":3,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scimitar +2","description":"Scimitar +2 Melee weapon (martial, scimitar), rare You have a +2 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+2 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scimitar +2","description":"Scimitar +2 Melee weapon (martial, scimitar ), rare You have a +2 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+2 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scimitar +2","description":"Weapon (Scimitar), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar +2","description":"Weapon (Scimitar), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scimitar +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scimitar +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scimitar +2 Attack\",\"parent\":\"Scimitar +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Scimitar +2 Damage\",\"parent\":\"Scimitar +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar +2 Attack (Finesse)\",\"parent\":\"Scimitar +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +2 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Scimitar +2 Damage (Finesse)\",\"parent\":\"Scimitar +2 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar +2 Attack (Off-hand)\",\"parent\":\"Scimitar +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Scimitar +2 Damage (Off-hand)\",\"parent\":\"Scimitar +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Scimitar +2","Weight":3,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scimitar +3","description":"Scimitar +3 Melee weapon (martial, scimitar ), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+3 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scimitar +3","description":"Scimitar +3 Melee weapon (martial, scimitar), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+3 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scimitar +3","description":"Weapon (Scimitar), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar +3","description":"Weapon (Scimitar), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scimitar +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scimitar +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scimitar +3 Attack\",\"parent\":\"Scimitar +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Scimitar +3 Damage\",\"parent\":\"Scimitar +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar +3 Attack (Finesse)\",\"parent\":\"Scimitar +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +3 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Scimitar +3 Damage (Finesse)\",\"parent\":\"Scimitar +3 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar +3 Attack (Off-hand)\",\"parent\":\"Scimitar +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Scimitar +3 Damage (Off-hand)\",\"parent\":\"Scimitar +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Scimitar +3","Weight":3,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scimitar for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scimitar of Agonizing Paralysis","description":"Weapon (scimitar), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Scimitar of Bloodletting","description":"Scimitar of Bloodletting Melee weapon (martial, scimitar), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scimitar of Certain Death","description":"Scimitar of Certain Death Weapon (scimitar), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Scimitar of Defense","description":"Scimitar of Defense Melee weapon (martial, scimitar), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light, Defensive Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scimitar of Inverted Probability","description":"Scimitar of Inverted Probability Melee weapon (martial, scimitar), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scimitar of Life Stealing","description":"Weapon (Scimitar), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar of Life Stealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar of Retribution","description":"Weapon (scimitar), very rare (requires attunement) You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one. The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit’s past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Scimitar of Sharpness","description":"Weapon (Scimitar), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar of Sharpness"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar of Speed","description":"Scimitar of Speed Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+2 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scimitar of Speed","description":"Scimitar Of Speed Melee weapon (martial, scimitar) , very rare (r equires attunement ) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+2 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Subtype":"Martial, Sword","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scimitar of Speed","description":"Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar of Speed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar of Speed","description":"Weapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Scimitar of Speed\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Scimitar of Speed\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Scimitar\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Scimitar of Speed Attack\",\"parent\":\"Scimitar of Speed\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar of Speed (Strength)\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Scimitar of Speed Damage\",\"parent\":\"Scimitar of Speed Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar of Speed Attack (Off-Hand)\",\"parent\":\"Scimitar of Speed\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar of Speed (Off-Hand)\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Scimitar of Speed Damage (Off-Hand)\",\"parent\":\"Scimitar of Speed Attack (Off-Hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar of Speed Finesse Attack\",\"parent\":\"Scimitar of Speed\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Scimitar of Speed (Dexterity)\\\",\\\"description\\\":\\\"You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Scimitar of Speed Finesse Damage\",\"parent\":\"Scimitar of Speed Finesse Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Scimitar of Speed Attunement\",\"parent\":\"Scimitar of Speed\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Scimitar of Speed Bonus Action\",\"parent\":\"Scimitar of Speed Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Scimitar of Speed Attack\\\",\\\"description\\\":\\\"You can make one attack with it as a Bonus Action on each of your turns.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Scimitar of Speed","Weight":3,"data-description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.","Damage":"1d6","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scimitar of the Arcanaweave","description":"Scimitar of the Arcanaweave Melee weapon (martial, scimitar), legendary, (requires attunement) This weapon is old beyond measure and clearly from another plane, carved and etched with whirling patterns. An aura of shadow emanates from it. The scimitar of the arcanaweave is possessed by a type of living spell—a person who out of desperation or intellectual curiosity turned themselves into a spell, or a spell given life and agency by its creator or some unusual effect. The living spell is sentient and can communicate with or assist you, but often struggles to understand things in corporeal terms and may veer off on highly intellectual tangents. The scimitar of the arcanaweave requires attunement. Upon attuning to it, a tattoo of the same whirling patterns appears on your dominant arm, extending up to your chest. It remains for as long as the attunement does, disappearing slowly over 1d6 + 1 days if the attunement ends. The arcanaweave is aligned, but no alignment is presented here; the alignment of the spell will determine the role that the scimitar of the arcanaweave plays in a campaign. A good-aligned spell might contribute useful advice at key moments, while an evil-aligned spell may subtly manipulate you. A spell can also cease to function for you if it does not share your alignment, rendering the weapon a +1 scimitar until it can be persuaded to help again. Arcanaweave Statistics Int: 22 Wis: 18 Cha: 14 Skills: Special, see weapon properties Senses: blindsight 5ft Languages: six of DM’s choice, communicated via telepathy and audible whispering The scimitar of the arcanaweave has a +2 to attack and damage. On a hit, it does 2d4 slashing and 2d6 necrotic damage to its target. If you make an attack with the scimitar as part of the Attack action, you can use a bonus action immediately after to make a melee attack with it. This bonus action attack deals 1d4 slashing and 1d6 necrotic damage. In addition, you can spend an action to roll 1d6 and add it to a skill check of your choice. Once you have used this property, it cannot be used again until dusk. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 2d4 Damage Type: Slashing Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Finesse, Light Secondary Damage: 2d6 Secondary Damage Type: Necrotic Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Scimitar of the Desert Winds","description":"Weapon (scimitar), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as -50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection. Wind Strike. When you hit a creature with the scimitar, you can use a bonus action to call upon the power of the desert winds. The target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from you in the direction of your choice and knocked prone. The scimitar can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scimitar of the Desert Winds","description":"Weapon (scimitar), rare (requires attunement) Created by the Wind Lords, these shining steel scimitars are sometimes wielded by Tamasheq chieftains and imajaghans. While holding or carrying this scimitar, you can tolerate temperatures as low as –50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection. Wind Strike. When you hit a creature with the scimitar, you can use a bonus action to call upon the power of the desert winds. The target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from you in the direction of your choice and knocked prone. The scimitar can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Scimitar of the Desert Winds","description":"Created by the Wind Lords, these shining steel scimitars are sometimes wielded by Tamasheq chieftains and imajaghans. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with the scimitar, you can call upon the power of the Wind Lords to push it away from you unless it succeeds on a DC 15 Strength saving throw. If the creature fails, it is pushed 15 feet away from you in a direction of your choice and knocked prone. While attuned to this scimitar, you are not affected by the extreme heat of the desert during the day or by the extreme cold at night.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Scimitar of the Planes","description":"Scimitar of the Planes Melee Weapon (martial, scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+3 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Scimitar of Throne's Command","description":"Scimitar of Throne's Command Melee Weapon (martial, scimitar), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+1 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Scimitar of Vengeance","description":"Weapon (Scimitar), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar of Vengeance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar of Warning","description":"Weapon (Scimitar), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scimitar of Wounding","description":"Weapon (Scimitar), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Scimitar of Wounding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scionic Battleaxe","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Blowgun","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Blunderbuss","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Blaring, Spread Fire, Twinned Barrel, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Cannon","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Cleaver","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile (d12)","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Club","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Dagger","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Dart","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Flail","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Flintlock","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Blaring","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Glaive","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Greataxe","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Greatclub","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Greatsword","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Halberd","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Hand Crossbow","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Handaxe","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Heavy Crossbow","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Javelin","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Lance","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Light Crossbow","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Light hammer","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Longbow","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Longsword","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Mace","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Maul","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Melee Weapon","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Scionic Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn. Reminder: Forced movement does not trigger opportunity Attacks Roll20 Note: Each standard weapon can be found in the compendium with the Scionic template added for convenience. For example, search for \"Scionic Longsword\" to add it to your character sheet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Morningstar","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Net","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Special, Thrown","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Pike","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Pistol","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Blaring, Fan Fire","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Quarterstaff","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Ranged Weapon","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Scionic Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn. Roll20 Note: Each standard weapon can be found in the compendium with the Scionic template added for convenience. For example, search for \"Scionic Longbow\" to add it to your character sheet.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Rapier","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Rifle","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition (range 120/240), Artillery, Barrel 2 (S), Blaring, Steady, Twinned Barrel, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Scimitar","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Scythe","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Heavy, Two-Handed, Reach","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Shortbow","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Shortsword","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Sickle","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Sling","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Ranged Weapons Any ranged weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon’s normal damage. This weapon has the Guiding Fury property. Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon’s damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon’s damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Spear","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Spellcasting Focus","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Scionic Spellcasting Focus Any spellcasting focus, rare (requires attunement) You gain a +1 bonus to spell attack rolls made with this focus and can cast the shocking grasp cantrip, using your spellcasting modifier. When you roll a 1 or 2 on a damage die for a spell that deals lightning damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This weapon has the Ionized Conduit property. Ionized Conduit. As a bonus action, you can increase the polarity of the focus. For the next minute, creatures you target with spells that deal lightning damage have a -3 penalty to their saving throw against that spell if they are wearing or carrying metal. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Spellcasting Focus","Properties":"Ionized Conduit","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Trident","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic War pick","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Warhammer","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scionic Whip","description":"Scionic Armament The Scions' weapons—whether dead or alive—are constructed from the bones of formidable monsters which are then tortured with strong lightning, granting twisted appearance and savage fury to the armament. The weapon’s osseous component grants it ancient strength, and the electricity that dances across its body brutalizes all who come in contact with it. Scionic weapons all require attunement. When attuning to such a weapon, a creature takes 2d8 lightning damage. Melee Weapons Any melee weapon, rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning damage on a hit. This weapon has the Explosive Retreat property. Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scissors of Shadow Snipping","description":"Scissors of Shadow Snipping Wondrous Item, Rare (Requires Attunement by a Fey or a Spellcaster) As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn. The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment. You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual , but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest. A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Fey or a Spellcaster"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Scope of Farsight","description":"Scope of Farsight Wondrous item, uncommon When this metal tube with a glass lens on either end is affixed to a crossbow or weapon with the black powder property, the weapon’s normal and long ranges are doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scorch Helm","description":"Wondrous item, uncommon (requires attunement) Component: elemental core of fire The golden flames adorning this helmet produce as much heat as a raging inferno, but somehow never harm their wearer or their allies. Many speculate that they are fueled by the wearer’s passion and emotions, flaring at times of great anger, excitement, or distress. This helmet has 2 charges and regains all expended charges daily at dawn. Warm Summer Knight. As an action, you can expend 1 charge to spread the flames on the helmet over your entire body, coating you in golden fire for 1 minute. During this time, you gain the following benefits: Your melee weapon attacks deal an extra 1d6 fire damage. When a creature within 5 feet of you hits you with an attack, it takes 1d6 fire damage. When you successfully grapple a creature, it takes 1d6 fire damage. A creature grappled by you or grappling you takes 1d6 fire damage at the start of each of its turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorch Helm (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: elemental core of fire The golden flames adorning this helmet produce as much heat as a raging inferno, but somehow never harm their wearer or their allies. Many speculate that they are fueled by the wearer’s passion and emotions, flaring at times of great anger, excitement, or distress. This helmet has 2 charges and regains all expended charges daily at dawn. Warm Summer Knight. As an action, you can expend 1 charge to spread the flames on the helmet over your entire body, coating you in golden fire for 1 minute. During this time, you gain the following benefits: Your melee weapon attacks deal an extra 1d6 fire damage. When a creature within 5 feet of you hits you with an attack, it takes 1d6 fire damage. When you successfully grapple a creature, it takes 1d6 fire damage. A creature grappled by you or grappling you takes 1d6 fire damage at the start of each of its turns. Rare variant: Increase the charges to 3 and each damage of the Warm Summer Knight property to 1d8.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorch Helm (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: elemental core of fire The golden flames adorning this helmet produce as much heat as a raging inferno, but somehow never harm their wearer or their allies. Many speculate that they are fueled by the wearer’s passion and emotions, flaring at times of great anger, excitement, or distress. This helmet has 2 charges and regains all expended charges daily at dawn. Warm Summer Knight. As an action, you can expend 1 charge to spread the flames on the helmet over your entire body, coating you in golden fire for 1 minute. During this time, you gain the following benefits: Your melee weapon attacks deal an extra 1d6 fire damage. When a creature within 5 feet of you hits you with an attack, it takes 1d6 fire damage. When you successfully grapple a creature, it takes 1d6 fire damage. A creature grappled by you or grappling you takes 1d6 fire damage at the start of each of its turns. Rare variant: Increase the charges to 3 and each damage of the Warm Summer Knight property to 1d8. Very rare variant: Increase the charges to 3 and each damage of the Warm Summer Knight property to 1d8. The property can be used as a bonus action instead of an action.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorching Fists","description":"Wondrous item, rare Component: phial of construct oil Made of ceramic and metal plating, these gloves allow their wearer to smelt, weld, and otherwise manipulate metal without fear of burning oneself. In underground battle pits, these gloves see more unconventional uses: with the limiters removed, the glove’s knuckle-exhausts can form blades of devastating flame. While wearing these gloves, you can handle white-hot metal without fear of burning yourself. This item has 10 charges. Over the course of 1 minute, you can fill the gloves’ fuel canisters with 10 gp of high quality oil, causing it to regain 1d8 + 2 expended charges. Once this item regains charges, it can’t regain charges again until the next dawn. Scorching Fist. While wearing this item, you can expend 1 charge (no action required) to deal an additional 2d4 fire damage whenever you hit with an unarmed strike with your fist on your turn. Overheat. As an action, you can expend 3 charges to remove the gloves’ limiter, causing a flaming blade to blossom from each one. The gloves shed bright light in a 10-foot radius and dim light for an additional 10 feet. These blades last for 1 minute or until you extinguish them (no action required). They are simple melee weapons with the finesse and light properties, with which you are proficient. Each deals 3d8 fire damage on a hit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorching Fists (uncommon variant)","description":"Wondrous item, rare Component: phial of construct oil Made of ceramic and metal plating, these gloves allow their wearer to smelt, weld, and otherwise manipulate metal without fear of burning oneself. In underground battle pits, these gloves see more unconventional uses: with the limiters removed, the glove’s knuckle-exhausts can form blades of devastating flame. While wearing these gloves, you can handle white-hot metal without fear of burning yourself. This item has 10 charges. Over the course of 1 minute, you can fill the gloves’ fuel canisters with 10 gp of high quality oil, causing it to regain 1d8 + 2 expended charges. Once this item regains charges, it can’t regain charges again until the next dawn. Scorching Fist. While wearing this item, you can expend 1 charge (no action required) to deal an additional 2d4 fire damage whenever you hit with an unarmed strike with your fist on your turn. Overheat. As an action, you can expend 3 charges to remove the gloves’ limiter, causing a flaming blade to blossom from each one. The gloves shed bright light in a 10-foot radius and dim light for an additional 10 feet. These blades last for 1 minute or until you extinguish them (no action required). They are simple melee weapons with the finesse and light properties, with which you are proficient. Each deals 3d8 fire damage on a hit. Uncommon variant: Reduce the damage of the Scorching Fist property to 1d4 and the damage of the Overheat property to 3d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorching Fists (very rare variant)","description":"Wondrous item, rare Component: phial of construct oil Made of ceramic and metal plating, these gloves allow their wearer to smelt, weld, and otherwise manipulate metal without fear of burning oneself. In underground battle pits, these gloves see more unconventional uses: with the limiters removed, the glove’s knuckle-exhausts can form blades of devastating flame. While wearing these gloves, you can handle white-hot metal without fear of burning yourself. This item has 10 charges. Over the course of 1 minute, you can fill the gloves’ fuel canisters with 10 gp of high quality oil, causing it to regain 1d8 + 2 expended charges. Once this item regains charges, it can’t regain charges again until the next dawn. Scorching Fist. While wearing this item, you can expend 1 charge (no action required) to deal an additional 2d4 fire damage whenever you hit with an unarmed strike with your fist on your turn. Overheat. As an action, you can expend 3 charges to remove the gloves’ limiter, causing a flaming blade to blossom from each one. The gloves shed bright light in a 10-foot radius and dim light for an additional 10 feet. These blades last for 1 minute or until you extinguish them (no action required). They are simple melee weapons with the finesse and light properties, with which you are proficient. Each deals 3d8 fire damage on a hit. Uncommon variant: Reduce the damage of the Scorching Fist property to 1d4 and the damage of the Overheat property to 3d6. Very rare variant: Increase the damage of the Scorching Fist property to 3d4 and the damage of the Overheat property to 3d10.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorching Wrath","description":"Weapon (dagger), uncommon (requires attunement) Component: pouch of monstrosity (remorhaz) teeth Within this sharp-edged bone dagger lies an inert lump of indigo obsidian. In the heat of battle, the obsidian erupts into a continual flow of molten stone to which you are impervious. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger has 3 charges and regains all expended charges daily at dawn. Eruption. As an action, you can thrust the dagger into the ground and expend 1 charge. A 5-foot-radius, 40-foot-high cylinder of lava erupts, centred on a point you can see on the ground within 30 feet of you. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorching Wrath (rare variant)","description":"Weapon (dagger), uncommon (requires attunement) Component: pouch of monstrosity (remorhaz) teeth Within this sharp-edged bone dagger lies an inert lump of indigo obsidian. In the heat of battle, the obsidian erupts into a continual flow of molten stone to which you are impervious. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger has 3 charges and regains all expended charges daily at dawn. Eruption. As an action, you can thrust the dagger into the ground and expend 1 charge. A 5-foot-radius, 40-foot-high cylinder of lava erupts, centred on a point you can see on the ground within 30 feet of you. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Increase the attack and damage bonus to +2 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorching Wrath (very rare variant)","description":"Weapon (dagger), uncommon (requires attunement) Component: pouch of monstrosity (remorhaz) teeth Within this sharp-edged bone dagger lies an inert lump of indigo obsidian. In the heat of battle, the obsidian erupts into a continual flow of molten stone to which you are impervious. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger has 3 charges and regains all expended charges daily at dawn. Eruption. As an action, you can thrust the dagger into the ground and expend 1 charge. A 5-foot-radius, 40-foot-high cylinder of lava erupts, centred on a point you can see on the ground within 30 feet of you. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Rare variant: Increase the attack and damage bonus to +2 and the DC to 15. Very rare variant: Increase the attack and damage bonus to +2, the DC to 16, and the damage of Eruption to 4d10.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scorn Pouch","description":"Wondrous item, uncommon The heart of a lover scorned turns black and potent. So too does this small leather pouch darken whenever it comes near to a person who would speak ill of you: the pouch’s color turns from brown to black when a hostile creature passes within 10 feet.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Scorn Pouch","description":"Wondrous item, uncommon (requires attunement) The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scorpion Armor","description":"Scorpion Armor Armor (heavy, plate), rare (requires attunement) This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide ). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse. AC: 18 Category: Items Modifiers: Initiative +5 Weight: 65","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Scorpion Armor","description":"Scorpion Armor Armor (plate), rare (requires attunement) This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master ’s Guide ). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Scorpion Feet","description":"Wondrous item, legendary (requires attunement) These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits: Your speed isn’t reduced while in magical or nonmagical difficult terrain made of sand. You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element. You have immunity to poison damage and advantage on saving throws against being poisoned. You leave no tracks or other traces of your passage through sandy terrain.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scorpion on a Stick","description":"","properties":{"Category":"Items","Item Type":"Weapon (scorpion on a stick)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scorpion Stiletto","description":"Politics in the Mharoti Empire are a battlefield, and not all wars there are won with words. The scorpion stiletto appears as an ornate, ceremonial knife, but its beauty distracts from the deadly poison secreted within—the venom of the Mharoti emerald scorpion. Though this knife originated in the Dragon Empire, it is now wielded by assassins and cutthroat politicians throughout Midgard and the Southlands. Because they're so specialized for assassination, a scorpion stiletto can't be bought from most weapon dealers. A potential buyer must either find a disreputable merchant who'll sell one under the table or a disreputable weaponsmith who'll make one to order. In either case, the price must be negotiated. Maneuvers that can be used with a dagger can also be used with a scorpion stiletto.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Kobold Press","book":"Midgard Heroes Handbook"},{"name":"Scorpion Sting Scimitar (Level 1)","description":"This scimitar has a gleaming blade of remarkable workmanship. The pommel is set with a large ruby. Long ago, in a far-off desert kingdom, the Scorpion Padishah ruled from a gleaming city near a vast oasis. The Padishah commanded a small but loyal army, dedicated to protecting the city from raiders and nomads who roamed the surrounding desert. Leading this army were elite warriors known as the Seven Scorpions. Each of these warriors was said to be the equal of ten normal men, and each was sworn to protect the city and the Padishah with their lives. Each of the Seven Scorpions carried a golden scimitar. These mystical swords were said to have been forged by genies many centuries ago and could cleave through solid rock. Possessing a scorpion sting scimitar was the highest accolade one could receive within the desert kingdoms. If a scorpion warrior fell in battle, one of their fellows was honor-bound to recover the fallen warrior’s scimitar and return it to the Padishah. The Padishah would then bestow it on a worthy successor. Eventually, the Padishah’s city was claimed by the sands of time, and it is unknown what became of the seven scorpion sting scimitars . One is thought to currently be in the possession of a wicked desert sultan; another is rumored to be part of an Efreeti’s personal hoard. At least two of the scimitars are thought to have been destroyed long ago. As for the whereabouts of the others, none can say with certainty. Weapon (scimitar), fabled (5th-level and higher properties require attunement) While wielding this scimitar, you can use an action to create one dose of basic poison from this scimitar. The poison can coat the blade or be collected in a vial (your choice). If collected in a vial, the poison lasts for 1 hour or until used to coat a blade. Once used, the scimitar can’t be used in this way again until the next dawn. Poisoned Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding this weapon. 5th level. You have resistance to poison damage. In addition, the scimitar has 3 charges. You can expend 1 charge as an action to coat the blade in an oily, green poison that remains for 1 minute or until an attack using this scimitar hits a creature. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 2d4 poison damage. The scimitar regains all expended charges daily at dawn. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon, and the scimitar now has 5 charges, instead of 3. In addition, poison created by this scimitar ignores resistance to poison damage. 13th level. You gain a +2 bonus to attack and damage rolls with this scimitar, instead of +1. In addition, when you deal poison damage to a creature, you can make one attack with this scimitar against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this scimitar, instead of +2. In addition, you can expend 2 charges as an action to create one dose of any contact or injury poison. The poison can coat the blade for 1 minute or be collected in a vial (your choice). If collected in a vial, the poison lasts for 8 hours or until used to coat a blade.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scorpion Sting Scimitar (Level 13)","description":"This scimitar has a gleaming blade of remarkable workmanship. The pommel is set with a large ruby. Long ago, in a far-off desert kingdom, the Scorpion Padishah ruled from a gleaming city near a vast oasis. The Padishah commanded a small but loyal army, dedicated to protecting the city from raiders and nomads who roamed the surrounding desert. Leading this army were elite warriors known as the Seven Scorpions. Each of these warriors was said to be the equal of ten normal men, and each was sworn to protect the city and the Padishah with their lives. Each of the Seven Scorpions carried a golden scimitar. These mystical swords were said to have been forged by genies many centuries ago and could cleave through solid rock. Possessing a scorpion sting scimitar was the highest accolade one could receive within the desert kingdoms. If a scorpion warrior fell in battle, one of their fellows was honor-bound to recover the fallen warrior’s scimitar and return it to the Padishah. The Padishah would then bestow it on a worthy successor. Eventually, the Padishah’s city was claimed by the sands of time, and it is unknown what became of the seven scorpion sting scimitars . One is thought to currently be in the possession of a wicked desert sultan; another is rumored to be part of an Efreeti’s personal hoard. At least two of the scimitars are thought to have been destroyed long ago. As for the whereabouts of the others, none can say with certainty. Weapon (scimitar), fabled (5th-level and higher properties require attunement) While wielding this scimitar, you can use an action to create one dose of basic poison from this scimitar. The poison can coat the blade or be collected in a vial (your choice). If collected in a vial, the poison lasts for 1 hour or until used to coat a blade. Once used, the scimitar can’t be used in this way again until the next dawn. Poisoned Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding this weapon. 5th level. You have resistance to poison damage. In addition, the scimitar has 3 charges. You can expend 1 charge as an action to coat the blade in an oily, green poison that remains for 1 minute or until an attack using this scimitar hits a creature. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 2d4 poison damage. The scimitar regains all expended charges daily at dawn. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon, and the scimitar now has 5 charges, instead of 3. In addition, poison created by this scimitar ignores resistance to poison damage. 13th level. You gain a +2 bonus to attack and damage rolls with this scimitar, instead of +1. In addition, when you deal poison damage to a creature, you can make one attack with this scimitar against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this scimitar, instead of +2. In addition, you can expend 2 charges as an action to create one dose of any contact or injury poison. The poison can coat the blade for 1 minute or be collected in a vial (your choice). If collected in a vial, the poison lasts for 8 hours or until used to coat a blade.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scorpion Sting Scimitar (Level 17)","description":"This scimitar has a gleaming blade of remarkable workmanship. The pommel is set with a large ruby. Long ago, in a far-off desert kingdom, the Scorpion Padishah ruled from a gleaming city near a vast oasis. The Padishah commanded a small but loyal army, dedicated to protecting the city from raiders and nomads who roamed the surrounding desert. Leading this army were elite warriors known as the Seven Scorpions. Each of these warriors was said to be the equal of ten normal men, and each was sworn to protect the city and the Padishah with their lives. Each of the Seven Scorpions carried a golden scimitar. These mystical swords were said to have been forged by genies many centuries ago and could cleave through solid rock. Possessing a scorpion sting scimitar was the highest accolade one could receive within the desert kingdoms. If a scorpion warrior fell in battle, one of their fellows was honor-bound to recover the fallen warrior’s scimitar and return it to the Padishah. The Padishah would then bestow it on a worthy successor. Eventually, the Padishah’s city was claimed by the sands of time, and it is unknown what became of the seven scorpion sting scimitars . One is thought to currently be in the possession of a wicked desert sultan; another is rumored to be part of an Efreeti’s personal hoard. At least two of the scimitars are thought to have been destroyed long ago. As for the whereabouts of the others, none can say with certainty. Weapon (scimitar), fabled (5th-level and higher properties require attunement) While wielding this scimitar, you can use an action to create one dose of basic poison from this scimitar. The poison can coat the blade or be collected in a vial (your choice). If collected in a vial, the poison lasts for 1 hour or until used to coat a blade. Once used, the scimitar can’t be used in this way again until the next dawn. Poisoned Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding this weapon. 5th level. You have resistance to poison damage. In addition, the scimitar has 3 charges. You can expend 1 charge as an action to coat the blade in an oily, green poison that remains for 1 minute or until an attack using this scimitar hits a creature. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 2d4 poison damage. The scimitar regains all expended charges daily at dawn. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon, and the scimitar now has 5 charges, instead of 3. In addition, poison created by this scimitar ignores resistance to poison damage. 13th level. You gain a +2 bonus to attack and damage rolls with this scimitar, instead of +1. In addition, when you deal poison damage to a creature, you can make one attack with this scimitar against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this scimitar, instead of +2. In addition, you can expend 2 charges as an action to create one dose of any contact or injury poison. The poison can coat the blade for 1 minute or be collected in a vial (your choice). If collected in a vial, the poison lasts for 8 hours or until used to coat a blade.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scorpion Sting Scimitar (Level 5)","description":"This scimitar has a gleaming blade of remarkable workmanship. The pommel is set with a large ruby. Long ago, in a far-off desert kingdom, the Scorpion Padishah ruled from a gleaming city near a vast oasis. The Padishah commanded a small but loyal army, dedicated to protecting the city from raiders and nomads who roamed the surrounding desert. Leading this army were elite warriors known as the Seven Scorpions. Each of these warriors was said to be the equal of ten normal men, and each was sworn to protect the city and the Padishah with their lives. Each of the Seven Scorpions carried a golden scimitar. These mystical swords were said to have been forged by genies many centuries ago and could cleave through solid rock. Possessing a scorpion sting scimitar was the highest accolade one could receive within the desert kingdoms. If a scorpion warrior fell in battle, one of their fellows was honor-bound to recover the fallen warrior’s scimitar and return it to the Padishah. The Padishah would then bestow it on a worthy successor. Eventually, the Padishah’s city was claimed by the sands of time, and it is unknown what became of the seven scorpion sting scimitars . One is thought to currently be in the possession of a wicked desert sultan; another is rumored to be part of an Efreeti’s personal hoard. At least two of the scimitars are thought to have been destroyed long ago. As for the whereabouts of the others, none can say with certainty. Weapon (scimitar), fabled (5th-level and higher properties require attunement) While wielding this scimitar, you can use an action to create one dose of basic poison from this scimitar. The poison can coat the blade or be collected in a vial (your choice). If collected in a vial, the poison lasts for 1 hour or until used to coat a blade. Once used, the scimitar can’t be used in this way again until the next dawn. Poisoned Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding this weapon. 5th level. You have resistance to poison damage. In addition, the scimitar has 3 charges. You can expend 1 charge as an action to coat the blade in an oily, green poison that remains for 1 minute or until an attack using this scimitar hits a creature. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 2d4 poison damage. The scimitar regains all expended charges daily at dawn. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon, and the scimitar now has 5 charges, instead of 3. In addition, poison created by this scimitar ignores resistance to poison damage. 13th level. You gain a +2 bonus to attack and damage rolls with this scimitar, instead of +1. In addition, when you deal poison damage to a creature, you can make one attack with this scimitar against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this scimitar, instead of +2. In addition, you can expend 2 charges as an action to create one dose of any contact or injury poison. The poison can coat the blade for 1 minute or be collected in a vial (your choice). If collected in a vial, the poison lasts for 8 hours or until used to coat a blade.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scorpion Sting Scimitar (Level 9)","description":"This scimitar has a gleaming blade of remarkable workmanship. The pommel is set with a large ruby. Long ago, in a far-off desert kingdom, the Scorpion Padishah ruled from a gleaming city near a vast oasis. The Padishah commanded a small but loyal army, dedicated to protecting the city from raiders and nomads who roamed the surrounding desert. Leading this army were elite warriors known as the Seven Scorpions. Each of these warriors was said to be the equal of ten normal men, and each was sworn to protect the city and the Padishah with their lives. Each of the Seven Scorpions carried a golden scimitar. These mystical swords were said to have been forged by genies many centuries ago and could cleave through solid rock. Possessing a scorpion sting scimitar was the highest accolade one could receive within the desert kingdoms. If a scorpion warrior fell in battle, one of their fellows was honor-bound to recover the fallen warrior’s scimitar and return it to the Padishah. The Padishah would then bestow it on a worthy successor. Eventually, the Padishah’s city was claimed by the sands of time, and it is unknown what became of the seven scorpion sting scimitars . One is thought to currently be in the possession of a wicked desert sultan; another is rumored to be part of an Efreeti’s personal hoard. At least two of the scimitars are thought to have been destroyed long ago. As for the whereabouts of the others, none can say with certainty. Weapon (scimitar), fabled (5th-level and higher properties require attunement) While wielding this scimitar, you can use an action to create one dose of basic poison from this scimitar. The poison can coat the blade or be collected in a vial (your choice). If collected in a vial, the poison lasts for 1 hour or until used to coat a blade. Once used, the scimitar can’t be used in this way again until the next dawn. Poisoned Blade (Requires Attunement). As your level increases, you gain the following benefits while wielding this weapon. 5th level. You have resistance to poison damage. In addition, the scimitar has 3 charges. You can expend 1 charge as an action to coat the blade in an oily, green poison that remains for 1 minute or until an attack using this scimitar hits a creature. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 2d4 poison damage. The scimitar regains all expended charges daily at dawn. 9th level. You gain a +1 bonus to attack and damage rolls with this magic weapon, and the scimitar now has 5 charges, instead of 3. In addition, poison created by this scimitar ignores resistance to poison damage. 13th level. You gain a +2 bonus to attack and damage rolls with this scimitar, instead of +1. In addition, when you deal poison damage to a creature, you can make one attack with this scimitar against that creature as a bonus action. 17th level. You gain a +3 bonus to attack and damage rolls with this scimitar, instead of +2. In addition, you can expend 2 charges as an action to create one dose of any contact or injury poison. The poison can coat the blade for 1 minute or be collected in a vial (your choice). If collected in a vial, the poison lasts for 8 hours or until used to coat a blade.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scoundrel's Earring","description":"Wondrous Item, Rare (Requires Attunement by a Bard) This magical earring is engraved with tiny runes and imbued with raw, unstable magic. While you're wearing it, the earring grants the following benefits: You have advantage on saving throws against any spell or magical effect that affect only creatures that can hear. As an action, you can force a creature you can see within 120 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, you can hear whatever that creature hears for 1 hour, until you are no longer on the same place of existence, or you end the effect (no action required). On a successful save, the target is immune to this property for 24 hours. Awakened. When the earring reaches an Awakened state, it gains the following benefits: You can communicate telepathically with creatures you can see within 30 feet of you. When a creature adds one of your Bardic Inspiration dice to a roll it makes, it gains a random benefit that lasts until the end of its next turn, determined by rolling a d4 on the table below: d4 Effect 1 The creature gains temporary hit points equal to the number rolled on the Bardic Inspiration die. 2 The creature can add an additional die of damage to the next damage roll it makes. 3 As a bonus action, the creature can teleport to an unoccupied space it can see within 30 feet of it. 4 The creature has advantage on saving throws against spells and other magical effects. Scoundrel's Gear Created from arcane designs scribbled by Milando the Magnificent himself, these items are enchanted with a rare combination of raw magic and magical runes. The result is a lute and earring that would make any mischievous musician happy. If a character is attuned to both lute and earring, both become Awakened and gain various improvements.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Scoundrel's Gambit","description":"Wondrous item, uncommon This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can’t be used to cast magic missile again until 12 hours have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scoundrel's Lute","description":"Wondrous Item, Very Rare (Requires Attunement by a Bard) This magical lute is infused with a combination of wild magic and enchanted runes. While you're holding it, the lute grants the following benefits: When a creature rolls one of your Bardic Inspiration dice, it can treat any 1 on the die as a 2. As a bonus action, you can play a note on this lute to distract a creature within 30 feet of you. If the target can hear you, it must make a Wisdom saving throw against your spell save DC. On a failed save, the target can't take reactions and has disadvantage on saving throws made to maintain its concentration until the end of its next turn. Awakened. When the lute reaches an Awakened state, it gains the following benefits: When a creature rolls one of your Bardic Inspiration dice, it can treat a roll of 3 or lower on the die as a 4. When a creature you can see within 30 feet of you casts a spell, you can use your reaction to play this lute to steal the spell. If the spell is 5th level or lower, the caster must make a saving throw with its spellcasting ability modifier against your spell save DC. On a failed save, the spell takes effect as if you had cast it using your spellcasting ability. You can choose new targets or areas of effect for the spell, as if it was cast from your space instead of the caster's. Once used, this property can't be used again until the next dawn. Scoundrel's Gear Created from arcane designs scribbled by Milando the Magnificent himself, these items are enchanted with a rare combination of raw magic and magical runes. The result is a lute and earring that would make any mischievous musician happy. If a character is attuned to both lute and earring, both become Awakened and gain various improvements.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Scoundrel's Sidearm","description":"Weapon (Blowgun), Uncommon This magical weapon functions as both a blowgun and a dagger, and can be used as either. The blowgun's barrel can hold up to three pieces of ammunition at a time, allowing you to forgo the Loading property of the blowgun until its barrel is emptied. Magical Needles. When you use the blowgun to make a ranged weapon attack, you can cause one of the following effects: Hobble. A creature hit by the attack must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn. Magic Missile. Instead of making an attack roll, the needle becomes a missile of arcane energy that deals 1d4 + 1 Force damage and unerringly hits any target of your choice you can see within 60 feet. Push. A creature hit by the attack must succeed on a DC 13 Strength saving throw or be pushed back 10 feet.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Scourge of Devotion","description":"Weapon (flail), rare (requires attunement) This cat o’ nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can’t be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scourge of Devotion","description":"Weapon (flail), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. This cat o’ nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can’t be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Scourge of Shadow","description":"Weapon (whip), artifact (requires attunement) Said to be a gift to Glasya from Asmodeus , the Scourge of Shadow is a multi-headed whip constructed from infernal iron. The scourge is nigh-indestructible, and Glasya carries it with her wherever she goes. When she wields the whip in battle, it shrouds her in an aura of shadow. The Scourge of Shadow is a magic whip. You have a +3 bonus to attack and damage rolls made with this weapon, and it does 3d4 slashing damage instead of its regular damage. When you hit a good aligned creature with it, that creatures takes an extra 4d4 necrotic damage. Whenever an unattuned creature attacks with the weapon, it deals 2d4 necrotic damage, ignoring resistances and immunities, to them, but otherwise functions normally. Random Properties. The Scourge of Shadow has the following random properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties 1 major detrimental property Keen. The whip scores a critical on a roll of 18, 19, or 20. When it scores a critical, its damage dice are upgraded to 3d6 instead of 3d4 for the duration of the attack. If attacking a good aligned creature, or attacking with the weapon unattuned, the necrotic damage dice are also increased to a d6 instead of a d4 . Fast Reflexes. While attuned to the Scourge of Shadow , you gain advantage on initiative rolls, and you add your Charisma and Dexterity modifiers to the roll. You may use either your Strength, Dexterity, or Charisma modifier for the attack and damage rolls (the same modifier must be used for both attack and damage). Veil of Shadow. You’re protected by a field of shadow that makes you resistant to radiant and necrotic damage. While in dim light or darkness you gain blindsight out to 60 feet and Dexterity (Stealth) checks are made with advantage. Destroying the Scourge. Though the process is known only to Glasya and Asmodeus, the Scourge of Shadow can be destroyed. It must be taken to the Pit of Fire in Phlegethos. The scourge, along with the body of an archdevil, must be thrown into the Hellfire together. As they hit the flames, a spell of Darkness must be cast at 9th level on the scourge. If each part of the ritual is performed correctly, the whip disintegrates within the Hellfire.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Scourge of the Stars","description":"Scourge of the Stars Weapon (whip), rare This whip ends in five strands of brown leather. Each strand is studded with shards of glass in a different color; red, purple, yellow, blue, and green. You have a +1 bonus to attack and damage rolls you make with this whip. When you hit with it, you deal an extra 2d6 damage, according to the color of the shards as determined by the table below. d6 Shards’ Color 1 Red (fire damage) 2 Purple (necrotic damage) 3 Yellow (acid damage) 4 Blue (cold damage) 5 Green (poison damage) 6 Multicolored (psychic damage). In addition, the target must succeed on a DC 12 Wisdom saving throw or become stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Scout's Coat","description":"Wondrous item, common This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as -100 degrees Fahrenheit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scratchy Cocytus","description":"A well-known Alazial specialty, the “Scratchy\" is a heavily fermented grappa, always kept frozen by an arcane contraband component that comes from the depths of Plutonia's ruins: a few drops of the infernal river Cocytus. Unfortunately, this ingredient causes a similar reaction in the drinker's body. Effect : When you drink this concoction, you become pale, bluish, and constant chills start running up and down your spine. The freezing effect protects you against high temperatures and gives you advantage on Charisma (Deception) checks made to pretend to be sick. The effects of the tonic last 48 hours, after which your skin tone goes back to its natural condition.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Screaming Lantern","description":"Screaming Lantern Wondrous item, uncommon This brass lantern has shutters. When the shutters are opened, no light is emitted, but an ear-splitting scream comes from the lantern and continues until the shutters are closed. Any creature that can hear and starts its turn within 20 feet of the lantern while the lantern screams takes 1 point of thunder damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Screaming Skull","description":"Wondrous item, common This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull’s magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can’t be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Screeching Blade","description":"Weapon (Dagger), Common When a creature within 60 feet of you that you aren't aware of makes a Dexterity (Stealth) check to hide and the result of the check is less than 20, the dagger emits a screech that can be heard out to a range of 60 feet. The screech does not reveal the hiding creature's location, but prevents you and any other creature that can hear it from being surprised by that creature.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Scribe's Lenses","description":"Wondrous item, rare While you wear this smoked glass lorgnette on a fine iron chain, you can understand written languages as if you were under the effect of the comprehend languages spell. Alternatively, you can choose not to understand the words you read, allowing you to look at but not trigger or understand the words of hazardous texts. The scribes of the Chained Library use these lenses to copy dangerous books without harm to their minds. Additionally, while you wear the scribe’s lenses , you can’t be charmed or possessed by constructs or sentient magic items, and sentient magic items can’t communicate with you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Scribe's Pen","description":"Scribe's Pen Wondrous item, common (requires attunement by a creature with the Mark of Scribing) You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing. Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. If you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common (requires attunement by a creature with the Mark of Scribing)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Scribe's Surprise","description":"Scribe’s Surprise Weapon (Whip), Uncommon A simple-looking, ink-stained writing quill. Until it twists into a whip, dripping with loose ink and moving through the air with an unpleasant slushing. When you dip this long, white feather into an inkwell and use a bonus action to speak the command word, “surprise,” the ink congeals into a semi-solid chain and the quill hardens into a functional, if uncomfortable, handle. This transformation lasts until you use a bonus action to speak the command word again. While in quill form, this item is indistinguishable from a normal quill. A creature hit with an attack using this magic weapon is coated in magical ink until they or another creature within 5 feet of them uses an action to wipe the ink off. While coated, the target can’t benefit from being invisible, and other creatures have advantage on Wisdom (Survival) checks to follow the target’s tracks.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Scrimshaw Comb","description":"Wondrous item, uncommon (requires attunement) Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility . Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scrimshaw Comb","description":"Wondrous item, uncommon (requires attunement) Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. But you can attack creatures who are not undead (and thus unaﬀected by the spell) without ending the eﬀect. Casting a spell breaks the eﬀect as normal. The comb regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Scrimshaw Hand Mirror","description":"Scrimshaw Hand Mirror Wondrous item, rare (requires attunement) This ornate mirror, carved from knucklehead trout ivory, has a peculiar silver surface. While holding this mirror, you can use a bonus action to activate it. The mirror’s surface ripples briefly, and, for 1 hour, you see a faint aura around any reflected magic item. Once used, this property of the mirror can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Scrimshaw Parrot","description":"Wondrous item, rare This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on sight. You can use an action to cast the comprehend languages spell from it at will. You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll (weapon)","description":"Scroll (Weapon) Unusual weapon (martial) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Defensive. When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield. AC: 1 Category: Items Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Defensive"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Scroll Case","description":"Adventuring Gear Weight: 1 lb. Cost: 1 GP A Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Scroll Case"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scroll of Conjuring, Greater","description":"Scroll, very rare By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. Greater Scroll of Conjuring d8 Creature 1 Bearded devil or korrigan+ 2 Nightmare or flame dragon wyrmling* 3 Phase spider or bloodsapper~ 4 Chuul or venom elemental+ 5 Ettin or domovoi* 6 Succubus/Incubus or ratatosk* 7 Salamander or moon drake+ 8 Xorn or karakura+ *indicates a creature found in Tome of Beasts +indicates a creature found in Creature Codex #indicates a creature found in Tome of Beasts 2","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll of Conjuring, Least","description":"Scroll, uncommon By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. Least Scroll of Conjuring d8 Creature 1 Dust/Ice/Magma mephit or lantern dragonette* 2 Hippogriff or clockwork soldier+ 3 Imp/Quasit or aviere~ 4 Death dog or shockwing giant moth+ 5 Centaur or roggenwolf+ 6 Ettercap or clockwork hound* 7 Ogre or spider thief* 8 Griffon or light dragon wyrmling+ *indicates a creature found in Tome of Beasts +indicates a creature found in Creature Codex ~indicates a creature found in Tome of Beasts 2","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll of Conjuring, Lesser","description":"Scroll, rare By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. Lesser Scroll of Conjuring d8 Creature 1 Copper dragon wyrmling or wind dragon wyrmling* 2 Pegasus or wind demon+ 3 Gargoyle or hoarfrost drake~ 4 Grick of kitsune+ 5 Hell hound or swolbold+ 6 Winterwolf or clockwork huntsman* 7 Minotaur or peluda drake+ 8 Doppelganger or pombero* *indicates a creature found in Tome of Beasts +indicates a creature found in Creature Codex ~indicates a creature found in Tome of Beasts 2","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll of Convenience","description":"Scroll, Uncommon This parchment scroll has a rough but durable texture. When the parchment is used to create a Spell Scroll , the time required to do so is halved. Moreover, a spellcaster can attempt to cast the spell even if the spell isn't on the caster's spell list. When the scroll is used to cast a spell, the blue runes on it glow brightly and then fade, leaving the scroll blank and ready for another spell to be inscribed upon it. The scroll can hold only one spell at a time.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Scroll","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Scroll of Correspondence","description":"Scroll, common These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don’t translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll of Duplication","description":"Scroll, common This blank scroll is imbued with enchantments that enable it to copy text from another source. As an action, you can touch the scroll of duplication to an object that contains writing. The scroll instantaneously copies up to 500 consecutive words from the source material (you can choose which section if the source material is longer than this), creating a perfect duplicate of the original text. The scroll only copies nonmagical text, not illustrations or magical writings (such as the contents of a spellbook or a glyph of warding ). If the source contains a mixture of magical writing, illustrations, and nonmagical text, only the nonmagical text is copied, leaving blank space where illustrations and magical writing would be expected. Using the scroll doesn’t activate magical traps that trigger upon reading the source material.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scroll of Fabrication","description":"Scroll, uncommon You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field , or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll of Fungi","description":"Scroll, uncommon Component: pouch of plant hyphae From morel to flycap, pixie’s parasol to displacer’s digestif, this magical vellum parchment sprouts an assortment of new mushrooms with each new dawn. Its true power, however, is in summoning magic mushrooms. To those without knowledge of the required languages, the letters on the scroll shift and move, seemingly without meaning. Fungal Conjuration. If you can read Druidic, Elvish, Sylvan, or Undercommon, you can use an action while holding this scroll to speak the script aloud and summon one of the following mushrooms of your choice, which appears in your hand. As part of this action, you can use the mushroom as described below. The summoned mushroom withers and dies after 1 hour. Once this property of the scroll has been used, it can’t be used again until the next dawn. Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. Bloomshroom. As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on Constitution saving throws for 1 minute. Gloomshroom. As an action, a creature can eat this mushroom. For 1 hour, it gains darkvision out to a range of 60 feet. If it already has darkvision, the range of this vision is increased by 30 feet.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scroll of Fungi (rare variant)","description":"Scroll, uncommon Component: pouch of plant hyphae From morel to flycap, pixie’s parasol to displacer’s digestif, this magical vellum parchment sprouts an assortment of new mushrooms with each new dawn. Its true power, however, is in summoning magic mushrooms. To those without knowledge of the required languages, the letters on the scroll shift and move, seemingly without meaning. Fungal Conjuration. If you can read Druidic, Elvish, Sylvan, or Undercommon, you can use an action while holding this scroll to speak the script aloud and summon one of the following mushrooms of your choice, which appears in your hand. As part of this action, you can use the mushroom as described below. The summoned mushroom withers and dies after 1 hour. Once this property of the scroll has been used, it can’t be used again until the next dawn. Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. Bloomshroom. As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on Constitution saving throws for 1 minute. Gloomshroom. As an action, a creature can eat this mushroom. For 1 hour, it gains darkvision out to a range of 60 feet. If it already has darkvision, the range of this vision is increased by 30 feet. Rare variant: Increase the DC to 15, the damage to 8d6, the hit points regained to 4d4 + 4, and the range of the darkvision to 90 feet, or an increase of 45 feet if the creature already has darkvision.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scroll of Fungi (very rare variant)","description":"Scroll, uncommon Component: pouch of plant hyphae From morel to flycap, pixie’s parasol to displacer’s digestif, this magical vellum parchment sprouts an assortment of new mushrooms with each new dawn. Its true power, however, is in summoning magic mushrooms. To those without knowledge of the required languages, the letters on the scroll shift and move, seemingly without meaning. Fungal Conjuration. If you can read Druidic, Elvish, Sylvan, or Undercommon, you can use an action while holding this scroll to speak the script aloud and summon one of the following mushrooms of your choice, which appears in your hand. As part of this action, you can use the mushroom as described below. The summoned mushroom withers and dies after 1 hour. Once this property of the scroll has been used, it can’t be used again until the next dawn. Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. Bloomshroom. As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on Constitution saving throws for 1 minute. Gloomshroom. As an action, a creature can eat this mushroom. For 1 hour, it gains darkvision out to a range of 60 feet. If it already has darkvision, the range of this vision is increased by 30 feet. Rare variant: Increase the DC to 15, the damage to 8d6, the hit points regained to 4d4 + 4, and the range of the darkvision to 90 feet, or an increase of 45 feet if the creature already has darkvision. Very rare variant: Increase the DC to 16, the damage to 12d6, the hit points regained to 8d4 + 8, and the range of the darkvision to 120 feet, or an increase of 60 feet if the creature already has darkvision. A creature that eats the Gloomshroom can see invisible creatures and objects in the range of its darkvision as if they were visible.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scroll of Protection","description":"Scroll of Protection Scroll, rare Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. d100 Creature Type d100 Creature Type 01-10 Aberrations 41-50 Fey 11-20 Beasts 51-75 Fiends 21-30 Celestials 76-80 Plants 31-40 Elementals 81-00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Scroll of Protection from Aberrations","description":"Scroll, Rare This Scroll of Protection works against Aberrations. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Aberrations"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Beasts","description":"Scroll, Rare This Scroll of Protection works against Beasts. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Beasts"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Celestials","description":"Scroll, Rare This Scroll of Protection works against Celestials. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Celestials"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Constructs","description":"Scroll, Rare This Scroll of Protection works against Constructs. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Constructs"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Dragons","description":"Scroll, Rare This Scroll of Protection works against Dragons. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Dragons"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Elementals","description":"Scroll, Rare This Scroll of Protection works against Elementals. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Elementals"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Fey","description":"Scroll, Rare This Scroll of Protection works against Fey. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Fey"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Fiends","description":"Scroll, Rare This Scroll of Protection works against Fiends. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Fiends"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Giants","description":"Scroll, Rare This Scroll of Protection works against Giants. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Giants"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Humanoids","description":"Scroll, Rare This Scroll of Protection works against Humanoids. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Humanoids"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Monstrosities","description":"Scroll, Rare This Scroll of Protection works against Monstrosities. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Monstrosities"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Oozes","description":"Scroll, Rare This Scroll of Protection works against Oozes. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Oozes"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Plants","description":"Scroll, Rare This Scroll of Protection works against Plants. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Plants"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Protection from Undead","description":"Scroll, Rare This Scroll of Protection works against Undead. Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends. As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Protection from Undead"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Quickening","description":"Scroll, Common This parchment scroll is held in a container etched with golden symbols and has a smooth texture. Any text written on this scroll can be read at half its usual pace. When the parchment scroll is used to create a Spell Scroll with a spell that has a casting time of an action, the caster can use a bonus action instead of an action to attempt to cast the spell. The Spell Scroll otherwise functions as normal and crumbles to dust once a spell has been cast from it.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Scroll","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Scroll of Tarrasque Summoning","description":"Using an action to read the scroll causes the tarrasque (see the creature’s entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.","properties":{"Category":"Items","Item Rarity":"Legendary"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Scroll of Tarrasque Summoning","description":"Scroll of Tarrasque Summoning Scroll, legendary Using an action to read the scroll causes the tarrasque (see the creature’s entry in the Monster Manual ) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Scroll of the Comet","description":"By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted. The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren’t being worn or held.","properties":{"Category":"Items","Item Rarity":"Legendary"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Scroll of the Comet","description":"Scroll of the Comet Scroll, legendary By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted. The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren’t being worn or held.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Scroll of Time Travel","description":"Scroll, Legendary As an action, you can read the scroll to transport you and up to eight willing creatures within 10 feet of you back in time. You can specify a point in time in vague terms (“A hundred years ago”) or in detail (“The day before the High Mage freed the primordial”) and you appear at exactly that time, along with everything you are wearing or carrying. If you travel to a point in the past where you existed, you appear exactly where you were and as you were at that point in time, though you retain any objects, experiences, and knowledge you acquired in your future life. Otherwise, you appear in the exact same spot (or nearest unoccupied space) where you used the scroll, though in a different time. When you use the scroll, you must also specify how long your visit to the past will last, which can be anything from minutes to forever. When that much time has passed, you and up to eight willing creatures within 10 feet of you are transported back to the present, arriving only a moment after you used the scroll.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Scroll","Item Rarity":"Legendary"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Scroll of Titan Summoning","description":"Scroll, Legendary When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted. 1d100 Titan 01–15 Animal Lord 16–30 Blob of Annihilation 31–45 Colossus 46–60 Elemental Cataclysm 61–75 Empyrean 76–90 Kraken (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted) 91–00 Tarrasque","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Scroll of Titan Summoning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Scroll of Treasure Finding","description":"Scroll, uncommon Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure’s general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. d100 Treasure Type 01-10 Copper 11-20 Silver 21-30 Electrum 31-40 Gold 41-50 Platinum 51-75 Gemstones 76-80 Art objects 81-00 Magic items","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Scroll of Writing","description":"Scroll of Writing Wondrous item, uncommon (requires attunement) This scroll is made of paper and is wrapped around a wooden roller. Any words spoken by the owner of this item magically appear written on the paper. If a length of paper is torn from the scroll, the writing remains on it and it behaves exactly like a regular piece of paper. No matter how many sheets are torn from the scroll, it never runs out of paper.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Scudetto","description":"Armor (shield) This small parade shield bears the emblems of the city it belongs to, and it's a symbol of pride for those enthusiasts who follow the Draconian Football game. Draconian Football Heraldry : you gain a +1 bonus to all Charisma checks against the inhabitants of the city to which the shield is consecrated.","properties":{"Category":"Items","Item Type":"Armor"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Scythe","description":"Scythe Martial Melee Weapon Cost 5 sp Damage 1d10 slashing Weight 6 lb. Properties Finesse, Heavy, Two-Handed, Reach","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Heavy, Two-Handed, Reach"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scythe","description":"Weapon (simple, scythe), common (cost: 10 gold pieces) This weapon deals 2d4 piercing or slashing damage, has the heavy and two-handed properties.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Heavy, Two-handed"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Scythe of Final Passing","description":"Scythe of Final Passing Melee weapon (martial, special), very rare (requires attunement) This two-handed scythe uses the statistics of a greataxe. Any creature attuned to this magic weapon is proficient with it. You gain a +2 bonus to the attack and damage rolls you make with this magic weapon. When you deal damage to an undead creature with this weapon, you deal an additional 1d6 radiant damage. Any other creature who dies as a result of damage from this weapon cannot be returned to life or raised as undead by anything short of the wish spell. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+2 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Scythe of Lutheria","description":"Weapon (scythe), legendary (requires attunement) Attacks made with this weapon have a +1 bonus to attack and damage rolls. If critical hit is scored against a creature that has fewer than 100 hit points, it must make a DC15 Constitution saving throw or be slain instantly; constructs and the undead are immune to this effect. When a creature is slain in this manner, the user feels a surge of dark pleasure that entices them to become evil. On the second and subsequent slaying the user must make a DC15 Charisma saving throw or their alignment changes to evil. Affiliation to Law or Chaos is unchanged. Only a wish spell can undo this alignment change.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Scythe of Slaughter","description":"Scythe of Slaughter Weapon (glaive), very rare (requires attunement) Damage: 1d10+2 slashing Weight: 6 lbs. Properties: Heavy, Reach, Two-Handed You gain a +2 bonus to attack and damage rolls made with this magic scythe. Cull the Weak. When you hit a creature that has less than 20 hp with the scythe, that creature must succeed a DC 12 Constitution saving throw or drop to 0 hp. Whirling Slash. While wielding this scythe, you can use your action to make a melee attack against any number of creatures within 10 feet of you, with a separate attack roll for each target. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with the scythe.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (glaive)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Scythe of the Headless Seahorseman Glaive","description":"Weapon (glaive or halberd), rare (requires attunement) Component: beast (giant sea horse) fin This rusted scythe, with its driftwood handle that supports a plethora of sea life, is surprisingly light and hydrodynamic. Fearflame. As a bonus action, you can speak the weapon’s first command word, causing an eerie green flame to shimmer along the blade’s length for 1 minute. For the duration, whenever you hit with this magic weapon, the target takes an extra 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. This property can be used twice, regaining all expended uses daily at dawn. Find Steed. As an action, you can speak the scythe’s second command word and cast the find steed spell. When the spell is cast in this way, it always summons an amphibian seamare, which has the statistics of a giant sea horse with the following changes: It has a walking and swimming speed of 60 feet. It can breathe both air and water. It can use an action to roar, forcing each creature of its choice within 60 feet of it that can hear it to succeed on a DC 15 Wisdom saving throw or be frightened of the seamare for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this action for 24 hours. Once this property of the weapon has been used, it can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scythe of the Headless Seahorseman Glaive (legendary variant)","description":"Weapon (glaive or halberd), rare (requires attunement) Component: beast (giant sea horse) fin This rusted scythe, with its driftwood handle that supports a plethora of sea life, is surprisingly light and hydrodynamic. Fearflame. As a bonus action, you can speak the weapon’s first command word, causing an eerie green flame to shimmer along the blade’s length for 1 minute. For the duration, whenever you hit with this magic weapon, the target takes an extra 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. This property can be used twice, regaining all expended uses daily at dawn. Find Steed. As an action, you can speak the scythe’s second command word and cast the find steed spell. When the spell is cast in this way, it always summons an amphibian seamare, which has the statistics of a giant sea horse with the following changes: It has a walking and swimming speed of 60 feet. It can breathe both air and water. It can use an action to roar, forcing each creature of its choice within 60 feet of it that can hear it to succeed on a DC 15 Wisdom saving throw or be frightened of the seamare for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this action for 24 hours. Once this property of the weapon has been used, it can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Very rare variant: Increase the DCs to 16. The Fearflame property can be used three times, regaining all expended uses daily at dawn. Legendary variant: Increase the damage to 2d8 and the DCs to 17. The Fearflame property can be used three times, regaining all expended uses daily at dawn. When you cast the find steed spell using this weapon, the seamare is summoned with 30 temporary hit points. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scythe of the Headless Seahorseman Glaive (very rare variant)","description":"Weapon (glaive or halberd), rare (requires attunement) Component: beast (giant sea horse) fin This rusted scythe, with its driftwood handle that supports a plethora of sea life, is surprisingly light and hydrodynamic. Fearflame. As a bonus action, you can speak the weapon’s first command word, causing an eerie green flame to shimmer along the blade’s length for 1 minute. For the duration, whenever you hit with this magic weapon, the target takes an extra 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. This property can be used twice, regaining all expended uses daily at dawn. Find Steed. As an action, you can speak the scythe’s second command word and cast the find steed spell. When the spell is cast in this way, it always summons an amphibian seamare, which has the statistics of a giant sea horse with the following changes: It has a walking and swimming speed of 60 feet. It can breathe both air and water. It can use an action to roar, forcing each creature of its choice within 60 feet of it that can hear it to succeed on a DC 15 Wisdom saving throw or be frightened of the seamare for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this action for 24 hours. Once this property of the weapon has been used, it can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Very rare variant: Increase the DCs to 16. The Fearflame property can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scythe of the Headless Seahorseman Halberd","description":"Weapon (glaive or halberd), rare (requires attunement) Component: beast (giant sea horse) fin This rusted scythe, with its driftwood handle that supports a plethora of sea life, is surprisingly light and hydrodynamic. Fearflame. As a bonus action, you can speak the weapon’s first command word, causing an eerie green flame to shimmer along the blade’s length for 1 minute. For the duration, whenever you hit with this magic weapon, the target takes an extra 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. This property can be used twice, regaining all expended uses daily at dawn. Find Steed. As an action, you can speak the scythe’s second command word and cast the find steed spell. When the spell is cast in this way, it always summons an amphibian seamare, which has the statistics of a giant sea horse with the following changes: It has a walking and swimming speed of 60 feet. It can breathe both air and water. It can use an action to roar, forcing each creature of its choice within 60 feet of it that can hear it to succeed on a DC 15 Wisdom saving throw or be frightened of the seamare for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this action for 24 hours. Once this property of the weapon has been used, it can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scythe of the Headless Seahorseman Halberd (legendary variant)","description":"Weapon (glaive or halberd), rare (requires attunement) Component: beast (giant sea horse) fin This rusted scythe, with its driftwood handle that supports a plethora of sea life, is surprisingly light and hydrodynamic. Fearflame. As a bonus action, you can speak the weapon’s first command word, causing an eerie green flame to shimmer along the blade’s length for 1 minute. For the duration, whenever you hit with this magic weapon, the target takes an extra 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. This property can be used twice, regaining all expended uses daily at dawn. Find Steed. As an action, you can speak the scythe’s second command word and cast the find steed spell. When the spell is cast in this way, it always summons an amphibian seamare, which has the statistics of a giant sea horse with the following changes: It has a walking and swimming speed of 60 feet. It can breathe both air and water. It can use an action to roar, forcing each creature of its choice within 60 feet of it that can hear it to succeed on a DC 15 Wisdom saving throw or be frightened of the seamare for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this action for 24 hours. Once this property of the weapon has been used, it can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Very rare variant: Increase the DCs to 16. The Fearflame property can be used three times, regaining all expended uses daily at dawn. Legendary variant: Increase the damage to 2d8 and the DCs to 17. The Fearflame property can be used three times, regaining all expended uses daily at dawn. When you cast the find steed spell using this weapon, the seamare is summoned with 30 temporary hit points. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Scythe of the Headless Seahorseman Halberd (very rare variant)","description":"Weapon (glaive or halberd), rare (requires attunement) Component: beast (giant sea horse) fin This rusted scythe, with its driftwood handle that supports a plethora of sea life, is surprisingly light and hydrodynamic. Fearflame. As a bonus action, you can speak the weapon’s first command word, causing an eerie green flame to shimmer along the blade’s length for 1 minute. For the duration, whenever you hit with this magic weapon, the target takes an extra 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. This property can be used twice, regaining all expended uses daily at dawn. Find Steed. As an action, you can speak the scythe’s second command word and cast the find steed spell. When the spell is cast in this way, it always summons an amphibian seamare, which has the statistics of a giant sea horse with the following changes: It has a walking and swimming speed of 60 feet. It can breathe both air and water. It can use an action to roar, forcing each creature of its choice within 60 feet of it that can hear it to succeed on a DC 15 Wisdom saving throw or be frightened of the seamare for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this action for 24 hours. Once this property of the weapon has been used, it can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Very rare variant: Increase the DCs to 16. The Fearflame property can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sea Jouster","description":"Sea Jouster Melee weapon (martial, lance), rare (requires attunement) While wielding this magic weapon, you gain a swimming speed equal to your base walking speed. Additionally, you can cast find steed . When you do, any creature you summon gains a swim speed equal to its walking speed, the ability to move across liquid surfaces at will as if under the effects of a water walk spell, and the ability to breathe water as well as air. Once the lance is used to cast this spell, it cannot be used in this way again until the next dawn. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Damage: 1d12 Damage Type: piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Sea Serpent's Tooth Club","description":"Weapon (club or greatclub), very rare Component: pouch of dragon teeth Carved from the tooth of a giant sea snake, this huge club sports a thriving ecosystem of halophilic moss, barnacles, and seaweed. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sea Serpent’s Might. As an action, you can slam the tooth into the ground or thrust it into a body of water, creating a shockwave in a 30-foot cone. Each creature in the area must make a DC 16 Strength saving throw. On a failure, a creature takes 5d10 thunder damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Once this property of the club has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sea Serpent's Tooth Greatclub","description":"Weapon (club or greatclub), very rare Component: pouch of dragon teeth Carved from the tooth of a giant sea snake, this huge club sports a thriving ecosystem of halophilic moss, barnacles, and seaweed. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sea Serpent’s Might. As an action, you can slam the tooth into the ground or thrust it into a body of water, creating a shockwave in a 30-foot cone. Each creature in the area must make a DC 16 Strength saving throw. On a failure, a creature takes 5d10 thunder damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. Once this property of the club has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (Greatclub)","Properties":"Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sea Witch's Blade","description":"Weapon (shortsword), very rare (requires attunement) This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword’s command word (“memory”) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn’t be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Seal of the Seal","description":"Seal of the Seal Wondrous Item, Uncommon (requires attunement) Bestowed to paladins of Nature who undertake quests at sea, a Seal of the Seal gives its wielder an edge against aquatic enemies. While attuned to the Seal of the Seal, you can choose to float on or sink in water and other liquids at will, regardless of weight. You can use your action to attach the seal to a piece of armor or clothing by pressing the seal against it. Thereafter, the seal can’t be removed unless you detach it as another action, your attunement to the seal ends, or the piece of armor or clothing is destroyed. Not even an antimagic field causes it to fall off. Navy Seal. While the Seal of the Seal is attached to a piece of armor or clothing you wear, you have a swimming speed equal to double your walking speed and advantage on Strength (Athletics) checks to swim. You can also hold your breath for a number of minutes equal to 30 x your Constitution modifier (minimum of 30 minutes). Seal the Deal. While attuned to the Seal of the Seal, you can communicate with seals, and they are always friendly to you unless you harm them first.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Sealed Bag","description":"Sealed Bag Miscellaneous gear (container) Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sealing wax","description":"Sealing Wax Adventuring gear Weight : -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sealing Wax","description":"Sealing Wax Adventuring gear Weight : -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sealing Wax","description":"Sealing Wax Adventuring gear Weight : -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sealskin Cloak","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this cloak, as an action, you can assume the form of a seal, gaining its bite attack (1d8 piercing damage), AC 12, and 40 ft swim speed. You retain your own ability scores, hit points, and saving throws.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Searing Net","description":"Searing Net Weapon (Net), Very Rare (Requires Attunement) Thin, metal strands sparkle and shine within the net’s normal cordage. You gain a +2 bonus to attack rolls made with this magic weapon. A creature restrained by this net can use its action to make a DC 15 Strength check, freeing itself or another creature within reach on a success. Dealing 10 slashing damage to the net (AC 13) also frees the creature. The net magically repairs itself when you finish a long rest. Molten Mesh. As an action, you can speak the command word, causing the net to glow red-hot until the start of your next turn. Any creature in physical contact with the net before the start of your next turn takes 2d8 fire damage and has disadvantage on attack rolls, ability checks, and saving throws until the end of their next turn. Once used, you can’t use this property again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (net)","Properties":"Special, Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Searing Whip","description":"Weapon (whip), rare (requires attunement) Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2 ), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Seashell Weapon Battleaxe","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Battleaxe (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Blowgun","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Blowgun (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Blunderbuss","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Blunderbuss (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Chakram","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Chakram (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Claw","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Claw (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Club","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Club (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Dagger","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Dagger (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Dart","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Dart (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Flail","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Flail (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Glaive","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Glaive (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Greataxe","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Greataxe (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Greatclub","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Greatclub (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Greatsword","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Greatsword (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Halberd","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Halberd (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Hand Crossbow","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Hand Crossbow (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Handaxe","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Handaxe (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Heavy Crossbow","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Heavy Crossbow (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Javelin","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Javelin (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Knuckle Duster","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Knuckle Duster (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Lance","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Lance (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Light Crossbow","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Light Crossbow (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Light Hammer","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Light Hammer (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Longbow","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Longbow (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Longsword","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Longsword (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Mace","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Mace (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Maul","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Maul (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Morningstar","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Morningstar (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Musket","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Musket (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Nunchaku","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Nunchaku (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Pike","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Pike (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Pistol","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Pistol (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Quarterstaff","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Quarterstaff (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Rapier","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Rapier (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Revolver","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Revolver (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Rifle","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Rifle (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Scimitar","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Scimitar (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Shortbow","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Shortbow (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Shortsword","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Shortsword (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Sickle","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Sickle (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Sling","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Sling (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Slingshot","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Slingshot (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Spear","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Spear (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Spiked Cestus","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Spiked Cestus (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Spiked Knuckle Duster","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Spiked Knuckle Duster (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Starknife","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Starknife (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Tetherhook","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Tetherhook (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Trident","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Trident (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Twinblade","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Twinblade (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon War Crescent","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon War Crescent (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon War Pick","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon War Pick (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Warhammer","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Warhammer (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Whip","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seashell Weapon Whip (uncommon variant)","description":"Weapon (any), common Component: beast fin Fashioned from the pearlescent bloodshells of the Scarlet Reef, this weapon of the coralborn is enchanted to be especially hydrodynamic underwater. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Uncommon variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon while underwater.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Second Carving (Drawn)","description":"Second Carving Eldritch Carving, rare, requires attunement The Second Carving—the Voice of Creation, said to originate from the ancient scriptures of a lost civilization—manifests the omnipotence of He who spoke it into being. A power that reflects the terror of what lies beyond, as this single word holds the potential to unravel reality in a myriad of ways. No mortal should be given this power of creation, their hubris begetting suffering and tyranny. The last possessor of this carving, the Godless King, proclaimed himself divine, turning the world into hell, for it meant that he could rule over its ashes as a god. You understand Celestial and Deep Speech. Further, you are imbued with righteous power and gain the ability to cast spells. Constitution or Wisdom is your spellcasting modifier for these spells, whichever is higher. You can use each of the following decrees once, and you regain all expended uses when you finish a long rest. Each decree only requires the verbal component of the spell. King’s Decrees: Decree of Obedience. You force the heretic to kneel and worship. You can cast the command spell, using only the grovel command. Decree of Power. You unleash destructive might. You can cast the bless spell on willing creatures. When a creature rolls a 1 on the d4 as part of this spell, it can reroll the die and must use the new roll, even if the new roll is a 1. Creatures under the effect of the spell also take 1d4 necrotic damage (which cannot be reduced) at the start of each of their turns. Decree of Blood. You harangue your soldiers to endure. You can cast the healing word spell on a willing creature. Until the end of the target’s next turn, it gains a +1 bonus to attack and damage rolls, but each time it takes damage, it takes an extra 1d4 damage of the same type. ","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Second Carving (Scarified)","description":"Second Carving Eldritch Carving, legendary, requires attunement The Second Carving—the Voice of Creation, said to originate from the ancient scriptures of a lost civilization—manifests the omnipotence of He who spoke it into being. A power that reflects the terror of what lies beyond, as this single word holds the potential to unravel reality in a myriad of ways. No mortal should be given this power of creation, their hubris begetting suffering and tyranny. The last possessor of this carving, the Godless King, proclaimed himself divine, turning the world into hell, for it meant that he could rule over its ashes as a god. You can speak Celestial and Deep Speech. Further, you are imbued with righteous power and gain the ability to cast spells. Constitution or Wisdom is your spellcasting modifier for these spells, whichever is higher. You can use each of the following decrees a number of times equal to your Constitution or Wisdom modifier, whichever is higher, and you regain all expended uses when you finish a long rest. Each decree only requires the verbal component of the spell. Aegis of the Almighty. You gain resistance to radiant damage. Friendly creatures of your choice within 15 feet of you have resistance to radiant damage while you are conscious. King’s Decrees: Decree of Obedience. You force the heretic to kneel and worship. You can cast the command spell, using only the grovel command. Decree of Power. You unleash destructive might. You can cast the bless spell on willing creatures. When a creature rolls a 1 on the d4 as part of this spell, it can reroll the die and must use the new roll, even if the new roll is a 1. Creatures under the effect of the spell also take 1d4 necrotic damage (which cannot be reduced) at the start of each of their turns. Decree of Blood. You harangue your soldiers to endure. You can cast the healing word spell on a willing creature. Until the end of the target’s next turn, it gains a +1 bonus to attack and damage rolls, but each time it takes damage, it takes an extra 1d4 damage of the same type. In addition, you can amplify the effect of your decrees. When you do so, you expend two uses instead of one. Improved Decree of Obedience. When you cast command with this decree, you can target a number of creatures of your choice you can see within range equal to your Constitution or Wisdom modifier, whichever is higher. Improved Decree of Power. When you cast bless with this decree, creatures under the effect of the spell gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The damage they take at the start of their turn increases to 2d4. Improved Decree of Blood. When you cast healing word with this decree, it is cast at 7th level. Until the end of the target’s next turn, it gains a +3 bonus to attack and damage rolls, but each time it takes damage, it takes an extra 2d4 damage of the same type. ","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Second Carving (Tattooed)","description":"Second Carving Eldritch Carving, very rare, requires attunement The Second Carving—the Voice of Creation, said to originate from the ancient scriptures of a lost civilization—manifests the omnipotence of He who spoke it into being. A power that reflects the terror of what lies beyond, as this single word holds the potential to unravel reality in a myriad of ways. No mortal should be given this power of creation, their hubris begetting suffering and tyranny. The last possessor of this carving, the Godless King, proclaimed himself divine, turning the world into hell, for it meant that he could rule over its ashes as a god. You can speak Celestial and Deep Speech. Further, you are imbued with righteous power and gain the ability to cast spells. Constitution or Wisdom is your spellcasting modifier for these spells, whichever is higher. You can use each of the following decrees a number of times equal to your Constitution or Wisdom modifier, whichever is higher, and you regain all expended uses when you finish a long rest. Each decree only requires the verbal component of the spell. Aegis of the Almighty. You gain resistance to radiant damage. Each day at dawn, you can choose one creature that you can see. For the next 24 hours, it has resistance to radiant damage as long as it remains within 10 feet of you and you are conscious. King’s Decrees: Decree of Obedience. You force the heretic to kneel and worship. You can cast the command spell, using only the grovel command. Decree of Power. You unleash destructive might. You can cast the bless spell on willing creatures. When a creature rolls a 1 on the d4 as part of this spell, it can reroll the die and must use the new roll, even if the new roll is a 1. Creatures under the effect of the spell also take 1d4 necrotic damage (which cannot be reduced) at the start of each of their turns. Decree of Blood. You harangue your soldiers to endure. You can cast the healing word spell on a willing creature. Until the end of the target’s next turn, it gains a +1 bonus to attack and damage rolls, but each time it takes damage, it takes an extra 1d4 damage of the same type. ","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Second Chance","description":"Wondrous item, uncommon (socketable) A pocketwatch that keeps perfect time is always a useful bit of kit. Socketed on any clothing or armour, this specimen is even more special, allowing its user a second chance to perform some action. As a bonus action, immediately before you make an ability check or attack roll, you can activate the stopwatch, setting a call-back marker. After you make the ability check or attack roll (and after you know the outcome), you can choose to rewind time by a few seconds to the moment you took the bonus action (no action required). You must then reroll the ability check or attack roll and use the new result. Whether or not you choose to rewind to the call-back marker, after you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Second Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell Second Arcane Gate","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Second Wind","description":"Ring, common This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Secret Cauldron","description":"Wondrous item, Weird, Uncommon This is simply a thick bronze cauldron that can be made invisible if a hag speaks its command word. These can only be made by hags that have a shrine to Cegilune and access to large amounts of fresh giant blood. Hags carry secret cauldrons when they need to blend in or otherwise hide their nature. These cauldrons come in a variety of sizes, from a small pot to a very large boiler that could fit a large humanoid in it. Cegilune will grant a set of command words to a hag once, meaning that if the hag loses a secret cauldron or it is destroyed she will either have to beg Cegilune for another one or suffer without it. If the cauldron is visible, then the hag can speak a variety of command words to make the secret cauldron do more interesting things. One command word makes it heat up slowly as if over a fire. In game terms this does 2 (1d3) fire damage per round that a creature is touching or inside the cauldron. If the hag speaks a different command word then the cauldron will animate and can be ridden as if it were a broom of flying. The secret cauldron can only function like this for a total of 3 hours a week. If a hag uses this function in combat she can, as a bonus action, make the cauldron fly violently against an opponent within 60 feet that she can see. The hag makes a Ranged Melee Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d10) bludgeoning damage. If the hag uses the secret cauldron in this way, then it will not respond to any command words until an hour has passed. This item will not work for anyone but the hag that made it. If a creature, even a different hag, speaks the command words then the cauldron will animate and ram them, using the attack in the previous paragraph.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Secret Keeper","description":"Secret Keeper Weapon (Dagger), Rare (Requires Attunement) This appears to be a completely smooth silver hilt with no blade. A misty moonlit blade appears moments before finding purchase. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you kill a creature with a melee attack with this weapon, the target must make a DC 20 Wisdom saving throw. If they fail, you can immediately pull them close and ask a yes or no question that the creature must answer truthfully just before they die. The creature must be able to communicate with and understand you for this effect to work.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Secretary General’s Quill","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Seed of the Hagtree","description":"The seed of the Hagtree holds a fragment of a hag’s soul and resembles a monstrous eye, covered by a thick seed coat and prickly thorns. The seed has 3 charges. While attuned to it, you can expend 1 charge to cast the tree stride spell. The seed of the Hagtree regains 1d3 expended charges at midnight.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Seed Satchel","description":"Wondrous item, Hag, Rare (attunement) Using a seed satchel is an evil act. Hags rarely make these for others because they are made from hag hide. When given to others, a seed satchel is usually made out of the hide of a rival hag that was disposed of by the recipient. Seed satchels are dull green or brown hide bags and are often covered with various bodily fluid stains. Seed satchels often contain other oddities besides seeds or teeth. It takes a hag 1d3 years to make a seed satchel. The seeds themselves have to be the teeth of children of any sentient species. Hags can only use the teeth of children that have been digested in some way, with the teeth collected after they pass. Seed satchels usually contain 9 (1d6 + 6) teeth or \"seeds,\" but can easily hold more depending on the hag’s ability to find children. Seeds can be used to do the following: Create Skeletal Wyvern. The user buries a seed in mud, swamp, brackish water, or very damp earth and in 1d10 minutes, a skeletal wyvern will burst from the seed. The wyvern will serve the bearer of the seed satchel until destroyed, at which point one of the skeletal wyvern’s teeth will be a recoverable seed for use in the satchel. The user can only have one skeletal wyvern at a time. Hex. As an action, the user throws a seed, Ranged Weapon Attack + (their ranged weapon attack or spell attack modifier), range 30/120 ft., one target. Hit: 1 bludgeoning damage. If the seed hits the target, then that target is affected by a 3rd spell-level hex. The user does not need to concentrate to maintain this hex, and can attempt to hex a different target with a seed per round. Each hex effect lasts for 10 minutes. Seed Snaps. A seed can be eaten as a bonus action, but in order to have effect the teeth must be chewed up before swallowed. A creature can chew three seeds at once. The person eating the seeds will taste thick sweet citrus juice and will be healed for 6 (1d4 + 4) hit points per seed eaten. Every three seeds eaten also removes one exhaustion level. All creatures within 10 feet of the eater, except for the eater, hear high pitched screams of panicked children. They must make a DC 13 Wisdom saving throw or gain the frightened condition for one round. Once a target succeeds at this save they are immune to this effect for the next 24 hours. This may cause horror or madness depending on the DM. Spawn Tree. The user can bury a seed and a tree will grow quickly over the course of 3d4 hours into a mature tree roughly 40 feet tall. After 2d4 days the tree will no longer be detected as magical and becomes a random fruit bearing tree. But after 10 years this tree will begin to bear fruit, and 1 in 20 of its fruit have a small child’s tooth imbedded inside. This tooth can be used as a seed for a seed satchel. These trees are not immortal but are highly resistant to non-magical poison or disease. Most evil druids will gladly use up an entire seed satchel to plant these very sturdy trees. Wall of Thorns. The user throws a seed up to 60 feet away as an action. At the beginning of the user’s next round a wall of thorns will spring into existence, per spell, with a spell DC 15. This wall will last an hour and then die, leaving behind a brittle rotten wall of thorns that does no damage and is easily hacked through. No seeds are recovered from this use. Hag Use of a Seed Satchel There are few hag gifts more powerful than a seed satchel in the hands of a hag. A hag can use a seed to do all of the functions listed previously, and the following: Hag Geas. The hag either sneaks a seed into a target’s food or drink, tricks the user into ingesting it, or gets a target to swallow a seed willingly. Either way the effect it has on a target is called a Hag Geas. The hag gease is often used as part of a bargain or deal, in which the target must willingly agree or the hag refuses to deal at all. Hag Geas A willing target of a hag geas has an increased saving throw DC and increased penalties for acting against the geas. An unwilling victim will be able to resist the geas a little easier. Because of this, hags go out of her way to talk a creature into accepting the hag geas willingly. Any sentient creature under a hag geas is affected as if they are under a 6th-level geas spell. The spell DC will be the spell DC of the hag’s spells or special abilities. If the target willingly accepts the hag geas then add +4 to the spell DC. A willing target of a hag geas is also vulnerable to psychic damage when the source is hag geas. Remove curse and dispel magic will not work against a hag geas but a wish spell will. Someone attempting to remove a hag geas with a greater restoration will succeed only if the caster also wins a Charisma contest against the hag who placed the hag geas on the victim. The spell automatically succeeds if the caster and the hag are on different planes of existence. Transmute to Poison. The hag can place a seed into any container of liquid and poison its contents. Transmute to poison is more effective against unenchanted liquids, such as water, holy water, acids, beer, etc. This transmutation is instantaneous and does not change the color, smell, or taste of the liquid. This effect turns liquids into the poison, swan’s lament. Potions affected by transmute to poison become potions of poison. Poison - Swan’s Lament (Ingest) This poison can only be created by a hag with a seed satchel. Against any creature that is not a swan or a swanmay, this poison causes 28 (8d6) poison damage, or half damage with a successful DC 15 Constitution saving throw. Those that fail their saving throw also gain the poisoned condition for 4 (1d6 + 1) hours. Against a swan or a swanmay this poison is very virulent and dangerous. Swans will automatically die if this poison is drunk. Swanmays face a DC 17 Constitution saving throw or they lose 2d4 points of Constitution. While under this effect they will have dreams of drinking blood with the certain knowledge that doing so will cure them. The Swanmay then faces a DC 17 Wisdom saving throw or she is compelled to find the nearest humanoid and drain and drink its blood. If they do this then they forever lose the ability to assume the form of a swan, but they are no longer poisoned and their Constitution is restored to normal. Call Treant. The hag buries a seed near her lair and within 2d6 days a treant arrives, not under any magic control or compulsion, but very suspicious of the hag. The hag and the treant will then start a long conversation. Over the course of the next few days the treant and the hag will discuss nature, the weather, and any nearby threats to the wilderness. The hag will be on her best behaviour and will have the truly hideous objects and minions well hidden. She will slowly try and tempt the treant into a partnership of sorts, playing to its anger of fire and encroaching civilization. In game terms this translates into a week long Wisdom ability contest, where the hag has advantage if there has been any recent (within the last 10 years) wilderness incursions by civilization, monster hordes, etc. The treant will have advantage on the Wisdom contest if something not of the wilderness or natural world has acted recently to defend the forest or the creatures within it. If the treant wins the contest it ambles away and the two part on neutral terms. If the hag wins the Wisdom contest then she can turn the willing treant into a vengeful treant who volunteers to storm into civilization and wreak havoc or defend the nearby wilderness violently and without quarter. Transmute Treant to Vengeful Treant. A willing treant will accept a seed and allow it to take root somewhere on its body if successfully talked into this transformation by a hag. This ritual transforms the treant slowly over the course of 3d4 days. This vengeful treant is not magically compelled by the hag but its mind has been corrupted by her presence and rituals, which changes the treant’s statistics and its alignment to chaotic neutral. All or Nothing. A Hag who is facing overwhelming odds and is willing to completely destroy her seed satchel can use all the seeds she has remaining (no less than 3) for a last ditch effort to destroy the general area and escape with her life. In order to do this she must, as an action, violently empty the contents of her satchel and toss the satchel into the air, where it will burst into flames. On the hag’s next turn she levitates, per spell, but with the ability to move horizontally if she choses. Her location at the start of this same round is also the center of an earthquake spell. The hag can take no action while maintaining the earthquake effects other than levitating 60 feet either vertically or horizontally. A hag can maintain the earthquake for a number of rounds equal to twice her Charisma modifier (minimum of 2 rounds). If she does anything other than levitate then both the levitation and earthquake spell ends immediately.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Seeds of Growth","description":"Seeds of Growth Wondrous item, uncommon These are usually found in a small canvas bag containing 2d4 seeds. As an action, you can throw a seed at a point you can see within 20 feet of you, and a large tangled bush, 10 feet in diameter, immediately sprouts from the ground there. This bush turns the ground into difficult terrain for 1 minute before wilting away. A creature that ends its turn in the area of the bush must succeed on a DC 15 Strength saving throw or be restrained by the bush. A creature so restrained can use its action to make a DC 15 Strength saving throw. On a success, it frees itself.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Seeds of Wealth","description":"Seeds of Wealth Wondrous item, rare These resemble the seeds of a beech tree, but when planted they grow into a tree that bears coins instead of fruit. This takes six months from planting. The tree bears one harvest of fruit only, consisting of 20d20 coins. Roll on the following table to determine what type of coin the tree bears: d20 Type 1-5 Copper 6-10 Silver 11-15 Electrum 16-19 Gold 20 Platinum","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Seeing Stone","description":"Magical stone, unique A small smooth stone with a hole through the center. While looking through it, a creature obtains Truesight. It allows them to see in normal and magical darkness, reveal invisible or illusory items or creatures, and offers a glimpse into the Ethereal Plane, all up to 120 feet. The seeing stone also has 4 charges which can be used to cast the identify spell. It regains 1d4 charges at dawn.","properties":{"Category":"Items","Item Type":"Unique Item","Item Rarity":"Unique"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Seeker Dart","description":"Seeker Dart Weapon (dart), uncommon This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weap on has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Secondary Damage: 3d4 Secondary Damage Type: Lightning Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Expansion":7390,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Seeking","description":"Legendary weapon property Components: Masterwork exotic ranged weapon When you make an attack roll that doesn’t have disadvantage with this weapon and miss, you instead hit the target and deal 5 damage of the weapon’s type. This damage can’t be increased in any way, and no other effects can be applied to the hit.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Seeking Bomb","description":"By replacing your bomb’s explosive contents with a powerful lodestone, you can change it into a seeking bomb. A seeking bomb’s damage dice are d6s. You don’t have disadvantage on ranged attack rolls you make using this bomb as a result of being within 5 feet of a hostile creature.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Seeking Weapon","description":"Seeking Weapon Weapon (ranged: uses ammunition), varies (requires affinity) This weapon enables the wielder to find their mark in difficult environments. While you hold this weapon, you have darkvision to a range of 60 feet. If you already have darkvision, its range increases by 60 feet when it is held. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon’s normal range increases by 50 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You ignore half cover when making ranged attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. While holding this weapon, you have truesight out to a range of 120 feet.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Seelie Staff","description":"Staff, rare (requires attunement by a druid, sorcerer, warlock, or wizard) This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Seelie and Unseelie Staves in Midgard In Midgard, a seelie staff is a symbol of the Summer Court of Silendora and its bearer is seen as a representative or defender of the Summer Lands. Likewise, the bearer of the unseelie staff represents the moonlit courts of the shadow fey. Elves and fey creatures view those that wield these staves with respect and fear. Of course, they also assume the bearer received the staff from their respective courts. Should they find out that is not the case, they may attempt to reclaim the stolen property for their masters, or at least inform them of the thief so justice may be meted out later.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Seer's Veil","description":"Wondrous Item, Rare (Requires Attunement) This magic headdress is fashioned from expensive silk and imbued with powerful divination magic. Seer’s Magic. As an action, you can cast one of the following spells (spell save DC 15): augury , commune , detect thoughts , or zone of truth . Once the veil has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Seer’s Sight. As a bonus action, you can activate the veil’s magic to gain your choice of one of the following benefits until you use this property again: You are immune to any effect that would sense your emotions, read your thoughts, or sense if you’re lying. While you’re conscious, you can’t be surprised and you can add your proficiency bonus to your initiative rolls. You have advantage on Insight and Perception checks that rely on sight. Moreover, you can see magical auras around any visible creature or object out to a range of 30 feet that bears magic, and you learn its school of magic, if any.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Segmented Plate","description":"Segmented Plate Armor (heavy) Also known as great armor, suits of plated armor are among the heaviest worn by bushi in Rokugan. Not as ornate as lacquered armor and somewhat more restrictive but also notably more protective, plated armor is composed of numerous small steel and leather plates connected by rivets, woven silk cords, leather straps, or chains. The plates are attached to a leather or cloth backing and worn over silk, which provides added protection from piercing attacks thanks to its tensile strength. Wearer has disadvantage on Acrobatics and Stealth. AC: 18 Requires Attunement: Str 15 Stealth: Disadvantage Weight: 65","properties":{"Category":"Items","Expansion":26129,"Item Type":"Armor","Requires Attunement":"Str 15","Properties":"Stealth Disadvantage"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Seismic Greaves","description":"Wondrous Item, Uncommon (Requires Attunement) These leather boots are outfitted with soles made from natural rubber interwoven with spider silk. Seismic Steps The greaves can hold up to 3 charges and gain 1 charge after each hour you spend moving while wearing them. As a Bonus Action, you can expend 1 charge to cause one of these effects. Muted Steps. For 10 minutes, your steps make no sound, regardless of the surface you are moving across, and you have Advantage on Dexterity (Stealth) checks that rely on moving silently. Silence. You mute all sound within 10 feet of you until the start of your next turn. No sound can be created within or pass through the area. Any creature or object entirely inside the area is immune to Thunder damage, and creatures are Deafened and can't cast spells that include a verbal component while entirely inside the area.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Seismic Hammer","description":"Seismic Hammer Weapon (Warhammer), Very Rare (Requires Attunement) This warhammer is an overly large, jagged piece of rock engraved with glowing runes and bound to an iron handle. When you hit with an attack using this magic weapon, the target takes an extra 1d6 thunder damage. In addition, while you hold the weapon, you have resistance to thunder damage. The hammer has 3 charges. While holding it, you can use an action and expend 1 charge to release a 30-foot cone of violent vibrations. Each creature in the affected area must make a DC 16 Constitution saving throw. A target takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. The hammer regains 1d3 expended charges when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sekolahian Worshiping Statue","description":"Sekolahian Worshiping Statue Wondrous item, common Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. (The Final Enemy)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Selesnya Keyrune","description":"Wondrous item, rare Carved from white and green marble in the shape of a wolf’s head, this keyrune transforms into a dire wolf . The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can’t speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Selket's Bracer","description":"Wondrous item, very rare (requires attunement) This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Semiautomatic Pistol","description":"Martial Ranged Weapon Damage: 2d6 Piercing Properties: Ammunition (Range 50/150; Bullet), Reload (15 shots) Mastery: Vex Weight: 3 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Reload","Item Rarity":"No","Name":"Semiautomatic Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sending Stone","description":"Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sending Stone","description":"Sending Stone Wondrous item, uncommon Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Sending Stones","description":"Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sending Stones","description":"Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Sending Stones"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sending Stones","description":"Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sending Stones\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sending Stones\\\",\\\"description\\\":\\\"Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.\\\\nOnce Sending is cast using either stone, the stones can't be used again until the next dawn. 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While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sensor Tag","description":"You can place this tiny device onto a creature or object. The tag sends out a digital signal that allows you to pinpoint its exact location so long as you are on the same planet or celestial body. The signal can be displayed either with an accompanied display device or a media device integrated with the tag’s software. Placing the device on an unwitting creature requires a Dexterity (Sleight of Hand) check against a DC equal to the target’s passive Perception. The GM applies any situational modifiers, if necessary.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sensory Jammer","description":"Sensory Jammer Miscellaneous gear This device counteracts the effect of any electronic motion sensor within 50 feet. The jamming signal can be detected with a successful DC 14 Intelligence (Computers) check. This device has no effect on detection based esper talents or techniques.","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sensory Stone","description":"Sensory Stone Wondrous item, uncommon This small, smooth stone contains the essence of a single experience. As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment. Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone. Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Sentinel Orb","description":"Sentinel Orb Wondrous item, uncommon This fruit-sized metal sphere resembles a stylized mechanical eye with a crystal pupil. When you speak the activation word, the sentinel orb levitates to a height you choose and monitors a 20-foot-radius area for up to 10 hours. The orb sounds an alarm if any creature of Small size or larger enters the area during its watch. You can set the orb’s alarm to have any volume between a soft chime and a clanging alarm. The orb monitors the area until its duration ends or you use the activation word again, whereupon the orb floats gently to the ground. Once you use the sentinel orb, you must wait 5 hours before using it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Sentinel Portrait","description":"Wondrous item, uncommon This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait’s space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sentinel Shield","description":"Sentinel Shield Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. AC: 2 Weight: 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sentinel Shield","description":"Armor (Shield), Uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Sentinel Shield"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sentinel Shield","description":"Armor (Shield), Uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sentinel Shield\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sentinel Shield\\\",\\\"description\\\":\\\"While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. 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The Shield is emblazoned with a symbol of an eye.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sentira Lens, Hand","description":"Sentira Lens, Hand ranged weapon (martial) Cost 150 gp Damage 1d4 psychic Weight 3 lb. Properties Psiactive (range 30/120), light Weapon Property: Psiactive A psiactive ranged weapon draws its power from your innate psionic potential, whether or not you're trained to use it. When attacking with a psiactive weapon, you use your choice of your Intelligence or Charisma modifier for the attack and damage rolls. You can fire psiactive weapons a number of times equal to twice your proficiency bonus. After that, your psionic potential is temporarily expended and you can’t fire another psiactive weapon until you regain your psionic focus by using an action or a bonus action (your choice). Your psionic focus is shared between all psiactive weapons; whenever you make an attack with any psiactive weapon, you expend one of your uses. As psiactive weapons channel your own latent energy, they aren’t considered magic weapons and they can’t be sensed with the detect magic spell or similar magic. However, they don’t function in an antimagic field . Sentira Lenses A common psionic armament found among the ranks of Riedra’s Harmonious Shield is the sentira lens, a handheld ranged weapon that can focus a wielder’s psionic potential to fire a harmful bolt of telepathic energy. Unlike a wand or other arcane implement, a sentira lens requires very little training to use effectively; even a person with no other psionic ability can activate this weapon. The Harmonious Shield considers this an important benefit, allowing their loyal soldiers to access psionic power while eliminating the usual dangers of cultivating innate psychic power in an individual. Since their development in Riedra, sentira lenses have gradually found their way into the hands of Adaran kalashtar, who are busily trying to replicate the metacreative powers necessary to recreate them. Three psionic ranged weapons that resemble futuristic ray guns. Each has a sleek molded form that ends in sharp angles, a sharp crystal at its tip, a second brightly glowing crystal in the same color set in the center of the weapon, and a handle for the user. The largest of the weapons, the heavy sentira lens, has an orange crystal. The medium-sized weapon, the light sentira lens, has a green crystal. The smallest of the weapons, the hand sentira lens, has a red crystal.","properties":{"Category":"Items","Item Type":"Ranged weapon","Properties":"Psiactive, light"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Lens, Heavy","description":"Sentira Lens, Heavy ranged weapon (martial) Cost 100 gp Damage 1d8 psychic Weight 18 lb. Properties Psiactive (range 30/120), heavy, two-handed Weapon Property: Psiactive A psiactive ranged weapon draws its power from your innate psionic potential, whether or not you're trained to use it. When attacking with a psiactive weapon, you use your choice of your Intelligence or Charisma modifier for the attack and damage rolls. You can fire psiactive weapons a number of times equal to twice your proficiency bonus. After that, your psionic potential is temporarily expended and you can’t fire another psiactive weapon until you regain your psionic focus by using an action or a bonus action (your choice). Your psionic focus is shared between all psiactive weapons; whenever you make an attack with any psiactive weapon, you expend one of your uses. As psiactive weapons channel your own latent energy, they aren’t considered magic weapons and they can’t be sensed with the detect magic spell or similar magic. However, they don’t function in an antimagic field . Sentira Lenses A common psionic armament found among the ranks of Riedra’s Harmonious Shield is the sentira lens, a handheld ranged weapon that can focus a wielder’s psionic potential to fire a harmful bolt of telepathic energy. Unlike a wand or other arcane implement, a sentira lens requires very little training to use effectively; even a person with no other psionic ability can activate this weapon. The Harmonious Shield considers this an important benefit, allowing their loyal soldiers to access psionic power while eliminating the usual dangers of cultivating innate psychic power in an individual. Since their development in Riedra, sentira lenses have gradually found their way into the hands of Adaran kalashtar, who are busily trying to replicate the metacreative powers necessary to recreate them. Three psionic ranged weapons that resemble futuristic ray guns. Each has a sleek molded form that ends in sharp angles, a sharp crystal at its tip, a second brightly glowing crystal in the same color set in the center of the weapon, and a handle for the user. The largest of the weapons, the heavy sentira lens, has an orange crystal. The medium-sized weapon, the light sentira lens, has a green crystal. The smallest of the weapons, the hand sentira lens, has a red crystal.","properties":{"Category":"Items","Item Type":"Ranged weapon","Properties":"Psiactive, heavy, two-handed"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Lens, Light","description":"Sentira Lens, Light ranged weapon (simple) Cost 50 gp Damage 1d6 psychic Weight 5 lb. Properties Psiactive (range 30/120), two-handed Weapon Property: Psiactive A psiactive ranged weapon draws its power from your innate psionic potential, whether or not you're trained to use it. When attacking with a psiactive weapon, you use your choice of your Intelligence or Charisma modifier for the attack and damage rolls. You can fire psiactive weapons a number of times equal to twice your proficiency bonus. After that, your psionic potential is temporarily expended and you can’t fire another psiactive weapon until you regain your psionic focus by using an action or a bonus action (your choice). Your psionic focus is shared between all psiactive weapons; whenever you make an attack with any psiactive weapon, you expend one of your uses. As psiactive weapons channel your own latent energy, they aren’t considered magic weapons and they can’t be sensed with the detect magic spell or similar magic. However, they don’t function in an antimagic field . Sentira Lenses A common psionic armament found among the ranks of Riedra’s Harmonious Shield is the sentira lens, a handheld ranged weapon that can focus a wielder’s psionic potential to fire a harmful bolt of telepathic energy. Unlike a wand or other arcane implement, a sentira lens requires very little training to use effectively; even a person with no other psionic ability can activate this weapon. The Harmonious Shield considers this an important benefit, allowing their loyal soldiers to access psionic power while eliminating the usual dangers of cultivating innate psychic power in an individual. Since their development in Riedra, sentira lenses have gradually found their way into the hands of Adaran kalashtar, who are busily trying to replicate the metacreative powers necessary to recreate them. Three psionic ranged weapons that resemble futuristic ray guns. Each has a sleek molded form that ends in sharp angles, a sharp crystal at its tip, a second brightly glowing crystal in the same color set in the center of the weapon, and a handle for the user. The largest of the weapons, the heavy sentira lens, has an orange crystal. The medium-sized weapon, the light sentira lens, has a green crystal. The smallest of the weapons, the hand sentira lens, has a red crystal.","properties":{"Category":"Items","Item Type":"Ranged weapon","Properties":"Psiactive, two-handed"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Shard, Anxiety","description":"Sentira Shard: Anxiety Wondrous Item, Common For this shard’s properties to work, it must be attached to a sentira lens weapon. You can attach it or remove it from a sentira lens with 10 minutes of work. A sentira lens can only have one sentira shard attached at a time. When you hit a creature with an attack using this shard’s sentira lens, you can instill vague and undirected dread in the target. The target must succeed on a DC 11 Wisdom saving throw or be anxious until the end of its next turn. While anxious, the target can’t move more than 5 feet on its turn, and it can’t attack any individual creature more than once. Once used, this shard can’t be used again until the next dawn. Sentira Shards A sentira lens typically delivers a blast of telepathic power that simply causes headaches before death. However, with more care during creation, Riedran psionic artificers have created sentira shards with much more focused emotional resonance. When fitted to a sentira lens, these shards can imbue a shot from a sentira lens with the emotion embedded in the ectoplasm during its creation. Though sentira lenses aren’t considered magical, the sentira shards presented below follow the same rules as magic items. When one of these is affixed to a sentira lens, the entire weapon counts as magical for the purpose of imbuing it with an artificer infusion.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Shard, Disgust","description":"Sentira Shard: Disgust Wondrous Item, Uncommon For this shard’s properties to work, it must be attached to a sentira lens weapon. You can attach it or remove it from a sentira lens with 10 minutes of work. A sentira lens can only have one sentira shard attached at a time. You have a +1 bonus to attack and damage rolls made with this shard’s sentira lens. Additionally, this shard has 3 charges, and it regains all expended charges daily at dawn. When you hit a creature with an attack using this shard’s sentira lens, you can expend 1 charge to flood the target’s mind with revulsion. The target must succeed on a DC 13 Wisdom saving throw or become vulnerable to poison damage and have disadvantage on saving throws against the poisoned condition for 1 minute. Sentira Shards A sentira lens typically delivers a blast of telepathic power that simply causes headaches before death. However, with more care during creation, Riedran psionic artificers have created sentira shards with much more focused emotional resonance. When fitted to a sentira lens, these shards can imbue a shot from a sentira lens with the emotion embedded in the ectoplasm during its creation. Though sentira lenses aren’t considered magical, the sentira shards presented below follow the same rules as magic items. When one of these is affixed to a sentira lens, the entire weapon counts as magical for the purpose of imbuing it with an artificer infusion.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Shard, Fear","description":"Sentira Shard: Fear Wondrous Item, Uncommon For this shard’s properties to work, it must be attached to a sentira lens weapon. You can attach it or remove it from a sentira lens with 10 minutes of work. A sentira lens can only have one sentira shard attached at a time. You have a +1 bonus to attack and damage rolls made with this shard’s sentira lens. Additionally, this shard has 3 charges, and it regains all expended charges daily at dawn. When you hit a creature with an attack using this shard’s sentira lens, you can expend 1 charge to focus fear on the target. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Sentira Shards A sentira lens typically delivers a blast of telepathic power that simply causes headaches before death. However, with more care during creation, Riedran psionic artificers have created sentira shards with much more focused emotional resonance. When fitted to a sentira lens, these shards can imbue a shot from a sentira lens with the emotion embedded in the ectoplasm during its creation. Though sentira lenses aren’t considered magical, the sentira shards presented below follow the same rules as magic items. When one of these is affixed to a sentira lens, the entire weapon counts as magical for the purpose of imbuing it with an artificer infusion.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Shard, Misery","description":"Sentira Shard: Misery Wondrous Item, Rare For this shard’s properties to work, it must be attached to a sentira lens weapon. You can attach it or remove it from a sentira lens with 10 minutes of work. A sentira lens can only have one sentira shard attached at a time. You have a +2 bonus to attack and damage rolls made with this shard’s sentira lens. Additionally, this shard has 3 charges, and it regains all expended charges daily at dawn. When you hit a creature with an attack using this shard’s sentira lens, you can expend 1 charge to drench the target in misery. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls, ability checks and saving throws until the end of its next turn. Sentira Shards A sentira lens typically delivers a blast of telepathic power that simply causes headaches before death. However, with more care during creation, Riedran psionic artificers have created sentira shards with much more focused emotional resonance. When fitted to a sentira lens, these shards can imbue a shot from a sentira lens with the emotion embedded in the ectoplasm during its creation. Though sentira lenses aren’t considered magical, the sentira shards presented below follow the same rules as magic items. When one of these is affixed to a sentira lens, the entire weapon counts as magical for the purpose of imbuing it with an artificer infusion.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sentira Shard, Tranquility","description":"Sentira Shard: Tranquility Wondrous Item, Common For this shard’s properties to work, it must be attached to a sentira lens weapon. You can attach it or remove it from a sentira lens with 10 minutes of work. A sentira lens can only have one sentira shard attached at a time. When you hit a creature with an attack using this shard’s sentira lens, you can overcome the target with blissful calm. The target must succeed on a DC 11 Charisma saving throw or its emotions are suppressed as if affected by the calm emotions spell for 1 minute. Once used, this shard can’t be used again until the next dawn. Sentira Shards A sentira lens typically delivers a blast of telepathic power that simply causes headaches before death. However, with more care during creation, Riedran psionic artificers have created sentira shards with much more focused emotional resonance. When fitted to a sentira lens, these shards can imbue a shot from a sentira lens with the emotion embedded in the ectoplasm during its creation. Though sentira lenses aren’t considered magical, the sentira shards presented below follow the same rules as magic items. When one of these is affixed to a sentira lens, the entire weapon counts as magical for the purpose of imbuing it with an artificer infusion.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Sepia’s Sigil","description":"Scroll, Weird, Legendary This hag weird is not made by hags but can only be used by them. It is assumed that Sister Sepia creates these and has one distributed during an eclipse, but the specific details are not understood, even by the hags. Sepia’s sigil is a rolled piece of tanned leather, tied by a bright yellow ribbon that one very unlucky hag will discover in her lair. Hags immediately know what it is and what it portends. Once unrolled it reads, in the Sylvan tongue, “you are formally invited to visit Sister Sepia’s next masque ball. Please dress appropriately and you are allowed one guest. A daughter will arrive within the month to escort you.” To most creatures, being invited to a masque ball, will be, at worst, time consuming and boring. To a hag, being invited to the far side of the moon to be surrounded by beauty and light is horrifying. It is widely assumed that no hag has actually waited for her escort. Hags will do one of three things if they find a Sepia’s Sigil. They will immediately uproot their lair and move far away, they will try and sneak the scroll into a rival’s lair, or they will attempt to burn it in a cauldron. It is said, by the hags, that “Sepia is going to drag someone to the Burning Bright, but it doesn’t have to be me!” Moving one’s lair and leaving the scroll works to avoid the summons. Tricking a rival and hiding it in her lair also works, to redirect the sepia’s daughter to one’s rival. Burning the scroll unleashes a magical trap that forces the hag to make a DC 19 Charisma saving throw or have a magical brand burned into her back. This brand causes a scar in the shape of a snake in an “S,” that glows with a dim brownish red light. If this happens the sepia’s daughter will be able to track the hag until she can get it removed (this requires an expensive ritual performed by a coven with an auntie in attendance). Regardless, a sepia's daughter arrives and tracks down the nearest hag once it arrives in a month and the hag is never seen again. This weird is included because one was discovered by a clever Witch Hunter who used its placement to greatly upset the local hag’s social order. At least three hags were killed by their sisters by the time a sepia’s daughter arrived to drag away a fourth. The Witch Hunter is none other than the interim (as of this writing) Grand Master, Daniel Popescu.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sepulcheese","description":"Wondrous item, very rare When a mixture of goat’s and cow’s milk is fermented using special techniques in the chest cavity of an animated zombie, a peculiar fungus transforms it over several months into sepulcheese , an orange and purple-veined, earthy, crumbly cheese. You can eat this cheese as an action to gain the following feature: As an action, you shout with arcane power. Each undead that can see or hear you within 30 feet of you must make a DC 17 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. You can only use this feature once after eating the cheese. If you don't use it before your next long rest after eating the cheese, you lose the feature. Eating more than one cheese before using the feature doesn’t increase the potency or frequency of the effect. In fact, eating too much in a short span can cause one's skin to wither, as though afflicted by terrible necrotic energies.","properties":{"Category":"Items","Expansion":20089,"Item Type":"Wondrous Item","Item Rarity":"very rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Ser Boncou Rage","description":"Wondrous item, uncommon Component: monstrosity (shapechanger) liver Dealing with lycanthropy, curses from the Far Realms, or mutations caused by the sentient, self replicating Mut-X mutagen can jade even the most resilient nurse of the Night Hospitaller. These potions of bottled courage, all of which go by the name Ser Boncou Rage, can imbue a terrified sister with the immense determination required to cure lycanthropy on a full moon or protect them from the wiles of an especially charming vampire. Knightly Medicine. As an action while holding Ser Boncou Rage, you can speak the command phrase “Bon courage!” followed by one of the commands below. The armed and armoured glass bottle bounds into life for 1 minute. It is a Tiny construct with AC 15, 15 hit points, a walking speed of 30 feet, a Strength score of 5, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It has 3 charges and regains 1d3 expended charges daily at dawn. Ser Boncou Rage takes its turn immediately after yours. As part of the action to activate it, and as a bonus action on subsequent turns, you can give it one of the following instructions to use as its action on its next turn, which expends the listed number of charges: Snap Out of It! (1 charge). Ser Boncou Rage yells at a creature within 30 feet of it. If that creature can hear the yell and is charmed, frightened, or stunned by an effect that lets it repeat the saving throw to end the condition at the end of each of its turns, the creature can immediately repeat one such saving throw of its choice. Once More into the Breach! (2 charges). Ser Boncou Rage lets out a gallant yell. Up to four creatures of its choice within 30 feet of it, other than itself, gain a d4 if they can hear the yell. Once within the next minute, a creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the GM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can’t use this die in conjunction with a Bardic Inspiration die. Freedom! (3 charges). Ser Boncou Rage pours its contents into the mouth of a willing creature whose space it shares. For 1 minute, the creature is immune to the charmed and frightened conditions.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ser Boncou Rage (rare variant)","description":"Wondrous item, uncommon Component: monstrosity (shapechanger) liver Dealing with lycanthropy, curses from the Far Realms, or mutations caused by the sentient, self replicating Mut-X mutagen can jade even the most resilient nurse of the Night Hospitaller. These potions of bottled courage, all of which go by the name Ser Boncou Rage, can imbue a terrified sister with the immense determination required to cure lycanthropy on a full moon or protect them from the wiles of an especially charming vampire. Knightly Medicine. As an action while holding Ser Boncou Rage, you can speak the command phrase “Bon courage!” followed by one of the commands below. The armed and armoured glass bottle bounds into life for 1 minute. It is a Tiny construct with AC 15, 15 hit points, a walking speed of 30 feet, a Strength score of 5, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It has 3 charges and regains 1d3 expended charges daily at dawn. Ser Boncou Rage takes its turn immediately after yours. As part of the action to activate it, and as a bonus action on subsequent turns, you can give it one of the following instructions to use as its action on its next turn, which expends the listed number of charges: Snap Out of It! (1 charge). Ser Boncou Rage yells at a creature within 30 feet of it. If that creature can hear the yell and is charmed, frightened, or stunned by an effect that lets it repeat the saving throw to end the condition at the end of each of its turns, the creature can immediately repeat one such saving throw of its choice. Once More into the Breach! (2 charges). Ser Boncou Rage lets out a gallant yell. Up to four creatures of its choice within 30 feet of it, other than itself, gain a d4 if they can hear the yell. Once within the next minute, a creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the GM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can’t use this die in conjunction with a Bardic Inspiration die. Freedom! (3 charges). Ser Boncou Rage pours its contents into the mouth of a willing creature whose space it shares. For 1 minute, the creature is immune to the charmed and frightened conditions. Rare variant: Increase the charges to 4, the recharge to 1d4, the hit points to 30, the range of the Snap Out of It! option to 45 feet, the number of creatures affected by the Once More into the Breach! option to five, the die from a d4 to a d6, and the duration of the Freedom! option to 10 minutes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ser Boncou Rage (very rare variant)","description":"Wondrous item, uncommon Component: monstrosity (shapechanger) liver Dealing with lycanthropy, curses from the Far Realms, or mutations caused by the sentient, self replicating Mut-X mutagen can jade even the most resilient nurse of the Night Hospitaller. These potions of bottled courage, all of which go by the name Ser Boncou Rage, can imbue a terrified sister with the immense determination required to cure lycanthropy on a full moon or protect them from the wiles of an especially charming vampire. Knightly Medicine. As an action while holding Ser Boncou Rage, you can speak the command phrase “Bon courage!” followed by one of the commands below. The armed and armoured glass bottle bounds into life for 1 minute. It is a Tiny construct with AC 15, 15 hit points, a walking speed of 30 feet, a Strength score of 5, immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It has 3 charges and regains 1d3 expended charges daily at dawn. Ser Boncou Rage takes its turn immediately after yours. As part of the action to activate it, and as a bonus action on subsequent turns, you can give it one of the following instructions to use as its action on its next turn, which expends the listed number of charges: Snap Out of It! (1 charge). Ser Boncou Rage yells at a creature within 30 feet of it. If that creature can hear the yell and is charmed, frightened, or stunned by an effect that lets it repeat the saving throw to end the condition at the end of each of its turns, the creature can immediately repeat one such saving throw of its choice. Once More into the Breach! (2 charges). Ser Boncou Rage lets out a gallant yell. Up to four creatures of its choice within 30 feet of it, other than itself, gain a d4 if they can hear the yell. Once within the next minute, a creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the GM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can’t use this die in conjunction with a Bardic Inspiration die. Freedom! (3 charges). Ser Boncou Rage pours its contents into the mouth of a willing creature whose space it shares. For 1 minute, the creature is immune to the charmed and frightened conditions. Rare variant: Increase the charges to 4, the recharge to 1d4, the hit points to 30, the range of the Snap Out of It! option to 45 feet, the number of creatures affected by the Once More into the Breach! option to five, the die from a d4 to a d6, and the duration of the Freedom! option to 10 minutes. Very rare variant: Increase the charges to 5, the recharge to 1d4 + 1, the hit points to 50, the range of the Snap Out of It! option to 60 feet, the number of creatures affected by the Once More into the Breach! option to six, the die from a d4 to a d8, and the duration of the Freedom! option to 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seraph's Ruin","description":"Weapon (Any Bow), Rare This magic bow was carved from the holy tree Yggdrasil’s branches and inlaid with eldritch runes by the mysterious Norns. When you hit a Celestial or Fiend with an attack roll using the bow, the creature takes an additional 1d8 Force damage. Slayer’s Shot. The bow has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using the bow, you can use its charges to cause one of the following effects: Banish (1 Charge). The creature must succeed on a DC 15 Charisma saving throw or be temporarily banished to its home plane, unless it is already there. Bind (1 Charge). The creature must succeed on a DC 15 Strength saving throw or its flying speed (if it has any) is reduced to 0. If the creature is airborne, it descends safely at a speed of 60 feet per round. Breach (1 Charge). The creature must succeed on a DC 15 Constitution saving throw or it can’t regain hit points or cause another creature to magically regain hit points. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails three saving throws against the bow’s Banish effect, it doesn’t return.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Any Bow)","Item Rarity":"rare"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Seraphim's Crossbow","description":"Weapon (Any Crossbow), Rare This magic crossbow fires bolts of radiant energy. It requires no ammunition, its damage is Radiant instead of Piercing, and it doesn't have the loading property. The crossbow has 3 charges and regains all expended charges daily at dawn. When you attack with the crossbow, you can expend 1 charge to gain advantage on the attack roll and cause one of the following effects on a hit: Guiding. The attack deals an extra 1d8 Radiant damage and the first attack made against the target before the end of your next turn has advantage. Healing. If the target is a creature, it doesn't take damage from the attack and instead magically regains hit points equal to 1d8 plus the damage the attack would have dealt.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Serpent Belt","description":"Wondrous item, Uncommon (attunement) The use of this belt is not evil and this is one of the rare hag objects that has utility without any side effects. A hag can make this belt out of the remains of a loyal snake that served her and died of old age. To make a serpent belt, she carefully cleans and works with the snakeskin, slowly enchanting it over a week. A finished serpent belt has two functions. It can simply be worn as a belt, which provides advantage on any ability check involved with making, using, or detecting poisons. This belt also grants +1 to armor, which will not stack with any other armor bonus. The belt can also be animated as an action, in which case, it turns into a poisonous snake with the ability to breathe both air and water. This snake will share, telepathy 30 feet, with whoever attuned to the belt. The user cannot gain any other benefits from the belt while it is animated. The animated snake has an Intelligence of 3 in this form so it can understand very simple commands and warn its user of threats. Hags tend to keep their serpent belts animated unless they are working with virulent poisons. In a hag’s lair, or similar location filled with oddities, a poisonous snake will have advantage on its stealth checks. Serpent Belt as a Familiar A serpent belt can also function as a familiar, as the find familiar spell. As a familiar, it will gain the fey creature type. A serpent belt will only function as a familiar while it is in poisonous snake form.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Serpent Bladewhip","description":"Serpent Bladewhip Trick weapon (whip, rapier), rare (requires attunement) Slithering silver strikes, swiftly severing sinister shadows. You have a +1 to attack and damage rolls made with both forms of this weapon. Attunement. When you attune to this weapon, the cold, lifeless snake wraps around your forearm and bites your flesh, burying its head beneath it and inflicting 1d4 piercing damage. While attuned, you cannot be disarmed of this magical weapon. Ending the attunement causes the head to retract and the item to fall to the ground. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the bladewhip is a metallic whip. In its transformed state, the weapon solidifies by coagulating your blood to form a rapier. Untransformed. Attacks you make with the serpent bladewhip add an additional 5 feet to your reach, as well as when determining your reach for opportunity attacks with it. In addition, if you hit a creature twice in a turn with this weapon, the whip’s devouring hunger awakens and tears out more of its flesh, dealing an extra 2d4 slashing damage. Transformed. While transformed, you take 1 piercing damage at the start of each of your turns as the blade drains your blood to empower itself. This rapier gains the Fireblood Poison property and is considered silvered. Fireblood Poison. Once on each of your turns when you hit a creature with an attack using this blade, you can coat the wound with poison and the target must make a DC 14 Constitution saving throw. On a failure, it is poisoned for the next minute as its innards start to boil. This can affect creatures immune to the poisoned condition. While poisoned in this way, the creature takes 1d6 fire damage at the start of each of its turns. This damage ignores resistance to fire damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blade's Fireblood Poison for the next 24 hours. *Roll20 Note: Add the Serpent Bladewhip (Whip) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Fireblood Poison","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Serpent Bladewhip (Whip)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Serpent Bladewhip to populate attacks in its untransformed form. Untransformed. Attacks you make with the serpent bladewhip add an additional 5 feet to your reach, as well as when determining your reach for opportunity attacks with it. In addition, if you hit a creature twice in a turn with this weapon, the whip’s devouring hunger awakens and tears out more of its flesh, dealing an extra 2d4 slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Serpent Hide","description":"Armor (Hide), Rare (Requires Attunement) While wearing this armor, you can speak its command word to take on the form of a giant constrictor snake . You retain this form as long as you like, but once you return to your normal form, you cannot use it again until after a long rest.","properties":{"Category":"Items","Item Type":"Medium Armor","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Serpent Scale Armor","description":"Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. AC: 15 + Dex modifier Weight: 45","properties":{"Category":"Items","Item Type":"Light armor","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Serpent Staff","description":"Staff, rare (requires attunement by a sorcerer, warlock, or wizard) Fashioned from twisted ash wood, this staff’s head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley * (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Serpent Venom","description":"Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one. Cost: 200 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Serpent Venom"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Serpent venom (Injury)","description":"Serpent Venom Adventuring gear (poison, injury) This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Damage: 3d6 Damage Type: Poison","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Serpent's Fang","description":"Serpent's Fang Melee weapon (martial, longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. Damage: 1d8 (1d10) Damage Type: Slashing Secondary Damage: 1d10 Secondary Damage Type: Poison Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":9505,"Item Type":"Melee Weapon","Properties":"versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Serpent's Maul","description":"Weapon (Maul), Uncommon (Requires Attunement) This magic maul has 3 charges and regains all expended charges daily at dawn. When you hit with an attack roll using it, you can expend 1 charge to force the target to make a DC 15 Wisdom saving throw. On a failure, the target is magically transformed into a constrictor snake until the end of your next turn as with the polymorph spell.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Serpent's Scales","description":"Armor (scale mail), rare (requires attunement) While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Serpent's Tooth","description":"Weapon (spear), uncommon (requires attunement) When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Serpentine Bracers","description":"Wondrous item, uncommon (requires attunement) These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers’ command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as to attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can’t be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can’t be commanded to become a snake again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Serpentine Bracers","description":"Wondrous item, uncommon (requires attunement) These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers’ command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can’t be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can’t be commanded to become a snake again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Serpentine Owl Figurine of Wondrous Power","description":"Serpentine Owl Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Serpentine Owl Figurine of Wondrous Power","description":"Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl. This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can’t be used again until 2 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Serpentine Owl Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Serpentine Sandles","description":"Wondrous item, rare (requires attunement) While wearing these glistening, snake-skin sandals, you ignore difficult terrain created by marsh, swamps, or other shallow water, such as a rain-soaked rooftop. In addition, you have advantage on ability checks and saving throws made to escape a grapple or the restrained condition while wearing these sandals.","properties":{"Category":"Items"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Serpentis the Snakeblade","description":"Serpentis the Snakeblade Weapon (Longsword), Artifact (requires attunement by an elf or half-elf) Serpentis was once Ismatun, a young moonblade in service of the noble elves of the wandering pyramid of Shekrish. However, when the serpentaurs of Shekrish betrayed their elven masters, they claimed Ismatun as one of the spoils of their treachery. Seeking to subvert the blade’s will, serpentaur priests infused Ismatun with ophidian magic, warping its form in an attempt to wield its mythical power. This torturous process lasted for decades, and while the serpentaurs never managed to subdue and control the blade’s personality, the mighty sword transformed, becoming the Snakeblade, Serpentis. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the finesse property and deals an extra 2d8 slashing damage and an extra 2d6 poison damage to any targets it hits. Serpentis makes you immune to poison and the poisoned condition, and grants you blindsight out to 60 feet. It has the following additional properties: Whip Sword. As a bonus action, you can cause Serpentis to transform, extending its segments to become a whip sword and gain the reach property. You can use another bonus action to retract the segments again. While Serpentis is extended, you can use the Attack action to make a special restraining attack on a large or smaller creature. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. You make an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack deals no damage and you submit the target to the restrained condition as Serpentis wraps around it. While the sword holds a target restrained, you can only use it to attack that target and you do so with advantage due to the restrained condition. A restrained creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by an attack roll with Serpentis. You make this special roll when a target attempts to escape (no action required). Ophidian Master. While attuned to Serpentis, you can cast animal messenger , speak with animals, and animal friendship at will, targeting only snakes. Serpentine Fear. As an action, you can instill fear into any snake or serpentaur of your choice within 60 feet. These targets must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Sentience. Serpentis is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 18. It has hearing, darkvision, and blindsight out to a range of 120 feet. It can communicate with its wielder telepathically. The weapon knows Elvish, Celestial, and Draconic, as well as any languages its wielder knows. It hisses when it senses enemies, and its segments rattle threateningly when used in combat. Personality. After decades of torture in the hands of treacherous serpentaur priests, Serpentis harbors a seething hatred for anyone who would betray and seek to harm the elven race. It regards all serpentaurs, even those who never betrayed the sun elves, with extreme prejudice. Serpentis will not serve anyone it considers an enemy of elvenkind. If the blade believes you acted against the common interest of elvenkind, it ends your attunement to it immediately and if you are in physical contact with the blade when that happens, you must make a DC 20 Constitution saving throw. On a failed save, you take 20d6 poison damage and become poisoned for 1d4 days. When poisoned that way, you are incapacitated. On a successful save, you take half as much damage and aren’t poisoned by this effect. The blade secretly harbors a deep desire to come into contact with pure moonblades and be accepted for what it has become. If Serpentis believes its wielder can physically move it within 5 feet of a pure moonblade, it will try to persuade its wielder to facilitate a meeting. As long as it remains within 5 feet of a moonblade that accepts it, Serpentis can communicate telepathically with it. Optional Rule: Memories of Elvenkind At the gamemaster’s discretion, Serpentis can sense sources of elven magic, including other elven-made sentient items, and guide its wielder to forgotten fonts of elven power. The extent of this ability is up to each gamemaster and may enable the blade to cast divination spells like locate object and legend lore requiring no components. The blade decides when to cast these spells and how to use them and maintains concentration on them so that its wielder doesn’t have to. The blade’s eagerness to seek out elven magic and especially pure moonblades can lead to many exciting adventures. Adventure Hook: Ismatun’s Redemption At the gamemaster’s discretion, Serpentis may seek to be cleansed of ophidian magic and restored to its former state as the pure moonblade Ismatun. Among the steps required for its redemption, Serpentis might have to forgive its serpentaur tormentors, seek out the guidance of several pure moonblades, or prove itself beyond any doubt that it serves elvenkind.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Longsword)","Item Rarity":"artifact","Requires Attunement":"requires attunement by an elf or half-elf"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Serrated","description":"Master weapon property Components: Masterwork exotic weapon that deals slashing damage When a creature takes damage from serrated weapons twice or more in a single turn, it takes an extra 1d8 slashing damage.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Servile Shabti, Crafter","description":"Wondrous item, uncommon Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can’t be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft—weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Servile Shabti, Defender","description":"Wondrous item, uncommon Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can’t be used again until a certain amount of time has passed, as specified in the shabti’s description. Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Servile Shabti, Digger","description":"Wondrous item, uncommon Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can’t be used again until a certain amount of time has passed, as specified in the shabti’s description. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Servile Shabti, Farmer","description":"Wondrous item, rarity varies Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can’t be used again until a certain amount of time has passed, as specified in the shabti’s description. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes’ feast . The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Servile Shabti, Healer","description":"Wondrous item, very rare Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can’t be used again until a certain amount of time has passed, as specified in the shabti’s description. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration , or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Servile Shabti, Warrior","description":"Wondrous item, rare Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can’t be used again until a certain amount of time has passed, as specified in the shabti’s description. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Seryl the Laughing Bow","description":"Seryl the Laughing Bow Ranged weapon (martial, longbow), legendary (requires attunement by a creature of good alignment) Seryl is an elven longbow, crafted over five hundred years ago from serren, a rare and exotic wood found on the first layer of Arborea. You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, while attuned to the weapon, you can cast the calm emotions and faerie fire spells three times per day each. When you cast these spells, you do not require any material components and your spell save DC is 15. Aversion to Violence. While attuned to Seryl, you gain the effect of a sanctuary spell at the end of every long rest. This lasts until the start of your next long rest (the spell can end early as normal). The save DC for the spell is 15. Distracting Chuckle. When a creature you can see within 30 feet of you makes an attack against you, you can use your reaction to cause Seryl to release a distracting giggle and impose disadvantage on the creature’s attack roll. After you have successfully used this feature, you cannot use it again until you finish a long rest. Good Listener. While attuned to the weapon, you gain proficiency in the Insight and Persuasion skills. In addition, if you talk to a creature for more than five minutes, you have advantage on Charisma (Persuasion) checks made to negotiate peace with or calm that creature until you next finish a long rest. Sentience. Seryl is a sentient chaotic good weapon with an Intelligence of 10, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 60 feet. Seryl can speak, read, and understand Elvish, and can communicate telepathically with its wielder and any creature within 30 feet of it. While you are attuned to it, Seryl also understands every language you know. Personality. Although it is over five hundred years old, Seryl views the world with a child’s sense of wonder. For reasons that elude it, Seryl finds dwarves especially hilarious and enjoys spending time around them, laughing at their jokes and marveling at their tales. It does not enjoy inflicting pain on others and strongly advocates taking prisoners over needless slaughter. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Modifiers: Ranged Attacks +3, Ranged Damage +3 Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Range, Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of good alignment"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Seven-Flavored Tea of Forgetfulness","description":"Potion, very rare This potent brew is made to erase the memories of the souls of the deceased in the Lower Planes. When you drink this tea, you must succeed on a DC 15 Wisdom saving throw or immediately and permanently forget all the events of your life. You remember your name and recognize people you knew as familiar faces, but you have no context in which to place them. The memory loss lasts until removed by the greater restoration spell or similar magic.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sevenfold Reaper Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6. Very rare variant: Increase the hit points regained to 6d6.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Longsword","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6. Very rare variant: Increase the hit points regained to 6d6.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Rapier","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6. Very rare variant: Increase the hit points regained to 6d6.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6. Very rare variant: Increase the hit points regained to 6d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sevenfold Reaper Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: pouch of plant leaves Most people would agree that adding more blades to a sword gives diminishing returns on efficacy. Some would consider three blades to be enough. Many would stop at five. Almost all would see no point in more than ten. These people are simpletons and fools who ignore the truth: you can never have too many blades. Reap What You Sow. When you hit a creature of CR 1 or higher with an attack using this sword, it gains 1 charge as it drains some of the target’s vitality. If you rolled a 20 on the attack roll, it gains 2 charges instead. The sword can hold a maximum of 7 charges, each one represented by a glowing gem set into the blade. As a bonus action while holding the sword, you can expend 7 charges to regain 4d6 hit points. Uncommon variant: Reduce the hit points regained to 3d6. Very rare variant: Increase the hit points regained to 6d6.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Seventh Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell Seventh Simulacrum","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Sextant","description":"Price 500 gp; Weight 2 lbs. A sextant is used to determine your latitude. 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A sentience lies within the blade; it doesn’t communicate with words, but while attuned, you can feel its emotions and desires. Shaarat’doovol was forged to protect the innocent from the machinations of the daelkyr, and if it feels you are serving that purpose, it can grant great power. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an aberration with it, that creature takes an extra 2d10 radiant damage. Unyielding Duty. If you have the favor of the sword, it guides you and shields you from unnatural influences. While wielding this sword, it can choose to grant you the following benefits: you gain truesight with a range of 90 feet, you can’t be charmed or frightened, and you have resistance to psychic damage.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"legendary ","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Shadeblight Extract","description":"Poison, rare This tar-like substance is made by extracting blighted bodily fluids from creatures carrying the Shadeblight disease (see page 12). A creature that gains an Injury as a result of being hit by an attack made with a weapon coated in Shadeblight Extract must succeed on a DC 16 Constitution save or contract midstage Shadeblight disease, taking the usual penalties for gaining an Injury while afflicted by the disease.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Shadecarver","description":"Weapon (Any Sword), Rare (Requires Attunement) Shadows seem to ooze from this magic sword. While holding the sword, you have Blindsight out to a distance of 10 feet. The sword has 3 charges for the following properties and regains all expended charges daily at dawn: Murksight. When you hit a creature with the sword, you can expend 1 charge to force the creature to make a DC 13 Charisma saving throw. On a failure, the creature's sight is limited to a distance of 5 feet until the start of your next turn; it is Blinded beyond this radius unless it has Blindsight, Tremorsense, or Truesight. Sheen of Darkness. When you make a melee weapon attack with the sword, you can expend 1 charge to have it leave behind a 1-inch-thick, 5-foot-wide, and 5-foot-tall sheen of opaque, magical darkness in its wake. The sheen dissipates after 1 minute.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Shadow Dragon Scale Mail","description":"Shadow Dragon Scale Mail Armor (Scale Mail), Very Rare (requires attunement) Crafted from the scales of a dragon that embraced the shadows, this magic scale mail protects the wearer while imparting some of the dark power of shadow dragons to them. Mighty heroes might claim these scales from a shadow dragon they defeated. Rarely, shadow dragons might give their scales away willingly to mortals they deem worthy. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to necrotic damage. Shadow Stealth. While you are in dim light or darkness, you can take the Hide action as a bonus action. Dragonsense. You can focus your senses as an action to magically discern the distance and direction to the closest shadow dragon within 30 miles of you. This special action can’t be used again until the next dawn. Hemera on Shadow Dragon Scale Mail “I hope no dragons were harmed in making this suit of armor…. Not all shadow dragons are evil, you know…”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Scale Mail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Shadow Dust","description":"Shadow Dust Spell catalyst, rare When an undead shadow is defeated, it leaves behind a dark dust as it dissipates. When you cast the shadow blade XGE spell, you can choose to allow the spell to consume this spell catalyst. When you do, you form two of the swords, one in each hand, for the spell’s duration. Each uses the statistics and abilities listed in the spell.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shadow Portal Scroll","description":"Scroll, Rare Written on black leather in letters of glowing white, a shadow portal scroll opens a portal as a form of invitation from a fey enchanter, goblin shaman, or other powerful arcanist of the Shadow Realm. All creatures within 10 feet of you when the scroll is read are transported to the Shadow Realm, usually near the scroll maker's residence.","properties":{"Category":"Items"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadow Sibling","description":"Shadow Sibling Wondrous item, rare (requires attunement) Crafted by Dyrrn the Corruptor, this black jewel-like object fuses to the center of your forehead when you attune to it. As a bonus action, you can cause the shadow sibling to exude or retract an ectoplasmic shadow that surrounds your body and conceals you from prying eyes. While the shadow is active, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide. In addition, when you are hit by an attack, you can use your reaction to spend one Hit Die to shield yourself. Roll the die and add the result as a bonus to your AC, including against the triggering attack. This bonus lasts until the end of your next turn. Symbiotic Nature. The shadow sibling can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the shadow sibling ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Shadow Tome","description":"Wondrous item, rare (requires attunement) This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome’s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book’s previous contents.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shadow Wisp","description":"Death and danger have always lurked in the shadows. Legend Shadow Wisp’s origin is unknown, though it was famously wielded by the elf paladin Haven Flur. The dark blade was a striking sight against the woman’s white plate armor. Location Retired from adventuring, Haven Flur is now the priest for the small village of Barcatur. Fearful that the dark powers of the blade might end up in nefarious hands, Haven has hidden the sword, and her white +1 plate armor , in the walls of the church. Encounter Ideas Tall Tale. The adventurers hear tales of a great paladin who wielded a black sword. Through investigation, they find Haven in the village of Barcatur. Worthy. Haven offers the sword to a character who she believes will wield the weapon for the good of the people. Shadow Mercenaries. The adventurers encounter a group of mercenaries—a bandit captain , three veterans , and a half-dragon veteran —ransacking Haven’s church while searching for the fabled weapon. If the characters defeat or drive off the mercenaries, they find a dying Haven who, if saved, gives the characters the items as a reward. Progression Shadow Wisp progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. Statistics Weapon (Longsword), Rarity Varies (Requires Attunement) Common . You can speak a command word, causing shadowy wisps to leak from the blade for 1 hour or until you speak the command word again to end the effect. Uncommon . This magic weapon deals an extra 1d6 necrotic damage on a hit. Shadow Walk. When you hit with an attack using this weapon, you can teleport to an unoccupied space within 5 feet of the target. Once used, this property can’t be used again until you finish a long rest. Rare . You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, Shadow Walk’s teleportation range increases to 10 feet and it can now be used twice between long rests. Siphoning Shadows. When you hit a creature with an attack using this weapon, you can choose to regain a number of hit points equal to the necrotic damage dealt by the attack. Once used, this property can’t be used again until you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2 and the extra necrotic damage increases to 2d6. Shadow Walk’s teleportation range increases to 15 feet and it can now be used three times between long rests. In addition, while holding the sword, you can cast gaseous form on yourself with a duration of 5 minutes (no concentration required). Once you cast the spell this way, you can’t do so again until you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3 and the extra necrotic damage increases to 3d6. In addition, you gain resistance to necrotic and poison damage.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shadow Wisp (Common)","description":"Shadow Wisp Weapon (Longsword), Common (Requires Attunement) You can speak a command word, causing shadowy wisps to leak from the blade for 1 hour or until you speak the command word again to end the effect. Progression Shadow Wisp progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shadow Wisp (Legendary)","description":"Shadow Wisp Weapon (Longsword), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon and you gain resistance to necrotic and poison damage. This magic weapon deals an extra 3d6 necrotic damage on a hit. In addition, while holding the sword, you can cast gaseous form on yourself with a duration of 5 minutes (no concentration required). Once you cast the spell this way, you can’t do so again until you finish a long rest. You can speak a command word, causing shadowy wisps to leak from the blade for 1 hour or until you speak the command word again to end the effect. Shadow Walk. When you hit with an attack using this weapon, you can teleport to an unoccupied space within 15 feet of the target. This property can be used three times between long rests. Siphoning Shadows. When you hit a creature with an attack using this weapon, you can choose to regain a number of hit points equal to the necrotic damage dealt by the attack. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shadow Wisp (Rare)","description":"Shadow Wisp Weapon (Longsword), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This magic weapon deals an extra 1d6 necrotic damage on a hit. You can speak a command word, causing shadowy wisps to leak from the blade for 1 hour or until you speak the command word again to end the effect. Shadow Walk. When you hit with an attack using this weapon, you can teleport to an unoccupied space within 10 feet of the target. This property can be used twice between long rests. Siphoning Shadows. When you hit a creature with an attack using this weapon, you can choose to regain a number of hit points equal to the necrotic damage dealt by the attack. Once used, this property can’t be used again until you finish a long rest. Progression Shadow Wisp progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shadow Wisp (Uncommon)","description":"Shadow Wisp Weapon (Longsword), Uncommon (Requires Attunement) This magic weapon deals an extra 1d6 necrotic damage on a hit. You can speak a command word, causing shadowy wisps to leak from the blade for 1 hour or until you speak the command word again to end the effect. Shadow Walk. When you hit with an attack using this weapon, you can teleport to an unoccupied space within 5 feet of the target. Once used, this property can’t be used again until you finish a long rest. Progression Shadow Wisp progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shadow Wisp (Very Rare)","description":"Shadow Wisp Weapon (Longsword), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This magic weapon deals an extra 2d6 necrotic damage on a hit. In addition, while holding the sword, you can cast gaseous form on yourself with a duration of 5 minutes (no concentration required). Once you cast the spell this way, you can’t do so again until you finish a long rest. You can speak a command word, causing shadowy wisps to leak from the blade for 1 hour or until you speak the command word again to end the effect. Shadow Walk. When you hit with an attack using this weapon, you can teleport to an unoccupied space within 15 feet of the target. This property can be used three times between long rests. Siphoning Shadows. When you hit a creature with an attack using this weapon, you can choose to regain a number of hit points equal to the necrotic damage dealt by the attack. Once used, this property can’t be used again until you finish a long rest. Progression Shadow Wisp progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shadowblood Living Armor (Ancient)","description":"Grown in the Night Forges of the Shadowblood Elves, then twisted and forced into the shape of an armor, these items feel like putting on a second skin. The material feels like something between tentacles and thick vines, and its inside is always covered in a thin layer of transparent mucus. To attune to a Shadowblood Living Armor, you have to wear it during the entire attunement time. The tentacles move and shift until they fit your body perfectly. The ancient armor's base AC is 13. When attuned, its inherent magic increases its AC to 16. When you've been successfully hit with a weapon by an enemy no more than one size category larger than you, you can command the Living Armor's teeth and tentacles to grasp your enemy's weapon. Once per round, as a reaction, you try to disarm your opponent. Your enemy has to succeed on a Strength or Dexterity (their choice) Saving Throw against DC 14, or drop their weapon. The Shadowblood Living Armor also has self-healing properties. If it is damaged in any way, but not entirely destroyed, it fully repairs itself within 24 hours. They looked down on the dead Shadowblood Elf, her thick black blood pouring out of multiple wounds. Jhari kneeled beside the body, carefully inspecting the repulsive armor. “You don’t really want to wear that, do you?” Fryga asked. “First of all, have you seen how this thing snatched my sword? I want that. And second, if we really want to get into that damned city, we need a disguise.” He let his fingers slip inside the armor, slowly tearing it open like a ribcage. The mucus stuck to his hand, and the warrior frowned. It was disgusting. But it was also worth it.","properties":{"Category":"Items","Expansion":17295,"Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Shadowblood Living Armor (Recently Grown)","description":"Grown in the Night Forges of the Shadowblood Elves, then twisted and forced into the shape of an armor, these items feel like putting on a second skin. The material feels like something between tentacles and thick vines, and its inside is always covered in a thin layer of transparent mucus. To attune to a Shadowblood Living Armor, you have to wear it during the entire attunement time. The tentacles move and shift until they fit your body perfectly. The recently grown's armor's base AC is 13. When attuned, its inherent magic increases its AC to 14. When you've been successfully hit with a weapon by an enemy no more than one size category larger than you, you can command the Living Armor's teeth and tentacles to grasp your enemy's weapon. Once per long rest, as a reaction, you try to disarm your opponent. Your enemy has to succeed on a Strength or Dexterity (their choice) Saving Throw against DC 14, or drop their weapon. The Shadowblood Living Armor also has self-healing properties. If it is damaged in any way, but not entirely destroyed, it fully repairs itself within 24 hours. They looked down on the dead Shadowblood Elf, her thick black blood pouring out of multiple wounds. Jhari kneeled beside the body, carefully inspecting the repulsive armor. “You don’t really want to wear that, do you?” Fryga asked. “First of all, have you seen how this thing snatched my sword? I want that. And second, if we really want to get into that damned city, we need a disguise.” He let his fingers slip inside the armor, slowly tearing it open like a ribcage. The mucus stuck to his hand, and the warrior frowned. It was disgusting. But it was also worth it.","properties":{"Category":"Items","Expansion":17295,"Item Type":"Medium Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Shadowblood Living Armor (Seasoned)","description":"Grown in the Night Forges of the Shadowblood Elves, then twisted and forced into the shape of an armor, these items feel like putting on a second skin. The material feels like something between tentacles and thick vines, and its inside is always covered in a thin layer of transparent mucus. To attune to a Shadowblood Living Armor, you have to wear it during the entire attunement time. The tentacles move and shift until they fit your body perfectly. The seasoned armor's base AC is 13. When attuned, its inherent magic increases its AC to 15. When you've been successfully hit with a weapon by an enemy no more than one size category larger than you, you can command the Living Armor's teeth and tentacles to grasp your enemy's weapon. Once per short rest, as a reaction, you try to disarm your opponent. Your enemy has to succeed on a Strength or Dexterity (their choice) Saving Throw against DC 14, or drop their weapon. The Shadowblood Living Armor also has self-healing properties. If it is damaged in any way, but not entirely destroyed, it fully repairs itself within 24 hours. They looked down on the dead Shadowblood Elf, her thick black blood pouring out of multiple wounds. Jhari kneeled beside the body, carefully inspecting the repulsive armor. “You don’t really want to wear that, do you?” Fryga asked. “First of all, have you seen how this thing snatched my sword? I want that. And second, if we really want to get into that damned city, we need a disguise.” He let his fingers slip inside the armor, slowly tearing it open like a ribcage. The mucus stuck to his hand, and the warrior frowned. It was disgusting. But it was also worth it.","properties":{"Category":"Items","Expansion":17295,"Item Type":"Medium Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Shadowblood Urumi","description":"The Shadowblood Urumi is an infamous weapon used by the elite warriors of this elven race. The whip sword has several blades made from a sinister shadow material. These are intangible and therefore harmless, until an attuned wielder activates the sword with a telepathic command as a free action. The blades then become solid, moving on their own like living tentacles. It stays like that until mentally deactivated by an attuned owner. Every successful attack with a Shadowblood Urumi hits the target with several blades, inflicting 3d4 + 3 necrotic damage. A 19-20 on an attack roll counts as a critical hit, as more of the shadow blades slash through the target. If used by an unattuned person, every failed attack instead hits the wielder as the shadow blades move uncontrollably like angered snakes. Critical hit: 19-20 Damage: 3d4+3 necrotic damage Davrius knew he could take on the Shadowblood soldier. He had fought worse opponents - all he needed was a weapon. And his foolish captor left his magical whip sword on the table - still activated. Davrius grabbed the weapon, and waited for the door to open. When he attacked, the blades whirled through the air. The last thing he heard was the elf’s laughter as the weapon cut deep into Davrius’ own flesh, and everything went black...","properties":{"Category":"Items","Expansion":17295,"Item Type":"Weapon (Whip)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Shadowcloak","description":"Wondrous item, very rare (requires attunement by a rogue) This large, cowled, magic cloak is made from pure black velvet. While attuned to it, you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks while you are in dim light or darkness. The cloak has 3 charges. You can use your action to expend 1 charge to cast the darkness spell. Alternatively, you can use your action to expend 2 charges to become a shadow . Your game statistics are replaced by that of the shadow, but you retain your Intelligence, Wisdom, Charisma, and proficiency. You can remain in the form of a shadow for up to 1 hour and you can end it earlier as a bonus action. If you are killed while you are a shadow, you return to your normal form. The cloak regains 1d3 charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shadowfell Brand Tattoo","description":"Shadowfell Brand Tattoo Wondrous item (tattoo), rare (requires attunement ) Produced by a special needle, this magic tattoo is dark in color and abstract. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Shadowfell Shard","description":"Shadowfell Shard Wondrous item, rare (requires attunement by a sorcerer ) This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Shadowgrasp (Common)","description":"Weapon (Mace), Common (Requires Attunement ) Common This magic weapon has 3 charges, and regains all expended charges when you finish a long rest. As an action, you can expend 1 charge to extinguish all nonmagical flames within a 30-foot radius.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Shadowgrasp (Legendary)","description":"Weapon (Mace), Legendary (Requires Attunement ) Common This magic weapon has 3 charges, and regains all expended charges when you finish a long rest. As an action, you can expend 1 charge to extinguish all nonmagical flames within a 30-foot radius. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Soul Pilfer. When you attack with this weapon and roll a 19 or 20 on the attack roll, you can choose to deal damage or reduce the target’s Strength score by 1d4. The target dies if this reduces its Strength score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Rare The weapon’s total number of charges increases to 5, and it now regains 1d4 + 1 expended charges when you finish a long rest. Darkness. As an action, you can expend 2 charges to cast the darkness spell, centered on the weapon. The area of darkness moves with the weapon and you can see through it. Very Rare The bonus to attack and damage rolls increases to +2, and Soul Pilfer now also deals the weapon’s attack damage when you choose to reduce the target’s Strength score. In addition, the weapon’s total number of charges increases to 7, and it now regains 1d6 + 1 charges when you finish a long rest. Summon Shadows. As an action, you can expend 3 charges to summon 1d4 shadows. These shadows share your initiative count but take their turn immediately after yours and obey your verbal commands. They disappear after dropping to 0 hit points or after 1 hour. These shadows cannot create other shadows. Any Strength score reduced by these shadows counts towards the weapon’s total. Legendary The bonus to attack and damage rolls increases to +3. Shadow of Death. If a creature is killed by Soul Pilfer, a shadow immediately appears in the space of its corpse or the nearest unoccupied space. This shadow is under your control and disappears after dropping to 0 hit points or after 2 hours.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Shadowgrasp (Rare)","description":"Weapon (Mace), Rare (Requires Attunement ) Common This magic weapon has 3 charges, and regains all expended charges when you finish a long rest. As an action, you can expend 1 charge to extinguish all nonmagical flames within a 30-foot radius. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Soul Pilfer. When you attack with this weapon and roll a 19 or 20 on the attack roll, you can choose to deal damage or reduce the target’s Strength score by 1d4. The target dies if this reduces its Strength score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Rare The weapon’s total number of charges increases to 5, and it now regains 1d4 + 1 expended charges when you finish a long rest. Darkness. As an action, you can expend 2 charges to cast the darkness spell, centered on the weapon. The area of darkness moves with the weapon and you can see through it.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Shadowgrasp (Uncommon)","description":"Weapon (Mace), Uncommon (Requires Attunement ) Common This magic weapon has 3 charges, and regains all expended charges when you finish a long rest. As an action, you can expend 1 charge to extinguish all nonmagical flames within a 30-foot radius. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Soul Pilfer. When you attack with this weapon and roll a 19 or 20 on the attack roll, you can choose to deal damage or reduce the target’s Strength score by 1d4. The target dies if this reduces its Strength score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Shadowgrasp (Very Rare)","description":"Weapon (Mace), Very Rare (Requires Attunement ) Common This magic weapon has 3 charges, and regains all expended charges when you finish a long rest. As an action, you can expend 1 charge to extinguish all nonmagical flames within a 30-foot radius. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon. Soul Pilfer. When you attack with this weapon and roll a 19 or 20 on the attack roll, you can choose to deal damage or reduce the target’s Strength score by 1d4. The target dies if this reduces its Strength score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Rare The weapon’s total number of charges increases to 5, and it now regains 1d4 + 1 expended charges when you finish a long rest. Darkness. As an action, you can expend 2 charges to cast the darkness spell, centered on the weapon. The area of darkness moves with the weapon and you can see through it. Very Rare The bonus to attack and damage rolls increases to +2, and Soul Pilfer now also deals the weapon’s attack damage when you choose to reduce the target’s Strength score. In addition, the weapon’s total number of charges increases to 7, and it now regains 1d6 + 1 charges when you finish a long rest. Summon Shadows. As an action, you can expend 3 charges to summon 1d4 shadows. These shadows share your initiative count but take their turn immediately after yours and obey your verbal commands. They disappear after dropping to 0 hit points or after 1 hour. These shadows cannot create other shadows. Any Strength score reduced by these shadows counts towards the weapon’s total.","properties":{"Category":"Items","Item Type":"Weapon (Mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Shadowhound's Muzzle","description":"Wondrous item, uncommon (requires attunement) This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine’s snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can’t be used to transform a canine again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shadowing Bough","description":"Shadowing Bough Spell catalyst, rare A leafy branch from a tree that has provided shade for at least 100 years. When you cast the pass without trace spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring you to maintain concentration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shadowmaker","description":"Injury This thin, black oil is extracted from plants killed by necrotic damage or other supernatural blight. A creature subjected to this poison must succeed on a DC 19 Constitution saving throw or be poisoned for 8 hours. While poisoned in this way, the creature’s Strength score is reduced by 1d3 at the end of each hour. It then can repeat the saving throw, ending the poisoned effect on itself on a success. The creature dies if this reduces its Strength to 0, and a humanoid that dies from this poison rises 1d4 hours later as a shadow. Otherwise, the reduction lasts until the creature finishes a long rest after it is no longer poisoned.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shadowstalker Garb Breastplate","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Breastplate (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Chain Shirt","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Chain Shirt (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (chain shirt)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Half Plate","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Half Plate (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Hide Armor","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (hide)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Hide Armor (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (hide)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Leather Armor","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (leather)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Leather Armor (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (leather)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Padded Armor","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (padded)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Padded Armor (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (padded)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Scale Mail","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Scale Mail (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (scale mail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Studded Leather Armor","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone.","properties":{"Category":"Items","Item Type":"Armor (studded leather)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowstalker Garb Studded Leather Armor (uncommon variant)","description":"Armour (light or medium), rare (requires attunement) Component: construct instructions This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand. Shadowglide. Whenever you fall from a height of 10 feet or more while wearing this armour, you can use a reaction to glide. While gliding, you move 1 foot horizontally for each 1 foot you fall, take no falling damage when you land, and have advantage on Dexterity (Stealth) checks to move silently. Take-off. As a bonus action, you can activate your wings and gain a flying speed of 30 feet for 10 minutes. Once this property of the armour has been used, it can’t be used again until the next dawn. Death From Above. While wearing this armour, you can use a bonus action while in the air to fold yourself into a diving position and move straight down up to 120 feet. If you make a melee weapon attack against a creature immediately after moving in this way and hit, the attack deals an extra 1d6 damage for every 10 feet you moved, and you can immediately move another 10 feet without provoking opportunity attacks. If the attack misses, you crash, taking 1d6 bludgeoning damage for every 10 feet you moved and landing prone. Uncommon variant: Once the Shadowglide property has been used, it can’t be used again until the next dawn. Reduce the distance you can move straight down with the Death From Above property to 30 feet.","properties":{"Category":"Items","Item Type":"Armor (studded leather)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shadowweave Boots","description":"Wondrous Item, Uncommon (Requires Attunement) The fabric of these magic boots seems to be intertwined with strands of shadow. While you're wearing the boots in dim light or darkness, you gain the following benefits: You have advantage on Dexterity (Acrobatics) checks. Opportunity attacks against you are made with disadvantage. As a bonus action, you can magically teleport to an unoccupied space you can see within 30 feet that is also in dim light or darkness. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Shapeshifter's Sickle","description":"Weapon (Sickle), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic sickle and attack and damage rolls you make while transformed by an effect that replaces your game statistics with those of another creature. In addition, your character level or level in a specific class of your choice is considered to be 2 levels higher than it actually is when determining which creatures you can transform into when using spells or features such as polymorph or Wild Shape.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Light","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Shard Crown","description":"Wondrous item, rare (requires attunement) From the horn and eyes of a magnetite dragon is crafted this crown of magnetite. The creature’s commanding presence and power over the blood of others allow the wearer of this object to bend its foes to its will. Critical hits against you made with ferrous weapons or ammunition become normal hits while you wear this crown. In addition, while wearing this crown, you know the magnetobolt cantrip ( +7 to hit or your spellcasting attack modifier, whichever is higher) and, in extreme cold, you can cast the levitate spell on yourself at will. The crown has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Bloodbend. As an action, you can expend 1 charge as you gesture to a creature you can see within 30 feet of you and speak a one-word command. If the target has blood, it must succeed on a DC 15 Wisdom saving throw or instantly use its reaction to follow the command (GM’s discretion). If the creature has no reaction remaining, it must use its reaction to follow the command the next time it regains it. The property has no effect on a target that doesn’t have blood. Commands include: Throw. The creature throws an object it is holding in a direction you choose with all its might. Sit. The creature sits, falling prone and not moving until the end of its next turn. Attack. The creature makes one weapon attack against a creature of your choice within its reach/range.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Shard Crown (legendary variant)","description":"Wondrous item, legendary (requires attunement) From the horn and eyes of a magnetite dragon is crafted this crown of magnetite. The creature’s commanding presence and power over the blood of others allow the wearer of this object to bend its foes to its will. Critical hits against you made with ferrous weapons or ammunition become normal hits while you wear this crown. In addition, while wearing this crown, you know the magnetobolt cantrip ( +7 to hit or your spellcasting attack modifier, whichever is higher) and, in extreme cold, you can cast the levitate spell on yourself at will. The crown has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Bloodbend. As an action, you can expend 1 charge as you gesture to a creature you can see within 30 feet of you and speak a one-word command. If the target has blood, it must succeed on a DC 15 Wisdom saving throw or instantly use its reaction to follow the command (GM’s discretion). If the creature has no reaction remaining, it must use its reaction to follow the command the next time it regains it. The property has no effect on a target that doesn’t have blood. Commands include: Throw. The creature throws an object it is holding in a direction you choose with all its might. Sit. The creature sits, falling prone and not moving until the end of its next turn. Attack. The creature makes one weapon attack against a creature of your choice within its reach/range. Legendary variant: Increase the attack modifier to +9, the number of charges to 12 , the recharge to 1d8 + 4 , and the DC to 17 . While you wear this crown in extreme cold, you can cast the fly spell on yourself at will. The item gains the Magnetovision and Crown of Shards properties. Magnetovision. As a bonus action, you can expend 1 charge allowing you to sense the locations of all ferrous metals within 60 feet of you for the next 10 minutes . This vision is blocked by a thin sheet of lead. Crown of Shards. As a bonus action, you can expend 1 charge to shoot a shard of magnetite at a target within 90 feet of you. Make a ranged spell attack ( +9 to hit), which deals 4d6 piercing damage on a hit. This shard can bend around corners and ignores half and three-quarters cover.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Shard Crown (very rare variant)","description":"Wondrous item, very rare (requires attunement) From the horn and eyes of a magnetite dragon is crafted this crown of magnetite. The creature’s commanding presence and power over the blood of others allow the wearer of this object to bend its foes to its will. Critical hits against you made with ferrous weapons or ammunition become normal hits while you wear this crown. In addition, while wearing this crown, you know the magnetobolt cantrip ( +7 to hit or your spellcasting attack modifier, whichever is higher) and, in extreme cold, you can cast the levitate spell on yourself at will. The crown has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Bloodbend. As an action, you can expend 1 charge as you gesture to a creature you can see within 30 feet of you and speak a one-word command. If the target has blood, it must succeed on a DC 15 Wisdom saving throw or instantly use its reaction to follow the command (GM’s discretion). If the creature has no reaction remaining, it must use its reaction to follow the command the next time it regains it. The property has no effect on a target that doesn’t have blood. Commands include: Throw. The creature throws an object it is holding in a direction you choose with all its might. Sit. The creature sits, falling prone and not moving until the end of its next turn. Attack. The creature makes one weapon attack against a creature of your choice within its reach/range. Very rare variant: Increase the attack modifier to +8 , the number of charges to 8 , the recharge to 1d4 + 4 , and the DC to 16 . While you wear this crown in extreme cold, you can cast the fly spell on yourself at will. The item gains the Magnetovision property. Magnetovision. As a bonus action, you can expend 1 charge allowing you to sense the locations of all ferrous metals within 60 feet of you for the next 10 minutes . This vision is blocked by a thin sheet of lead.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Shard of Destiny","description":"Wondrous item, artifact When the omniverse was formed and the forces of creation shaped the infinite planes of existence, an anchor was created in each Material Plane that acts as the center of a planar multiverse. These motes of creation are responsible for the stability of the multiverse to which they are tethered, and will seek out a group of champions when the existence or balance of their domain is threatened. When a great calamity is on the horizon or a catastrophic plan is put into motion, an inexperienced and unknown adventuring party may suddenly come upon a bronze tetrahedron whose four triangular faces are coated in an infinitely descending array of triangle fractals. These adventuring parties, more often than not, manage to amass powerful magic items and increase their fame at an incredible rate, eventually facing off with and defeating the grand threat. Spoken of in legend, it is believed that these small, pyramid-like structures alter the fate of those they encounter, leading speculative planar scholars to call them the Shards of Destiny . Party Bond. Any attempt to attune to the Shard of Destiny fails. Spending an hour attempting to attune to the Shard or casting the identify spell on it doesn’t reveal its name or its full magical properties, but does reveal a 1-hour ritual that can be performed to bond it to a group of adventurers, tying their fates together. Each member of the adventuring party must touch the Shard for the duration of the ritual, during which the faces of the Shard subdivide along its fractals, slowly revealing the mote of creation at its core. Once the core is fully revealed and comes into contact with each member of the adventuring party, they become bonded to the Shard and learn its full magical properties, and the Shard ’s faces reappear around its core. When the ritual is completed, roll for or choose from the Destined Trios table a number of times equal to the number of creatures who became bonded to the Shard , rerolling repeats if not every trio has been selected. The statistics for the Giant’s Bane trio of magic items can be found in the Dungeon Master’s Guide ; each other trio’s items can be found in this chapter. The Shard ’s bond with the party can’t be broken unless every member of the party dies and none of them are revived within 7 days. A creature who plans to permanently join the bonded party can become bonded to the Shard by performing its ritual, rolling or choosing a new trio if the number of party members has increased, though the Shard can reject the creature at the DM’s discretion. Destined Trios d6 Trio First Item Second Item Culmination Item 1 Giant’s Bane gauntlets of ogre power belt of fire giant strength hammer of thunderbolts 2 Journey of a Lifetime boots of trekking staff of wandering cloak of adventuring 3 Sanguine Ascension armor of blood drinking weapon of bloodletting helm of exsanguination 4 Spell Weaver rod of wefting wand of warping ring of weaving 5 Super Heroic cape of heroic presence suit of heroic prowess mask of heroic cunning 6 Transcend Material blindfold of seeing muffle of speech hood of hearing Destiny Calls. As an action, a creature bonded to the Shard of Destiny can touch it and learn the direction to the closest magic item from the First Item column of the Destined Trios table that is part of a trio chosen for the Party Bond. If a bonded party member is attuned to the closest item, the Shard instead points to the closest one to which no bonded party member is attuned. Once each bonded party member is attuned to a First Item from the chosen trios, the Shard instead points to the nearest Second Item from them, and once each bonded party member is attuned to a Second Item from the chosen trios, it points to the nearest Culmination Item from them. While a bonded party member is attuned to a Culmination Item, the Shard grants the bonded party a benefit based on the Culmination Item: Cloak of adventuring . While the attuned creature is wearing the cloak, each other bonded party member gains a climbing speed and a swimming speed each equal to its base walking speed, is considered naturally adapted to any environment it occupies, and is immune to the effects of extreme temperatures. Hammer of thunderbolts . While the attuned creature is holding the maul, the Strength score, Constitution Score, and score maximums for both abilities of each bonded party member is increased by 2, to a maximum of 30. This Constitution score increase affects the creature’s hit point maximum, but not its current number of hit points. Helm of exsanguination . While the attuned creature is wearing the helm, whenever it has its hit point maximum reduced, each other bonded party member gains temporary hit points equal to half the reduction. Hood of hearing . While the attuned creature is wearing the hood, each other bonded party member gains blindsight and telepathy each to a range of 30 feet. A creature doesn’t have to share a language with the bonded party member to understand its telepathic speech, but it must understand at least one language. Mask of heroic cunning . While the attuned creature is wearing the mask, each other bonded party member gains a +1 bonus to any ability check, attack roll, damage roll, or saving throw it makes. If it gains a bonus to the roll from both this benefit and a magic item other than the Shard , it uses the higher of the two bonuses, not the combination; this bonus stacks with the Shard ’s other benefits. Ring of weaving . While the attuned creature is wearing the ring, once during each of its turns when it casts a spell, it can choose one of the following bonuses to grant to each other bonded party member until the start of the start of the caster’s next turn: a +2 bonus to AC, a +2 bonus to damage rolls, or a +2 bonus to saving throws. Once each bonded party member is attuned to a Culmination Item, using this action causes the creature to learn the direction of the threat the shard chose the party to defeat. In most cases, this is the campaign’s ultimate villain or the climax of the campaign, but can be the tarrasque at the DM’s option. Multiversal Anchor. Each Shard of Destiny is anchored to the multiverse for which it was created. Any attempt to take it to a different Material Plane or a plane in the omniverse that is connected to a different Material Plane, such as with the dream of the blue veil TCE spell, fails. The bonded party successfully travels to the other multiverse, but the Shard remains behind in its own multiverse, eager to rejoin them when they return. The party retains their bond to the Shard while they are within the other multiverse, but they don’t gain any of the Shard ’s benefits. Destroying the Shard. When each other member of the bonded party is dead and the last remaining bonded party member dies, the Shard of Destiny ’s core becomes exposed for 1 minute. While the core is exposed, targeting it with a spell of 9th level or higher, or hitting it with an attack using a magic weapon with a rarity of legendary or artifact or by a creature of CR 25 or higher, destroys the Shard . Once a Shard is destroyed, its multiverse begins to collapse in on itself over the course of 100 days, at the end of which its Material Plane and whatever else remains of its multiverse crumbles into nothingness and is irrevocably destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shard of Moonlight","description":"Shard of Moonlight Trick weapon (longsword, greatsword), artifact (requires attunement) This weapon is the flesh of a Great One carved away in pain and fashioned into a blade. The Shard of Moonlight is the reason the Shattered Moon exists and the Devouring Moon is no more. He who wields the blade is overwhelmed by hope, however misguided it might be… While attuned to this weapon, you gain the following benefits: You are proficient with greatswords and longswords. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and the blade deals an extra 1d6 radiant damage on a hit. You have advantage on Wisdom saving throws, except those made to resist madness. You can use this shard as a spellcasting focus. Sentience. The Shard of Moonlight is a sentient weapon, with the same personality as the Great One whose flesh it was carved from. The weapon sporadically communicates telepathically with its wielder through images and sounds, though it doesn’t speak. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a metallic longsword that absorbs light. In its transformed state, the weapon is a greatsword that pulses with lunar energy. In both states, this weapon has the light property. Untransformed. The blade seems to guide your strikes. Once on each of your turns when you make an attack with the shard, you can immediately make a second attack (no action required). It has the Void Absorption property. Void Absorption. The void that fills the blade is capable of absorbing magic. While holding the untransformed shard, you can use your reaction to absorb a spell that is targeting you, including spells with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the shard in the form of charges. The number of charges gained is equivalent to the level of the spell when it was cast (minimum of 1 for cantrips). The shard can absorb and store up to 10 charges. If the shard doesn’t have enough empty charges for a spell, it fails to absorb it. The blade regains all charges each time the moon changes. Transformed. To transform this blade, you must use a bonus action while under direct moonlight. The transformation lasts for 1 minute, or until you end it early as a bonus action. When it transforms, you can expend the charges stored within the blade, and when the blade loses all charges, the transformation ends. While the blade is transformed, the extra radiant damage it deals on a hit increases from 1d6 to 2d6. Each time you make an attack in the transformed state, you can expend a number of charges to create special effects: Revealing Glow. As part of making an attack, you can expend 1 charge to empower the shard. On a hit, it deals an extra 1d12 radiant damage, and until the start of your next turn, the target sheds dim light in a 10-foot radius. While affected by the light, attack rolls against the target have advantage if the attacker can see them, and the affected target can't turn invisible. Transient Moonlight. As part of making an attack, you can expend 2 charges to release a wave of moonlight where the shard slashes, creating a 5-foot-wide, 60-foot-long line of moonlight in front of you. A creature in the path of the moonlight must make a DC 18 Constitution saving throw, taking 2d12 radiant damage on a failed save, or half as much damage on a successful one. Lunar Explosion. Instead of making an attack, you can expend 3 charges to raise the shard upward and release a burst of moonlight energy. Each creature within 30 feet of you must make a DC 18 Dexterity saving throw, taking 3d12 radiant damage and is knocked prone on a failed save, or half as much damage and isn’t knocked prone on a successful one. If a creature falls prone within 5 feet of you, you can use your reaction to immediately make a melee weapon attack against them with the shard. *Roll20 Note: Add the Shard of Moonlight (Longsword) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Two-Handed, Light","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Shard of Moonlight (Longsword)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Shard of Moonlight to populate attacks in its untransformed form. Untransformed. The blade seems to guide your strikes. Once on each of your turns when you make an attack with the shard, you can immediately make a second attack (no action required). It has the Void Absorption property. Void Absorption. The void that fills the blade is capable of absorbing magic. While holding the untransformed shard, you can use your reaction to absorb a spell that is targeting you, including spells with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the shard in the form of charges. The number of charges gained is equivalent to the level of the spell when it was cast (minimum of 1 for cantrips). The shard can absorb and store up to 10 charges. If the shard doesn’t have enough empty charges for a spell, it fails to absorb it. The blade regains all charges each time the moon changes.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Light","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Shard of the Ise Rune","description":"Shard of the Ise Rune Wondrous item, very rare (requires attunement) This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winters Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Shard of Tusk","description":"Shard of Tusk Wondrous item Price: 22,000 gp A small shard of black onyx, 2 inches in length strung to the end of a chain. It is said to have come from the tusk of the god Gormash. It is said to have extremely powerful protective properties. When it is held in your hand you feel a warmth in your body and a sense of safety and protection come over you. When the wielder is hit by an attack or spell that causes damage, they may use their Reaction to protect them, causing the attack to do 0 damage instead. Any additional effects from that attack may still impact them. This ability can be used once per Long Rest.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Shard of Xeluan","description":"Shard of Xeluan Wondrous Item, Rare (Requires Attunement) This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface. Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls. Enhanced Strength. Your strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22. Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart. The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you. Shard Misfortunes d6 Misfortune 1 You accidentally cut yourself with the shard and are poisoned until the next dawn. 2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn. 3 For a few seconds, the ground shakes under you. You and each creature withing 10 feet if you must succeed on a DC 16 Dexterity saving throw or be knocked prone. 4 The shard releases three glowing darts of magical force that target one random creature withing 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4+1) force damage to the target. 5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you. 6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.","properties":{"Category":"Items","Expansion":20256,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Shard Solitaire","description":"Shard Solitaire Wondrous Item, Legendary (Requires Attunement) This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire , you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see withing 30 feet of yourself. When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires , as well as the spells specific to each kind of stone. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). Shard Solitaire Types Shard Solitaire Spells All Banishment (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge) Black sapphire Blight (3 charges), finger of death (6 charges) Diamond Ice storm (3 charges), simulacrum (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates) Jacinth Fireball (2 charges), fire storm (6 charges) Rainbow pearl Prismatic spray (6 charges), water breathing (2 charges) Ruby Fly (2 charges), teleport (6 charges)","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Shark Leather Armor","description":"Shark Leather Armor Armor (light) While the flesh of beasts is considered unclean by some traditionalist samurai, leather can also be harvested from fish such as sharks and rays. Rokugani swords often incorporate this leather in their grip, and through special treatment, it can be used to make lightweight armor, especially if reinforced with wood or metal bands. Leather does little to deflect oncoming attacks, but it is hard to pierce, protecting the wearer against telling blows. Many Mantis samurai who can afford it favor its light weight and striking looks. Wearer reduces nonmagical slashing damage they take by 3. AC: 11 + Dex modifier Weight: 8","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Shark Tooth Axe","description":"Shark Tooth Axe Weapon (battleaxe), very rare (requires attunement) Damage: 1d8+2 slashing Weight: 4 lbs. Properties: Versatile (1d10+2) You gain a +2 bonus to attack and damage rolls made with this magic axe. Shredding Teeth. The axe edge is lined with serrated shark teeth. On a hit, the target must succeed on a DC 12 Constitution saving throw. If it fails, the creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws until it regains hit points. Any shark teeth that are broken off grow back the next day. Shark Frenzy. For 1 minute, you are frenzied by the smell of blood. You have advantage on melee attack rolls against any creature with blood that doesn't have all its hit points. This feature can be used once per day.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Shark Tooth Crown","description":"Wondrous item, rare (requires attunement) Shark’s teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab’s claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shark Tooth Shortsword","description":"Shark Tooth Shortsword The shark tooth shortsword is made from coconut wood, with a curved blade that is lined with shark teeth firmly attached with woven twine. Crafted by finfolk artisans, these swords are mainly carried as family heirloom ornamentation, but they still do well in combat, causing extreme slashing damage from the many sharp shark teeth. Finfolk elders believe that the shark’s power is embedded in each tooth, bringing luck and strength to each swing. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 2d6 Damage Type: Slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Sharkskin Vest","description":"Armor (leather), rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sharktooth Greatsword","description":"Hammerhead Knight’s Legacy Item Set. While attuned to the helmet of the hammerhead knight and sharktooth, you gain advantage on Dexterity saving throws against effects you can see or smell, and you can’t be surprised. In addition, you can use your action to grow gills and morph your legs into a tail, or to reverse this transformation. While morphed, you gain a swimming speed of 40 feet, your walking speed can’t exceed 5 feet, and you can breathe both air and water. Sharktooth Weapon (longsword or greatsword), rare (requires attunement) Component: pouch of beast (giant shark) teeth Fashioned especially for the Hammerhead Knight, this blade caused its victims to bleed, allowing the knight, with its superior sense of smell, to track a would-be assassin back to its lair. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Maim. Once on each of your turns when you hit a creature with an attack roll using this weapon, you can speak its command word, causing its teeth-like protrusions to rip through the target. Roll a d4 and consult the following table to determine the effect: d4 Effect 1 No additional effect. 2 Hamstring. The creature’s speed is reduced to 0 feet until the end of its next turn. 3 Rend. The creature has disadvantage on attack rolls until the end of its next turn. 4 Sever. If the creature has blood, it begins bleeding for 1 minute. Each time it takes bludgeoning, piercing, or slashing damage while bleeding, it takes an extra 1d4 necrotic damage. The target or a creature within reach can use an action to make a DC 15 Wisdom (Medicine) check, stopping the bleeding on a success. The Maim property can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sharktooth Greatsword (very rare variant)","description":"Hammerhead Knight’s Legacy Item Set. While attuned to the helmet of the hammerhead knight and sharktooth, you gain advantage on Dexterity saving throws against effects you can see or smell, and you can’t be surprised. In addition, you can use your action to grow gills and morph your legs into a tail, or to reverse this transformation. While morphed, you gain a swimming speed of 40 feet, your walking speed can’t exceed 5 feet, and you can breathe both air and water. Sharktooth Weapon (longsword or greatsword), rare (requires attunement) Component: pouch of beast (giant shark) teeth Fashioned especially for the Hammerhead Knight, this blade caused its victims to bleed, allowing the knight, with its superior sense of smell, to track a would-be assassin back to its lair. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Maim. Once on each of your turns when you hit a creature with an attack roll using this weapon, you can speak its command word, causing its teeth-like protrusions to rip through the target. Roll a d4 and consult the following table to determine the effect: d4 Effect 1 No additional effect. 2 Hamstring. The creature’s speed is reduced to 0 feet until the end of its next turn. 3 Rend. The creature has disadvantage on attack rolls until the end of its next turn. 4 Sever. If the creature has blood, it begins bleeding for 1 minute. Each time it takes bludgeoning, piercing, or slashing damage while bleeding, it takes an extra 1d4 necrotic damage. The target or a creature within reach can use an action to make a DC 15 Wisdom (Medicine) check, stopping the bleeding on a success. The Maim property can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Very rare variant: Increase the DC to 16. When you use the Maim property and roll a 4, it doesn’t prevent you from using the property again.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sharktooth Longsword","description":"Hammerhead Knight’s Legacy Item Set. While attuned to the helmet of the hammerhead knight and sharktooth, you gain advantage on Dexterity saving throws against effects you can see or smell, and you can’t be surprised. In addition, you can use your action to grow gills and morph your legs into a tail, or to reverse this transformation. While morphed, you gain a swimming speed of 40 feet, your walking speed can’t exceed 5 feet, and you can breathe both air and water. Sharktooth Weapon (longsword or greatsword), rare (requires attunement) Component: pouch of beast (giant shark) teeth Fashioned especially for the Hammerhead Knight, this blade caused its victims to bleed, allowing the knight, with its superior sense of smell, to track a would-be assassin back to its lair. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Maim. Once on each of your turns when you hit a creature with an attack roll using this weapon, you can speak its command word, causing its teeth-like protrusions to rip through the target. Roll a d4 and consult the following table to determine the effect: d4 Effect 1 No additional effect. 2 Hamstring. The creature’s speed is reduced to 0 feet until the end of its next turn. 3 Rend. The creature has disadvantage on attack rolls until the end of its next turn. 4 Sever. If the creature has blood, it begins bleeding for 1 minute. Each time it takes bludgeoning, piercing, or slashing damage while bleeding, it takes an extra 1d4 necrotic damage. The target or a creature within reach can use an action to make a DC 15 Wisdom (Medicine) check, stopping the bleeding on a success. The Maim property can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sharktooth Longsword (very rare variant)","description":"Hammerhead Knight’s Legacy Item Set. While attuned to the helmet of the hammerhead knight and sharktooth, you gain advantage on Dexterity saving throws against effects you can see or smell, and you can’t be surprised. In addition, you can use your action to grow gills and morph your legs into a tail, or to reverse this transformation. While morphed, you gain a swimming speed of 40 feet, your walking speed can’t exceed 5 feet, and you can breathe both air and water. Sharktooth Weapon (longsword or greatsword), rare (requires attunement) Component: pouch of beast (giant shark) teeth Fashioned especially for the Hammerhead Knight, this blade caused its victims to bleed, allowing the knight, with its superior sense of smell, to track a would-be assassin back to its lair. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Maim. Once on each of your turns when you hit a creature with an attack roll using this weapon, you can speak its command word, causing its teeth-like protrusions to rip through the target. Roll a d4 and consult the following table to determine the effect: d4 Effect 1 No additional effect. 2 Hamstring. The creature’s speed is reduced to 0 feet until the end of its next turn. 3 Rend. The creature has disadvantage on attack rolls until the end of its next turn. 4 Sever. If the creature has blood, it begins bleeding for 1 minute. Each time it takes bludgeoning, piercing, or slashing damage while bleeding, it takes an extra 1d4 necrotic damage. The target or a creature within reach can use an action to make a DC 15 Wisdom (Medicine) check, stopping the bleeding on a success. The Maim property can’t be used again until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Very rare variant: Increase the DC to 16. When you use the Maim property and roll a 4, it doesn’t prevent you from using the property again.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shashka","description":"A cavalry saber employed to great effect by mounted warriors, the shashka can be swung while on horseback in a repeated, looping downward arc. When riding through enemy ranks, a mounted warrior employs a one-handed, whirling swing, crisscrossing the rider’s pommel to strike at enemies on foot on both sides in a downward double arc. A shashka can’t be wielded with two hands while you are mounted.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Special, versatile (1d10)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shattered Staff","description":"Shattered Staff Staff, Rare (zero fragments), Very Rare (1-3 Fragments) (requires attunement by a sorcerer, warlock, or wizard) At a first glance, this staff looks like a broken relic, but arcane spellcasters can still use its remaining magic. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to Armor Class, saving throws, and spell attack rolls. Spells. The staff has 10 charges. While holding it, you can use an action or reaction (as determined by each spell’s casting time and reaction trigger) to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: absorb elements (1 charge), chromatic sphere (1 charge), color spray (1 charge), levitate (2 charges), or shield (1 charge). The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d4 + 1 charges. Mysterious Sockets. The staff looks incomplete. A legend lore spell or divination magic of equal power can reveal the staff’s true nature and offer hints and adventure hooks towards discovering the four missing elemental fragments. Elemental Fragments. Four elemental fragments have splintered off the staff. When reunited with the staff, a fragment becomes awakened, merging with the staff and granting it its magic, as well as additional benefits. Awakened elemental fragments use the same attunement slot as the Shattered Staff, becoming a single item. Each awakened elemental fragment grants the Shattered Staff the following benefits: The staff’s bonus to attack and damage rolls, as well as the bonus to Armor Class, saving throws, and spell attack rolls increases to +2, unless it’s +2 already from another awakened fragment. The staff gains 10 additional charges for every awakened elemental fragment, and extra spells are added to its spell list as specified in each fragment’s description. The staff regains an additional 1d8+2 expended charges per awakened fragment daily at dawn. When you roll a d20 after having expended the last charge and get a 20 on the roll, the staff regains an additional 1d4+1 charges per awakened fragment. When all four elemental fragments have been recovered, the Shattered Staff is transformed into the Staff of Elemental Mastery.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"Rare (zero fragments), Very Rare (1-3 Fragments)","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Shattered Staff of Elemental Mastery","description":"Shattered Staff of Elemental Mastery Staff, Shattered Artifact (5 pieces) Crafted by an ancient planestrider mage who forged alliances with primordial elemental lords, this staff was once among the most powerful artifacts in the world. Yet mortal greed and divine envy saw the staff used against the very elemental lords who worked together to create it. Offended, the lords shattered the staff, fragmenting its power and scattering the pieces across space and time. Now, the elemental lords have long since gone and mortalkind has forgotten the true power of this shattered artifact. Yet, if its fragments were to be brought together once more, its true power might once again awaken… Fragmented Power. The Staff of Elemental Mastery has been shattered into five parts: four elemental fragments and the Shattered Staff that used to hold them. Individually, each item holds some of the artifact’s original power. Each elemental fragment that is reunited with the staff becomes awakened, enhancing the staff’s power and unlocking new abilities. When all four fragments have been recovered, the Staff of Elemental Mastery becomes whole again.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"shattered artifact (5 pieces)"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Shattershot Arrow","description":"Weapon (arrow), uncommon When you hit a creature with this weapon, the target takes an extra 3d6 thunder damage as the arrow releases a sudden, loud ringing. Each creature made of inorganic material such as stone, crystal, or metal that is within 10 feet of the target must make a DC 13 Constitution saving throw, taking 3d6 thunder damage on a failed save, or half as much damage on a successful one. A nonmagical object that isn’t being worn or carried also takes the damage if it’s within 10 feet of the target.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shatterspike","description":"Shatterspike Weapon (longsword), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. ( The Sunless Citadel ) Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7386,"Item Type":"Weapon","Properties":"versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Shawm","description":"Shawm Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shawm","description":"Shawm Musical instrument A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Shawm","description":"Tool (Musical Instrument) Ability: Charisma Weight: 1 lb. Cost: 2 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Shawm"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shawm","description":"Shawm Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sheeshah of Revelations","description":"Wondrous item, rare This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can’t use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shell (10)","description":"","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Shell Relic of A’rvanshy","description":"Wondrous item, legendary This enchanted oyster shell is composed of two separate halves decorated with pearls, some carved to resemble skulls. The inside of the shell bears the rune of A’rvanshy spread out on its two halves and a sentence written on it in Deep-Sea Elvish language that reads: “The orb of my ascension is… / …under the tower of the Caelhaa'y.” This wondrous item has 6 charges and it regains 1d6 expended charges daily at dawn. As an action, you can use the top or lower half of the shell relic to expend 1 of its charges to adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed for 24 hours. ","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wondrous item","Item Rarity":"legendary "},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Shepherd's Crook","description":"Shepherd's Crook The shepherd’s crook is a long wooden staff with a metal hook at one end and a pointed metal pick at the other, often used by a shepherd to guide their sheep and as a walking stick while moving through rolling grazing hills. Shepherds of the Mainlands developed the crook out of need for a tool that could double as a weapon for defense against attacks by wolves, poachers, and other predators, since losses to their flock came out of their wages. A versatile tool, the shepherd’s crook used as a weapon works as both a quarterstaff and a javelin due to its length and fighting style, although it cannot be thrown. A character with quarterstaff proficiency may wield the shepherd’s crook. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning or Piercing Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Shepherd's Flail","description":"Weapon (flail), legendary The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn. The Crook and Flail in Midgard This crook and flail were created for the beloved god-king Hekhmet, who was known for his way with people and beasts. The set of magical tools enhanced his natural talents and was interred with him when he passed, some years into a prosperous and happy reign. Generations later, his descendent, Ibris Hekhmet’s leadership abilities are being called into question due to his underwhelming presence. A recent increase in predatory beasts hunting the local livestock and a hopeful new leader eager to enact his own plans upon the kingdom have left Ibris fearful of losing the right to rulership. Ibris is seeking a group of adventurers who can lend legitimacy to his claim to rule by retrieving the crook and flail from his ancestor’s tomb, and in doing so, help him restore prosperity and peace to his people.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Shepherd's Flail","description":"Weapon (flail), legendary The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn. The Crook and Flail in Midgard The crook of the flock and shepherd’s flail were created for the beloved god-king Hekhmet, who was known for his way with people and beasts. The set of magical tools enhanced his natural talents and was interred with him when he passed, some years into a prosperous and happy reign. Generations later, his descendent, Ibris Hekhmet’s leadership abilities are being called into question due to his underwhelming presence. A recent increase in predatory beasts hunting the local livestock and a hopeful new leader eager to enact his own plans upon the kingdom have left Ibris fearful of losing the right to rulership. Ibris is seeking a group of adventurers who can lend legitimacy to his claim to rule by retrieving the crook and flail from his ancestor’s tomb, and in doing so, help him restore prosperity and peace to his people.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Melee Attacks +1, Melee Damage +1, Charisma +4","Item Rarity":"legendary","Requires Attunement":"requires attunement, see description"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shield","description":"Shield Armor (shield) A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Subtype":"Shield","Item Type":"Shield","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield","description":"Shield Armor (shield) A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shield","description":"Shield Adventuring gear Cost 10 gp Weight 6 lb This shield is made of wood or metal. Equipping it requires an action. While equipped, the shield increases your AC by 2 if you have shield proficiency. You can benefit from only one shield at a time.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shield","description":"Shield Shield Price: 50 gp Adds +2 to Defense. (See rules for shields, in the Combat section)","properties":{"Category":"Items","Expansion":19735,"Item Type":"Shield"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Shield","description":"Shield Armor Class: +2 Strength: — Stealth: — Weight: 6 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"None","Name":"Shield"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shield +1","description":"Shield +1 Armor (shield), rare While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 3 Weight : 6","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shield +1","description":"Shield +1 Armor (shield), rare While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 3 Weight : 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Item Type":"Shield","Modifiers":"Ac +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield +1","description":"Shield +1 Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. AC: 3 Weight: 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shield +1","description":"Armor (Shield), Uncommon While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Shield +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shield +1","description":"Armor (Shield), Uncommon While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shield +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shield +1\\\",\\\"description\\\":\\\"While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"cost\\\":410,\\\"rarity\\\":\\\"Uncommon\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shield +1 AC\",\"parent\":\"Shield +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Shield +1 Magical AC Bonus\",\"parent\":\"Shield +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Uncommon","Name":"Shield +1","Weight":6,"data-description":"While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield +2","description":"Shield +2 Armor (shield), rare While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. AC: 4 Weight: 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shield +2","description":"Shield +2 Armor (shield), very rare While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 4 Weight : 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Item Type":"Shield","Modifiers":"Ac +2","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield +2","description":"Armor (Shield), Rare While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Shield +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shield +2","description":"Armor (Shield), Rare While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shield +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shield +2\\\",\\\"description\\\":\\\"While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"cost\\\":4010,\\\"rarity\\\":\\\"Rare\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shield +2 AC\",\"parent\":\"Shield +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Shield +2 Magical AC Bonus\",\"parent\":\"Shield +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Shield +2","Weight":6,"data-description":"While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield +3","description":"Shield +3 Armor (shield), very rare While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. AC: 5 Weight: 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shield +3","description":"Shield +3 Armor (shield), legendary While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 5 Weight : 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Item Type":"Shield","Modifiers":"Ac +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield +3","description":"Armor (Shield), Very Rare While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Shield +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shield +3","description":"Armor (Shield), Very Rare While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shield +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shield +3\\\",\\\"description\\\":\\\"While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"cost\\\":40010,\\\"rarity\\\":\\\"Very Rare\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shield +3 AC\",\"parent\":\"Shield +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Shield +3 Magical AC Bonus\",\"parent\":\"Shield +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Shield +3","Weight":6,"data-description":"While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield Device Amplifier","description":"Shield Device Amplifier Mod (PSD), rare (requires affinity) While wearing a portable shield device with this mod, you gain a +2 bonus to AC if you are wearing no armor and using no shield.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Shield Mushroom","description":"Audire Boletus These exotic mushrooms are the size of a child’s finger in the quieter chambers of the Underworld and several stories tall in the most cacophonous caves. Audire boletus subsist on sound as much as they do the nutrients and when introduced to an environment with sufficient aural stimuli they prove to be a vital resource to subterranean humanoids. Underworld rangers plant these mushrooms in hidden areas of caves they frequent, using their growth as an indicator of how much traffic the chambers see in their absence, and legends tell of a team of devoted dwarves that utilized funneling fungi to successfully avoid a siege of their city. Ambient Amplifier. A character near a funneling fungi larger than themselves makes Wisdom (Perception) checks with advantage. Spell Component. When these unique mushrooms are successfully harvested they may be used in conjunction with spell components for thunder blasts and other thunder-based energy damage spells either to increase the damage die of the spell by one step or increase the DC to resist its effects by 1.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Shield of Blinding","description":"Armor (Shield), Uncommon While holding this shield, you can speak its command word and choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is blinded for 1 minute. At the end of each of its turns, the target can make a new saving throw to regain their sight.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shield of Blow Turning","description":"Armor (shield), rare (requires attunement) This shield has 6 charges. When you are the target of an attack, you can use your reaction to expend 1 charge to redirect the attack toward another creature you can see within 5 feet of you. You can use a bonus action to expend a charge to cast the sanctuary spell (spell save DC 15). The shield regains 1d4 + 2 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the shield becomes a non-magical shield.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shield of Charm","description":"Armor (shield), rare (requires attunement) You gain a +1 bonus to AC while holding this shield. When you are hit by a weapon attack, you can use your reaction to cast the charm person spell on your attacker (save DC 13). Once used, this property of the shield can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":34895,"Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shield of Crows","description":"Armor (Shield), Common While holding this shield, you can speak its command work to summon a swarm of ravens . For up to 12 hours, these birds will scout terrain, warn you of enemies, and keep watch while you sleep. They do not engage in combat on your behalf and flee if attacked or threatened. After the duration, the shield cannot summon another swarm until after you have left a loaf of bread, bits of dried meat, or similar food on the shield during a short rest. In addition, while holding the shield, you gain the ability to speak with crows and other corvids.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shield of Cure Wounds","description":"Armor (shield), rare (requires attunement) You gain a +1 bonus to AC while holding this shield. You can use your action to regain up to half of your current hit point maximum. Once used, this property can’t be used again until the following dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shield of Dawn's Herald","description":"Armor (Shield), Very Rare (Requires Attunement) The shield has 3 charges, and it regains 1d3 expended charges daily at dawn. While holding this shield, you can expend 1 charge to create a beam of light 10 feet wide and 120 feet long to illuminate everything in front of the shield. All creatures in this beam of light appear in their true form: shapeshifters appear as their unshifted forms, illusions fail to disguise their users, and so on. You can maintain this beam for up to 1 minute, requiring concentration. Additionally, undead in the beam take 1d6 radiant damage each round they remain in the beam.","properties":{"Category":"Items","Item Type":"Shield","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shield of Electricity","description":"Armor (shield), rare (requires attunement) You gain a +1 bonus to AC while having this shield equipped. You can use a bonus action to charge the shield with magical electrical force that lasts for 1 minute. When you are hit by a melee attack while the shield is charged, you can use your reaction to discharge the shield. The creature that hit you must make a DC 15 Constitution saving throw, taking 26 (8d6) lightning damage on a failed save, or half as much on a successful one. The shield is now discharged and cannot be charged again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"Shield of Expression","description":"Shield of Expression Armor (shield), common The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC: 2 Weight: 6","properties":{"Category":"Items","Expansion":6,"Item Type":"Shield","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Shield of Expression","description":"Armor (Shield), Common The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face’s expression.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Shield of Expression"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shield of Expression","description":"Armor (Shield), Common The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face’s expression.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shield of Expression\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shield of Expression\\\",\\\"description\\\":\\\"The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face's expression.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"rarity\\\":\\\"Common\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shield of Expression AC\",\"parent\":\"Shield of Expression\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Shield of Expression Bonus Action\",\"parent\":\"Shield of Expression\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Shield of Expression\\\",\\\"description\\\":\\\"The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face's expression.\\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Common","Name":"Shield of Expression","Weight":6,"data-description":"The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face's expression.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield of Far Sight","description":"Shield of Far Sight Armor (shield), rare A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eye is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield’s eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours. AC: 2 Weight: 6","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Shield of Gnawing","description":"Armor (shield), rare (requires attunement by a barbarian) The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging. Gnawing Attack. If you bite down on the shield while moving at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, the target takes an extra 4d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement by a barbarian"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shield of Magic Reflection","description":"Shield, Very Rare (Requires Attunement) This smooth and plain shield’s surface is polished to a mirror-like shine. As it moves within the light, a faint shimmer of azure and purple cascades over the reflective surface. While holding this shield, you gain a +2 bonus to AC against spell attacks, in addition to the shield’s normal bonus to AC. Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and an ally makes a ranged spell attack against a target within 10 feet of you and misses, you can expend 1 charge to redirect the magic back toward the target. Made an attack roll against the target with an attack bonus equal to your proficiency bonus plus your Dexterity or spellcasting modifier if you have one (your choice).","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Shield of Missile Attraction","description":"Shield of Missile Attraction Armor (shield), rare (requires attunement ) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. AC: 2 Weight: 6","properties":{"Category":"Items","Expansion":7583,"Item Type":"Shield","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shield of Missile Attraction","description":"Shield Of Missile Attraction Armor (shield) , rare (r equires attunement ) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Subtype":"Shield","Item Type":"Shield","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield of Missile Attraction","description":"Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Shield of Missile Attraction"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shield of Missile Reversal","description":"Armor (shield), rare (requires attunement) While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker’s bonuses on the roll. If the attack hits, roll damage as normal, using the attacker’s bonuses.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shield of Otters","description":"Armor (Shield), Uncommon While holding this shield, you can speak its command word to summon a pair of otters (use giant weasel statistics). For up to 12 hours, these aquatic mammals will scout aquatic and riparian terrain, warn you of enemies, and keep watch while you sleep. They do not engage in combat on your behalf and flee if attacked or threatened. After the duration, the shield cannot summon another otter pair until after you have left fish, shellfish, or similar food on the shield during a short rest. In addition, while holding the shield, you gain the ability to speak with otters and other aquatic mammals, such seals.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shield of Reflection","description":"Shield of Reflection Armor (shield), very rare (requires attunement) Weight: 6 lbs This polished, mirrored shield grants the wielder the following benefits: While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. While wielding this shield, you can use its mirrored surface to safely view Basilisks , Medusas , and other creatures that have a dangerous gaze. While wielding this shield, you have resistance to radiant damage. Spell Reflection. Once per long rest, you can use a reaction to reflect a spell that targets only you. The spell's caster must make a Dexterity saving throw with a DC equal to 10 + your Dexterity modifier. On a failed save, the spell is reflected back at the caster as if you had cast it. On a successful save, the spell affects you as normal. The shield is made from metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Shield","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Shield of Retaliation","description":"Armour (shield), uncommon Component: fiend heart Legend says that when the war twixt fiends and celestials ravaged the Material Plane, a great infernal general had these shields forged for his captains. Through them he observed the battlefield, and with them he smote the angels that dared challenge his armies. Whether or not the fiendish general still watches through these shields, or even still lives, is a question yet to be answered. Searing Vengeance. As a reaction when a creature within 5 feet of you hits you with an attack, you can pull a trigger on the shield’s handle, causing it to breathe a plume of flame at the creature. The creature must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failure, or half as much damage on a success. After you use this property, roll a d6. On a 1-2, the shield runs out of fuel and this property can’t be used again until you feed the shield 1 gp of coal or other fuel and spend 1 hour tending to the flame (which can be done during a short or long rest), as the shield burns and chews its way through your offering.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shield of Retaliation (rare variant)","description":"Armour (shield), uncommon Component: fiend heart Legend says that when the war twixt fiends and celestials ravaged the Material Plane, a great infernal general had these shields forged for his captains. Through them he observed the battlefield, and with them he smote the angels that dared challenge his armies. Whether or not the fiendish general still watches through these shields, or even still lives, is a question yet to be answered. Searing Vengeance. As a reaction when a creature within 5 feet of you hits you with an attack, you can pull a trigger on the shield’s handle, causing it to breathe a plume of flame at the creature. The creature must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failure, or half as much damage on a success. After you use this property, roll a d6. On a 1-2, the shield runs out of fuel and this property can’t be used again until you feed the shield 1 gp of coal or other fuel and spend 1 hour tending to the flame (which can be done during a short or long rest), as the shield burns and chews its way through your offering. Rare variant: Increase the DC to 15, the fire damage to 4d8, and the d6 that determines the remaining fuel to a d8.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shield of Retaliation (very rare variant)","description":"Armour (shield), uncommon Component: fiend heart Legend says that when the war twixt fiends and celestials ravaged the Material Plane, a great infernal general had these shields forged for his captains. Through them he observed the battlefield, and with them he smote the angels that dared challenge his armies. Whether or not the fiendish general still watches through these shields, or even still lives, is a question yet to be answered. Searing Vengeance. As a reaction when a creature within 5 feet of you hits you with an attack, you can pull a trigger on the shield’s handle, causing it to breathe a plume of flame at the creature. The creature must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failure, or half as much damage on a success. After you use this property, roll a d6. On a 1-2, the shield runs out of fuel and this property can’t be used again until you feed the shield 1 gp of coal or other fuel and spend 1 hour tending to the flame (which can be done during a short or long rest), as the shield burns and chews its way through your offering. Rare variant: Increase the DC to 15, the fire damage to 4d8, and the d6 that determines the remaining fuel to a d8. Very rare variant: Increase the DC to 16, the fire damage to 4d10, and the d6 that determines the remaining fuel to a d10.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shield of Shadow Form","description":"Shield of Shadow Form Armor (shield), rare (requires attunement) While holding this shield, you have a +1 bonus to AC. Additionally, you can use an action to transform yourself and everything you wear and carry into a shadowy cloud for 10 minutes. The effect ends if you drop to 0 hit points. While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. When you end your turn in another creature’s space, that creature takes 6d8 necrotic damage. You have resistance to mundane damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as if they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated. While in the form of a shadowy cloud, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack, cast spells, or manifest powers. Once you use the shield to transform into a shadowy cloud, that property can’t be used again until the following dusk. AC: 2 Modifiers: AC +1 Weight: 6","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Shield of Spell Attraction","description":"Shield of Spell Attraction Armor (shield), very rare (requires attunement) While holding this shield, you have resistance to damage from spells. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a spell is cast against a target within 10 feet of you, the curse causes you to become the target instead. This curse can distort a spell’s area of effect, creating a pocket of safety for the spell’s original target as the magicks are drawn to you. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shield of Stabilization","description":"Armor (Shield), Common While holding this magic shield, you have advantage on ability checks and saving throws you make to avoid being knocked Prone and moved against your will.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Shield","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Shield of Swans","description":"Armor (Shield), Common This shield has 3 charges, and it regains 1d3 expended charges daily at dawn. When you speak its command word and expend one charge, you gain a fly speed of 60 feet for 1d4 rounds (and you know when this ends). In addition, while holding this shield you can speak with swans and other aquatic birds.","properties":{"Category":"Items","Item Type":"Shield"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shield of the Ancient","description":"Armor (Shield), Very Rare (Requires Attunement) This magic shield appears like a simple disk fashioned from rough oak and seems to have seen many battles. Dormant. In its dormant form, the shield has the following properties: You gain a +1 bonus to AC. You have advantage on Insight and Perception checks. The shield has 5 charges and regains all expended charges daily at dawn. As an action, you can cast one of the following spells from the shield, expending 1 charge per level of the spell, and requiring no material components (spell save DC 15): Dispel Magic , Identify , or Hold Person . Awakened. In its awakened form, the shield has the following properties: You have advantage on saving throws you make to avoid or end the Charmed or Frightened conditions on yourself. The shield has 7 charges, the save DC of its spells increases to 17, and you can use its charges to cast the spells Circle of Power and Dominate Person from it. The shield is a sentient, neutral object with an Intelligence of 18, Wisdom of 18, and Charisma of 12. It has hearing and Truesight out to a range of 30 feet. The shield can understand any language and communicates telepathically, speaking in a deep, gravelly voice. The shield's sentience belongs to an ancient saurian creature that predates history. If the shield is treated with reverence and respect by its wielder, it may use its Truesight and proficiency in Intelligence (Arcana and History) checks (the shield has a +10 bonus to each) to aid them. Awakening the Ancient One It is up to the GM when the Shield of the Ancient becomes awakened. It might happen automatically as the character reaches 9th level, or it may require that the character performs a truly heroic deed – such as slaying an ancient dragon or cleansing long lost ruins of an ancient curse.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Shield","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Shield of the Blazing Dreadnought","description":"Shield Of The Blazing Dreadnought Armor (shield), legendary (requires attunement) Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth. You can use a bonus action to activate the shield, causing glowing lava to flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits: Blazing Soul. You have immunity to fire damage. Cleansing Fire. As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned. Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target takes 3d6 bludgeoning damage plus 3d6 fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn. Once the shield has been activated, it can’t be activated again until the next dawn. AC: 2 Weight: 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Shield of the Cavalier","description":"Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can’t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Yes","Name":"Shield of the Cavalier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shield of the Cavalier","description":"Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can’t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Force","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"Yes","filter-Lists":"Shield, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shield of the Cavalier\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shield of the Cavalier\\\",\\\"description\\\":\\\"While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.\\\\n\\\\nThe Shield has the following additional properties that you can use while holding it.\\\\n\\\\nForceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.\\\\n\\\\nProtective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shield of the Cavalier AC\",\"parent\":\"Shield of the Cavalier\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Shield of the Cavalier Attunement\",\"parent\":\"Shield of the Cavalier\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Shield of the Cavalier AC Bonus\",\"parent\":\"Shield of the Cavalier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Other\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Shield of the Cavalier Forceful Bash\",\"parent\":\"Shield of the Cavalier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Forceful Bash\\\",\\\"onHitDisplay\\\":\\\"On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.\\\",\\\"description\\\":\\\"When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"proficiencyLevel\\\":\\\"Proficient\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Shield of the Cavalier Forceful Bash Damage\",\"parent\":\"Shield of the Cavalier Forceful Bash\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"Strength\\\",\\\"_bonus\\\":2,\\\"damageType\\\":\\\"Force\\\",\\\"diceCount\\\":2,\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shield of the Cavalier Protective Field\",\"parent\":\"Shield of the Cavalier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Protective Field\\\",\\\"description\\\":\\\"As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.\\\",\\\"actionType\\\":\\\"Reaction\\\"}\"},{\"name\":\"Shield of the Cavalier Protective Field Resource\",\"parent\":\"Shield of the Cavalier Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Protective Field\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":1},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Full\\\"}}}\"}]","filter-Attunement":"Very Rare","Name":"Shield of the Cavalier","Weight":6,"data-description":"While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.\n\nThe Shield has the following additional properties that you can use while holding it.\n\nForceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.\n\nProtective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.","Damage":"2d6","Damage Type":"Force","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shield of the Fallen","description":"Armor (shield), common Your allies can use this shield to move you when you aren’t capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can’t be used this way again for 1d12 hours.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shield of the Hidden Lord","description":"Armor (shield), legendary (requires attunement) The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can’t use it again until the next dawn. Gargauth’s Personality. Gargauth desperately seeks freedom but can’t escape on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. While trapped in the shield, Gargauth carefully steers the shield’s current owner toward committing acts of cruelty and domination, hoping to condemn the individual’s soul to the Nine Hells. Conflict occurs if the shield’s owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. Gargauth doesn’t know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there. Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.","properties":{"Category":"Items","Expansion":4414,"Item Type":"Adventuring Gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Shield of the Hidden Lord","description":"Shield Of The Hidden Lord Armor (shield), legendary (requires attunement) The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can’t use it again until the next dawn. Gargauth’s Personality. Gargauth desperately seeks freedom but can’t escape on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. While trapped in the shield, Gargauth carefully steers the shield’s current owner toward committing acts of cruelty and domination, hoping to condemn the individual’s soul to the Nine Hells. Conflict occurs if the shield’s owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. Gargauth doesn’t know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there. Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible. AC: 2 Modifiers: +2 AC Weight: 6","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Shield of the Legion","description":"Shield of the Legion Armor (shield), legendary (requires attunement by a paladin) While you hold this shield, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you within the aura have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC for you. If you have 17 or more levels in the paladin class, the radius of this aura increases to 30 feet. The shield has 3 charges. Whenever you or a creature in the shield’s aura fails a saving throw, you can expend 1 charge as a reaction to cause the creature to succeed on the saving throw instead. The shield regains all expended charges each day at dawn. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 5 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"legendary","Requires Attunement":"requires attunement by a paladin"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shield of the Moon","description":"Shield of the Moon Armor (shield), uncommon While you hold this shield, you have resistance to psychic damage and advantage on saving throws against effects that would change your shape. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shield of the Ram","description":"Shield of the Ram Shield Price: 7,000 gp This metallic shield has a symbol of a ram’s head etched into the front of it. Every once in a while the ram seems like it is moving out of the corner of your eye. Once per Short Rest the wielder of this shield can utter a word and use the shield as a battering ram. Against a door or other stationary object this gives the wielder a +5 bonus to any Strength check to bash the door in, or otherwise push the object. It may be used against a creature in place as a weapon attack. Make an Attack Roll against the creature with a +5 Attack Bonus. On a successful hit the creature takes 1d6 damage and is pushed 10 feet backwards. Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat.","properties":{"Category":"Items","Item Type":"Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Shield of the Seven Heavens","description":"Armor (shield), very rare (requires attunement) Prized by paladins, this shield is inscribed with the names of the seven Ishadian virtues: humility, diligence, courage, temperance, generosity, kindness, and peace. While you hold this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. You cannot be charmed, frightened, or possessed, and you have advantage on saving throws against spells and other magical effects produced by fiends. When a creature misses you with a melee attack, you can use your reaction to make an attack with the shield. If the attack hits, you push the creature 10 feet away from you in a straight line.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Shield of the Sun","description":"Shield of the Sun Armor (shield), uncommon While you hold this shield, you have resistance to radiant damage and advantage on saving throws against being blinded. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shield of the Tortoise","description":"Shield of the Tortoise Armor (Shield), Uncommon (Requires Attunement) While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a R emove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your d20 as a 1. You can’t change your initiative by any means. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 3 Weight : 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Shield of the Uven Rune","description":"Shield of the Uven Rune Wondrous item, very rare (requires attunement) This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon . The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. AC : 2 Damage: 3d6 Damage Type: Necrotic Weight : 6","properties":{"Category":"Items","Expansion":29191,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Shieldbreaker Hammer","description":"Shieldbreaker Hammer Weapon (warhammer), very rare (requires attunement) Damage: 1d8+2 bludgeoning Weight: 3 lbs. Properties: Versatile (1d10+2) This massive warhammer has a heavy, blackened head. You have a +2 bonus to attack and damage rolls made with this magic weapon. Power Slam. Once per turn, when you hit a creature with the hammer, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Shieldbreaker. Once per long rest, you can use a bonus action to speak a command word and activate the hammer's special ability. For the next minute, your attacks with this hammer deal an additional 1d6 force damage, and any shield-bearing creature you hit must make a DC 15 Strength saving throw or have their shield shattered. This saving throw is at advantage if the shield is magic. Creatures with Uncommon magic shields gain +5 on their save. Rare shields have advantage on the save. Very Rare and higher shields can’t be broken by the hammer.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Shieldcrusher","description":"Shieldcrusher Weapon (Lance), Very Rare (Requires Attunement) A stout lance carved from pale ash wood, with a fluttering silver and black pennant. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and an additional +2 damage against mounted opponents. When you score a critical hit with this weapon, it creates a thunderclap that radiates 10 feet outwards from you. Creatures in that area must make a DC 17 Strength saving throw or be knocked prone. Afterwards, the lance is broken and can’t be used as a weapon, but it repairs itself over the course of a short or long rest. Master of the Tourney. While you are mounted, you can speak the command word as a bonus action to grant your mount the following benefits for 1 minute: their speed increases by 30 feet, they are immune to the frightened and prone conditions, they gain 2d6 temporary hit points, and they can make one additional attack on each of their turns. You can use this property three times, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, Special","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Shifting Shirt","description":"Wondrous item, uncommon This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt’s command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar’s clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shiftweave","description":"Shiftweave Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Shiftweave","description":"Shiftweave Wondrous item, common The finest glamerweave is produced by the gnomes of Zilargo and the mage-tailors of Aundair. But shiftweave was first made by the Children of Jes, and today the finest transmuter-tailors are found among the traveler clans and the settled changeling communities. Shiftweave is a common magic item that can shift between up to five embedded patterns. While this is an especially useful tool for the traveler who has a different persona for each town, it’s just as valuable for an agent of the King’s Citadel or an entertainer who’s shifting from a session at a common tavern to clothes suitable to perform at a palace. Basic shiftweave can be purchased from House Cannith, but if you want the finest quality and the smoothest transformation, you should find a tailor in Dragoneyes or Blackleaf.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Shimmer Ring","description":"Ring, rare (requires attunement) This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shinjo Horsebow","description":"Shinjo Horsebow Ranged weapon (martial, bow) Among the Unicorn Clan’s many adopted weapons is a small, sturdy bow used by the nomadic Ujik people who inhabit the Plains of Wind and Stone to the west. Called the Shinjo horsebow in Rokugan, this weapon is a compact bow designed to be fired from the back of a moving horse. Special: When you attack from horseback with this weapon, its damage profile is 1d8 piercing. Two-­Handed: This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: Piercing Properties: Ammunition, Special, Two-Handed Range: 100/400 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Special, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ship Maintenance Tools","description":"These tools are essential for keeping starships spaceworthy and repairing them after combat. Each component in this extensive set of tools is intricate and extremely specialized, and can be used to fix virtually every part of a ship, from disabled systems, to external hull damage, to problems in the Dark Matter engine itself. Proficiency with this kit helps you repair ships more quickly and easily, adding your proficiency bonus to checks you make to repair your ship.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Shipwright's Tools","description":"Shipwright's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 15","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Shirabara Daikyu, Yukihana’s White Rib","description":"Shirabara Daikyu, Yukihana’s White Rib Weapon (Longbow), Evolving Artifact (requires attunement) It was a dark day for the white dragonkind when Yukihana, one of the white dragonfather’s favorite daughters, fell in battle during the Civil Dragonwars. Yukihana’s fate was torment beyond death, as Odon, the warring god of eternal life, captured her soul and laid claim on her remains, transforming her into a fearsome undead dragon under his dark command. During the transformation, Yukihana’s entire clutch was destroyed except for one last egg out of which hatched Miyuki, Yukihana’s youngest daughter. Yukihana’s adult offspring were able to recover only a single rib from her remains during her terrifying transformation, and the monster that Yukihana had become has been plaguing the white dragonkind ever since. A century later, Miyuki, now a young white dragon hiding in mortal form to escape the wrath of the gods, crafted a fearsome bow out of her mother’s white rib, vowing to lay her spirit to rest. Shirabara Daikyu, Yukihana’s White Rib retains a hint of Yukihana’s spirit, guiding whoever wields it to defend dragons against the warring gods. Now, the bow is waiting for a worthy champion to unlock its true potential. Snowflake. While attuned to this bow, you gain the following benefits: You gain a +1 bonus to attack and damage rolls made with this magic bow. While holding the bow, you can use a bonus action to create 20 dragonfrost arrows. These arrows ignore half cover and resistance to cold damage. After ten minutes, dragonfrost arrows melt into fresh mountain water. Flurry Maiden (level 11). After you reach level 11, the bow increases in power, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +2. The bow deals an extra 1d8 cold damage to any target it hits. You gain resistance to cold damage. When you hit a large or smaller creature with an attack using this bow, the creature must succeed on a DC 15 Constitution saving throw or have their speed reduced to half until the start of your next turn. White Lady (level 17). After you reach level 17, the bow achieves its full potential, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. The extra cold damage increases to 2d8. You gain immunity to cold damage. When you hit a huge or smaller creature with an attack using this bow, the creature must succeed on a DC 17 Constitution saving throw or have their speed reduced to 0 until the start of your next turn. Optional Rule: Story-Based Evolution Shirabara Daikyu is an evolving artifact that is typically found in its basic, Snowflake state. At the gamemaster’s discretion, the longbow’s evolution can be tied to significant events during the campaign, such as its wielder avenging Yukihana’s spirit or striking a serious blow against the tyranny of Odon, the warring god of eternal life.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Longbow)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Shock Shield","description":"Shock Shield Wondrous item, rare (requires attunement) This glove is made of a shiny black velvet-like material. A tarnished silver disc is affixed to the back of the glove by copper wires that run from the disc to the glove’s fingertips. While wearing this glove, you can use a reaction to create a temporary field of force that grants you a +3 shield bonus to your AC until the start of your next turn. In addition, any creature striking the shield with a melee attack must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failure or half that amount on a success. The shock shield has 3 charges and regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon (shield)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Shoes of Flight","description":"Shoes of Flight Wondrous item Price: 50,000 gp These beautiful shoes have embroidered wings up each side. They are said to have been gifts from a god passed down to their most devoted followers. There are only a handful of shoes in existence, they are very rare and valuable. When the wearer speaks the command word as a Free Action, the embroidered wings turn into real ones, granting the wearer the power of flight. This lasts until the wearer speaks the command word again. While activated the shoes allow the wearer to fly at a speed equal to their Movement Speed.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Shoes of the Party Lord","description":"Shoes of the Party Lord Wondrous item, very rare (requires attunement) These fine green, silver, and blue silk slippers are crafted with emeralds on the heel and made by mages for the more clumsy members of the royal court. The pleasant jingling of tiny bells can be heard when you dance in these shoes in front of an audience. While wearing these shoes, you add double your proficiency to Dexterity (Acrobatics) checks to dance or tumble and opportunity attacks made against you are made with disadvantage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Shoes of the Shingled Canopy","description":"Wondrous item, uncommon (requires attunement) These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can’t be used this way again until the next dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shortblade","description":"Shortblade Melee weapon (martial) Damage : 1d6 Damage Type : piercing Properties : Finesse, light Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Shortbow","description":"Shortbow Ranged weapon (simple, shortbow) Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Range":"80/320","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple, Bow","Item Type":"Ranged Weapon","data-List":"false","Properties":"Ammunition, Range, Two-Handed","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortbow","description":"Shortbow Ranged weapon (simple, shortbow) Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shortbow","description":"Shortbow Ranged weapon (simple, shortbow) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-handed"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shortbow","description":"Simple Ranged Weapon Damage: 1d6 Piercing Properties: Ammunition ( Range 80/320; Arrow ), Two-Handed Mastery: Vex Weight: 2 lb. Cost: 25 GP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"None","Name":"Shortbow"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shortbow","description":"Shortbow Ranged weapon (simple, shortbow) Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shortbow +1","description":"Shortbow +1 Ranged weapon (simple, shortbow) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+1 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shortbow +1","description":"Shortbow +1 Ranged weapon (simple, shortbow) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+1 Damage Type : Piercing Properties : Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Range":"80/320","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortbow +1","description":"Shortbow +1 Ranged weapon (simple, shortbow) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+1 Damage Type : Piercing Properties : Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range, Two-Handed"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shortbow +1","description":"Shortbow +1 Ranged weapon (simple, shortbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-handed","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shortbow +1","description":"Weapon (Shortbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Shortbow +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortbow +1","description":"Weapon (Shortbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shortbow +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shortbow +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"425 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shortbow +1 Attack\",\"parent\":\"Shortbow +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortbow +1\\\",\\\"range\\\":\\\"80/320\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Shortbow +1 Damage\",\"parent\":\"Shortbow +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Shortbow +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"80/320","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shortbow +2","description":"Shortbow +2 Ranged weapon (simple, shortbow), rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+2 Damage Type : Piercing Properties : Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Range":"80/320","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortbow +2","description":"Shortbow +2 Ranged weapon (simple, shortbow) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+2 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shortbow +2","description":"Weapon (Shortbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Shortbow +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortbow +2","description":"Weapon (Shortbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shortbow +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shortbow +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"4025 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shortbow +2 Attack\",\"parent\":\"Shortbow +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortbow +2\\\",\\\"range\\\":\\\"80/320\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Shortbow +2 Damage\",\"parent\":\"Shortbow +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Shortbow +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"80/320","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shortbow +3","description":"Shortbow +3 Ranged weapon (simple, shortbow), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+3 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shortbow +3","description":"Shortbow +3 Ranged weapon (simple, shortbow) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6+3 Damage Type : Piercing Properties : Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Range":"80/320","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Range, Two-Handed","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortbow +3","description":"Weapon (Shortbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Shortbow +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortbow +3","description":"Weapon (Shortbow), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shortbow +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shortbow +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Ammunition\\\",\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40025 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Shortbow\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shortbow +3 Attack\",\"parent\":\"Shortbow +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortbow +3\\\",\\\"range\\\":\\\"80/320\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Shortbow +3 Damage\",\"parent\":\"Shortbow +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Shortbow +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"80/320","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shortbow of Bloodletting","description":"Shortbow of Bloodletting Ranged weapon (simple, shortbow), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shortbow of Certain Death","description":"Shortbow of Certain Death Weapon (shortbow), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Shortbow of Conflagration","description":"Shortbow of Conflagration Ranged Weapon (martial, shortbow), Rare (Requires Attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Secondary Damage: 1d6 Secondary Damage Type: Fire Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range, Two-Handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Shortbow of Cupidity","description":"Weapon (shortbow), legendary (requires attunement) Attacks made with this weapon have a +1 bonus to attack and damage rolls. Once per day, on a successful hit, you may force the target to make a DC 14 Wisdom saving throw. On a failure, the target is charmed by you for one hour.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Ranged Weapon","Properties":"Ammunition, Range, Two-Handed","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Shortbow of Defense","description":"Shortbow of Defense Ranged weapon (simple, shortbow), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed, Defensive Range : 80/320 Weight : 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shortbow of Inverted Probability","description":"Shortbow of Inverted Probability Ranged weapon (simple, shortbow), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d6 Damage Type: piercing Properties: Ammunition, Two-Handed Range: 80/320 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Two-Handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shortbow of Melodies","description":"Shortbow of Melodies Ranged Weapon (martial, shortbow), Very Rare (Requires Attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Expansion":27234,"Item Type":"Ranged Weapon","Properties":"Range, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Shortbow of Warning","description":"Weapon (Shortbow), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Shortbow of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword","description":"Shortsword Melee weapon (martial, shortsword) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shortsword","description":"Shortsword Melee weapon (martial, shortsword) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Sword","Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Light","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortsword","description":"Martial Melee Weapon Damage: 1d6 Piercing Properties: Finesse , Light Mastery: Vex Weight: 2 lb. Cost: 10 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"None","Name":"Shortsword"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shortsword","description":"Shortsword Melee weapon (martial, shortsword) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shortsword +1","description":"Shortsword +1 Melee weapon (martial, shortsword) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+1 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Finesse, Light","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortsword +1","description":"Shortsword +1 Melee weapon (martial, shortsword) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+1 Damage Type: Piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shortsword +1","description":"Shortsword +1 Melee weapon (martial, shortsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Shortsword +1","description":"Weapon (Shortsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword +1","description":"Weapon (Shortsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shortsword +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shortsword +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"410 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shortsword +1 Attack\",\"parent\":\"Shortsword +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Shortsword +1 Damage\",\"parent\":\"Shortsword +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shortsword +1 Attack (Finesse)\",\"parent\":\"Shortsword +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +1 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Shortsword +1 Damage (Finesse)\",\"parent\":\"Shortsword +1 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shortsword +1 Attack (Off-hand)\",\"parent\":\"Shortsword +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Shortsword +1 Damage (Off-hand)\",\"parent\":\"Shortsword +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Vex","Name":"Shortsword +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shortsword +2","description":"Shortsword +2 Melee weapon (martial, shortsword) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+2 Damage Type: Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Finesse, Light","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortsword +2","description":"Shortsword +2 Melee weapon (martial, shortsword) , rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+2 Damage Type: Piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shortsword +2","description":"Weapon (Shortsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword +2","description":"Weapon (Shortsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shortsword +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shortsword +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"4010 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shortsword +2 Attack\",\"parent\":\"Shortsword +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Shortsword +2 Damage\",\"parent\":\"Shortsword +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shortsword +2 Attack (Finesse)\",\"parent\":\"Shortsword +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +2 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Shortsword +2 Damage (Finesse)\",\"parent\":\"Shortsword +2 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shortsword +2 Attack (Off-hand)\",\"parent\":\"Shortsword +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Shortsword +2 Damage (Off-hand)\",\"parent\":\"Shortsword +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Vex","Name":"Shortsword +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shortsword +3","description":"Shortsword +3 Melee weapon (martial, shortsword) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+3 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Finesse, Light","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shortsword +3","description":"Shortsword +3 Melee weapon (martial, shortsword), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+3 Damage Type: Piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Light","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shortsword +3","description":"Weapon (Shortsword), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword +3","description":"Weapon (Shortsword), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Shortsword +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Shortsword +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Finesse\\\",\\\"Light\\\"],\\\"cost\\\":\\\"40010 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Shortsword\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Shortsword +3 Attack\",\"parent\":\"Shortsword +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Shortsword +3 Damage\",\"parent\":\"Shortsword +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shortsword +3 Attack (Finesse)\",\"parent\":\"Shortsword +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +3 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Shortsword +3 Damage (Finesse)\",\"parent\":\"Shortsword +3 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Shortsword +3 Attack (Off-hand)\",\"parent\":\"Shortsword +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Shortsword +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Shortsword +3 Damage (Off-hand)\",\"parent\":\"Shortsword +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Vex","Name":"Shortsword +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Shortsword for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Shortsword of Agonizing Paralysis","description":"Weapon (shortsword), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Shortsword of Bloodletting","description":"Shortsword of Bloodletting Melee weapon (martial, shortsword), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shortsword of Certain Death","description":"Shortsword of Certain Death Weapon (shortsword), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Shortsword of Defense","description":"Shortsword of Defense Melee weapon (martial, shortsword), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type: piercing Modifiers: +1 AC Properties: Finesse, Light, Defensive Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shortsword of Inverted Probability","description":"Shortsword of Inverted Probability Melee weapon (martial, shortsword), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Shortsword of Life Stealing","description":"Weapon (Shortsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword of Life Stealing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword of Retribution","description":"Weapon (shortsword), very rare (requires attunement) You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Curse. You’re unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one. The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit’s past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Shortsword of the Planes","description":"Shortsword of the Planes Melee Weapon (martial, shortsword), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+3 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Shortsword of Throne's Command","description":"Shortsword of Throne's Command Melee Weapon (martial, shortsword), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+1 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Shortsword of Vengeance","description":"Weapon (Shortsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword of Vengeance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword of Warning","description":"Weapon (Shortsword), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shortsword of Wounding","description":"Weapon (Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Shortsword of Wounding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shotbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (shotbow)","Properties":"Ammuntion (30/90), Heavy, Scatter (1d12), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Shotcaster","description":"Shotcaster Weapon, rare (requires attunement) This strange weapon resembles a flattened metal barrel festooned with an array of crystals, tubes, and technology attached to a metal, hinged cuff designed to clamp on the wrist. If you are attuned to a shotcaster, the weapon looks like a fanciful metal bracer. The barrel of the weapon extends and retracts as part of an Attack action. Characters who have proficiency with martial ranged weapons have proficiency with a shotcaster. Firing the Shotcaster. When you fire the shotcaster, it projects a bolt of energy at a target. The shotcaster deals 2d6 radiant damage, has a range of 40/120 and weighs 1 lb. The shotcaster links to your neural system as part of the attunement process, producing a number of charges equal to your proficiency bonus when you finish a short or long rest. Each shot you fire expends 1 charge. Overcharging. As part of an Attack action, you can expend one or more additional charges while firing a shotcaster. Each charge after the first charge increases the damage by 1d6. You must decide to overcharge a shot before making the attack action.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Shotel","description":"The curve of a shotel’s blade allows you to reach around your opponent’s shield. When you attack a creature wielding a shield, you gain a +2 bonus to the attack roll.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, special","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Shotel","description":"The curve of a shotel’s blade allows you to reach around your opponent’s shield. When you attack a creature wielding a shield, you gain a +2 bonus to the attack roll.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, special"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Shotgun","description":"Shotgun Ranged Weapon (martial, firearm) Ammunition . The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload . A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d8 Damage Type: Piercing Properties: Ammunition, Reload (2 shots), Two-Handed Range: 30/90 Weight: 7","properties":{"Category":"Items","Properties":"Ammunition, Reload (2 shots), Two-Handed"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Shotgun","description":"Shotgun Ranged weapon (martial) This weapon fires in a 30 ft. cone at one target. Roll to hit the target and use the rules for Burst Fire for anyone else caught within the radius. Firing at 10 feet will score a critical hit on a roll of 19 or 20. Damage : 1d8 Damage Type : piercing Properties : Reload, two handed, special Range : 30/90 Weight : 7","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Reload, two handed, special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Shotgun","description":"Martial Ranged Weapon Damage: 2d8 Piercing Properties: Ammunition (Range 30/90; Bullet), Reload (2 shots), Two-Handed Mastery: Push Weight: 7 lb.","properties":{"Category":"Items","Item Type":"martial","Properties":"Range, Reload, Two-Handed","Item Rarity":"No","Name":"Shotgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Shotgun Axe","description":"","properties":{"Category":"Items","Item Type":"Weapon (shotgun axe)","Properties":"Heavy, Two-handed, Ammunition (30/90), Reload (10), Scatter (2d8)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Shotgun, Pump-Action","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Shovel","description":"Shovel Adventuring gear Price: 2 gp To help with digging.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Shovel","description":"Shovel Adventuring gear Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Shovel","description":"Shovel Adventuring gear Weight : 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shovel","description":"Shovel Miscellaneous gear Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Shovel","description":"","properties":{"Category":"Items","Item Type":"Weapon (shovel)","Properties":"Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Shovel","description":"Adventuring Gear Weight: 5 lb. Cost: 2 GP Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Shovel"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Shovel","description":"Shovel Adventuring gear Weight : 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Shovel of Animation","description":"Shovel of Animation Wondrous item, rare (requires attunement) This item looks like an ordinary shovel with a 4-foot-long wooden shaft and a blade of iron. However, when used by moonlight to exhume a corpse, the corpse becomes a zombie . You can reanimate a maximum of 6 corpses in one night using this item. The corpses must have been buried in the ground, not simply covered over with rocks or dirt. On each of your turns, you can use a bonus action to mentally command the zombie so long as the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). If you issue no commands, the zombie only defends itself against hostile creatures. The zombie is under your control for 24 hours, after which time it reverts to a corpse. It cannot be reanimated unless it is buried again and re-exhumed. There is some debate around the ethics of using necromantic magic such as this. I care nothing for such frivolous discussions. Magic is neither good nor evil, it simply is. My only consideration is whether a particular spell or item will enhance the Balance or diminish it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Shovel of Digging","description":"Shovel of Digging Wondrous item, uncommon This item looks like an ordinary shovel with a 4-footlong wooden shaft and a blade of iron. When you speak its command word, it begins digging by itself at the rate of 10 cubic feet per minute. The shovel can only dig soil or sand and digs for a maximum of 4 hours per day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Shower of Kunai","description":"Shower of Kunai Ninja tools You throw specialized knives at several creatures around you. Make a multitarget ninjutsu attack against a number of different creatures in range up to your Dexterity modifier. On a hit, a creature takes piercing damage equal to 1d6 + your Dexterity modifier and suffers the bleeding condition (1d4 piercing damage at the start of each of its turns, removed after it regains HP) for 1 minute. Use Time: 1 Action Range: 30 feet Damage: 1d6","properties":{"Category":"Items","Expansion":26129,"Item Type":"Ninja Tools"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Shrapnel Bomb","description":"A shrapnel bomb deals piercing damage instead of fire damage, its damage dice are d8s, and it explodes in a 10-foot radius.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Shrieking Greaves","description":"I advise against judging anything by its appearance. However, if an item looks like it's screaming, I advise checking it for curses. Shrieking Greaves Wondrous Item, Rare (Requires Attunement) Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror. The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1 charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn. Curse. The greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar magic. You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Shrimp Pistol","description":"Weapon (pistol), uncommon Component: pouch of aberration claws A biomantic fusion of crustacean and firearm, this magic weapon thrums with stored energy, ready to release a devastating strike like its pistol shrimp namesake. This pistol fires its ammunition at such tremendous velocities that cavitation bubbles form, dealing an extra 1d6 thunder damage to the first target it hits on each of your turns. Cavitation Blast. As an action while you are underwater and holding this weapon, you can release a series of pressure waves from the pistol, causing pockets of cavitation. Each creature in a 15-foot cone must make a DC 13 Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. Once this property of the pistol has been used, it can’t be used again until the next dawn. Misfire. If you roll a 1 on your attack roll with this weapon, the ammunition itself disintegrates, clogging the barrel. The attack automatically misses and you must spend an action to unclog this weapon before it can be used again.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shrimp Pistol (rare variant)","description":"Weapon (pistol), uncommon Component: pouch of aberration claws A biomantic fusion of crustacean and firearm, this magic weapon thrums with stored energy, ready to release a devastating strike like its pistol shrimp namesake. This pistol fires its ammunition at such tremendous velocities that cavitation bubbles form, dealing an extra 1d6 thunder damage to the first target it hits on each of your turns. Cavitation Blast. As an action while you are underwater and holding this weapon, you can release a series of pressure waves from the pistol, causing pockets of cavitation. Each creature in a 15-foot cone must make a DC 13 Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. Once this property of the pistol has been used, it can’t be used again until the next dawn. Misfire. If you roll a 1 on your attack roll with this weapon, the ammunition itself disintegrates, clogging the barrel. The attack automatically misses and you must spend an action to unclog this weapon before it can be used again. Rare variant: Increase the DC to 15, the damage of the Cavitation Blast property to 5d8, and its range to a 20-foot cone. The pistol deals an extra 1d6 thunder damage to each target it hits, instead of the first target on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shrimp Pistol (very rare variant)","description":"Weapon (pistol), uncommon Component: pouch of aberration claws A biomantic fusion of crustacean and firearm, this magic weapon thrums with stored energy, ready to release a devastating strike like its pistol shrimp namesake. This pistol fires its ammunition at such tremendous velocities that cavitation bubbles form, dealing an extra 1d6 thunder damage to the first target it hits on each of your turns. Cavitation Blast. As an action while you are underwater and holding this weapon, you can release a series of pressure waves from the pistol, causing pockets of cavitation. Each creature in a 15-foot cone must make a DC 13 Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. Once this property of the pistol has been used, it can’t be used again until the next dawn. Misfire. If you roll a 1 on your attack roll with this weapon, the ammunition itself disintegrates, clogging the barrel. The attack automatically misses and you must spend an action to unclog this weapon before it can be used again. Rare variant: Increase the DC to 15, the damage of the Cavitation Blast property to 5d8, and its range to a 20-foot cone. The pistol deals an extra 1d6 thunder damage to each target it hits, instead of the first target on each of your turns. Very rare variant: Increase the DC to 16, the damage of the Cavitation Blast property to 6d8, and its range to a 30-foot cone. The pistol deals an extra 1d10 thunder damage to each target it hits, instead of 1d6 to the first target on each of your turns.","properties":{"Category":"Items","Item Type":"Weapon (magitech firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shroud of The Spent Star","description":"Wondrous item, very rare (requires attunement) This ancient cloth veil can be worn over the eyes, exchanging one’s vision for a sharper mind. The following features are granted by the Shroud of the Spent Star: Sidereal Intellect. While you wear the Shroud of the Spent Star, your Intelligence score becomes 19. If it is already 19 or higher, it is unaffected. Sightless Sight, Speechless Speech. While wearing and attuned to the blindfold, you have blindsight within a range of 60 feet, but are blind beyond this point. You can communicate telepathically with creatures within 60 feet, as long as they can understand at least one language, which you do not need to share. Borne on Thought Alone. You have a fly speed equal to your walking speed, propelled through the air by sheer force of will alone. Ancient tomes state the vor’tai this veil once belonged to perished in combat with their astral master. Though the warrior was victorious, the vast energies released during the astral’s death were enough to rend both master and servant asunder, leaving nought but this cloth in its wake.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Animancer","book":"Enchiridion Vaz’kin’rai"},{"name":"Shroud Strips","description":"Shroud strips are alchemically treated strips of cloth or leather used to wrap a corpse. When the body is completely wrapped in shroud strips, it ceases to decay and can’t become undead. The first month a body is wrapped in these strips doesn’t count against the time limit of spells such as raise dead. Some clerics of life or sun deities create enchanted shroud strips that prevent bodies from being turned into undead creatures.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Shrouding Belt","description":"Shrouding Belt Wondrous item, rare This dark leather belt is secured by an oval silver buckle set with a reddish-gold metal dial. The belt has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the belt, you can use an action to turn the dial and activate one of the following functions: Optical Masking Field (1 charge). For 1 minute, light partially bends around your body. Any creature has disadvantage on Wisdom (Perception) checks made to see you. Moreover, the first melee or ranged attack made on you each round has disadvantage. However, if the attack is successful, the optical masking field ends. Auditory Dampening Field (2 charges). For 10 minutes, you can’t create or make any sound. Items in your possession do not make sounds, but objects you interact with may still make sounds. For example, firing a crossbow would be silent, but the bolt hitting a target would not be. Observation Scattering Field (3 charges). For 8 hours, you can’t be targeted by any divination magic or perceived through magical scrying sensors.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Shrutinandan Sitar","description":"Wondrous item, very rare (requires attunement by a bard) An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water , fly , insect plague , invisibility , levitate , protection from evil and good , or reincarnate . Once the sitar has been used to cast a spell, you can’t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Shtriga Nonna's Pot of Plenty","description":"Shtriga Nonna’s Pot of Plenty Wondrous item, uncommon This black iron pot weighs only 2 pounds. As an action, you can speak one of the following command phrases to activate its effect: Boil, Boil, Until You Spoil. The cauldron fills with a hearty stew. It creates enough stew to feed fifteen Humanoids. The food is tasty and seasoned well, and spoils if uneaten after 24 hours. Bubble, Bubble, Toil and Trouble. The cauldron fills with stew, as if you said “Boil, boil, until you spoil,” but the stew is poisoned. A creature who consumes the stew must succeed on a DC 16 Constitution saving throw or be poisoned for 24 hours. Once the pot has been used in either of these ways, the pot can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Shuffleflush’s Cunning Coin","description":"Shuffleflush’s Cunning Coin Wondrous Item, Common Stories have it that the legendary halfling gambler, Shiny Shuffleflush was the first to use magic to get a coin to land on its edge in order to win an impossible bet. Since then, countless such coins have found themselves in the hands of aspiring grifters and master scammers alike. This coin looks like an ordinary gold piece that feels somewhat lighter than it should. When tossing it, you can use your reaction to mentally command it to land on any side you choose, including landing on its edge.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Shuffleflush’s Stinky Shoes","description":"Shuffleflush’s Stinky Shoes Wondrous Item, Legendary (requires attunement) Once worn by the legendary halfling gambler Shiny Shuffleflush, these fancy shoes are always magically clean and spotless. Stories say that Shuffleflush used the magic of these shoes to get other gamblers to leave the table whenever fortune did not favor him. While wearing these shoes, your walking speed increases by 10 feet. Summon Stupefying Stink. While wearing these shoes, you are enveloped in a pleasant, musky aroma. However, you can use your action to cause them to emit a terrible odor, as if you had cast stinking cloud (DC 25) centered on yourself and not requiring concentration. You can trigger this effect at will and you automatically succeed on its saving throw. Shuffleflush’s Stinky Salvation. Any creature that swallows you while you are wearing these shoes must succeed on a DC 25 Constitution saving throw against poison or be forced to regurgitate you immediately as the shoes’ magical stink automatically seeps out and overwhelms it. The creature repeats the saving throw at the beginning of each of its turns for as long as you remain swallowed. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Shuriken","description":"Shuriken Ranged weapon (martial, shuriken) Favored by shinobi, shuriken are small metal discs with a sharpened edge that come in a dizzying array of sizes and styles. They are designed mainly to distract, but shuriken can also be coated with toxins for lethality, and any cutting edge can kill if used properly. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Special: When you hit with a thrown attack using a shuriken, if you are proficient in ninja tools, you can cause the target to suffer the distracted condition (–2 AC, removed when hit by an attack). Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Piercing Properties: Ammunition, Finesse, Light, Special Range: 15/60 Weight: 0.125","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Finesse, Light, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Shuriken","description":"","properties":{"Category":"Items","Item Type":"Weapon (shuriken)","Properties":"Finesse, Thrown (20/60)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sickle","description":"Sickle Melee weapon (simple, sickle) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Subtype":"Simple, Sickle","Item Type":"Melee Weapon","data-List":"false","Properties":"Light","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sickle","description":"Sickle Melee weapon (simple, sickle) A sickle, or kama, is an agricultural implement that can also serve as a weapon. A sickle is a blade mounted perpendicularly atop a short haft used for harvesting grain. Kama are often used in pairs, sometimes linked at the handles by a length of chain. The Mantis Clan has adopted this weapon as a part of its arsenal. One likely apocryphal Mantis tale claims an early Clan Champion and captain mistook a kama for a giant fishhook while ashore in a marketplace, and bought it after swearing to catch the fish big enough to need it. Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Paired: When you engage in two-weapon fighting using two weapons that have the same name and the paired property, you can add your ability modifier to the damage of the second attack. Snaring: Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Light, Paired, Snaring (10) Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Paired, Snaring (10)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sickle","description":"Simple Melee Weapon Damage: 1d4 Slashing Properties: Light Mastery: Nick Weight: 2 lb. Cost: 1 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"None","Name":"Sickle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sickle","description":"Sickle Melee weapon (simple, sickle) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sickle +1","description":"Sickle +1 Melee weapon (simple, sickle) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4+1 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Light","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sickle +1","description":"Sickle +1 Melee weapon (simple, sickle) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4+1 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sickle +1","description":"Weapon (Sickle), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Sickle +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sickle +1","description":"Weapon (Sickle), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sickle +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sickle +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"401 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sickle\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Sickle +1 Attack\",\"parent\":\"Sickle +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sickle +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Sickle +1 Damage\",\"parent\":\"Sickle +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Sickle +1 Attack (Off-hand)\",\"parent\":\"Sickle +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sickle +1 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Sickle +1 Damage (Off-hand)\",\"parent\":\"Sickle +1 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Nick","Name":"Sickle +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sickle +2","description":"Sickle +2 Melee weapon (simple, sickle) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4+2 Damage Type : Slashing Properties : Light Weight : 2 ","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sickle +2","description":"Sickle +2 Melee weapon (simple, sickle) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4+2 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Light","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sickle +2","description":"Weapon (Sickle), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Sickle +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sickle +2","description":"Weapon (Sickle), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sickle +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sickle +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"4001 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sickle\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Sickle +2 Attack\",\"parent\":\"Sickle +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sickle +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Sickle +2 Damage\",\"parent\":\"Sickle +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Sickle +2 Attack (Off-hand)\",\"parent\":\"Sickle +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sickle +2 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Sickle +2 Damage (Off-hand)\",\"parent\":\"Sickle +2 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Nick","Name":"Sickle +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sickle +3","description":"Sickle +3 Melee weapon (simple, sickle), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4+3 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Light","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sickle +3","description":"Sickle +3 Melee weapon (simple, sickle) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4+3 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Light","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sickle +3","description":"Weapon (Sickle), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Sickle +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sickle +3","description":"Weapon (Sickle), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Light","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Light","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sickle +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sickle +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Light\\\"],\\\"cost\\\":\\\"40001 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sickle\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Sickle +3 Attack\",\"parent\":\"Sickle +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sickle +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Sickle +3 Damage\",\"parent\":\"Sickle +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Sickle +3 Attack (Off-hand)\",\"parent\":\"Sickle +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sickle +3 (Off-hand)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Sickle +3 Damage (Off-hand)\",\"parent\":\"Sickle +3 Attack (Off-hand)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Nick","Name":"Sickle +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sickle of Agonizing Paralysis","description":"Weapon (sickle), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Sickle of Bloodletting","description":"Sickle of Bloodletting Melee weapon (simple, sickle), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sickle of Certain Death","description":"Sickle of Certain Death Weapon (sickle), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Sickle of Defense","description":"Sickle of Defense Melee weapon (simple, sickle), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d4 Damage Type: slashing Properties: Light, defensive Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sickle of Inverted Probability","description":"Sickle of Inverted Probability Melee weapon (simple, sickle), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: slashing Properties: Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sickle of Sorrow","description":"Sickle of Sorrow Weapon (sickle), rare Damage: 1d6+2 piercing Weight: 2 lbs. Properties: Light You gain a +1 bonus to attack and damage rolls made with this magic weapon. Aura of Sorrow. As a bonus action, you can speak the command word to cause the sickle to emanate dark melancholy for 1 minute. Any creature that hits you with a melee attack or ends its turn within 10 feet of you must make a DC 15 Wisdom saving throw, taking 2d8 psychic damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times per day equal to your proficiency bonus.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Sickle of Thorns","description":"Weapon (sickle), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can’t be used to cut trunks of saplings larger than 1 inch in diameter. It also can’t cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sickle of Thorns","description":"Weapon (sickle), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can’t be used to cut trunks of saplings larger than 1 inch in diameter. It also can’t cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sickle of Warning","description":"Weapon (Sickle), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Sickle of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Siege Arrow","description":"Weapon (arrow), common This magic arrow’s tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Siege Bat","description":"","properties":{"Category":"Items","Item Type":"Weapon (siege bat)","Properties":"Finesse, two-handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Siege Baton","description":"","properties":{"Category":"Items","Item Type":"Weapon (siege baton)","Properties":"Finesse, light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Siege Club","description":"","properties":{"Category":"Items","Item Type":"Weapon (siege club)","Properties":"Heavy, two-handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Siege Tower","description":"Siege Tower Gargantuan object Armor Class : 15 Hit Points : 200 Damage Immunities : poison, psychic A siege tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the siege tower to reach the top of walls up to 40 feet high. A creature in the tower has total cover from attacks outside the tower.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Siege Tower","description":"Gargantuan Object Armor Class: 15 Hit Points: 200 A Siege Tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the Siege Tower to reach the top of walls up to 40 feet high. A creature in the tower has Total Cover against attacks and other effects that originate outside it.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Siege Tower"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Siegeball Gear","description":"","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sightbane Spores","description":"Wondrous Item, Rare (Requires Attunement) These spores appear as dense, fibrous clumps of mycelium with an organic texture. Symbiotic Attunement To attune to this symbiont, you must place them onto your eyes whereupon they integrate with your optic nerves and neural pathways. You gain the following effects while attuned to the spores: Blind. You are Blinded. Blindsight. You have Blindsight with a range of 60 feet, perceiving your surroundings through bio-electric fields. Poison Resistant. You have Advantage against being Poisoned and resistance to Poison damage To end your attunement to the spores, a creature must spend 1 minute and make a DC 20 Dexterity (Medicine) check to remove the spores. On a success, the spores are safely removed, ending your attunement to them. On a failure, the spores are destroyed and you remain Blinded for 1d4 days.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Sighted","description":"Apprentice weapon property Components: Masterwork martial or exotic ranged weapon with the Ammunition property that doesn’t have the Scatter property This weapon gains the Sighted property. Additionally, its normal range increases by 50 feet and its long range increases accordingly. Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet of you.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Signal whistle","description":"Signal Whistle Adventuring gear Weight : -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Signal Whistle","description":"Signal Whistle Adventuring gear Weight : -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Signal Whistle","description":"Adventuring Gear Weight: — Cost: 5 CP When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Signal Whistle"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Signal Whistle","description":"Signal Whistle Adventuring gear Weight : -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Signaling Ammunition","description":"Weapon (any ammunition), uncommon This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn’t hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can’t benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Signaling Compass","description":"Wondrous item, uncommon The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Signet of the Magister","description":"Ring, rare (requires attunement) This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature—requiring a melee attack roll unless the creature is willing or incapacitated—and magically brand it with the ring’s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can’t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar’s mask , you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian , the psychic damage from the brand increases to 3d6 and the save DC increases to 16.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Signet ring","description":"Signet Ring Adventuring gear Weight : -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Signet Ring","description":"Signet Ring Adventuring gear Weight : -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Signet Ring","description":"Signet Ring Adventuring gear Weight : -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Silence Serum","description":"Potion, Rare A creature that drinks this potion must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. While poisoned this way, the creature can’t speak or cast spells that require verbal components.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Silk Armor","description":"Silk Armor Armor (light) Worn by some bushi in the Plains of Wind and Stone, silk armor offers excellent protection from arrows and other missile weapons. Wearer reduces nonmagical piercing damage they take by 3. AC: 11 + Dexterity Modifier Weight: 4","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Silk rope","description":"Silk Rope (50 feet) Adventuring gear Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Weight : 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Silk Rope","description":"Silk Rope (50 feet) Adventuring gear Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Weight : 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Silk Rope","description":"Silk Rope Adventuring Gear Cost 10 gp Weight 5 lb This rope is 50 feet long, has 2 hit points, and can be burst with a DC 17 Strength check.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Silk Rope","description":"Silk Rope (50 feet) Adventuring gear Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Weight : 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Silk-Backed Coin Mail","description":"Made of silver coins from conquered nations and backed by a layer of quilted red wormsilk, these hauberks are typically awarded to soldiers, mercenaries, and generals with conspicuous valor in the campaign that conquered the land from where the coins originated. While wearing this armor, you have resistance to piercing damage from nonmagical weapons. If the piercing damage is from a critical hit, the armor loses this property until you spend a short rest repairing it (no special tools or check required).","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Silken Spite","description":"Silken Spite Melee weapon (martial, rapier), artifact (requires attunement) The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. Sentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. Personality. A murderous yochlol named Sinnafex lives within Silken Spite . The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. Dormant. The rapier grants the following benefits in its dormant state: You can speak, read, and write Abyssal, Elvish, and Undercommon. You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause poison to coat the rapier’s blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. Awakened. When the rapier reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poison increases to 15. While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill , darkness , levitate , or web . Once a spell has been cast using the rapier, that spell can’t be cast from the rapier again until the next dawn. Exalted. When the rapier reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poison and spells cast from the weapon increases to 17. Magical darkness doesn’t impede your darkvision. While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can’t be used again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8+3 Damage Type: Piercing modifiers: Melee Attacks +3, Melee Damage +3 Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"weapon (rapier)","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Silken Spite","description":"Silken Spite Weapon (rapier), artifact (requires attunement) The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. Sentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. Personality. A murderous yochlol named Sinnafex lives within Silken Spite . The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. Dormant. The rapier grants the following benefits in its dormant state: You can speak, read, and write Abyssal, Elvish, and Undercommon. You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause poison to coat the rapier’s blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. Awakened. When the rapier reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poison increases to 15. While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill , darkness , levitate , or web . Once a spell has been cast using the rapier, that spell can’t be cast from the rapier again until the next dawn. Exalted. When the rapier reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poison and spells cast from the weapon increases to 17. Magical darkness doesn’t impede your darkvision. While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can’t be used again until the next dawn. Damage : 1d8 + 1/2/3 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Silken Spite, Awakened","description":"Silken Spite Weapon (rapier), artifact (requires attunement) The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. Sentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. Personality. A murderous yochlol named Sinnafex lives within Silken Spite . The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. Dormant. The rapier grants the following benefits in its dormant state: You can speak, read, and write Abyssal, Elvish, and Undercommon. You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause poison to coat the rapier’s blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. Awakened. When the rapier reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poison increases to 15. While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill , darkness , levitate , or web . Once a spell has been cast using the rapier, that spell can’t be cast from the rapier again until the next dawn. Damage : 1d8 + 2 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Silken Spite, Dormant","description":"Silken Spite Weapon (rapier), artifact (requires attunement) The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. Sentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. Personality. A murderous yochlol named Sinnafex lives within Silken Spite . The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. Dormant. The rapier grants the following benefits in its dormant state: You can speak, read, and write Abyssal, Elvish, and Undercommon. You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause poison to coat the rapier’s blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. Damage : 1d8 + 1 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Silken Spite, Exalted","description":"Silken Spite Weapon (rapier), artifact (requires attunement) The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. Sentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. Personality. A murderous yochlol named Sinnafex lives within Silken Spite . The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. Dormant. The rapier grants the following benefits in its dormant state: You can speak, read, and write Abyssal, Elvish, and Undercommon. You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause poison to coat the rapier’s blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. Awakened. When the rapier reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the weapon’s poison increases to 15. While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill , darkness , levitate , or web . Once a spell has been cast using the rapier, that spell can’t be cast from the rapier again until the next dawn. Exalted. When the rapier reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the weapon’s poison and spells cast from the weapon increases to 17. Magical darkness doesn’t impede your darkvision. While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can’t be used again until the next dawn. Damage : 1d8 + 3 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Silkspun Lantern","description":"Wondrous item, rare Component: fey (moth) egg This enchanting lantern stirs a deep fascination in the hearts of those who behold it, and can be used to lure unsuspecting humanoids to the Plane of Fey. Weak-willed creatures who so much as glance at its mesmerising lilac hues find themselves haunted by wistful memories of its light and a desire to be near it. Night Light. The lantern exists in one of three states: unravelled, shaded, or cocooned. As a bonus action while holding this lantern, you can cause it to change states. When unravelled, this lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When shaded, the lantern sheds dim light in a 30-foot radius, which only the creature carrying it can see. When cocooned, the lantern sheds no light. Eclipse Swarm. While holding this lantern, you can cast the insect plague spell (save DC 15). When cast in this way, the spell creates moths instead of locusts. Once this property of the lantern has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Silkspun Lantern","description":"Wondrous item, rare Component: fey (moth) egg This enchanting lantern stirs a deep fascination in the hearts of those who behold it, and can be used to lure unsuspecting humanoids to the Plane of Fey. Weak-willed creatures who so much as glance at its mesmerising lilac hues find themselves haunted by wistful memories of its light and a desire to be near it. Night Light. The lantern exists in one of three states: unravelled, shaded, or cocooned. As a bonus action while holding this lantern, you can cause it to change states. When unravelled, this lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When shaded, the lantern sheds dim light in a 30-foot radius, which only the creature carrying it can see. When cocooned, the lantern sheds no light. Eclipse Swarm. While holding this lantern, you can cast the insect plague spell (save DC 15). When cast in this way, the spell creates moths instead of locusts. Once this property of the lantern has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Silkspun Lantern (uncommon variant)","description":"Wondrous item, rare Component: fey (moth) egg This enchanting lantern stirs a deep fascination in the hearts of those who behold it, and can be used to lure unsuspecting humanoids to the Plane of Fey. Weak-willed creatures who so much as glance at its mesmerising lilac hues find themselves haunted by wistful memories of its light and a desire to be near it. Night Light. The lantern exists in one of three states: unravelled, shaded, or cocooned. As a bonus action while holding this lantern, you can cause it to change states. When unravelled, this lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When shaded, the lantern sheds dim light in a 30-foot radius, which only the creature carrying it can see. When cocooned, the lantern sheds no light. Eclipse Swarm. While holding this lantern, you can cast the insect plague spell (save DC 15). When cast in this way, the spell creates moths instead of locusts. Once this property of the lantern has been used, it can’t be used again until the next dawn. Uncommon variant: The item doesn’t have the Eclipse Swarm property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Silkspun Lantern (uncommon variant)","description":"Wondrous item, rare Component: fey (moth) egg This enchanting lantern stirs a deep fascination in the hearts of those who behold it, and can be used to lure unsuspecting humanoids to the Plane of Fey. Weak-willed creatures who so much as glance at its mesmerising lilac hues find themselves haunted by wistful memories of its light and a desire to be near it. Night Light. The lantern exists in one of three states: unravelled, shaded, or cocooned. As a bonus action while holding this lantern, you can cause it to change states. When unravelled, this lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When shaded, the lantern sheds dim light in a 30-foot radius, which only the creature carrying it can see. When cocooned, the lantern sheds no light. Eclipse Swarm. While holding this lantern, you can cast the insect plague spell (save DC 15). When cast in this way, the spell creates moths instead of locusts. Once this property of the lantern has been used, it can’t be used again until the next dawn. Uncommon variant: The item doesn’t have the Eclipse Swarm property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Silkspun Lantern (very rare variant)","description":"Wondrous item, rare Component: fey (moth) egg This enchanting lantern stirs a deep fascination in the hearts of those who behold it, and can be used to lure unsuspecting humanoids to the Plane of Fey. Weak-willed creatures who so much as glance at its mesmerising lilac hues find themselves haunted by wistful memories of its light and a desire to be near it. Night Light. The lantern exists in one of three states: unravelled, shaded, or cocooned. As a bonus action while holding this lantern, you can cause it to change states. When unravelled, this lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When shaded, the lantern sheds dim light in a 30-foot radius, which only the creature carrying it can see. When cocooned, the lantern sheds no light. Eclipse Swarm. While holding this lantern, you can cast the insect plague spell (save DC 15). When cast in this way, the spell creates moths instead of locusts. Once this property of the lantern has been used, it can’t be used again until the next dawn. Uncommon variant: The item doesn’t have the Eclipse Swarm property. Very rare variant: Increase the DC to 16. The item has the Moth to a Flame property. Moth to a Flame. As an action while holding the unravelled lantern, you can target a creature within 30 feet of you that can see the lantern, forcing it to succeed on a DC 16 Wisdom saving throw or be charmed by you for 10 minutes. While charmed in this way, a creature must use all of its movement and action to approach the lantern on each of its turns, and can’t willingly move away from it. In addition, the creature is also blinded while within 5 feet of the lantern, unable to focus on anything but its radiance. The creature can repeat this saving throw at the end of each of its turns if it took damage since its last turn, ending the effect on itself on a success. Once this property of the lantern has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Silkspun Lantern (very rare variant)","description":"Wondrous item, rare Component: fey (moth) egg This enchanting lantern stirs a deep fascination in the hearts of those who behold it, and can be used to lure unsuspecting humanoids to the Plane of Fey. Weak-willed creatures who so much as glance at its mesmerising lilac hues find themselves haunted by wistful memories of its light and a desire to be near it. Night Light. The lantern exists in one of three states: unravelled, shaded, or cocooned. As a bonus action while holding this lantern, you can cause it to change states. When unravelled, this lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When shaded, the lantern sheds dim light in a 30-foot radius, which only the creature carrying it can see. When cocooned, the lantern sheds no light. Eclipse Swarm. While holding this lantern, you can cast the insect plague spell (save DC 15). When cast in this way, the spell creates moths instead of locusts. Once this property of the lantern has been used, it can’t be used again until the next dawn. Uncommon variant: The item doesn’t have the Eclipse Swarm property. Very rare variant: Increase the DC to 16. The item has the Moth to a Flame property. Moth to a Flame. As an action while holding the unravelled lantern, you can target a creature within 30 feet of you that can see the lantern, forcing it to succeed on a DC 16 Wisdom saving throw or be charmed by you for 10 minutes. While charmed in this way, a creature must use all of its movement and action to approach the lantern on each of its turns, and can’t willingly move away from it. In addition, the creature is also blinded while within 5 feet of the lantern, unable to focus on anything but its radiance. The creature can repeat this saving throw at the end of each of its turns if it took damage since its last turn, ending the effect on itself on a success. Once this property of the lantern has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Silt mask","description":"This covering keeps sand and other irritants out of the respiratory tract. Creatures wearing a silt mask have advantage on saving throws against effects that are delivered through breathing. Casting a spell with verbal components while wearing a silt mask requires a DC 10 Constitution check. On a failure, the spell slot is expended without effect.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Silt Mask","description":"This covering keeps sand and other irritants out of the respiratory tract. Creatures wearing a silt mask have advantage on saving throws against effects that are delivered through breathing. Casting a spell with verbal components while wearing a silt mask requires a DC 10 Constitution check; on a failure, the spell slot is expended without effect.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Silver Bloodpearl Bracelet","description":"Wondrous item, uncommon (silver) or very rare (gold) This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet’s color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can’t be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can’t be used again until the next dawn when the pearls regrow. Table: Silver Bloodpearl Bracelet d6 Ooze CR Blood Price 1 Dipsa 1/4 5 hp 2 Treacle 1/4 5 hp 3 Gray Ooze 1/2 5 hp 4 Alchemical Apprentice 1 7 (2d6) 5 Suppurating Ooze 1 7 (2d6) 6 Gelatinous Cube 2 10 (3d6)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Silver Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) Silver Dragon Scale Mail is made of the scales of a silver dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Silver Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Cold damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest silver dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Silver Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silver Horn of Valhalla","description":"Silver Horn of Valhalla Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual . They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Silver Horn of Valhalla","description":"Wondrous Item, Rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. Horn Type Spirits Requirement Silver 2 None","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Silver Horn of Valhalla"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silver Raven Figurine of Wondrous Power","description":"Silver Raven Figurine of Wondrous Power Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Silver Raven Figurine of Wondrous Power","description":"Wondrous Item, Uncommon A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Silver Raven. This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messen ger on it.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Silver Raven Figurine of Wondrous Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silver Strings","description":"Wondrous item, uncommon (requires attunement by a bard) These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument. Magical Melody. When you use the instrument as an arcane focus to cast a spell, each target has disadvantage on its saving throw against the spell. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Silvered Battleaxe","description":"Weapon (Battleaxe), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Silvered Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Blowgun","description":"Weapon (Blowgun), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Silvered Blowgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Club","description":"Weapon (Club), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Silvered Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Dagger","description":"Weapon (Dagger), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Silvered Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Dart","description":"Weapon (Dart), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Silvered Dart"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Flail","description":"Weapon (Flail), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Silvered Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Glaive","description":"Weapon (Glaive), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Silvered Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Greataxe","description":"Weapon (Greataxe), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Silvered Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Greatclub","description":"Weapon (Greatclub), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Silvered Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Greatsword","description":"Weapon (Greatsword), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Silvered Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Halberd","description":"Weapon (Halberd), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Silvered Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Hand Crossbow","description":"Weapon (Hand Crossbow), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"No","Name":"Silvered Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Handaxe","description":"Weapon (Handaxe), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"No","Name":"Silvered Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Heavy Crossbow","description":"Weapon (Heavy Crossbow), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Silvered Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Javelin","description":"Weapon (Javelin), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Silvered Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Lance","description":"Weapon (Lance), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Silvered Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Light Crossbow","description":"Weapon (Light Crossbow), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Silvered Light Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Light Hammer","description":"Weapon (Light Hammer), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Silvered Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Longbow","description":"Weapon (Longbow), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Silvered Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Longsword","description":"Weapon (Longsword), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Silvered Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Mace","description":"Weapon (Mace), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Silvered Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Maul","description":"Weapon (Maul), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Silvered Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Morningstar","description":"Weapon (Morningstar), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Silvered Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Musket","description":"Weapon (Musket), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Silvered Musket"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Oar","description":"Wondrous item, rare This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Silvered Pike","description":"Weapon (Pike), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Silvered Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Pistol","description":"Weapon (Pistol), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Silvered Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Quarterstaff","description":"Weapon (Quarterstaff), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Silvered Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Rapier","description":"Weapon (Rapier), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Silvered Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Scimitar","description":"Weapon (Scimitar), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Silvered Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Shortbow","description":"Weapon (Shortbow), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Silvered Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Shortsword","description":"Weapon (Shortsword), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Silvered Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Sickle","description":"Weapon (Sickle), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Silvered Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Sling","description":"Weapon (Sling), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Silvered Sling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Spear","description":"Weapon (Spear), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Silvered Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Trident","description":"Weapon (Trident), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Silvered Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered War Pick","description":"Weapon (War Pick), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Silvered War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Warhammer","description":"Weapon (Warhammer), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Silvered Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Weapon (Template)","description":"Weapon (Any Simple or Martial), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silvered Whip","description":"Weapon (Whip), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Silvered Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Silverfang","description":"Weapon (spear), very rare (requires attunement) Silverfang is a sentient magic spear that was forged by the skilled elven wizard and master weaponsmith, Elthandryll, who sought vengeance for the loss of his beloved silver dragon companion, Tannastimaahlya. After Tannastimaahlya's tragic demise at the hands of a ruthless red dragon, Elthandryll channeled her companion’s soul into the weapon during its creation. By imbuing the spear with her essence, he hoped to create a weapon capable of delivering a deadly blow to his dragon adversary. The creation of Silverfang was a labor of love, mourning, and revenge as Elthandryll poured his grief and fury into the forging process. As time passed, Silverfang was passed down through the generations of Elthandryll's elven descendants. Each wielder added their own experiences and triumphs to the weapon's history, further fueling its power and resonance. Silverfang possesses a distinct personality, reflecting the noble and protective spirit of Tannastimaahlya. The weapon is fiercely loyal to its wielder and possesses an innate understanding of their desires, often whispering words of guidance and encouragement in their minds. It carries the memories and wisdom of Tannastimaahlya, providing valuable insights into the ways of dragons and their weaknesses. Silverfag is lawful good, has an Intelligence score of 18, a Wisdom score of 15, and a Charisma score of 23. It communicates by transmitting emotions to the creature carrying or wielding it. It can hear and has blindsight in a 60 feet and darkvision in a 120 feet radius. If Silverfang’s wielder is not of lawful good alignment, it demands to be given to someone else. When such a conflict occurs, Silverfang makes a Charisma check contested by the wielder's Charisma check. If Silverfang wins the contest, the wielder is compelled to give it to someone else. If its wielder wins the contest and refuses to comply with Silverfang’s wishes, the spear makes it impossible for its wielder to attune to it and suppress all of its properties. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a red dragon with this weapon, the red dragon takes an extra 3d6 cold damage. Once per day, Silverfang can unleash a cone of freezing breath in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw , taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Silverquill Primer","description":"Silverquill Primer Wondrous item, uncommon (requires attunement by a spellcaster) The Silverquill Primer is a magic textbook created at Strixhaven’s Silverquill College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Charisma (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"SIM AR Adapter","description":"This 2-inch square device is adhered to the head against the temple. Like SIM goggles, it allows you to view the screen of any SIM-linked device you are carrying in a holographic display that only you can see. The display can’t be interacted with directly, however it responds to any voice commands that would normally function on the linked device.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"SIM Goggles","description":"SIM Goggles Miscellaneous gear (digital device) Weight : 0.5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"SIM Interface","description":"SIM Interface Augment (head), uncommon The standard version of this cortical implant is an uncommon augment. As an action, you can activate or deactivate the implant, which functions as either a SIM unit or a SIM AR adapter. You can switch between these two functions as a bonus action. The following SIM interface variants are rare augments and have additional properties. SIMreal Virtual Helm Interface","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"SIM Unit","description":"SIM Unit Miscellaneous gear (digital device) This rig is attached to a headpiece that allows the user direct access to the Silrayne Intergalactic Matrix. Unlike regular portable media, a SIM unit allows the user to create and modify programs and experience the SIM in a virtual reality environment using a digital persona. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Simic Keyrune","description":"Simic Keyrune Wondrous item, uncommon This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"SIMreal Interface","description":"SIM Interface Augment (head), uncommon The standard version of this cortical implant is an uncommon augment. As an action, you can activate or deactivate the implant, which functions as either a SIM unit or a SIM AR adapter. You can switch between these two functions as a bonus action. The following SIM interface variants are rare augments and have additional properties. SIMreal. This interface also functions as a SIMreal recorder (see “ Lifestyles in Play ”). A micro-port at the base of your skull is used to house the recorder’s data chip. Virtual Helm Interface. This interface has the added function of a virtual helm and can be linked to one vehicle of your choice (see “ Vehicle Options ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sin: Envy","description":"Item modifier, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as copying a friend’s dress sense or mimicking someone’s accent for a day. OA or EA: Envy. While you hold the item, when a creature within 30 feet of you that you can see makes an attack roll, saving throw, or ability check, you can use your reaction to capture the creature’s reflection in the item’s surface and store a copy of the result of that creature’s roll before any modifiers are applied to it. You can decide to use this reaction after the die is rolled, but before the GM determines if the result succeeds or fails. Once within the next minute, after a creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check, you can choose to replace its roll of the d20 with this stored die roll (no action required). You must choose to do so before the roll, and you can replace a roll in this way only once per turn. After you replace a die in this way, until the end of your next turn, if the creature you mirrored takes damage, you take half as much damage as psychic damage. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Envy (rare variant)","description":"Item modifier, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as copying a friend’s dress sense or mimicking someone’s accent for a day. OA or EA: Envy. While you hold the item, when a creature within 30 feet of you that you can see makes an attack roll, saving throw, or ability check, you can use your reaction to capture the creature’s reflection in the item’s surface and store a copy of the result of that creature’s roll before any modifiers are applied to it. You can decide to use this reaction after the die is rolled, but before the GM determines if the result succeeds or fails. Once within the next minute, after a creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check, you can choose to replace its roll of the d20 with this stored die roll (no action required). You must choose to do so before the roll, and you can replace a roll in this way only once per turn. After you replace a die in this way, until the end of your next turn, if the creature you mirrored takes damage, you take half as much damage as psychic damage. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the range to 60 feet. The fiend asks for a medium task, such as stealing credit for someone else’s achievement or publicly disparaging a friend so you look better in comparison.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Envy (very rare variant)","description":"Item modifier, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as copying a friend’s dress sense or mimicking someone’s accent for a day. OA or EA: Envy. While you hold the item, when a creature within 30 feet of you that you can see makes an attack roll, saving throw, or ability check, you can use your reaction to capture the creature’s reflection in the item’s surface and store a copy of the result of that creature’s roll before any modifiers are applied to it. You can decide to use this reaction after the die is rolled, but before the GM determines if the result succeeds or fails. Once within the next minute, after a creature you can see within 30 feet of you makes an attack roll, saving throw, or ability check, you can choose to replace its roll of the d20 with this stored die roll (no action required). You must choose to do so before the roll, and you can replace a roll in this way only once per turn. After you replace a die in this way, until the end of your next turn, if the creature you mirrored takes damage, you take half as much damage as psychic damage. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the range to 60 feet. The fiend asks for a medium task, such as stealing credit for someone else’s achievement or publicly disparaging a friend so you look better in comparison. Very rare variant: Increase the range to 120 feet. The fiend asks for a major task, such as murdering someone you consider more beautiful than yourself or sabotaging a happy relationship.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Gluttony","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as eating a friend’s food before they’re finished, not sharing your birthday cake, or taking candy from a baby. OA or EA: Gluttony. While the item is on your person, whenever you roll Hit Dice to recover hit points at the end of a short rest, you regain 1 additional hit points for each die rolled. You can regain up to 5 additional hit points from this property per day; the additional hit points you can regain resets each day at dawn. You require twice as much food to sustain yourself each day.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Gluttony (rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as eating a friend’s food before they’re finished, not sharing your birthday cake, or taking candy from a baby. OA or EA: Gluttony. While the item is on your person, whenever you roll Hit Dice to recover hit points at the end of a short rest, you regain 1 additional hit points for each die rolled. You can regain up to 5 additional hit points from this property per day; the additional hit points you can regain resets each day at dawn. You require twice as much food to sustain yourself each day. Rare variant: Increase the hit points regained to 2 per Hit Die rolled, and the maximum you can regain before the next dawn to 10. The fiend asks for a medium task, such as stealing a party member’s rations or demanding that a restaurant increase its portion size.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Gluttony (very rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as eating a friend’s food before they’re finished, not sharing your birthday cake, or taking candy from a baby. OA or EA: Gluttony. While the item is on your person, whenever you roll Hit Dice to recover hit points at the end of a short rest, you regain 1 additional hit points for each die rolled. You can regain up to 5 additional hit points from this property per day; the additional hit points you can regain resets each day at dawn. You require twice as much food to sustain yourself each day. Rare variant: Increase the hit points regained to 2 per Hit Die rolled, and the maximum you can regain before the next dawn to 10. The fiend asks for a medium task, such as stealing a party member’s rations or demanding that a restaurant increase its portion size. Very rare variant: Increase the hit points regained to 3 per Hit Die rolled, and the maximum you can regain before the next dawn to 15. The fiend asks for a major task, such as cannibalising a humanoid or stealing food from the hungry.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Greed","description":"Item modifier, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as stealing a small item, lying to your party about how much treasure you found, or acquiring a certain lost (and potentially cursed) treasure. OA or EA: Greed. This item has 3 charges and regains all expended charges daily at dawn. While it is on your person, you can expend 1 charge to cast the locate object spell. When you cast the spell using this property, you can target only the nearest precious metals or gems not currently worn or carried by a creature. If there are no such treasures within range of the spell, you become demotivated, gaining disadvantage on all Charisma and Wisdom checks for the next hour, and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Greed (rare variant)","description":"Item modifier, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as stealing a small item, lying to your party about how much treasure you found, or acquiring a certain lost (and potentially cursed) treasure. OA or EA: Greed. This item has 3 charges and regains all expended charges daily at dawn. While it is on your person, you can expend 1 charge to cast the locate object spell. When you cast the spell using this property, you can target only the nearest precious metals or gems not currently worn or carried by a creature. If there are no such treasures within range of the spell, you become demotivated, gaining disadvantage on all Charisma and Wisdom checks for the next hour, and this property can’t be used again until the next dawn. Rare variant: The Greed property has no charges: you can cast the locate object spell at will with the same limitations. The fiend asks for a medium task, such as purloining a family’s sacred heirloom or tricking an honest salesman into buying a cursed item.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Greed (very rare variant)","description":"Item modifier, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as stealing a small item, lying to your party about how much treasure you found, or acquiring a certain lost (and potentially cursed) treasure. OA or EA: Greed. This item has 3 charges and regains all expended charges daily at dawn. While it is on your person, you can expend 1 charge to cast the locate object spell. When you cast the spell using this property, you can target only the nearest precious metals or gems not currently worn or carried by a creature. If there are no such treasures within range of the spell, you become demotivated, gaining disadvantage on all Charisma and Wisdom checks for the next hour, and this property can’t be used again until the next dawn. Rare variant: The Greed property has no charges: you can cast the locate object spell at will with the same limitations. The fiend asks for a medium task, such as purloining a family’s sacred heirloom or tricking an honest salesman into buying a cursed item. Very rare variant: The Greed property has no charges: you can cast the locate object spell at will, and it’s no longer limited in what it can target, but you can still become demotivated if you name a target not within range of the spell. The fiend asks for a major task, such as stealing a piece of royal jewellery or committing arson to benefit from insurance fraud.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Lust","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as delivering a sultry message, flirting with a nobleperson, or gifting someone a bottle of cursed perfume. OA or EA: Lust. While the item is on your person, you can cast the charm person spell at will (save DC 13). If your target succeeds on the saving throw, you feel the sting of rejection; you are afflicted by the bane spell for the next hour and this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Lust (rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as delivering a sultry message, flirting with a nobleperson, or gifting someone a bottle of cursed perfume. OA or EA: Lust. While the item is on your person, you can cast the charm person spell at will (save DC 13). If your target succeeds on the saving throw, you feel the sting of rejection; you are afflicted by the bane spell for the next hour and this property can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The fiend asks for a medium task, such as ensuring someone drinks a love potion or courting a nobleperson to gain their favour.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Lust (very rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as delivering a sultry message, flirting with a nobleperson, or gifting someone a bottle of cursed perfume. OA or EA: Lust. While the item is on your person, you can cast the charm person spell at will (save DC 13). If your target succeeds on the saving throw, you feel the sting of rejection; you are afflicted by the bane spell for the next hour and this property can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The fiend asks for a medium task, such as ensuring someone drinks a love potion or courting a nobleperson to gain their favour. Very rare variant: Increase the DC to 16. While the item is on your person, you are proficient in the Persuasion skill. If you already have this proficiency, your proficiency bonus is doubled for any ability check you make that uses Persuasion. The fiend asks for a major task, such as seducing someone or causing someone to break a vow.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Pride","description":"Item modification, rare (optional or enhanced attunement) The Task. The fiend requests a medium task, such as refusing to accept help or healing for 3 days, refusing the next gift or donation offered to you, or insisting on fighting a creature of CR 4 or higher alone. OA or EA: Pride. While the item is on your person, you can use a bonus action to cast the bless spell on yourself (no concentration required). While you are blessed in this way, you become hard-headed; you can’t benefit from the Help action and you are always considered an unwilling target for other creatures’ spells. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Pride (uncommon variant)","description":"Item modification, rare (optional or enhanced attunement) The Task. The fiend requests a medium task, such as refusing to accept help or healing for 3 days, refusing the next gift or donation offered to you, or insisting on fighting a creature of CR 4 or higher alone. OA or EA: Pride. While the item is on your person, you can use a bonus action to cast the bless spell on yourself (no concentration required). While you are blessed in this way, you become hard-headed; you can’t benefit from the Help action and you are always considered an unwilling target for other creatures’ spells. Once this property of the item has been used, it can’t be used again until the next dawn. Uncommon variant: When you cast the bless spell on yourself using this item, you gain a +1 bonus to your rolls, instead of the spell’s usual bonus of 1d4. The fiend asks for a minor task, such as refusing to ask for help or healing for a day, or exaggerating about your past exploits and skills to the party’s detriment.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Pride (very rare variant)","description":"Item modification, rare (optional or enhanced attunement) The Task. The fiend requests a medium task, such as refusing to accept help or healing for 3 days, refusing the next gift or donation offered to you, or insisting on fighting a creature of CR 4 or higher alone. OA or EA: Pride. While the item is on your person, you can use a bonus action to cast the bless spell on yourself (no concentration required). While you are blessed in this way, you become hard-headed; you can’t benefit from the Help action and you are always considered an unwilling target for other creatures’ spells. Once this property of the item has been used, it can’t be used again until the next dawn. Uncommon variant: When you cast the bless spell on yourself using this item, you gain a +1 bonus to your rolls, instead of the spell’s usual bonus of 1d4. The fiend asks for a minor task, such as refusing to ask for help or healing for a day, or exaggerating about your past exploits and skills to the party’s detriment. Very rare variant: When you cast the bless spell on yourself using this item, you roll the d4 twice and use the higher result. The fiend asks for a major task, such as refusing to ask for help or healing for 10 days or insisting on fighting a creature of CR 9 or higher alone.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Sloth","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as refusing to take a watch when it’s your turn, leaving dirty dishes in the sink, or not bathing for 3 weeks before an important meeting. OA or EA: Sloth. While the item is on your person, you can cast the slow spell (save DC 13). For the spell’s duration, your speed is halved and you can’t take reactions. After this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The Sloth property can be used twice, regaining all expended uses daily at dawn. The fiend asks for a medium task, such as deliberately not taking an action in combat once a day for a week, or refusing to take the Help action for a week.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Sloth (rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as refusing to take a watch when it’s your turn, leaving dirty dishes in the sink, or not bathing for 3 weeks before an important meeting. OA or EA: Sloth. While the item is on your person, you can cast the slow spell (save DC 13). For the spell’s duration, your speed is halved and you can’t take reactions. After this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The Sloth property can be used twice, regaining all expended uses daily at dawn. The fiend asks for a medium task, such as deliberately not taking an action in combat once a day for a week, or refusing to take the Help action for a week.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Sloth (very rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as refusing to take a watch when it’s your turn, leaving dirty dishes in the sink, or not bathing for 3 weeks before an important meeting. OA or EA: Sloth. While the item is on your person, you can cast the slow spell (save DC 13). For the spell’s duration, your speed is halved and you can’t take reactions. After this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The Sloth property can be used twice, regaining all expended uses daily at dawn. The fiend asks for a medium task, such as deliberately not taking an action in combat once a day for a week, or refusing to take the Help action for a week. Very rare variant: Increase the DC to 16. The Sloth property can be used three times, regaining all expended uses daily at dawn. The fiend asks for a major task, such as purposefully falling asleep while on watch or refusing to take the Help action for a month.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Wrath","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as delivering an aggressive message, intimidating someone, or starting a bar fight. OA or EA: Wrath. While the item is on your person, you can use a bonus action to enter a fiendish rage for 1 minute. When you activate this property and as a bonus action on subsequent turns for the duration, you gain additional movement equal to half your speed until the start of your next turn. For the duration, if you move at least 15 feet straight towards a creature and then immediately hit it with a melee attack, it must succeed on a DC 13 Strength saving throw or be knocked prone. While this property is active, you lose all sense of self-preservation and are filled with bloodlust; any movement you make must be towards a hostile creature, and the only actions you can take on your turn are the Attack and Dash actions, or an action to break free of restraints or a grapple. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"uncommon","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Wrath (rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as delivering an aggressive message, intimidating someone, or starting a bar fight. OA or EA: Wrath. While the item is on your person, you can use a bonus action to enter a fiendish rage for 1 minute. When you activate this property and as a bonus action on subsequent turns for the duration, you gain additional movement equal to half your speed until the start of your next turn. For the duration, if you move at least 15 feet straight towards a creature and then immediately hit it with a melee attack, it must succeed on a DC 13 Strength saving throw or be knocked prone. While this property is active, you lose all sense of self-preservation and are filled with bloodlust; any movement you make must be towards a hostile creature, and the only actions you can take on your turn are the Attack and Dash actions, or an action to break free of restraints or a grapple. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The devil asks for a medium task, such as assaulting someone or destroying their property.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sin: Wrath (very rare variant)","description":"Item modification, uncommon (optional or enhanced attunement) The Task. The fiend requests a minor task, such as delivering an aggressive message, intimidating someone, or starting a bar fight. OA or EA: Wrath. While the item is on your person, you can use a bonus action to enter a fiendish rage for 1 minute. When you activate this property and as a bonus action on subsequent turns for the duration, you gain additional movement equal to half your speed until the start of your next turn. For the duration, if you move at least 15 feet straight towards a creature and then immediately hit it with a melee attack, it must succeed on a DC 13 Strength saving throw or be knocked prone. While this property is active, you lose all sense of self-preservation and are filled with bloodlust; any movement you make must be towards a hostile creature, and the only actions you can take on your turn are the Attack and Dash actions, or an action to break free of restraints or a grapple. Once this property of the item has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. The devil asks for a medium task, such as assaulting someone or destroying their property. Very rare variant: Increase the DC to 16. When you activate the Wrath property or use the bonus action granted by it to gain movement, you can also make one melee attack with this weapon as part of the same bonus action. The devil asks for a major task, such as kidnap or murder.","properties":{"Category":"Items","Item Type":"Item modifier","Item Rarity":"very rare","Requires Attunement":"optional or enhanced attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Singing Sword","description":"Singing Sword Melee weapon (martial, longsword) , uncommon (requires attunement by an elf) This longsword has the finesse property. When used by an elf, this longsword bends in the air as it’s swung, causing the air to fill with a humming tune. You gain a +1 to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement by an elf"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Single-edged Straightsword","description":"Single-Edged Straightsword Melee weapon (martial, sword) Rokugani chokutō are an ancient design that predate the popularization of the katana in Rokugan. Hung from a belt rather than tucked into a sash, a chokutō is roughly three feet long and lacks the gentle curve found in newer Rokugani swords. Many of the Great Clans’ most ancient and powerful weapons are chokutō. A single-edged straightsword called a talwar is also popular in the Ivory Kingdoms, and is used as a sidearm by many warriors there. Special: When you attack with this weapon, you can choose whether it deals piercing or slashing damage. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: Piercing or Slashing Properties: Versatile, Special Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Singularity","description":"Weapon (quarterstaff), rare (requires attunement) Component: aberration brain With a thought, this staff opens up a tiny portal to the event horizon of a black hole, moulding the warped space-time into a spearhead of flickering force energy. Gravity Shard. While holding the weapon, you can use a bonus action to produce a spearhead of force energy, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. While this spearhead lasts, the weapon can be used as a quarterstaff or a spear, and on a hit, it deals force damage instead of the weapons’ usual bludgeoning or piercing damage, plus an extra 1d4 force damage. In addition, you can use either your Intelligence or Strength modifier for attack and damage rolls you make with this weapon. The energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. Gravity Shunt. As an action, you can use the weapon to telekinetically move creatures or objects within 30 feet of you. Creature. You can try to move a Medium or smaller creature. The creature must succeed on a DC 15 Strength saving throw or be moved up to 10 feet in any direction, including upward but not beyond the range of this property, where it falls to the ground. A creature can choose to fail this saving throw. Object. You can try to move an object that weighs up to 100 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this property. If the object is worn or carried by a creature, the creature must make a DC 15 Strength saving throw. A creature can choose to fail this saving throw. On a failure, you pull the object away from that creature and can move it up to 10 feet in any direction, where it falls to the ground. In addition, you can use an action to exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial, as per the mage hand cantrip.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Singularity (uncommon variant)","description":"Weapon (quarterstaff), rare (requires attunement) Component: aberration brain With a thought, this staff opens up a tiny portal to the event horizon of a black hole, moulding the warped space-time into a spearhead of flickering force energy. Gravity Shard. While holding the weapon, you can use a bonus action to produce a spearhead of force energy, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. While this spearhead lasts, the weapon can be used as a quarterstaff or a spear, and on a hit, it deals force damage instead of the weapons’ usual bludgeoning or piercing damage, plus an extra 1d4 force damage. In addition, you can use either your Intelligence or Strength modifier for attack and damage rolls you make with this weapon. The energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. Gravity Shunt. As an action, you can use the weapon to telekinetically move creatures or objects within 30 feet of you. Creature. You can try to move a Medium or smaller creature. The creature must succeed on a DC 15 Strength saving throw or be moved up to 10 feet in any direction, including upward but not beyond the range of this property, where it falls to the ground. A creature can choose to fail this saving throw. Object. You can try to move an object that weighs up to 100 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this property. If the object is worn or carried by a creature, the creature must make a DC 15 Strength saving throw. A creature can choose to fail this saving throw. On a failure, you pull the object away from that creature and can move it up to 10 feet in any direction, where it falls to the ground. In addition, you can use an action to exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial, as per the mage hand cantrip. Uncommon variant: While the Gravity Shard property is active, the weapon deals an extra 1d4 force damage to the first target it hits on each of your turns, instead of every target. Remove the Creature and Object options from the Gravity Shunt property.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Singularity (very rare variant)","description":"Weapon (quarterstaff), rare (requires attunement) Component: aberration brain With a thought, this staff opens up a tiny portal to the event horizon of a black hole, moulding the warped space-time into a spearhead of flickering force energy. Gravity Shard. While holding the weapon, you can use a bonus action to produce a spearhead of force energy, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. While this spearhead lasts, the weapon can be used as a quarterstaff or a spear, and on a hit, it deals force damage instead of the weapons’ usual bludgeoning or piercing damage, plus an extra 1d4 force damage. In addition, you can use either your Intelligence or Strength modifier for attack and damage rolls you make with this weapon. The energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. Gravity Shunt. As an action, you can use the weapon to telekinetically move creatures or objects within 30 feet of you. Creature. You can try to move a Medium or smaller creature. The creature must succeed on a DC 15 Strength saving throw or be moved up to 10 feet in any direction, including upward but not beyond the range of this property, where it falls to the ground. A creature can choose to fail this saving throw. Object. You can try to move an object that weighs up to 100 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this property. If the object is worn or carried by a creature, the creature must make a DC 15 Strength saving throw. A creature can choose to fail this saving throw. On a failure, you pull the object away from that creature and can move it up to 10 feet in any direction, where it falls to the ground. In addition, you can use an action to exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial, as per the mage hand cantrip. Uncommon variant: While the Gravity Shard property is active, the weapon deals an extra 1d4 force damage to the first target it hits on each of your turns, instead of every target. Remove the Creature and Object options from the Gravity Shunt property. Very rare variant: Increase the DCs to 16, the damage to 1d6, the range of the Gravity Shunt property to 60 feet, the creature size it can affect to Large or smaller, the distance creatures and objects are moved to up to 20 feet, and the maximum object weight to 400 pounds.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Singularity Charge","description":"Singularity Charge Utility (limted), rare This small, spherical device measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d6 + 3 singularity charges are found attached together to a wearable polymer band or belt. You can use an action to detach a charge and throw it up to 60 feet away. When it reaches the end of its trajectory, the charge detonates as a rank 3 singularity power (save DC 15). You can hurl multiple charges, or even the whole band, as one action. When you do so, increase the rank of the singularity by 1 for each charge beyond the first.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Siphon Weapon","description":"Siphon Weapon Weapon (any melee), varies (requires affinity) Siphon weapons absorb energy from living creatures and transfers it to the wielder. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d6 necrotic damage if it isn’t an automaton or a construct. You gain 3 temporary hit points. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra necrotic damage and temporary hit points increase to 7. Superior. When the weapon reaches this grade, it gains the following properties. The extra necrotic damage and temporary hit points increase to 10. When you hit with a melee attack using this weapon and reduce the target to 0 hit points, you gain 10 hit points, up to your maximum. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. When you slay a creature with an attack using the weapon, the creature’s lifeforce is absorbed into the weapon, and that creature can be restored to life only by a cosmic weave power. The creature’s lifeforce is stored inside the weapon for the next 48 hours. As a bonus action, you can release the stored lifeforce from the weapon to regain hit points equal to the slain creature’s maximum hit points.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sir Wrenchinald the Third","description":"Weapon (mace), very rare (requires attunement) Component: fey psyche Sir Wrenchinald the Third is an eccentric wrench, given sentience after years of being used to create items imbued with magic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you have advantage on Intelligence checks and Intelligence saving throws. The wrench is contained in a scabbard; unsheathing it reveals a blade and allows it to be used as a dagger instead of a mace. If you aren’t attuned to the wrench when you unsheathe the dagger, you take 1d4 bludgeoning damage as the wrench closes around your hand. Foul Mouth. While holding this weapon, you can use a bonus action to cast vicious mockery (save DC 16). When the spell is cast in this way, Sir Wrenchinald hurls insults at the target. Pun Master. As an action, you can hold out Sir Wrenchinald toward a creature, causing it to spurt out a series of puns as you cast hideous laughter (save DC 16) on the creature. This property can be used three times, regaining all expended uses daily at dawn. Sentience. The wrench is a sentient lawful neutral mace with an Intelligence of 18, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The wrench communicates by speaking out loud and can speak, read, and understand Binary (a language spoken in the Clockwork Arcadia), Common, and Gnomish. Personality. While Sir Wrenchinald is being wielded, it emits a constant stream of peculiar observations and insults, directed at anyone who would listen. Sir Wrenchinald values intelligence and mechanical skill above all, and may occasionally challenge its wielder with contests of wit in order to test them. Conflict arises if it feels that its wielder doesn’t match its intelligence or makes decisions it views as foolish. Although Sir Wrenchinald acts as if all challenges are beneath it, it is easily intrigued by a puzzle or strange problem.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sir Wrenchinald the Third (rare variant)","description":"Weapon (mace), very rare (requires attunement) Component: fey psyche Sir Wrenchinald the Third is an eccentric wrench, given sentience after years of being used to create items imbued with magic. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you have advantage on Intelligence checks and Intelligence saving throws. The wrench is contained in a scabbard; unsheathing it reveals a blade and allows it to be used as a dagger instead of a mace. If you aren’t attuned to the wrench when you unsheathe the dagger, you take 1d4 bludgeoning damage as the wrench closes around your hand. Foul Mouth. While holding this weapon, you can use a bonus action to cast vicious mockery (save DC 16). When the spell is cast in this way, Sir Wrenchinald hurls insults at the target. Pun Master. As an action, you can hold out Sir Wrenchinald toward a creature, causing it to spurt out a series of puns as you cast hideous laughter (save DC 16) on the creature. This property can be used three times, regaining all expended uses daily at dawn. Sentience. The wrench is a sentient lawful neutral mace with an Intelligence of 18, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The wrench communicates by speaking out loud and can speak, read, and understand Binary (a language spoken in the Clockwork Arcadia), Common, and Gnomish. Personality. While Sir Wrenchinald is being wielded, it emits a constant stream of peculiar observations and insults, directed at anyone who would listen. Sir Wrenchinald values intelligence and mechanical skill above all, and may occasionally challenge its wielder with contests of wit in order to test them. Conflict arises if it feels that its wielder doesn’t match its intelligence or makes decisions it views as foolish. Although Sir Wrenchinald acts as if all challenges are beneath it, it is easily intrigued by a puzzle or strange problem. Rare variant: Reduce the DCs to 15. The weapon doesn’t grant advantage on Intelligence checks and Intelligence saving throws.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Siren Song Lyre","description":"Siren Song Lyre Wondrous item, rare (requires attunement) You can use an action to play this lyre and cast one of the following spells from it: animal friendship , charm person , enthrall , suggestion . If the spell requires a saving throw, the spell save DC is 13. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Siselmi Crystal","description":"Siselmi Crystal Spell catalyst, common This pyramid-shaped crystal can be found in magic-enriched mines or, rarely, inside of earth elementals. When you cast the magic missile spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell creates an additional dart.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Six shooter","description":"Six Shooter Ranged weapon (martial, six shooter) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in \" Making an Attack \" section. Damage: 1d8 Damage Type : Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Six Shooter of Bloodletting","description":"Six Shooter of Bloodletting Ranged weapon (martial, six shooter), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Six Shooter of Defense","description":"Six Shooter of Defense Ranged weapon (martial, six shooter), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d8 Damage Type: Piercing Modifiers: +1 AC Properties: Ammunition, Black powder, Light, Defensive Range: 20/60 Weight: 6","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Six Shooter of Inverted Probability","description":"Six Shooter of Inverted Probability Ranged weapon (martial, six shooter), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Six Shooter of Stopping","description":"Six Shooter of Stopping Ranged weapon (martial, six shooter), rare When you make a ranged weapon attack with this weapon, its thunderous boom is audible to double its normal range. If the attack hits, the target is pushed up to 10 feet away from you. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Six Shooter of the Spectrum","description":"Six Shooter of the Spectrum Ranged weapon (martial, six shooter), very rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you deal damage with this weapon, it deals 1d8 additional damage. The first time you make a ranged attack with this weapon, roll on the Spectrum table to determine the type of this additional damage. On subsequent attacks, you can choose to roll on the Spectrum table for a new damage type, or keep using the previous damage type. Spectrum d6 Damage Type 1 acid 2 cold 3 fire 4 lightning 5 radiant 6 necrotic Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Piercing Modifiers: +2 to attack rolls, +2 to damage rolls Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sixth Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell Sixth Mirage Arcane","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Size Saddle","description":"Wondrous item (rarity by type) The size saddle takes 1 minute to fasten on an appropriately-sized creature. While a creature wears this saddle, the creature’s size changes until it is removed. Other items besides the saddle worn or carried by the creature don’t change size with it. Medium or Large Size Saddle of Shrinking (Common). A willing creature wearing this saddle shrinks, becoming Tiny. It now fits within 1 cubic foot of space and weighs 1 pound. The creature has disadvantage on Strength checks and Strength saving throws, and its natural weapon attacks now deal 1 damage. Tiny or Small Size Saddle of Growing (Uncommon). A willing creature wearing this saddle grows, becoming Large. It expands to a size within 10 cubic feet of space and weighs up to 800 pounds. If there is not enough room for the creature to grow, it reaches the maximum size available in the space, continuing to grow as more space becomes available. Additionally, the creature’s natural weapon attacks deal an extra 1d4 damage. Huge or Gargantuan Size Saddle of Shrinking (Very Rare) . A willing creature wearing this saddle shrinks, becoming Large. It now fits within 10 cubic feet of space and weighs 800 pounds. The creature has disadvantage on Strength checks and Strength saving throws, and all the creature’s natural weapon attacks deal 2d4 less damage (this can’t reduce the damage below 1).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rarity by type"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Skald's Harp","description":"Wondrous item, rare (requires attunement by a bard) This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skathári Warclub","description":"True to their nature, skathári warriors prefer simple, straightforward weapons, such as their traditional warclubs. These clubs are fitted with a row of large spikes for punching through invertebrate shells and discouraging huge predators.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Skeletal Hardening","description":"Skeletal Hardening Augment (body), very rare (requires affinity) Your skeleton is reinforced with impact absorbing compounds. This augment provides the following benefits. Bludgeoning, piercing, and slashing damage from weapon attacks is reduced by 2. Impact damage, such as falling or crashing damage, is reduced by half. The damage you deal with hand-to-hand attacks increases by 1.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Skeleton Key, Bone","description":"Wondrous item, rare This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skeleton Key, Copper","description":"Wondrous item, rarity varies This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skeleton Key, Crystal","description":"Wondrous item, rarity varies This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skeleton Key, Silver","description":"Wondrous item, uncommon This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skeptic's Shelter","description":"Armor (Shield), Uncommon (Requires Attunement) This magic shield is engraved with eight symbols representing various deities. Skeptic’s Magic. The shield has 3 charges and regains all expended charges daily at dawn. While you are carrying it, you can expend 1 charge to attempt to cast one of the spells from the table below, requiring no material components and using your own spellcasting ability or Wisdom, if you have no spellcasting ability. When you cast the spell, you must roll an Intelligence (Religion) check with a DC of 10 + the spell’s level. On a success, you cast the spell and you can’t attempt to cast that spell from the shield again until the next dawn. On a failure, you instead cast another random spell determined by rolling a d8 on the table below, affecting the same target even if the target would normally be out of the spell’s range. d8 Spell 1 blindness/deafness 2 contagion 3 cure wounds (as a 3rd-level spell) 4 death ward 5 dispel magic 6 freedom of movement 7 inflict wounds (as a 3rd-level spell) 8 warding bond","properties":{"Category":"Items","Expansion":25354,"Item Type":"Armor (Shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Skillplex","description":"Skillware Augment (head), varies (requires affinity) This implant grants simulated knowledge and training in a particular skill. It is a rare augment. With this augment, you can add your proficiency bonus to skill checks for one skill or tool of your choice. It provides no benefit for skills in which you are already proficient. Skillplex. The very rare version of this augment holds data for up to three skills, which you choose at installation. You choose which skill is active and gain the skillware benefit for that skill. As an action, you can switch to a different skill, which then becomes your active skill. You can’t have more than one active skill at at time.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Skillware","description":"Skillware Augment (head), varies (requires affinity) This implant grants simulated knowledge and training in a particular skill. It is a rare augment. With this augment, you can add your proficiency bonus to skill checks for one skill or tool of your choice. It provides no benefit for skills in which you are already proficient. Skillplex","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Skin Cloak","description":"Wondrous item, Hag, Legendary (attunement) Attuning to a skin cloak is an evil act. These cloaks are very rare and only a few hags know how to make one properly. Skin cloaks are made by using the skin of a humanoid, and that is exactly what they look like. A skin cloak cannot be mistaken for anything pleasant. Sewing humanoid skin with humanoid hair is not as difficult as keeping a flayed humanoid alive during the process. Any humanoid watching this crafting, regardless of alignment, is at serious risk for having horror or insanity complications. The hag, but usually an entire coven, will work as quickly as possible to sew the cloak together before the flayed victim dies. All attempts to magically keep a victim alive or sedated end up with cloaks with no magical properties. A coven of hags has to expect to “practice” this a few times with various natural substances and techniques before they get it right. Skin cloaks are not made very often because of the immediate hatred and anger sentient creatures react with when they see a creature wearing a skin cloak. The skin cloak does not function if it is covered or glamoured, therefore the wearer has given up on all pretext of interacting with civilization in a hidden or subtle way. The rarity of these cloaks means that they are gifted to a non-hag only in the strangest and rarest of situations. The cloak gives magical properties based on the humanoid skin and hair that makes it up. And there are no known versions of mixed race skin cloaks. The known varieties are elven, gnomish, human, and orc skin cloaks. Elven Skin Cloak. This cloak grants +3 bonus to all ability saving throws. The cloak’s design is obvious if an observer gets within 40 feet of the wearer and most humanoids will either attack the wearer on sight or flee. Fey, other than hags, will immediately attack anyone wearing this if they believe they can kill the wearer. It isn’t understood why the fey react so negatively to this skin cloak and not the other varieties. Gnomish Skin Cloak. This cloak grants immunity to the entire school of illusion. The wearer can see invisible creatures and ignore illusionary defenses ( mirror image for example) if the target is within 30 feet of the wearer. Human Skin Cloak. This cloak affects all friendly and enemy sentient living creatures (other than those with the unaligned alignment) who are within 30 feet, and sight, of the wearer. Those targets have disadvantage when using Charisma abilities against the wearer, and the wearer has advantage on any Charisma saving throws if the source of the attack is within 30 feet of the wearer. This cloak also grants immunity to all suggestion spells. Orcish Skin Cloak. This cloak has only been made once and it was for a long dead annis hag that loved battle more than anything: to include her own life. The wearer of this cloak is granted the abilities of rage and mindless rage as per the Barbarian berserker class features found in the Player’s Handbook . The wearer can go into this berserker state at will. This ability cannot be turned off until all foes within sight are dead. If the wearer of this cloak rages for ten consecutive rounds, then they must make a DC 17 Constitution saving throw or gain one level of exhaustion. At the end of a combat encounter the wearer must make a DC 17 Constitution saving throw or gain one level of exhaustion. A wearer facing multiple battles between long rests could easily die from exhaustion while wearing this cloak. If the wearer is immune to exhaustion then this cloak grants them no powers.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Skinwalker Staff","description":"Staff, very rare (requires attunement by a bard, druid, or ranger) Component: beast pelt Used in shamanistic rituals to commune with wildlife, this staff is adorned with animal skulls and bones. Spells. This staff can be used as a spellcasting focus for your bard, druid, or ranger spells, has 12 charges, and regains 1d8 + 4 expended charges daily at dawn. While wielding the staff, you can expend 1 or more of its charges to cast one of the following spells, using your spell save DC: animal friendship (1 charge), animal messenger (2 charges), commune with nature (5 charges), conjure animals (3 charges), dominate beast (4 charges), polymorph (self only, 4 charges), or speak with animals (1 charge). If you expend the last charge, the skull on the staff withers and cracks, losing its magic. As part of an 8-hour ritual, the skull can be replaced by that of a beast slain within the last 24 hours. At the next dawn, the staff regains charges as normal.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bard, druid, or ranger"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Skinwalker Staff (rare variant)","description":"Staff, very rare (requires attunement by a bard, druid, or ranger) Component: beast pelt Used in shamanistic rituals to commune with wildlife, this staff is adorned with animal skulls and bones. Spells. This staff can be used as a spellcasting focus for your bard, druid, or ranger spells, has 12 charges, and regains 1d8 + 4 expended charges daily at dawn. While wielding the staff, you can expend 1 or more of its charges to cast one of the following spells, using your spell save DC: animal friendship (1 charge), animal messenger (2 charges), commune with nature (5 charges), conjure animals (3 charges), dominate beast (4 charges), polymorph (self only, 4 charges), or speak with animals (1 charge). If you expend the last charge, the skull on the staff withers and cracks, losing its magic. As part of an 8-hour ritual, the skull can be replaced by that of a beast slain within the last 24 hours. At the next dawn, the staff regains charges as normal. Rare variant: Reduce the charges to 8 and the recharge to 1d6 + 2. Remove commune with nature and dominate beast from the list of spells you can cast using the staff.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, druid, or ranger"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Skipstone","description":"Wondrous item, rare This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can’t act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skithship","description":"Skithship Wondrous item, legendary The skithship is a magical longship. It has two forms and an action can be spent by whomever is holding or touching it as they speak a command word to swap between the forms. It is either Folded—a decorative ship that weighs less than a pound and is easily stowed inside a backpack. Or it is Expanded—a full-sized longship. When Folded, all cargo and a certain number of creatures, totaling no more than 120 hit points can be stowed within it. Creatures stowed this way are unconscious even if normally immune to such a state and have no recollection of their experience inside the Folded space. Folded creatures do not require air or water to breathe. Any excess creatures beyond the hit point total, are safely ejected from the ship when it is Folded to the nearest unoccupied space. It has additional properties. All allied creatures on the ship and within 120 feet of it can speak telepathically to one another as if under the influence of the telepathic bond spell. When the ship is Folded, it regains 2d100 hit points. The ship can be Folded or Unfolded as many times as required but it only regains the hit points once; a long rest must be completed before it can heal itself again. This ship is intelligent and can communicate telepathically up to 120 feet away. It has no special purpose, other than to carry the heroes, and is not especially talkative. It does alert nearby heroes to intrusions by enemies and the like however. It also refuses to transform into a ship if the heroes are mistreating it—it only wants to sail the seas.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Skittering Crawler","description":"Skittering Crawler Weapon (bomb), rare The body of this clockwork contraption is 6 inches per side, and it is fitted with eight articulated legs. As an action, you can choose one of three activities (see below) and activate the skittering crawler by winding the key on its underside. When activated, the skittering crawler has a walking speed of 50 feet, AC 8, 5 hp, a +4 bonus on Dexterity (Stealth) checks, and immunity to psychic damage and poison damage. When the crawler finishes performing an activity, or if it is reduced to 0 hit points by any damage other than cold damage, it detonates. When it detonates, it deals 4d6 fire damage and 2d4 bludgeoning damage to each creature within 5 feet. Crawler Modes Proximity. The skittering crawler moves directly away from you in whichever direction you choose. If it gets within 5 feet of a creature at any time during its movement, it detonates. Timer. The skittering crawler remains where you place it, and it detonates after an amount of time you choose, up to 12 hours. You can cancel this activity at any time before the crawler detonates. Infiltrate. The skittering crawler moves directly away from you in whichever direction you choose and stops at a location set by you. It then remains in place and detonates after an amount of time you choose, up to 12 hours. You can cancel this activity at any time before the crawler detonates.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Skitterlegs","description":"Wondrous item, rare (requires attunement) Worn like a backpack, these brass and mithral legs deploy when you’re knocked out or paralyzed. A series of switches allows you to program the legs with either the “Defend” or “Eliminate” setting, as well as a list of friendly creatures in order of priority. Whenever you are paralyzed or knocked unconscious (except when unconscious due to nonmagical sleep), the skitterlegs deploy, lifting your body from the ground. While the legs are deployed, you don’t count as being prone. Attacks made against you while the legs are deployed aren’t critical hits, even though you are paralyzed or unconscious. The legs make Strength and Dexterity checks and saving throws with a +5 modifier. The legs have a walking speed of 30 feet. On each of your turns while you are paralyzed or unconscious, the legs behave according to their settings: Defend. The legs take the Dodge or Disengage action (your choice when you program the legs) and move toward the highest-priority friendly creature that is still conscious. Eliminate. The legs move toward the nearest hostile creature and make two melee attacks with an attack bonus of +7. On a hit, the legs deal 1d8 + 2 piercing damage. If you regain consciousness or recover from paralysis, the legs set you back on your feet before retracting. The legs can function for one cumulative hour each day. If this duration is exceeded, the legs collapse and drop you prone. We have so much \"Drider Man\" memoribilia in the Spire of Secrets.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Skull Helm","description":"Skull Helm Wondrous Item, Very Rare (Requires Attunement) While wearing this skull-shaped helm, you have resistance to cold, poison, and necrotic damage. Additionally, while wearing the helm, you can cast S pirit of Death (see chapter 7) from it without requiring material components. Once you use the helm to cast the spell, the helm can’t cast this spell again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Skull of Selfish Knowledge","description":"Wondrous item, rare (requires attunement) You may use an action to make the magical skull devour a nonmagical book, map, or scroll. Once devoured the learning is forever available to you, but you can never write the information down or communicate it to others. It is for you alone.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Skull of the Archlich","description":"Wondrous item, legendary (requires attunement) This eerie and powerful magic item is the actual skull of A'rvanshy, the ancient archmage hierophant lich of the deep-sea elves. The skull of the archlich has 1 charge, which recharges at dawn. If you fail a saving throw, you can use your reaction to expend the charge to succeed instead.","properties":{"Category":"Items","Expansion":26071},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Skull of the Archlich ","description":"","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary ","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Skull Shredder","description":"Weapon (Maul), Rare A brutal two-handed weapon topped with four horizontally stacked bronze gears, three inches thick and one foot in diameter, attached to a central steel shaft which also serves as the handle. This magic weapon has 3 charges, and regains all expended charges when you finish a long rest. As a bonus action, you can expend 1 charge to cause the four gears on top to spin in alternating directions for 1 minute. While activated this way, the weapon deals an extra 2d10 slashing damage on a hit as the grinding gears gnash flesh and bone. Encounters Ideas Cult of Order. Isolated for centuries, the dark dwarves created monumental machines which they worshipped as gods. This ceremonial weapon was wielded by the executioner who punished heretics. Forever Loyal. Although his master died decades ago, a sentient shield guardian still protects the evil artificer’s workshop, carrying this gruesome weapon. Wasteland Survival. The grandest airship ever built vanished in the deep desert. Those who survived the crash forged these mauls from the wreckage to protect themselves from hostile tribes. In the end, they turned on one another.","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Heavy, Two-handed","Item Rarity":"Rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Skullcap of Deep Wisdom","description":"Wondrous item, uncommon (requires attunement) This scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition . At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Skullcap of Deep Wisdom","description":"Wondrous item, uncommon (requires attunement) This scholar's cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Skullcrusher Warhammer","description":"Melee Weapon (Maul, Martial, Melee), Very Rare, requires Attunement 2d6 bludgeoning Two-Handed, Heavy Blood Seeker: Once attuned to this weapon, your eyes glow red. You gain resistance to necrotic damage but gain vulnerability to radiant damage. Additionally, your attacks with the Skullcrusher Warhammer inflict an additional 3 (1d6) necrotic damage. Life Reaper (3/day): Whenever you deal necrotic damage to a creature, you can choose to regain hit points equal to half the necrotic damage dealt. Bone Crusher: When you hit a creature with a melee attack with the Skullcrusher Warhammer, you can magically enhance the force behind the strike. The target must succeed a STR SAVE with a DC equal to (12 + your proficiency bonus) or be knocked Prone and receive an additional 3 (1d6) bludgeoning damage. You can use this feature a number of times each day equal to your Strength modifier +1, and you regain expended uses at dawn. War Menace: You have advantage on Intimidation checks when wielding this weapon. On a Critical Hit, the target becomes Frightened of you until the start of your next turn. If a player takes the Warhammer, the gamemaster reads: As you take the artifact, pools of fire begin to bubble, and from within them, a colossal monster emerges, bathed in fire. It rises to the chamber’s ceiling, and its loud howl knocks you backward. Each player must make a DEX SAVE DC 16 to avoid taking 2d12 Fire damage from the monster. The players will have to find their way out of the chasm as pools of lava and fire begin to enter the corridors. ATHLETICS SAVE DC 18: Is needed for the player to exit the chasm successfully. If any fails, add 1d12 Fire Damage to the players until they find the exit. ","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Two-handed, Heavy, resistance to necrotic, vulnerability to radiant","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Skyblinder Staff","description":"Skyblinder Staff Staff , uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls. If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Skycrystal Armor","description":"Skycrystal Armor Armor (Plate), Artifact (requires attunement) Forged by legendary giant blacksmiths in ages past and infused with the unending magic of creation, this suit of armor allows mortals a glimpse of true immortality. While wearing this armor, you have a +3 bonus to AC and advantage on saving throws against spells and other magical effects. The Skycrystal Armor has 10 charges and regains 1d8 + 2 charges daily at dawn. If you expend the last charge, roll a d10. On a 10, the armor regains 1d4 + 1 charges. Spell Absorption. While wearing this armor, you can use your reaction to absorb a spell that is targeting only you. The armor absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level, up to the armor’s maximum charges. If you are targeted by a spell that the armor can’t store, the armor has no effect on that spell. Spells. While wearing this armor, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: absorb elements (1 charge), globe of invulnerability (6 charges), invulnerability (9 charges), or shield (1 charge). Timelessness. While attuned to this armor, your body is unaffected by the passage of time. You stop aging, and any effects that would age you are suspended for you. If your attunement to the armor ends, these effects, including accumulated biological aging, affect you immediately.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Plate)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Skycrystal Shard","description":"Skycrystal Shard Wondrous Item, Rarity Varies (requires attunement) Crafted by ancient mages, this crystal shard holds a mote of the unending magic of creation. As an action, you can focus your mind onto the Skycrystal Shard and create the effect of one spell that has a casting time of 1 action. The maximum level of the spell you can create depends on the shard’s rarity as shown in the table below. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action, using your spell save DC, spellcasting ability modifier, and spell attack bonus. Once the Skycrystal Shard is used, it can’t be used again until the next dawn. Type Rarity Maximum Spell Level Glimmering Skycrystal Shard Uncommon 1 Glowing Skycrystal Shard Rare 3 Shining Skycrystal Shard Very Rare 5 Resplendent Skycrystal Shard Legendary 7","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon-legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Skymetal Shield","description":"Skymetal Shield Shield, uncommon (requires attunement) This shield is constructed from hammered meteoric iron and embossed with a delerium crystal. When you are hit with a melee or ranged attack while wielding this shield, you can use your reaction to absorb residual energy from the attack. You suffer damage and effects from the attack as normal, and the shield gains 1 charge. The shield can have a maximum of 5 charges. Unexpended charges are lost each day at dawn. As an action while wielding the shield, you can expend all its charges to release a forceful blast. Creatures within 10 feet of you must succeed on a DC 15 Constitution saving throw. On a failed saving throw, creatures in the area take 1d6 force damage for each expended charge, and are flung back 10 feet and knocked prone.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Shield","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Skymetal Staff","description":"Skymetal Staff Weapon (quarterstaff), rare (requires attunement) This quarterstaff was built from refined meteoric iron and has a liquid delerium core. Once on your turn, when you hit a creature with a melee attack using this weapon, you can force the target to make a DC 13 Intelligence saving throw. On a failed save, it takes an extra 3d6 psychic damage and can’t take reactions until the start of your next turn. In addition, on its next turn, the creature must choose to take an action, bonus action, or move: it may only do one of the three.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (quarterstaff),","Properties":"Versatile (1d8)","Item Rarity":"rare ","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Skysail","description":"Skysail Wondrous item, rare (requires attunement) These bat-like wings were first used by the Air Ashari to soar through the sky. They are constructed of either leather and bone, or cloth and wood, and are set onto a sturdy wooden pole that helps their user remain stable during flight. While these wings are open and you are riding the skysail , you can glide through the air. You have a flying speed of 60 feet, but you must descend at least 10 feet by the end of each of your turns and you can’t gain altitude. Additionally, while in contact with the skysail , you can use an action to cast the fly spell on yourself, with a duration of 1 minute and requiring no concentration. The spell ends if you lose physical contact with the skysail . Once this property is used, it can’t be used again until the next dawn, or unless the skysail is immersed in powerful magic of elemental air. (This includes magic such as that found at the top of the Summit Peaks near the rift of air in Zephrah, or on the Elemental Plane of Air). When the skysail is not in use, its wings can be retracted, and its pole can be used as a quarterstaff. Oh! Oh gods, are you seriously asking me to explain it? Geez, sure, I’ll try, but you really gotta feel it, you know? The sensation of the wind whipping past you as you shoot up into the sky, then—whoa!—your stomach just drops out from you, and it’s like you left your heart behind as you start to fall. It’s like nothing’s holding onto you, then—whoosh!—the wind catches you, and swings you back into the sky. —Air Ashari druid initiate Kelthai, on skysailing","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Slate of Identification","description":"Slate of Identification Wondrous item, uncommon This is a 12-by-6-inch piece of black slate in a lavish wooden frame. When you touch it to a magic item and say “Identify,” the magical properties of the item are neatly printed out on the slate in chalk, including any required command words. Once used, this property of the slate can’t be used again until the next dawn. Touching a non-magical item has no effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Slatelight Ring","description":"Ring, rare (requires attunement) This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Slayer Weapon","description":"Slayer Weapon Weapon (any), varies This weapon is lethal to a specific type of creature. The GM chooses the creature type or determines it randomly using the table below. When you hit a creature belonging to the designated type with this weapon, the creature takes an extra 1d6 damage of the weapon’s type. d10 Type d10 Type 1 Aberration 6 Dragon 2 Automaton 7 Protean 3 Beast 8 Netherant 4 Construct 9 Plant 5 Golem 10 Primordial Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage to creatures of the designated type increases to 2d6 and the creature must succeed on a DC 15 Constitution saving throw. On a failed save, they have disadvantage on attack rolls and ability checks until the end of your next turn. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra damage to creatures of the designated type increases to 3d6. The DC of the Constitution save increases to 17. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. If the creature fails their Constitution save, they are instead stunned and take an additional 33 damage of the weapon’s damage type. If damage from this weapon reduces a creature belonging to the designated type to 0 hit points, the creature dies instantly. Its body disintegrates and it can be restored to life only by means of a cosmic weave power. If the creature dies in this way, you gain 6d10 temporary hit points.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Slayer's Symbol","description":"Slayer's Symbol Spell catalyst, uncommon A holy symbol soaked in the blood and sweat of a warrior who gave their life fighting the monsters of the multiverse. When you cast the detect evil and good or protection from evil and good spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts 10 minutes without requiring you to maintain concentration and the target also gains the effects of the other spell for the duration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Slaying","description":"Master weapon property Components: Masterwork exotic weapon When you apply this property, choose one creature type other than Humanoids. This weapon deals an extra 1d12 damage to creatures of the chosen type.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sled","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sledge Hammer","description":"Sledge Hammer Adventuring gear Weight : 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sledge Hammer","description":"Sledge Hammer Adventuring gear Weight : 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sleep Grenade","description":"This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Sleep Pellet","description":"Wondrous item, uncommon This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sleeping Bag","description":"Sleeping Bag Miscellaneous gear Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sleuth Civilian Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Everyday Clothes, Athletic Shoes, Sunglasses Vehicle : Common Sedan, Car stuff, Surveillance kit, Digital Camera with Zoom Lens, Disguise kit (in the car), Lockpicks Mundane : Pocket stuff/Purse stuff Weapons : Concealed Carry Pistol","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Sleuth Military Pack","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Clothes : Military fatigues, Combat boots Mundane : Soldier’s kit, Range-finding Binoculars, Night Vision Goggles, Harmonica Weapons : Assault Carbine Rifle, 2 Flashbang Grenades Armor : Ballistic Vest, Medium","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Sleuth's Shadowcoat","description":"Wondrous item, uncommon (requires attunement) Component: undead (shadow) ethereal ichor Sometimes, a detective’s best tool is remaining undetected. The sleuth’s shadowcoat allows its wearer to take full advantage of shadows, to hide in plain sight, and to disappear in a puff of smoke (well… fog) when things go awry. Also, it has plenty of secret and obvious pockets in which to store things. Very useful. This item has 9 charges and regains 1d6 + 3 expended charges daily at dawn. Shadow Stealth. While wearing this coat in dim light or darkness, you can use a bonus action to expend 1 charge and turn invisible until the start of your next turn. This invisibility ends if you enter an area of bright light, or if you attack or cast a spell. If you are still invisible at the start of your next turn, you can choose to immediately expend 1 charge (no action required) to prolong the effect for another turn. Hide in Plain Sight. While wearing the coat, you can expend 2 charges to cast the chameleon skin * spell on yourself. Disappearing Act. While wearing the coat, you can expend 2 charges to cast the fog cloud spell centred on yourself. When you cast the spell in this way, it only lasts up to 1 minute, and you can immediately move up to half your speed. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sleuth's Shadowcoat (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: undead (shadow) ethereal ichor Sometimes, a detective’s best tool is remaining undetected. The sleuth’s shadowcoat allows its wearer to take full advantage of shadows, to hide in plain sight, and to disappear in a puff of smoke (well… fog) when things go awry. Also, it has plenty of secret and obvious pockets in which to store things. Very useful. This item has 9 charges and regains 1d6 + 3 expended charges daily at dawn. Shadow Stealth. While wearing this coat in dim light or darkness, you can use a bonus action to expend 1 charge and turn invisible until the start of your next turn. This invisibility ends if you enter an area of bright light, or if you attack or cast a spell. If you are still invisible at the start of your next turn, you can choose to immediately expend 1 charge (no action required) to prolong the effect for another turn. Hide in Plain Sight. While wearing the coat, you can expend 2 charges to cast the chameleon skin * spell on yourself. Disappearing Act. While wearing the coat, you can expend 2 charges to cast the fog cloud spell centred on yourself. When you cast the spell in this way, it only lasts up to 1 minute, and you can immediately move up to half your speed. Rare variant: Increase the charges to 12 and the recharge to 1d8 + 4. The Shadow Stealth property can be used in bright light that isn’t sunlight and doesn’t end if you become brightly lit. *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sleuth's Shadowcoat (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: undead (shadow) ethereal ichor Sometimes, a detective’s best tool is remaining undetected. The sleuth’s shadowcoat allows its wearer to take full advantage of shadows, to hide in plain sight, and to disappear in a puff of smoke (well… fog) when things go awry. Also, it has plenty of secret and obvious pockets in which to store things. Very useful. This item has 9 charges and regains 1d6 + 3 expended charges daily at dawn. Shadow Stealth. While wearing this coat in dim light or darkness, you can use a bonus action to expend 1 charge and turn invisible until the start of your next turn. This invisibility ends if you enter an area of bright light, or if you attack or cast a spell. If you are still invisible at the start of your next turn, you can choose to immediately expend 1 charge (no action required) to prolong the effect for another turn. Hide in Plain Sight. While wearing the coat, you can expend 2 charges to cast the chameleon skin * spell on yourself. Disappearing Act. While wearing the coat, you can expend 2 charges to cast the fog cloud spell centred on yourself. When you cast the spell in this way, it only lasts up to 1 minute, and you can immediately move up to half your speed. Rare variant: Increase the charges to 12 and the recharge to 1d8 + 4. The Shadow Stealth property can be used in bright light that isn’t sunlight and doesn’t end if you become brightly lit. Very rare variant: Increase the charges to 14 and the recharge to 1d10 + 4. The Shadow Stealth property can be used in bright light that isn’t sunlight and doesn’t end if you become brightly lit, attack, or cast a spell. When you activate the Disappearing Act property, the fog cloud spell doesn’t require concentration, and you can expend an additional 3 charges to cast the gaseous form spell on yourself immediately before you move (no additional action required). *See Appendix A","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Slicing Barricade","description":"Magic trap Two walls of force spring up, one directly in front of the guarded portal, the other 20 feet in front of the first, blocking off the passage. A blade barrier also appears next to the farther wall of force. Each round, the blade barrier moves from one end of the area to the other and anyone trapped in the area between the two walls of force takes damage as if they had passed through the blade barrier (DC 14 Dexterity saving throw for half damage). Activating a magical glyph hidden under a floor panel neutralizes the trap. The procedure to activate the glyph was lost long ago but a successful DC 15 Intelligence (Arcana) check can blindly activate it, which disables the trap indefinitely. This trap can be detected with a DC 20 Wisdom (Perception) check, and the effects lasts for 12 rounds once activated. 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While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don’t have disadvantage on attack rolls and Dexterity saving throws.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Slime Bomb","description":"A slime bomb deals no damage, but coats each creature within the blast radius in a viscous, green slime. A creature coated in slime can’t take the Dash or Disengage actions. Slime can be removed by dousing a creature with a gallon of water or by taking an action to remove most of it.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Slime Slinger","description":"This staff sling is usually crafted by shamans of wild tribes, clerics who venerate deities of oozes, or warlocks dedicated to ooze patrons. When you speak a command word, the slinger generates globules of corrosive slime that you can sling at your opponents. The slinger can generate 5 globules per day. After all 5 daily globules have been slung, the sling functions as a regular sling. On a hit, the corrosive slime deals 7 (2d6) points of acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded. The target takes a permanent and cumulative -1 penalty to its AC on each hit. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (sling)","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Slime-in-a-Skull","description":"Wondrous item, uncommon (requires attunement) Within this humanoid skull resides a friendly ooze who wishes only to be helpful to the owner of its home. Joyful gurgling sounds can occasionally be heard emanating from the eye sockets and, very rarely, a curious eye will peek out of the mouth. The skull has 2 charges and regains all expended charges daily at dawn. Summon Ooze. While holding the skull, you can use an action to expend 1 charge and call forth the ooze that lives within. It expands into its normal Large size in an unoccupied space within 5 feet of you. The ooze uses the saddle slime stat block and returns to the skull when it drops to 0 hit points or after 1 hour . If the ooze is reduced to 0 hit points, it can’t be summoned again for 1 hour . The ooze is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Slime-in-a-Skull (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Within this humanoid skull resides a friendly ooze who wishes only to be helpful to the owner of its home. Joyful gurgling sounds can occasionally be heard emanating from the eye sockets and, very rarely, a curious eye will peek out of the mouth. The skull has 2 charges and regains all expended charges daily at dawn. Summon Ooze. While holding the skull, you can use an action to expend 1 charge and call forth the ooze that lives within. It expands into its normal Large size in an unoccupied space within 5 feet of you. The ooze uses the saddle slime stat block and returns to the skull when it drops to 0 hit points or after 1 hour . If the ooze is reduced to 0 hit points, it can’t be summoned again for 1 hour . The ooze is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Very rare variant: The ooze resides in a magically shrunk wyvern’s skull. When the ooze is summoned, the skull is enlarged and serves as a skeletal structure for it. The ooze uses the wyrmskull ooze stat block.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Slimeblade","description":"Weapon (any sword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword’s tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword’s slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn’t poisoned. The sword can’t be used this way again until 1 hour has passed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sling","description":"Sling Ranged weapon (simple, sling) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Range":"30/120","Damage":"1d4","Source":"5th Edition SRD","Subtype":"Simple, Sling","Item Type":"Ranged Weapon","data-List":"false","Properties":"Range","Damage Type":"Bludgeoning","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sling","description":"Sling Ranged weapon (simple, sling) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sling","description":"Sling Ranged weapon (simple, sling) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Sling","description":"Sling Ranged weapon (simple, sling) Bows have their advantages, but slings are even easier to make and maintain, and allow the user to hurl small stones with potentially deadly force. While most dedicated bushi in Rokugan choose other ranged weapons, shinobi often use slings, as they are easy to conceal and can be used to fling all sorts of projectiles from caltrops to explosive, poisoned pellets. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: Bludgeoning Properties: Ammunition Range: 30/120 Weight: 0.25","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sling","description":"Simple Ranged Weapon Damage: 1d4 Bludgeoning Properties: Ammunition ( Range 30/120; Bullet ) Mastery: Slow Weight: — Cost: 1 SP","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"None","Name":"Sling"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sling","description":"Sling Ranged weapon (simple, sling) Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Expansion":5,"Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sling +1","description":"Sling +1 Ranged weapon (simple, sling) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+1 Damage Type : Bludgeoning Properties : Range Range : 30/120 Weight : 0","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sling +1","description":"Sling +1 Ranged weapon (simple, sling) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+1 Damage Type : Bludgeoning Properties : Range Range : 30/120 Weight : 0","properties":{"Category":"Items","Range":"30/120","Damage":"1d4","Source":"5th Edition SRD","Weight":0,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +1, Ranged Damage +1","data-List":"false","Properties":"Range","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sling +1","description":"Sling +1 Ranged weapon (simple, sling) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+1 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sling +1","description":"Sling +1 Ranged weapon (simple, sling), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Sling +1","description":"Weapon (Sling), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Sling +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling +1","description":"Weapon (Sling), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sling +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sling +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[\\\"Ammunition\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sling\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Sling +1 Attack\",\"parent\":\"Sling +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sling +1\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Sling +1 Damage\",\"parent\":\"Sling +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Sling +1","data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"30/120","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sling +2","description":"Sling +2 Ranged weapon (simple, sling) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+2 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sling +2","description":"Sling +2 Ranged weapon (simple, sling) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+2 Damage Type : Bludgeoning Properties : Range Range : 30/120 Weight : 0","properties":{"Category":"Items","Range":"30/120","Damage":"1d4","Source":"5th Edition SRD","Weight":0,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +2, Ranged Damage +2","data-List":"false","Properties":"Range","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sling +2","description":"Weapon (Sling), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Sling +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling +2","description":"Weapon (Sling), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sling +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sling +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[\\\"Ammunition\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sling\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Sling +2 Attack\",\"parent\":\"Sling +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sling +2\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Sling +2 Damage\",\"parent\":\"Sling +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Sling +2","data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"30/120","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sling +3","description":"Sling +3 Ranged weapon (simple, sling), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+3 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Expansion":7583,"Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sling +3","description":"Sling +3 Ranged weapon (simple, sling) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4+3 Damage Type : Bludgeoning Properties : Range Range : 30/120 Weight : 0","properties":{"Category":"Items","Range":"30/120","Damage":"1d4","Source":"5th Edition SRD","Weight":0,"Item Type":"Ranged Weapon","Modifiers":"Ranged Attacks +3, Ranged Damage +3","data-List":"false","Properties":"Range","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sling +3","description":"Weapon (Sling), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Sling +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling +3","description":"Weapon (Sling), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","filter-Lists":"Ranged Weapon, Simple Weapon, No","filter-Damage":"Ammunition","filter-Charges":"No","data-datarecords":"[{\"name\":\"Sling +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sling +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[\\\"Ammunition\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Ranged\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Sling\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Sling +3 Attack\",\"parent\":\"Sling +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Sling +3\\\",\\\"range\\\":\\\"30/120\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Sling +3 Damage\",\"parent\":\"Sling +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Sling +3","data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Range":"30/120","Damage":"1d4","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sling Bullet +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Sling Bullet +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet +1","description":"Weapon (Ammunition), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Sling Bullet +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sling Bullet +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.075\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"quantity\\\":10}\"},{\"name\":\"Sling Bullet +1 Effect\",\"parent\":\"Sling Bullet +1\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Sling Bullet +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Uncommon","Name":"Sling Bullet +1","Weight":"0.075","data-description":"You have a +1 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sling Bullet +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Sling Bullet +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet +2","description":"Weapon (Ammunition), Rare You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Sling Bullet +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sling Bullet +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.075\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Sling Bullet +2 Effect\",\"parent\":\"Sling Bullet +2\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Sling Bullet +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Sling Bullet +2","Weight":"0.075","data-description":"You have a +2 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sling Bullet +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"No","Name":"Sling Bullet +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet +3","description":"Weapon (Ammunition), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","properties":{"Category":"Items","Theme":"Armaments, Implements","Subtype":"Weapon","Expansion":33335,"Item Type":"Ammunition","data-List":"false","Item Rarity":"No","filter-Lists":"Ammunition, No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Sling Bullet +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Sling Bullet +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.\\\",\\\"weight\\\":\\\"0.075\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"quantity\\\":10}\"},{\"name\":\"Sling Bullet +3 Effect\",\"parent\":\"Sling Bullet +3\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Sling Bullet +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\\\",\\\"category\\\":[\\\"Attack\\\",\\\"Damage\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Sling Bullet +3","Weight":"0.075","data-description":"You have a +3 bonus to attack rolls and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sling Bullet of Aberration Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Aberrations. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Aberration Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Beast Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Beasts. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Beast Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Celestial Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Celestials. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Celestial Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Construct Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Constructs. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Construct Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Dragon Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Dragons. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Dragon Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Elemental Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Elementals. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Elemental Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Fey Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fey. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Fey Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Fiend Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Fiends. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Fiend Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Giant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Giants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Giant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Humanoid Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Humanoids. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Humanoid Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Monstrosity Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Monstrosities. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Monstrosity Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Ooze Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Oozes. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Ooze Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Plant Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Plants. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Plant Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Bullet of Undead Slaying","description":"Weapon (Ammunition), Very Rare This magic ammunition is meant to slay Undead. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Sling Bullet of Undead Slaying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling bullets","description":"Sling Bullets Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon) . At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Sling Bullets","description":"Sling Bullets Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.075,"Subtype":"Ammunition","Item Type":"Ammunition","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sling Bullets","description":"Adventuring Gear (Ammunition) Amount: 20 Storage: Pouch Weight: 1½ lb. Cost: 4 CP Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. Storage must be bought separately.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Sling Bullets"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sling Bullets","description":"Sling Bullets Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon . Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weight: 0.075","properties":{"Category":"Items","Expansion":5,"Item Type":"Ammunition","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Sling bullets +1","description":"Sling Bullets +1 Weapon (sling bullet), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sling bullets +2","description":"Sling Bullets +2 Weapon (sling bullet), rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sling bullets +3","description":"Sling Bullets +3 Weapon (sling bullet), very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sling Bullets of Althemone","description":"Sling Bullets of Althemone Ranged weapon (sling bullet), very rare The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property. You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic. Magic Sling Bullets d4 Bullet 1 Banishment . A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell. 2 Fulguration . On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage. 3 Stunning . On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn. 4 Tracking . A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.","properties":{"Category":"Items","Item Type":"Weapon ","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Sling of Bloodletting","description":"Sling of Bloodletting Ranged weapon (simple, sling), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sling of Certain Death","description":"Sling of Certain Death Weapon (sling), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Sling of Defense","description":"Sling of Defense Ranged weapon (simple, sling), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition, Defensive Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sling of Giant Felling","description":"Sling of Giant Felling Ranged weapon (simple, sling), uncommon When you hit a Giant creature with a ranged attack roll using this magic sling, the creature must succeed on a DC 18 Constitution saving throw or have the prone condition. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Expansion":27234,"Item Type":"Ranged Weapon","Properties":"Ranged","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sling of Giant Slaying","description":"Sling of Giant Slaying Ranged weapon (simple, sling), rare Legends say this unremarkable leather sling was used by a gladiator to fell a giant in single combat. You gain a +1 bonus to attack and damage rolls made with this magic weapon, you score a critical hit on a roll of 18-20 on the d20. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sling of Inverted Probability","description":"Sling of Inverted Probability Ranged weapon (simple, sling), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Range: 30/120","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sling of Psychic Feedback","description":"Sling of Psychic Feedback Weapon (Sling), Rare This sling is embroidered with thin, reflective thread in a nesting fractal pattern. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When an attack made using this weapon deals damage to a creature concentrating on a spell, the target must make a choice: they can choose to end their concentration willingly or make a Constitution saving throw to maintain concentration at disadvantage. On a failed save, the target takes 1d8 psychic damage per level of the spell they were concentrating on.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sling of Warning","description":"Weapon (Sling), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Sling of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sling Stone of Screeching","description":"Weapon (sling bullet), uncommon This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sling Stone of Screeching","description":"Weapon, uncommon A sling stone of screeching is a sling stone carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Slinger's Belt","description":"Slinger’s Belt Wondrous item, uncommon (requires attunement) The ostentatious gold buckle of this leather belt portrays a trio of hummingbirds in flight. While you are wearing this belt, you can roll a d4 and add the number rolled to any Dexterity (Sleight of Hand) checks you make. Furthermore, on your turn you can draw a weapon or object, or a combination of the two, into each of your hands without using an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Slingshot","description":"Slingshots Slingshots are simple ranged weapons comprising an elasticated material strung between a Y-frame brace. They deal 1d6 bludgeoning damage on a hit and have the Ammunition (range 20/60) and Two-handed properties. They use the same ammunition as slings.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Slippers of Spider Climbing","description":"Slippers Of Spider Climbing Wondrous item, uncommon ( requires attunement ) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Slippers of Spider Climbing","description":"Slippers of Spider Climbing Wondrous item, uncommon (requires attunement ) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Slippers of Spider Climbing","description":"Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Slippers of Spider Climbing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Slippers of Spider Climbing","description":"Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Slippers of Spider Climbing\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Slippers of Spider Climbing\\\",\\\"description\\\":\\\"While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Slippers of Spider Climbing Attunement\",\"parent\":\"Slippers of Spider Climbing\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Slippers of Spider Climbing Climb Speed\",\"parent\":\"Slippers of Spider Climbing Attunement\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Climb\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"customFormula\\\":\\\"@{walk_speed}\\\"}}\"}]","filter-Attunement":"Uncommon","Name":"Slippers of Spider Climbing","data-description":"While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Slippers of the Cat","description":"Wondrous item, uncommon While you wear these fine, black cloth slippers, you gain advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet and can make a DC 15 Dexterity saving throw to take only half damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Slippers of the Cat","description":"Wondrous item, uncommon While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Slippers of the Cat","description":"While you wear these fine, black cloth slippers, you gain advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet and can make a DC 15 Dexterity saving throw to take only half damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Slipshod Hammer","description":"Weapon (light hammer), uncommon This large smith’s hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith’s tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target’s armor is partly damaged and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Slow Arrow","description":"Any creature hit with this arrow has their movement reduced by half until the end of their next turn.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Slow Bolt","description":"Any creature hit with this bolt has their movement reduced by half until the end of their next turn.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Slow Bullet","description":"Any creature hit with this bullet has their movement reduced by half until the end of their next turn.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Slug ammo, blunderbuss","description":"","properties":{"Category":"Items","Expansion":24099,"Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Slughide dissolvent, cylinder","description":"This clear, gelatinous liquid is kept in specially prepared porcelain spheres or in brass and crystal cylinders to be released in a spray. As an action, you can press the plunger on the bottom of the cylinder, expelling its contents out through the cylinder in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 13 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one. A creature that failed the saving throw takes 1d4 acid damage at the start of each of its turns. The creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Dousing the creature in a gallon of wine immediately ends the effect. The cylinder can’t be used again until reloaded with dissolvent, which costs 75 gp.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Slughide dissolvent, sphere","description":"This clear, gelatinous liquid is kept in specially prepared porcelain spheres or in brass and crystal cylinders to be released in a spray. As an action, you can throw the sphere up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the sphere as an improvised weapon. On a hit, the target takes 1d6 acid damage and is covered in acid. The creature takes 1d4 acid damage at the start of each of its turns. It can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Dousing the creature in a gallon of wine immediately ends the effect.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Slumbering Dragon Vessel","description":"Slumbering Dragon Vessel Wondrous item, uncommon (requires attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing , or a potion of climbing . Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Slumbering Dragon-Touched Focus","description":"Slumbering Dragon-Touched Focus Wondrous item, uncommon (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Slumbering Dragon's Wrath Weapon","description":"Slumbering Dragon's Wrath Weapon Weapon (any), u ncommon (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.","properties":{"Category":"Items","Expansion":12314,"Item Type":"Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Slumbering Scaled Ornament","description":"Slumbering Scaled Ornament Wondrous item, uncommon (requires attunement) This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Small Melee Weapon","description":"Small Melee Weapon Melee weapon Price: 15 gp A small weapon used to attack at close range. (See rules for weapons in the Combat section) Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Small. Small weapons are used one-handed and are usually small enough to be hidden away in a boot, up a sleeve, or secretly tucked into a small bag. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Damage: 1d4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Small Ranged Weapon","description":"Small Ranged Weapon Ranged weapon Price: 15 gp A small weapon used to attack from a distance. (See rules for weapons in the Combat section) Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Small. Small weapons are used one-handed and are usually small enough to be hidden away in a boot, up a sleeve, or secretly tucked into a small bag. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Damage: 1d4","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Small Tent","description":"Small Tent Adventuring gear These basic shelters are just big enough to keep two individuals warm and dry in the wilderness. They are extremely easy to set up and take down, pack down relatively small, and can be carried on a person’s back, in a cart, or slung over a horse.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Smith's Tools","description":"Smith's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Smith's Tools","description":"Smith's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":8,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Smith's Tools","description":"Artisan's Tools Ability: Strength Weight: 8 lb. Cost: 20 GP Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings , Bucket , Caltrops , Chain , Crowbar , Firearm Bullets , Grappling Hook , Iron Pot , Iron Spikes , Sling Bullets","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Smith's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Smith's Tools","description":"Smith's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 8","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Smoke Ammunition","description":"Creates a 5ft cube of smoke that moves around corners. The area covered by smoke is Heavily Obscured and persists for 1 minute or until a strong wind disperses it.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Cubicle 7 Entertainment","book":"A Life Well Lived"},{"name":"Smoke Bomb","description":"By removing your bomb’s explosive contents entirely, you can change it into a smoke bomb. A smoke bomb deals no damage but fills a 10-foot-radius sphere with smoke. This smoke spreads around corners and its area is heavily obscured. It lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round) or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once you throw one of these bombs, you can’t throw another one for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Smoke Grenade","description":"This grenade deals no damage. Instead, it emanates a thick cloud of smoke in a 20-foot radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Melee Weapon","Properties":"Special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Smoke Grenade","description":"As an action, you can throw a grenade at a point up to 60 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere. Smoke Grenade. The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke. Weight: 2 lb. Cost: 50 GP","properties":{"Category":"Items","Item Type":"Explosive","Item Rarity":"No","Name":"Smoke Grenade"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoke Screen","description":"Smoke Screen Ninja tools You throw a smoke grenade that detonates at a point in range and rapidly expands to cover a sphere with a 10-foot-radius. The affected area becomes heavily obscured for 2 minutes. If you throw the smoke screen at your feet, you can immediately take the Hide action as a free action. A creature proficient in ninja tools is trained to fight within smoke screens. Such a creature doesn’t have disadvantage when attacking within a smoke screen, and other creatures don’t gain advantage when attacking it from within a smoke screen. Use Time: 1 Action Range: 30 feet","properties":{"Category":"Items","Item Type":"Ninja Tools"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Smokepowder","description":"Smokepowder Wondrous item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Smokepowder","description":"Smokepowder Wondrous item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Smoking Pipe of Dragon's Breath","description":"Wondrous item, rare (requires attunement) This pipe has 2 charges and regains 1 expended charge daily at dawn. If the pipe is full of one ounce of smoking herb, you can use an action and expend 1 charge to inhale deeply from it and exhale dragon’s flame. Each creature in a 30-foot-radius cone must make a DC 15 Dexterity saving throw or take 8d6 fire damage, or half as much on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Smoking Plate of Heithmir","description":"Armor (plate), legendary (requires attunement) This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Smoldering Armor","description":"Smoldering Armor Armor (any), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Expansion":6,"Item Type":"Equipment","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Smoldering Armor (Template)","description":"Armor (Any Heavy, Medium, or Light), Common Wisps of harmless, odorless smoke rise from this armor while it is worn. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Armor","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Breastplate","description":"Armor (Breastplate), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Smoldering Breastplate"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Chain Mail","description":"Armor (Chain Mail), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Smoldering Chain Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Chain Shirt","description":"Armor (Chain Shirt), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Smoldering Chain Shirt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Half Plate Armor","description":"Armor (Half Plate Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Smoldering Half Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Hide Armor","description":"Armor (Hide Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"No","Name":"Smoldering Hide Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Leather Armor","description":"Armor (Leather Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Smoldering Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Padded Armor","description":"Armor (Padded Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Smoldering Padded Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Plate Armor","description":"Armor (Plate Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Smoldering Plate Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Ring Mail","description":"Armor (Ring Mail), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage, Strength Requirement","Item Rarity":"No","Name":"Smoldering Ring Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Scale Mail","description":"Armor (Scale Mail), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Smoldering Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Splint Armor","description":"Armor (Splint Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"Smoldering Splint Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smoldering Studded Leather Armor","description":"Armor (Studded Leather Armor), Common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Smoldering Studded Leather Armor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Smooth Spider Egg","description":"Adoptable Spider Eggs Dark elves customarily gift each other spider eggs that hatch on Spidermas, a significant holiday celebrated across the Sunken World. Spidermas honors the Great Spider, the mysterious and benevolent dark elf deity also affectionately known as the Old Spider or Granny Spider. On Spidermas Day, dark elves watch in awe as eggs of magically significant and benign spiders crack open and baby spiders crawl out. With love and care, a baby spider can grow to be a faithful companion to anyone who takes the time to raise it. Many different spider eggs exist, and expert arachnologists can tell what type of baby spider will hatch from each. On Spidermas Day, or at the gamemaster’s discretion, a spider egg hatches and an adoptable baby spider crawls into the world. Regardless of type, all baby spiders are defenseless and require daily care and food depending on their size to grow. Different baby spiders grow at different speeds. An adoptable baby spider is two size categories smaller than its adult form and completely defenseless, relying on you for nourishment and protection. When a spider reaches maturity, it may choose to stay with you if you treated it well, becoming a companion. At the gamemaster’s discretion, characters proficient in Animal Handling may train their adult spiders to fight alongside them in battle, serve as mounts, and perform other tasks. Gamemaster Tip: Spider Stat Blocks You can find stat blocks for the spider , the giant wolf spider , the giant spider , and the phase spider in either the SRD or the core 5e rulebooks! Cute Spider Egg Wondrous Item, Common This fist-sized egg is pleasantly warm to the touch. As it gets closer to Spidermas, you can hear tiny clacking noises coming out of it. After it hatches, the cute baby spider likes to cling to your clothes and only climb off to feed on crumbs of food and tiny bugs if those are not available on your person. With care and nurture, the cute baby spider grows into a spider (CR 0) after 30 days. This spider is friendly to you and your companions. It will do its best to keep your equipment free from bugs. Unless trained to fight, it avoids combat and prefers to snuggle inside your backpack or in the folds of your clothes, but it will defend itself from hostile creatures. Smooth Spider Egg Wondrous Item, Uncommon This head-sized egg is silky-smooth to the touch. As it gets closer to Spidermas, you can hear screeching noises coming out of it. After it hatches, the smooth baby spider likes to skitter around and climb on walls. It requires as much food and water as a medium-sized creature each day. With care and nurture, the smooth baby spider grows into a giant wolf spider (CR 1/4) after 60 days. This giant wolf spider is friendly to you and your companions. It likes to follow you anywhere you go and rub up against your legs to get your attention. Unless trained to fight, it tries to avoid combat by climbing up walls or hiding in crevices, but it will defend itself from hostile creatures. Heavy Spider Egg Wondrous Item, Rare This gnome-sized egg is heavier than it looks. As it gets closer to Spidermas, you can hear a steady hum coming out of it. After it hatches, the heavy baby spider likes to weave webs in dark corners. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the heavy baby spider grows into a giant spider (CR 1) after 180 days. This giant spider is friendly to you and your companions. It likes to hang out on its webs and gaze at people coming and going, and it loves to watch over you and your companions while you sleep. Unless trained to fight, it prefers to climb out of reach and use its Web ranged weapon attack to restrain enemies during combat, but it will defend itself from hostile creatures. Iridescent Spider Egg Wondrous Item, Very Rare This barrel-sized egg is almost weightless and glows faintly when touched. As it gets closer to Spidermas, you can hear otherworldly plinks and plonks coming out of it. After it hatches, the iridescent baby spider likes to relax in the mist between dimensions, also known as the ethereal plane, and shift back to reality whenever it feels lonely or gets hungry. It requires four times as much food and water as a medium-sized creature each day. With care and nurture, the iridescent baby spider grows into a phase spider (CR 3) after a year. This phase spider is friendly to you and your companions. It will keep an eye out for enemies trying to sneak up on you and your companions through the ethereal plane. Unless trained to fight, it prefers to hide in the ethereal plane during combat, but it will defend itself from hostile creatures. Massive Fluffy Spider Egg Wondrous Item, Legendary This human-sized egg is covered in a fluffy, wool-like substance. As it gets closer to Spidermas, you can hear rumbling sounds coming out of it, and the egg sometimes trembles when touched. After it hatches, the massive fluffy baby spider likes to follow you around and will attempt to play harmless pranks with its webs on you and your companions. It requires sixteen times as much food and water as a medium-sized creature each day. With care and nurture, the massive fluffy baby spider grows into an enormous wooly spider (CR 8) after two years. This enormous wooly spider is friendly to you and your companions. It will happily carry friendly creatures, as well as equipment up to its carrying capacity, holding everything in its thick wool. Unless trained to fight, it tries to pick up you and your companions on its huge back and run away from any perceived danger as soon as combat begins. It typically does not attack unless trained to, but it will defend itself from hostile creatures. Humongous Spider Egg (The Arachniarch’s Egg) Wondrous Item, Artifact This horse-sized egg looks like an ancient boulder and is completely impervious to damage. As it gets closer to Spidermas, nothing seems to happen, but if this is indeed the egg of the legendary Arachniarch, it might one day hatch into a tremendously powerful and massive spider! After it hatches, the humongous baby spider likes to gently nudge smaller creatures with its head and pick up and carry random items and even small buildings around, trying to be helpful. It requires sixty-four times as much food and water as a medium-sized creature each day. With care and nurture, the humongous baby spider grows into the Arachniarch (CR 21) after four years. The Arachniarch is friendly to you and your companions. Thanks to its massive size, it can carry entire buildings on its back as long as they fit in a 50-foot cube, and it will happily do so for you and your companions. Unless trained to fight, it tries to shield you and your companions from harm during combat, placing its enormous body between you and your enemies to grant you full cover. It typically does not attack unless trained to, but it will defend itself from hostile creatures.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Smothering Cape","description":"Wondrous Item, Rare (Requires Attunement) This magic cape has 33 hit points and regains all hit points daily at dawn. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you and the cape takes the other half. If the cape is reduced to 0 hit points, you take any remaining damage. Rug of Smothering. As a bonus action, you can speak the cape’s command word to cause it to animate. The animated cape has the statistics of a rug of smothering , except for its hit points, which remain the same in either form. The cape is under your control and acts on its own initiative count. On your turn, you can mentally command the cape if it is within 60 feet of you and you aren’t incapacitated. You decide what action the cape takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies. The cape reverts to its inanimate form after 1 minute or when it is reduced to 0 hit points. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Smuggler's Bag","description":"Wondrous item, common This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag’s current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Smuggler's Coat","description":"Wondrous item, very rare (requires attunement) When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won’t fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding , instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Snail Mail","description":"Armor (Any Heavy), Rare This magic armor is crafted from the hardened carapace of a gigantic gastropod. While you're wearing it, you have tremorsense out to a range of 30 feet. Shell Defense. While you're wearing this armor, you can use an action to cause the armor – and yourself along with it – to coil into a Small, armored ball that resembles a snail shell. Your arms, legs, and anything you're wearing or carrying are magically withdrawn into this armored ball. While in this form, you gain the following traits: You gain a +4 bonus to your AC and can't benefit from carrying a shield. You can't make attacks or cast spells with somatic components. You are blind beyond the radius of your tremorsense. As an action, you can roll up to your speed in a straight line. You can move through the space of any creature that is Large or smaller and the first time you enter a creature's space during this move, that creature must make a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature falls prone and takes bludgeoning damage equal to 1d10 + your Strength modifier. You remain in this form until you emerge as a bonus action or become incapacitated.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Armor","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Snake Arrow","description":"Snake Arrow Weapon (arrow), uncommon Weight: ¼ lb. This arrow is made from a living Venomous Snake , frozen straight. You have a +1 bonus to attack and damage rolls made with this magic arrow. Once it hits a target, the snake reanimates and makes a Bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. The venomous snake slithers away after making its Bite attack, but it will defend itself if attacked.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (arrow)","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Snake Basket","description":"Wondrous item, rare The bowl of this simple, woven basket has high-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can’t summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Snake Basket","description":"Wondrous item, rare The bowl of this simple, woven basket has high-sloped sides, making it almost spherical. A matching woven lid sits snuggly on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can’t summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Snake Oil","description":"Snake Oil Potion, rare Weight: ½ lb. When you drink this potion, you Polymorph into a Constrictor Snake or a Giant Constrictor Snake for 10 minutes or until you drop to 0 hit points. You also gain the effect of a Freedom of Movement spell for the duration. The dark liquid appears to have a small living snake swimming in it. This tiny snake slides down the drinker’s throat to activate the transformation.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Potion","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Snallygast Amulet","description":"Wondrous Item, Uncommon (Requires Attunement) You have advantage on saving throws made to avoid or end the poisoned condition on yourself. Mesmerize. As an action, you can brandish the amulet toward a creature within 30 feet of you. If the creature can see the amulet, it must succeed on a DC 13 Intelligence saving throw or be charmed until the end of its next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes damage or another creature uses an action to shake it out of its stupor.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Snarl","description":"Snarl Weapon (club), very rare This magic ironwood club has a dragon’s face carved upon it. It is a +1 weapon and on a successful hit, delivers an additional 2 (1d4) necrotic damage. However, if a natural 1 is rolled when making an attack with this weapon, it bites its wielder for 3 necrotic damage instead.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Two-handed","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Snicker-Snack","description":"Snicker-Snack Weapon (Greatsword), Legendary (Requires Attunement by a Non-evil Creature) You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn’t have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. While attuned to Snicker-Snack , you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon. Sentience. Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them. Snicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against Snicker-Snack . If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":11857,"Item Type":"Weapon (Greatsword)","Properties":"Heavy, Two-Handed","Item Rarity":"Legendary","Requires Attunement":"Requires Attunement by a Non-evil Creature"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Snickersnack","description":"Snickersnack Weapon (Rapier), Very Rare (Requires Attunement) This nearly weightless blade looks like it is made of smoke. Tiny moonstones decorate the guard and grip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you are attuned to this weapon, you can cast haste on yourself as a bonus action. Once you have cast the spell in this way, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sniper","description":"Journeyman weapon property Components: Masterwork exotic ranged weapon with the Ammunition property that doesn’t have the Scatter property This weapon’s long range becomes eight times the weapon’s normal range.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sniper Crossbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (sniper crossbow)","Properties":"Ammunition (150/600), Heavy, Loading, Sighted, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sniper Rifle","description":"","properties":{"Category":"Items","Item Type":"Weapon (sniper rifle)","Properties":"Ammunition (150/560), Heavy, Reload (4), Sighted, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sniper Rifle for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Ammunition (150/560), Heavy, Reload (4), Sighted, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Snow Wolf Cowl","description":"Wondrous item, rare (requires attunement) Few warriors can claim to have single-handedly bested a full-grown snow wolf. Those that do can have the head of such a monster enchanted by a clan shaman, granting them the power to transform into the beast. Such cowls are prized trophies amongst the frozen Norse clans; symbols of might and status. Wolf Form. As an action, you can cast the polymorph spell on yourself. When cast in this manner, the spell doesn’t require concentration, and you can only transform into a winter wolf , ignoring the spell’s normal restrictions on CR and creature type, with the following changes: You can speak Common, Giant, and Winter Wolf in your wolf form. The attack modifier for your attacks in wolf form is +7 , and the save DC for your Cold Breath and Bite actions is 15 . You can end this spell early as a bonus action. Once this property of the cowl has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Snow Wolf Cowl","description":"Wondrous item, rare (requires attunement) Component: monstrosity (winter wolf) pelt Few warriors can claim to have single-handedly bested a full-grown snow wolf. Those that do can have the head of such a monster enchanted by a clan shaman, granting them the power to transform into the beast. Such cowls are prized trophies amongst the frozen Norse clans, symbols of might and status. Wolf Form. As an action, you can cast the polymorph spell on yourself. When cast in this way, the spell doesn’t require concentration, and you can only transform into a winter wolf, ignoring the spell’s normal restrictions on CR and creature type, with the following changes: You can speak Common, Giant, and Winter Wolf. The attack modifier for your attacks is +7, and the DC is 15 for your Bite and Cold Breath actions. You can end this spell early at any time (no action required). Once this property of the cowl has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Snow Wolf Cowl (uncommon variant)","description":"Wondrous item, uncommon (requires attunement) Few warriors can claim to have single-handedly bested a full-grown snow wolf. Those that do can have the head of such a monster enchanted by a clan shaman, granting them the power to transform into the beast. Such cowls are prized trophies amongst the frozen Norse clans; symbols of might and status. Wolf Form. As an action, you can cast the polymorph spell on yourself. When cast in this manner, the spell doesn’t require concentration, and you can only transform into a winter wolf, ignoring the spell’s normal restrictions on CR and creature type, with the following changes: You can speak Common, Giant, and Winter Wolf in your wolf form. The attack modifier for your attacks in wolf form is +7 , and the save DC for your Cold Breath and Bite actions is 15 . You can end this spell early as a bonus action. Once this property of the cowl has been used, it can’t be used again until the next dawn. Uncommon variant: When you use the Wolf Form property, you turn into a dire wolf instead of a winter wolf.","properties":{"Category":"Items","Expansion":23695,"Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Snow Wolf Cowl (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: monstrosity (winter wolf) pelt Few warriors can claim to have single-handedly bested a full-grown snow wolf. Those that do can have the head of such a monster enchanted by a clan shaman, granting them the power to transform into the beast. Such cowls are prized trophies amongst the frozen Norse clans, symbols of might and status. Wolf Form. As an action, you can cast the polymorph spell on yourself. When cast in this way, the spell doesn’t require concentration, and you can only transform into a winter wolf, ignoring the spell’s normal restrictions on CR and creature type, with the following changes: You can speak Common, Giant, and Winter Wolf. The attack modifier for your attacks is +7, and the DC is 15 for your Bite and Cold Breath actions. You can end this spell early at any time (no action required). Once this property of the cowl has been used, it can’t be used again until the next dawn. Uncommon variant: When you use the Wolf Form property, you turn into a dire wolf instead of a winter wolf, and can’t speak any languages. Reduce the attack modifier to +5 and the DC to 13.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Snow Wolf Cowl (very rare variant)","description":"Wondrous item, very rare (requires attunement) Few warriors can claim to have single-handedly bested a full-grown snow wolf. Those that do can have the head of such a monster enchanted by a clan shaman, granting them the power to transform into the beast. Such cowls are prized trophies amongst the frozen Norse clans; symbols of might and status. Wolf Form. As an action, you can cast the polymorph spell on yourself. When cast in this manner, the spell doesn’t require concentration, and you can only transform into a winter wolf , ignoring the spell’s normal restrictions on CR and creature type, with the following changes: You can speak Common, Giant, and Winter Wolf in your wolf form. The attack modifier for your attacks in wolf form is +7 , and the save DC for your Cold Breath and Bite actions is 15 . You can end this spell early as a bonus action. Once this property of the cowl has been used, it can’t be used again until the next dawn. Very rare variant: Increase the attack modifier for your attacks in wolf form to +9 , the DC of your Cold Breath and Bite actions to 16 , and your hit points in wolf form to 100 . You have resistance to cold damage while you wear the cowl.","properties":{"Category":"Items","Expansion":23695,"Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Snow Wolf Cowl (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: monstrosity (winter wolf) pelt Few warriors can claim to have single-handedly bested a full-grown snow wolf. Those that do can have the head of such a monster enchanted by a clan shaman, granting them the power to transform into the beast. Such cowls are prized trophies amongst the frozen Norse clans, symbols of might and status. Wolf Form. As an action, you can cast the polymorph spell on yourself. When cast in this way, the spell doesn’t require concentration, and you can only transform into a winter wolf, ignoring the spell’s normal restrictions on CR and creature type, with the following changes: You can speak Common, Giant, and Winter Wolf. The attack modifier for your attacks is +7, and the DC is 15 for your Bite and Cold Breath actions. You can end this spell early at any time (no action required). Once this property of the cowl has been used, it can’t be used again until the next dawn. Uncommon variant: When you use the Wolf Form property, you turn into a dire wolf instead of a winter wolf, and can’t speak any languages. Reduce the attack modifier to +5 and the DC to 13. Very rare variant: Increase the attack modifier to +9, the DCs to 16, and your hit points in wolf form to 100. You have resistance to cold damage while you wear the cowl.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Snowshoes","description":"Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Snowshoes","description":"Snowshoes Adventuring gear Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.","properties":{"Category":"Items","Expansion":27909,"Item Type":"Adventuring gear"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Snuffer of Dousing","description":"Snuffer of Dousing Wondrous item, uncommon This thin silver-plated rod is 6 inches long and has a small cup attached to one end. When you use it to douse a candle, all non-magical fires within a 20-foot radius are also extinguished. Once used, this property of the snuffer can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Snuffer of Serving","description":"Snuffer of Serving Wondrous item, rare This ornately engraved brass rod is 8 inches long and has a small cup attached to one end. When you use it to douse a candle, eight smoke mephits immediately emerge from the smouldering wick. The summoned mephits are friendly to you and your companions. Roll initiative for the mephits as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. Once used, this property of the snuffer can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Soap","description":"Soap Adventuring gear Weight : -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Soap","description":"Soap Adventuring gear Weight : -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Soap","description":"Soap Adventuring gear Weight : -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Soap of True Washing","description":"Soap of True Washing Wondrous item, uncommon This small bar of soap is translucent blue in color. When you wash yourself with this soap, it cures any diseases affecting you and causes one curse affecting you to end. The soap is completely consumed in the process.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Soarsled","description":"Soarsled Wondrous item, uncommon A soarsled is a crystalline disk 5 feet in diameter. It can carry a passenger through the air, using the same principles as the buttresses that sustain the towers of Sharn. While within Sharn or another Syranian manifest zone, you can stand on the soarsled and use an action to mentally activate it, causing it to hover beneath you. Once per turn, you can mentally command the hovering soarsled to move up to 30 feet in any direction. The soarsled can carry up to 400 pounds, and stops hovering when you step off it. Each turn, you can use an action to make a DC 12 Dexterity (Acrobatics) check, moving the soarsled up to an additional 60 feet on a success. While outside a Syranian manifest zone, the plane’s energies rapidly fade, and the soarsled can only be activated once, using an action. When it has been used to fly for a total of 10 minutes, or when you deactivate it by stepping off it, it loses its energy and can’t be used again until it spends at least 8 hours in a Syranian manifest zone.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Sojourner's Flute","description":"Wondrous Item, Very Rare (Requires Attunement) This slender flute has 3 charges and regains all expended charges daily at dawn. As an action, you can play a tune on the flute and expend 1 charge to cast the teleport spell from it. When you do so, you can teleport only to the exact spot where you last played that specific tune on the flute and you always arrive on target. If you play a tune you haven’t played on the flute before, you aren’t teleported, but instead designate where you return to the next time you use the flute to play that tune.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Solar Aegis","description":"Solar Aegis Armor (Shield), Legendary (requires attunement) Forged for a defiant paladin general who waged war on corrupt angels in ages past, this shield allows you to withstand the fury of the sun itself. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Additionally, you have resistance to fire and radiant damage, and you can’t be blinded by bright light. Radiant Reign. The shield has 5 charges. When you take fire or radiant damage, you can use your reaction and spend one charge to gain immunity to both fire and radiant damage, including against the triggering damage, until the end of your next turn. The shield regains 1d4+1 charges daily at dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Shield)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Solar's Crest","description":"Armor (Any Medium or Heavy), Very Rare (Requires Attunement) This magic armor is crafted from hardened steel and embossed with a golden sun symbol. You have resistance to Radiant damage while wearing it. Cleansing Light. As a bonus action, you can cause cleansing light to course through you. You regain 2d10 hit points and are affected as by the Greater Restoration spell. Once used, this property can't be used again until the next dawn. Warding Flare. When a creature within 10 feet of you misses an attack roll against you, you can use your reaction to force the creature to make a DC 15 Constitution saving throw as the armor flares with light. On a failure, the target is Blinded until the start of its next turn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Armor","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Soldier's Kit","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category Soldiers carry a lot of equipment when deployed for combat. Exactly what they carry depends on the mission, their role in their unit, and the environment they are fighting in. Nonetheless, this kit offers some of the essentials most soldiers might carry and includes: a backpack, military ID, chem-light, ear and eye protection, multitool, notebook and pen, a woobie (a blanket/poncho), 7 magazines of ammunition, night vision goggles, batteries, rations for 3 days, water, first aid kit, hygiene supplies, snacks, radio (unit leader only).","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Soldier's Pack","description":"Soldier's Pack Equipment pack Includes: backpack micro- binoculars flashlight 6 flares medkit rations (10 days) reinforced restraints rope cable (50 feet) sleeping bag thermos two-way communicator","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Soldra's Staff","description":"Staff, uncommon (requires attunement by a wizard) Crafted by a skilled wizard and meant to be a spellcaster’s last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon’s claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff’s pearl to direct moonlight for 1 minute.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Solvia Groves Diamond Plum Wine","description":"Solvia Groves Diamond Plum Wine Adventuring gear Cost 60 gp per bottle. Tropical weather and fertile lands have enabled Feolinn to develop a prosperous wine trade across the Menagerie Coast and beyond. There is fierce competition between local families as well as the rival wineries of Kamordah in the empire, and the numerous wines exported from Feolinn can claim a respectable bit of coin, though the prices might vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Solvia Groves Sunset White Wine","description":"Solvia Groves Sunset White Wine Adventuring gear Cost 30 gp per bottle. Tropical weather and fertile lands have enabled Feolinn to develop a prosperous wine trade across the Menagerie Coast and beyond. There is fierce competition between local families as well as the rival wineries of Kamordah in the empire, and the numerous wines exported from Feolinn can claim a respectable bit of coin, though the prices might vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Somewhat Holy Hand Grenade","description":"Wondrous item, very rare Component: lucky astral paw (unique - bonemonger) The Book of Armaments, an ancient holy text, speaks of a blessed weapon capable of wreaking destruction upon the evils of the world, an object so powerful that all enemies of the heavens will be blown to tiny bits, in the gods’ mercy. This attempt at recreating it has been corrupted by the malicious energy of the bonemonger... but perhaps that isn’t a bad thing. Duality of Man. As an action, you can take out the holy pin, count to three, no more, no less, and lob the grenade at a point you can see within 30 feet of you. When you do, choose one of the two options below: Radiant Rebuke. The grenade explodes in a burst of searing light and each creature within 20 feet of it must make a DC 16 Constitution saving throw . On a failed save, a creature takes 6d8 radiant damage . If it has an evil alignment, it takes 8d8 radiant damage and is blinded until the end of its next turn instead. On a success, a creature takes half as much damage and isn’t blinded. Shadowy Embrace. The grenade explodes in a mess of shadowy claws and each creature within 20 feet of it must make a DC 16 Strength saving throw . On a failed save, a creature takes 6d8 necrotic damage . If it has a non-evil alignment, it takes 8d8 necrotic damage and is restrained by the claws until the end of its next turn instead. On a success, a creature takes half as much damage and isn’t restrained. The grenade is then destroyed.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Properties":"Component: lucky astral paw (unique - bonemonger)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Song-Saddle of the Khan","description":"Wondrous item, rare Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse’s speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Song's Sticks of Gracious Parting","description":"Song's Sticks of Gracious Parting Wondrous item Price: 1,000 gp These two unassuming small sticks, each engraved with a small heart, look like they might also function as an eating utensil. When these two small bamboo sticks, each about six inches in length, are clicked together, the surrounding lights become slightly dimmer and the wielder has Advantage on a Charisma check to end a conversation. No matter how the conversation was going, the participants all leave feeling friendly towards each other. This item must be used every day or the magic fades.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Songhorn","description":"Songhorn Musical instrument A recorder, a simple type of flute, usually carved from wood.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Sonic Bomb","description":"By mixing your bomb’s explosive contents with a few drops of air elemental essence, you can change it into a sonic bomb. A sonic bomb deals thunder damage instead of fire damage, its damage dice are d6s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, is deafened until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Sonic Emitter","description":"Sonic Emitter Utility, rare You can use an action to activate this rod-shaped device, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the device has a 20 percent chance of causing it to overload and explode. The explosion deals 10d6 lightning damage to the blower and destroys the device.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sonic Grenade","description":"Releases a booming wave of force that can be heard within 300 feet of the target area. In addition to damage, each target that fails their saving throw is deafened and stunned until the end of their next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sonic Tranquilizer","description":"Mechanical Trap When the item is triggered it releases a subsonic drone that causes living creatures within 10 feet to fall asleep for 3d6 x 10 minutes (DC 13 Wisdom save negates). @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Items","Item Type":"Mechanical Trap"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Soothing Balm","description":"Wondrous item, uncommon This small, cylindrical stoneware vessel contains a long-lasting paste made of various healing herbs, which makes a healer’s touch more effective. As part of a Wisdom (Medicine) check, you may apply this balm to gain a +2 bonus to the check. The vessel contains a maximum of 10 doses, and typically has 2d4+2 doses remaining when found.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Soothsalts","description":"Soothsalts Adventuring gear Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours. For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses. Soothsalts are valued at 150 gp per dose.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Sorium Rod","description":"","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, special"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sorting Beast","description":"Wondrous item, rare The sorting beast is a six-legged machine with eyes, legs, and antennae at both ends, as well as an array of measuring devices near its center. It can manipulate and hold objects up to 30 pounds in weight. When activated as an action, the sorting beast sets about collecting and sorting all loose valuable items within 100 feet. It sorts all gold pieces, silver pieces, and copper pieces into neat stacks of 10. For material goods, such as precious stones, the sorting beast can appraise value by weight and quality, before sorting the goods appropriately and printing the results on a fine paper strip. The sorting beast continues sorting until finished or deactivated as an action. Additionally, the sorting beast can cast the spell identify , without using material components, on one object you designate each day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Soul Bag","description":"Soul Bag When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).","properties":{"Category":"Items","Item Type":"Wondrous"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Soul Bond Chalice","description":"Wondrous item, very rare The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice’s stem. The raven’s talons, perched on a branch, serve as the chalice’s base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn’t a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren’t on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: You are proficient in each saving throw that your bonded partner is proficient in. If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed. You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner’s status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them. If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction. If you are under the effects of a spell that has a duration but doesn’t require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you. If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Soul Coin","description":"Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered. Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Soul Coin","description":"Soul Coin Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered. Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Soul Coin","description":"Wondrous Item, Uncommon Soul Coins are about 5 inches across and an inch thick, each minted from infernal iron. Each coin weighs one-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each Soul Coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. Anyone holding a Soul Coin feels the soul bound within it—overcome with rage, fraught with despair, or whatever emotion the soul exudes. An evil creature can carry as many Soul Coins as it wishes (up to its maximum weight allowance). A good or neutral creature can carry a number of Soul Coins equal to or less than its Constitution modifier. A non-evil creature carrying a number of Soul Coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can always understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting Remove Curse or another spell that removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the Outer Plane most closely tied to its alignment (DM’s choice). A soul can also be freed by destroying the coin that contains it. A Soul Coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except damage dealt by a Hellfire Weapon or an infernal war machine’s furnace.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Soul Coins","description":"Wondrous item, uncommon Soul Coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each Soul Coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a Soul Coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many Soul Coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of Soul Coin s equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of Soul Coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and use it to do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served, or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from Soul Coins typically emerge from the River Styx as lemure devils. A soul can also be freed by destroying the coin that contains it. A S oul Coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by an infernal warship’s furnace. Freeing a soul from a Soul Coin is considered a good act, even if the soul belongs to an evil creature. Hellish Currency. Soul Coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered. Soul Coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Soul Diamond","description":"Soul Diamond Wondrous Item, Legendary Ages past, a dark cult of deranged priests created these diamonds to capture the souls of fallen heroes and villains alike in a mad attempt to control the course of history. A creature whose soul is trapped in a Soul Diamond can be resurrected only by a wish spell, unless the creature attempting the resurrection is holding the diamond. While holding the Soul Diamond, you can use your reaction to trap the soul of a creature you can see that dies within 60 feet of you. The soul remains trapped until the creature is resurrected or until you use an action to release it while holding the Soul Diamond. The Soul Diamond can hold only one soul at a time. When you cast raise dead , reincarnate , resurrection , revivify , or true resurrection on a creature whose soul is trapped in the Soul Diamond, you may use the diamond as the material component for the spell. When cast this way, any of the aforementioned spells forcefully resurrects the creature even if it is not willing and empties the Soul Diamond without consuming it in the process. As long as a soul is trapped in the Soul Diamond, it can telepathically communicate with any creature touching it. If you die while the Soul Diamond is on your person, your soul becomes trapped in the Soul Diamond, unless it already holds a soul.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Soul Jug","description":"Wondrous item, very rare If you unstopper the jug, your soul enters it; this effect functions as the magic jar spell with a 9-hour duration and the jug acting as the gem. Unlike the magic jar spell, the jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 16 Charisma saving throw. Only one soul can be in the jug at one time. If a soul is in the jug when the duration ends, the jug shatters.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Soul Jug","description":"Wondrous item, very rare If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Soul Lamp","description":"Soul Lamp Wondrous item, rare (requires attunement) Swirling soul energy fills the glass globe of this lantern. The lantern has 6 charges. As an action, you can speak the lantern’s command word and expend 1 charge to summon a specter residing within the lantern. The specter appears in an unoccupied space within 5 feet of you. They know and can speak any language you know, obey your verbal commands, and act immediately after you in the initiative order. The specter is destroyed after 1 hour or when it drops to 0 hit points. The lamp can only have one specter summoned at a time. The lantern regains 1 charge when a creature who isn’t a Construct or Undead dies within 20 feet of the lantern, allowing the lamp to draw their soul into it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Soul Reaper Sickle","description":"Soul Reaper Sickle Weapon (sickle), rare Damage: 1d6+1 piercing Weight: 2 lb. Properties: Light You gain a +1 bonus to attack and damage rolls made with this magic weapon. Soul Reaper. Once per turn, you can use this weapon to slice at your enemy’s soul. On a hit, the target must make a DC 15 Wisdom saving throw. If it fails, the target takes an additional 2d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. On a success, there is no effect. This attack has no effect on undead or fiends. Zalarak’s Curse. If you are killed while holding this weapon and are not raised within 1 hour, your body rises as a ghoul . These weapons were used by the hordes of warrior ghouls raised by the necromancer Zalarak. Most were destroyed during the War of the Risen Dead, but some of the sickles survived, hidden by the sands and wielded by the ghouls that outlived their master.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Soul-Star Arrows","description":"Soul-Star Arrows Ammunition Soul-star arrows are used by Kaito ritualists in combat, allowing them to channel their invocations through these arrows. When a creature fires a soul-star arrow, that creature can choose an invocation that it knows. The next time it performs that invocation within one minute of the arrow being fired, if the creature is within 300 feet of the soul-star arrow, it can choose to perform the invocation as if it were standing at the soul-star arrow’s current location. If the soul-star arrow struck a creature the previous round, any damage dealt by the invocation is increased by 1d12, and the creature it struck has disadvantage on any saving throws the invocation causes.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Soulbound Steel","description":"Soulbound Steel is used to craft weapons and, rarely, shields. A weapon made of soulbound steel costs an additional 500 gp to create. This cost represents not only the price of the material used to make it, but the time, care, and expertise required to keep the sliver of soul intact without making the weapon less effective. When you make an Intelligence, Wisdom, or Charisma saving throw while holding or carrying an item made of soulbound steel, you can use a reaction to have advantage on the saving throw. Once you use this property of the item, you can’t use it again until you finish a long rest. You can benefit from this property only once each day, regardless of how many soulbound steel items you possess.","properties":{"Category":"Items","Item Type":"Material"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Soulbound Wraps","description":"Wondrous item, rare (requires attunement by a monk) These cloth hand wraps are embroidered with symbols of balance and meditation. When you hit a creature with an unarmed strike while wearing these wraps, you can choose to reduce the damage you deal by up to 10, pulling some of the energy of the hit back into you through the wraps. You regain 1 ki point for every 10 damage you choose not to deal to a creature you hit. Once you regain a number of ki points equal to half your proficiency bonus, the wraps unravel and can’t be worn again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement by a monk)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Soulgate Staff","description":"During the dragon wars that eventually led to the end of the old world, six archmages decided to try and stop the dragon gods that threatened all of Virthys. Together, the mighty Tandharil Council created the Soulgate Staff. Their intention was to send the draconic deities back to their home planes. Their plan might have worked with a less powerful opponent, but the Tandharil overestimated themselves. As they faced Myrzakliaz, the dragon god of betrayal and trickery, they attempted to use the Soulgate Staff on the mighty beast. Instead of forcing him to return to his home plane, they merely offended Myrzakliaz. The fate of the Tandharil Council is unknown. The only certain thing is that the dragon god punished them harshly, and left the Soulgate Staff unattended. It is unknown where the artifact is today. Magic schools: Abjuration, Conjuration, Evocation, Transmutation Cost: Priceless Magic properties: The Soulgate Staff is a unique artifact that requires attunement by a spellcaster. To attune, you have to cast one of your highest-level spells on the staff, which is consumed by the item’s own magic. Once attuned, it grants the following beneficial properties: You gain Advantage on any Intelligence (Arcana) check. You are immune to being charmed or otherwise mind-controlled. For any spell that is cast on you, you can choose to make an Intelligence Saving Throw against the caster’s Spell Save DC. On a success, you can redirect the spell at a different target within twenty feet of you. The spell is handled as if it had been cast at the new target, but limits to spell range are ignored. You can wield the Soulgate Staff as a quarterstaff. On a successful hit, you can cast Imprisonment on the target as an instant effect, without requiring components. The only available option is the Minimus Containment, which imprisons the target into the gem embedded in the staff. If there already is a creature imprisoned this way, it is instantly released as the new target is captured. Soulgate. Once a day, you can cast the spell Gate without requiring material components. The staff is so powerful that it creates a rift between planes. Even if something blocks access to other planes, the staff is still capable of casting its magic. Alternatively, in the presence of a creature from another plane, you can use a variation of the spell called Soulgate. The target of your spell has to succeed on an Intelligence Saving Throw against your Spell Save DC. On a failure, the creature’s own soul tears open a rift to its home plane. Once the gate is open, you can attempt to command the creature to return to its home through the gate. It has to make another Intelligence Saving Throw against your Spell Save DC. On a failure, it is transformed into a silvery mist, which gets sucked into the gate. Once on the other side, the creature transforms back into its original shape. It cannot act until the end of your next turn. Tulacc knew the ring was here somewhere. The vault was full of treasure and magic items, too much for him to carry, so he had to choose wisely. That ring which could make him invisible would be perfect for future raids! Using his arcane goggles, he glanced over all the items that showed the arcane shine. And there it was! The ring lay on the ground, right besides a weird-looking staff. Tulacc glanced at the staff for a moment, and the goggles instantly showed him that only spellcasters could use it. What a worthless crap. He grabbed the ring and everything else he had gathered, and quickly left the vault again...","properties":{"Category":"Items","Expansion":26136,"Item Type":"Staff","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Soulgrip Whip","description":"Weapon (Whip), Rare (Requires Attunement) This magic whip is fashioned from an Aberration's severed tentacle and imbued with sinister magic. When you hit with an attack roll using this whip, the target takes an extra 1d4 necrotic damage. Cursed Coil. When you hit a creature with an attack roll using this whip, you can force it to make a DC 15 Strength saving throw. On a failed save, you grapple the target with the whip. While grappled in this way, the creature takes 1d8 necrotic damage at the start of each of its turns. In addition, whenever you take damage, the creature must succeed on a DC 15 Constitution saving throw or take half as much damage (rounded down). The creature can escape the grapple by using its action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check and succeeding. The grapple also ends if you use the whip to attack another creature.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Properties":"Finesse, Reach","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Soulkeeper Pendant","description":"Wondrous item, rare (optional attunement) Component: phial of celestial blood Tools of devilish origin, these mundane-looking miniature animal skulls are designed to increase the throughput of souls to the Hells. When a humanoid dies within 5 feet of the pendant and the pendant doesn’t already have a soul trapped in it, its soul becomes trapped in a flame-filled, hellish demiplane, causing the pendant’s eyes to glow fiery red. Casting the remove curse spell or similar magic on the pendant releases a soul from its captivity. A soul can be stored indefinitely, and time spent in captivity within the pendant doesn’t count against the time limit of resurrection spells such as raise dead. A creature who is resurrected after its soul has been stored within the pendant must make a Wisdom saving throw or develop one long-term madness effect. The DC for the saving throw equals 10 + the number of days the soul was trapped in the pendant. Optional Attunement: Sellsoul. Upon attuning to this pendant, a devil, Eebezelbub, appears to you with an offer. She will trick souls you capture into following her to the Hells in exchange for granting you minor favours. If the pendant has a soul trapped in it, you can use an action to call Eebezelbub’s name and permit her entry to the pendant. Roll a d6. On a 1, the soul refuses Eeb’s offer and drifts away, causing the miniature animal’s eyes to slowly dim. On a 2-6, the soul accepts her offer and the skull flashes brightly before petering out. Eebezelbub reappears 1d20 minutes later, offering to perform one of the following tasks of your choice: She will deliver and return one message, as per the sending spell, and can send the message to other planes of existence without the possibility of failure, but she can’t enter good-aligned planes to deliver the message. She will answer three questions, as per the commune spell. She will divulge information on a topic, as per the legend lore spell. Eebezelbub needs time to process the souls that accept her offers, and after getting two souls from the pendant, she won’t take any more until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Soulkeeper Pendant (very rare variant)","description":"Wondrous item, rare (optional attunement) Component: phial of celestial blood Tools of devilish origin, these mundane-looking miniature animal skulls are designed to increase the throughput of souls to the Hells. When a humanoid dies within 5 feet of the pendant and the pendant doesn’t already have a soul trapped in it, its soul becomes trapped in a flame-filled, hellish demiplane, causing the pendant’s eyes to glow fiery red. Casting the remove curse spell or similar magic on the pendant releases a soul from its captivity. A soul can be stored indefinitely, and time spent in captivity within the pendant doesn’t count against the time limit of resurrection spells such as raise dead. A creature who is resurrected after its soul has been stored within the pendant must make a Wisdom saving throw or develop one long-term madness effect. The DC for the saving throw equals 10 + the number of days the soul was trapped in the pendant. Optional Attunement: Sellsoul. Upon attuning to this pendant, a devil, Eebezelbub, appears to you with an offer. She will trick souls you capture into following her to the Hells in exchange for granting you minor favours. If the pendant has a soul trapped in it, you can use an action to call Eebezelbub’s name and permit her entry to the pendant. Roll a d6. On a 1, the soul refuses Eeb’s offer and drifts away, causing the miniature animal’s eyes to slowly dim. On a 2-6, the soul accepts her offer and the skull flashes brightly before petering out. Eebezelbub reappears 1d20 minutes later, offering to perform one of the following tasks of your choice: She will deliver and return one message, as per the sending spell, and can send the message to other planes of existence without the possibility of failure, but she can’t enter good-aligned planes to deliver the message. She will answer three questions, as per the commune spell. She will divulge information on a topic, as per the legend lore spell. Eebezelbub needs time to process the souls that accept her offers, and after getting two souls from the pendant, she won’t take any more until the next dawn. Very rare variant: Eebezelbub can take up to three souls from the pendant, instead of two, before she won’t take any more until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sound Dampener","description":"Sound Dampener Mod (armor), uncommon When you activate this mod, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Activating the mod requires an action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"mod","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sound Whip","description":"Sound Whip Weapon (Whip), Rare (requires attunement) Crafted by a legendary storm sorceress who channeled some of her overflowing magic into arcane relics, this whip harbors the shattering power of thunder. When inactive, this item appears to be a whip handle. While holding it, you can use a bonus action to cause a whip of pure sound to spring into existence, or make the whip disappear. Made of thunderous sonic waves, the Sound Whip has the light property. When you attack with this weapon, a loud crack of thunder, audible from as far away as 1200 feet, emanates from it. Sonic Lash. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals thunder damage instead of slashing damage. When you hit a creature made of inorganic material such as stone, crystal, or metal with it, as well as a nonmagical object that isn’t being worn or carried, that target takes an extra 2d8 thunder damage. Deafening Strike. When you hit a creature with an attack with this whip, that creature must succeed on a DC 15 Constitution saving throw or be deafened until the start of your next turn. Creatures made of inorganic material such as stone, crystal, or metal have disadvantage on this saving throw. Item Variant: Greater Sound Whip At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Sound Whip grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 4d8 thunder damage to creatures made of inorganic material such as stone, crystal, or metal with it, as well as nonmagical objects that are not being worn or carried (instead of 2d8). Additionally, the Constitution saving throw DC for Deafening Strike increases to 20, and creatures that fail it are deafened for 1 minute. Player characters may undertake a quest to upgrade a Sound Whip into a Greater Sound Whip, possibly by enlisting the help of a storm sorcerer or a powerful air elemental.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Whip)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Source Powder","description":"Wondrous Item, rare Source is highly unstable on its own, if it is jostled or dropped roll on the “Source Effect” table. 1d100 Source Effect 1-10 You are at the center of a darkness spell for 1 minute. 11-20 Plants grow around you and you are restrained for 1 minute. 21-30 All of your hair permanently falls out. Only a spell such as remove curse can end this effect. 31-40 For the next minute, any creature you touch takes 2d6 lightning damage. 41-50 A fireball explodes with you at the center. You and each creature within 20 feet of you must succeed on a DC 16 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. 51-60 A puddle of grease appears where you are standing, with a 10 foot radius. You and anyone within 10 feet of you must succeed on a DC 16 Dexterity check or fall prone. 61-70 You transform into a stone statue of yourself for 1 minute, during which time you are considered petrified. 71-80 Make a DC 16 Wisdom saving throw . If you fail, you are transformed into a giant rabbit for 1 minute, as if by the polymorph spell. 81-90 You are invisible for 1 minute. 91-99 You immediately take 2d6 psychic damage. 100 Roll again twice on this table, ignoring further 100s.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Sovereign Glue","description":"Sovereign Glue Wondrous item, legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness . When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness , or with a wish spell.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sovereign Glue","description":"Sovereign Glue Wondrous item, legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness . When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness , or with a wish spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sovereign Glue","description":"Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness . When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness , or with a Wish spell.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Sovereign Glue"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sovereign's Scepter (Level 1)","description":"This golden scepter is topped by an impressive lion’s head with ruby eyes. Owain was a great king who viewed his role as Protector of the Realm as a sacred pact between himself and his people. King Owain, often called The Lion, personified all the qualities desired in a sovereign. He was intelligent and wise, good and kind, strong and just. Owain went to great lengths to ensure the safety, prosperity, and well-being of his people. He believed all people, regardless of their station in life, deserved to be treated fairly and equally. He codified the realm’s first set of laws, and he even specified that no one, not even a king, was above the law. The reign of King Owain the Lion was truly a golden age. On the anniversary of Owain’s 30th year on the throne, his lords commissioned a magnificent golden scepter to commemorate the king’s long and just reign. Royal wizards and high clerics of the realm bestowed powerful protective magic upon the scepter, which was then presented to the appreciative king. By the time King Owain had reached his seventieth year, he was in failing health. The King transferred power to his young son, Prince Tarrgrin, during a solemn ceremony in which he formally turned over his sovereign’s scepter to the young prince. Less than a year later, the great king, the Protector of the Realm, died peacefully in his sleep. The people had hoped that Owain’s son would be as wise, strong, and just as his father had been. Alas, it was not to be. Although Tarrgrin tried to live up to his father’s example, he was in truth but a shadow of the ruler King Owain had been. Within a few years, most of the lords were in open rebellion. Bitter, furious, and increasingly paranoid, Tarrgrin rejected his father’s laws and swiftly imprisoned anyone suspected of treason. The kingdom was soon ripped apart by a bloody civil war. Eventually, the capital city was taken. King Tarrgrin was captured and beheaded, and in the chaos that followed, the sovereign’s scepter disappeared. Perhaps it was taken by one of the lords; perhaps it was accidentally destroyed. There are many that believe someone loyal to King Owain’s memory took the scepter and hid it away. Rumors say that, when someone truly worthy of Owain’s ideals comes forward, the sovereign’s scepter will be found once again. Rod, fabled (5th-level and higher properties require attunement by a creature of good alignment) While holding this scepter, a critical hit against you becomes a normal hit. Once triggered, this property can’t be triggered again until the next dawn. Sovereign’s Protection (Requires Attunement). As your level increases, you gain the following benefits while holding or carrying the scepter. 5th level. You have advantage on saving throws against spells. In addition, you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying, and creatures can telepathically communicate with you only if you allow it. 9th level. You gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to press one of the ruby eye buttons on the scepter’s lion head. For 1 minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden as well as those in plain sight. The scepter’s lion head has two ruby eye buttons. Once pressed, a ruby eye button becomes inactive and can’t be pressed again until the next dawn or until you recharge it with the scepter’s 13th level feature. 13th level. You now gain a +2 bonus to AC, instead of +1. When a creature you can see within 60 feet of you casts a spell that targets only you, you can use a reaction to counter the spell. If the spell is of 4th level or lower, the spell fails and has no effect as the lion’s mouth opens and consumes the spell’s magic. Then, all inactive ruby eye buttons become active and can be pressed again. You can counter a spell with this feature only if at least one ruby eye button has already been pressed and is inactive. 17th level. You now gain a +3 bonus to AC, instead of +2. When you use your reaction to counter a spell, you can now counter a spell of up to 7th level. In addition, if both ruby eye buttons are active and can be pressed, you can use an action to press both buttons and force the lion’s head to roar. Each creature of your choice within 60 feet of you must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. All active ruby eye buttons then become inactive and can’t be pressed again until the next dawn or until you recharge them with the scepter’s 13th level feature.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sovereign's Scepter (Level 13)","description":"This golden scepter is topped by an impressive lion’s head with ruby eyes. Owain was a great king who viewed his role as Protector of the Realm as a sacred pact between himself and his people. King Owain, often called The Lion, personified all the qualities desired in a sovereign. He was intelligent and wise, good and kind, strong and just. Owain went to great lengths to ensure the safety, prosperity, and well-being of his people. He believed all people, regardless of their station in life, deserved to be treated fairly and equally. He codified the realm’s first set of laws, and he even specified that no one, not even a king, was above the law. The reign of King Owain the Lion was truly a golden age. On the anniversary of Owain’s 30th year on the throne, his lords commissioned a magnificent golden scepter to commemorate the king’s long and just reign. Royal wizards and high clerics of the realm bestowed powerful protective magic upon the scepter, which was then presented to the appreciative king. By the time King Owain had reached his seventieth year, he was in failing health. The King transferred power to his young son, Prince Tarrgrin, during a solemn ceremony in which he formally turned over his sovereign’s scepter to the young prince. Less than a year later, the great king, the Protector of the Realm, died peacefully in his sleep. The people had hoped that Owain’s son would be as wise, strong, and just as his father had been. Alas, it was not to be. Although Tarrgrin tried to live up to his father’s example, he was in truth but a shadow of the ruler King Owain had been. Within a few years, most of the lords were in open rebellion. Bitter, furious, and increasingly paranoid, Tarrgrin rejected his father’s laws and swiftly imprisoned anyone suspected of treason. The kingdom was soon ripped apart by a bloody civil war. Eventually, the capital city was taken. King Tarrgrin was captured and beheaded, and in the chaos that followed, the sovereign’s scepter disappeared. Perhaps it was taken by one of the lords; perhaps it was accidentally destroyed. There are many that believe someone loyal to King Owain’s memory took the scepter and hid it away. Rumors say that, when someone truly worthy of Owain’s ideals comes forward, the sovereign’s scepter will be found once again. Rod, fabled (5th-level and higher properties require attunement by a creature of good alignment) While holding this scepter, a critical hit against you becomes a normal hit. Once triggered, this property can’t be triggered again until the next dawn. Sovereign’s Protection (Requires Attunement). As your level increases, you gain the following benefits while holding or carrying the scepter. 5th level. You have advantage on saving throws against spells. In addition, you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying, and creatures can telepathically communicate with you only if you allow it. 9th level. You gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to press one of the ruby eye buttons on the scepter’s lion head. For 1 minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden as well as those in plain sight. The scepter’s lion head has two ruby eye buttons. Once pressed, a ruby eye button becomes inactive and can’t be pressed again until the next dawn or until you recharge it with the scepter’s 13th level feature. 13th level. You now gain a +2 bonus to AC, instead of +1. When a creature you can see within 60 feet of you casts a spell that targets only you, you can use a reaction to counter the spell. If the spell is of 4th level or lower, the spell fails and has no effect as the lion’s mouth opens and consumes the spell’s magic. Then, all inactive ruby eye buttons become active and can be pressed again. You can counter a spell with this feature only if at least one ruby eye button has already been pressed and is inactive. 17th level. You now gain a +3 bonus to AC, instead of +2. When you use your reaction to counter a spell, you can now counter a spell of up to 7th level. In addition, if both ruby eye buttons are active and can be pressed, you can use an action to press both buttons and force the lion’s head to roar. Each creature of your choice within 60 feet of you must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. All active ruby eye buttons then become inactive and can’t be pressed again until the next dawn or until you recharge them with the scepter’s 13th level feature.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sovereign's Scepter (Level 17)","description":"This golden scepter is topped by an impressive lion’s head with ruby eyes. Owain was a great king who viewed his role as Protector of the Realm as a sacred pact between himself and his people. King Owain, often called The Lion, personified all the qualities desired in a sovereign. He was intelligent and wise, good and kind, strong and just. Owain went to great lengths to ensure the safety, prosperity, and well-being of his people. He believed all people, regardless of their station in life, deserved to be treated fairly and equally. He codified the realm’s first set of laws, and he even specified that no one, not even a king, was above the law. The reign of King Owain the Lion was truly a golden age. On the anniversary of Owain’s 30th year on the throne, his lords commissioned a magnificent golden scepter to commemorate the king’s long and just reign. Royal wizards and high clerics of the realm bestowed powerful protective magic upon the scepter, which was then presented to the appreciative king. By the time King Owain had reached his seventieth year, he was in failing health. The King transferred power to his young son, Prince Tarrgrin, during a solemn ceremony in which he formally turned over his sovereign’s scepter to the young prince. Less than a year later, the great king, the Protector of the Realm, died peacefully in his sleep. The people had hoped that Owain’s son would be as wise, strong, and just as his father had been. Alas, it was not to be. Although Tarrgrin tried to live up to his father’s example, he was in truth but a shadow of the ruler King Owain had been. Within a few years, most of the lords were in open rebellion. Bitter, furious, and increasingly paranoid, Tarrgrin rejected his father’s laws and swiftly imprisoned anyone suspected of treason. The kingdom was soon ripped apart by a bloody civil war. Eventually, the capital city was taken. King Tarrgrin was captured and beheaded, and in the chaos that followed, the sovereign’s scepter disappeared. Perhaps it was taken by one of the lords; perhaps it was accidentally destroyed. There are many that believe someone loyal to King Owain’s memory took the scepter and hid it away. Rumors say that, when someone truly worthy of Owain’s ideals comes forward, the sovereign’s scepter will be found once again. Rod, fabled (5th-level and higher properties require attunement by a creature of good alignment) While holding this scepter, a critical hit against you becomes a normal hit. Once triggered, this property can’t be triggered again until the next dawn. Sovereign’s Protection (Requires Attunement). As your level increases, you gain the following benefits while holding or carrying the scepter. 5th level. You have advantage on saving throws against spells. In addition, you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying, and creatures can telepathically communicate with you only if you allow it. 9th level. You gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to press one of the ruby eye buttons on the scepter’s lion head. For 1 minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden as well as those in plain sight. The scepter’s lion head has two ruby eye buttons. Once pressed, a ruby eye button becomes inactive and can’t be pressed again until the next dawn or until you recharge it with the scepter’s 13th level feature. 13th level. You now gain a +2 bonus to AC, instead of +1. When a creature you can see within 60 feet of you casts a spell that targets only you, you can use a reaction to counter the spell. If the spell is of 4th level or lower, the spell fails and has no effect as the lion’s mouth opens and consumes the spell’s magic. Then, all inactive ruby eye buttons become active and can be pressed again. You can counter a spell with this feature only if at least one ruby eye button has already been pressed and is inactive. 17th level. You now gain a +3 bonus to AC, instead of +2. When you use your reaction to counter a spell, you can now counter a spell of up to 7th level. In addition, if both ruby eye buttons are active and can be pressed, you can use an action to press both buttons and force the lion’s head to roar. Each creature of your choice within 60 feet of you must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. All active ruby eye buttons then become inactive and can’t be pressed again until the next dawn or until you recharge them with the scepter’s 13th level feature.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sovereign's Scepter (Level 5)","description":"This golden scepter is topped by an impressive lion’s head with ruby eyes. Owain was a great king who viewed his role as Protector of the Realm as a sacred pact between himself and his people. King Owain, often called The Lion, personified all the qualities desired in a sovereign. He was intelligent and wise, good and kind, strong and just. Owain went to great lengths to ensure the safety, prosperity, and well-being of his people. He believed all people, regardless of their station in life, deserved to be treated fairly and equally. He codified the realm’s first set of laws, and he even specified that no one, not even a king, was above the law. The reign of King Owain the Lion was truly a golden age. On the anniversary of Owain’s 30th year on the throne, his lords commissioned a magnificent golden scepter to commemorate the king’s long and just reign. Royal wizards and high clerics of the realm bestowed powerful protective magic upon the scepter, which was then presented to the appreciative king. By the time King Owain had reached his seventieth year, he was in failing health. The King transferred power to his young son, Prince Tarrgrin, during a solemn ceremony in which he formally turned over his sovereign’s scepter to the young prince. Less than a year later, the great king, the Protector of the Realm, died peacefully in his sleep. The people had hoped that Owain’s son would be as wise, strong, and just as his father had been. Alas, it was not to be. Although Tarrgrin tried to live up to his father’s example, he was in truth but a shadow of the ruler King Owain had been. Within a few years, most of the lords were in open rebellion. Bitter, furious, and increasingly paranoid, Tarrgrin rejected his father’s laws and swiftly imprisoned anyone suspected of treason. The kingdom was soon ripped apart by a bloody civil war. Eventually, the capital city was taken. King Tarrgrin was captured and beheaded, and in the chaos that followed, the sovereign’s scepter disappeared. Perhaps it was taken by one of the lords; perhaps it was accidentally destroyed. There are many that believe someone loyal to King Owain’s memory took the scepter and hid it away. Rumors say that, when someone truly worthy of Owain’s ideals comes forward, the sovereign’s scepter will be found once again. Rod, fabled (5th-level and higher properties require attunement by a creature of good alignment) While holding this scepter, a critical hit against you becomes a normal hit. Once triggered, this property can’t be triggered again until the next dawn. Sovereign’s Protection (Requires Attunement). As your level increases, you gain the following benefits while holding or carrying the scepter. 5th level. You have advantage on saving throws against spells. In addition, you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying, and creatures can telepathically communicate with you only if you allow it. 9th level. You gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to press one of the ruby eye buttons on the scepter’s lion head. For 1 minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden as well as those in plain sight. The scepter’s lion head has two ruby eye buttons. Once pressed, a ruby eye button becomes inactive and can’t be pressed again until the next dawn or until you recharge it with the scepter’s 13th level feature. 13th level. You now gain a +2 bonus to AC, instead of +1. When a creature you can see within 60 feet of you casts a spell that targets only you, you can use a reaction to counter the spell. If the spell is of 4th level or lower, the spell fails and has no effect as the lion’s mouth opens and consumes the spell’s magic. Then, all inactive ruby eye buttons become active and can be pressed again. You can counter a spell with this feature only if at least one ruby eye button has already been pressed and is inactive. 17th level. You now gain a +3 bonus to AC, instead of +2. When you use your reaction to counter a spell, you can now counter a spell of up to 7th level. In addition, if both ruby eye buttons are active and can be pressed, you can use an action to press both buttons and force the lion’s head to roar. Each creature of your choice within 60 feet of you must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. All active ruby eye buttons then become inactive and can’t be pressed again until the next dawn or until you recharge them with the scepter’s 13th level feature.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sovereign's Scepter (Level 9)","description":"This golden scepter is topped by an impressive lion’s head with ruby eyes. Owain was a great king who viewed his role as Protector of the Realm as a sacred pact between himself and his people. King Owain, often called The Lion, personified all the qualities desired in a sovereign. He was intelligent and wise, good and kind, strong and just. Owain went to great lengths to ensure the safety, prosperity, and well-being of his people. He believed all people, regardless of their station in life, deserved to be treated fairly and equally. He codified the realm’s first set of laws, and he even specified that no one, not even a king, was above the law. The reign of King Owain the Lion was truly a golden age. On the anniversary of Owain’s 30th year on the throne, his lords commissioned a magnificent golden scepter to commemorate the king’s long and just reign. Royal wizards and high clerics of the realm bestowed powerful protective magic upon the scepter, which was then presented to the appreciative king. By the time King Owain had reached his seventieth year, he was in failing health. The King transferred power to his young son, Prince Tarrgrin, during a solemn ceremony in which he formally turned over his sovereign’s scepter to the young prince. Less than a year later, the great king, the Protector of the Realm, died peacefully in his sleep. The people had hoped that Owain’s son would be as wise, strong, and just as his father had been. Alas, it was not to be. Although Tarrgrin tried to live up to his father’s example, he was in truth but a shadow of the ruler King Owain had been. Within a few years, most of the lords were in open rebellion. Bitter, furious, and increasingly paranoid, Tarrgrin rejected his father’s laws and swiftly imprisoned anyone suspected of treason. The kingdom was soon ripped apart by a bloody civil war. Eventually, the capital city was taken. King Tarrgrin was captured and beheaded, and in the chaos that followed, the sovereign’s scepter disappeared. Perhaps it was taken by one of the lords; perhaps it was accidentally destroyed. There are many that believe someone loyal to King Owain’s memory took the scepter and hid it away. Rumors say that, when someone truly worthy of Owain’s ideals comes forward, the sovereign’s scepter will be found once again. Rod, fabled (5th-level and higher properties require attunement by a creature of good alignment) While holding this scepter, a critical hit against you becomes a normal hit. Once triggered, this property can’t be triggered again until the next dawn. Sovereign’s Protection (Requires Attunement). As your level increases, you gain the following benefits while holding or carrying the scepter. 5th level. You have advantage on saving throws against spells. In addition, you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying, and creatures can telepathically communicate with you only if you allow it. 9th level. You gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to press one of the ruby eye buttons on the scepter’s lion head. For 1 minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden as well as those in plain sight. The scepter’s lion head has two ruby eye buttons. Once pressed, a ruby eye button becomes inactive and can’t be pressed again until the next dawn or until you recharge it with the scepter’s 13th level feature. 13th level. You now gain a +2 bonus to AC, instead of +1. When a creature you can see within 60 feet of you casts a spell that targets only you, you can use a reaction to counter the spell. If the spell is of 4th level or lower, the spell fails and has no effect as the lion’s mouth opens and consumes the spell’s magic. Then, all inactive ruby eye buttons become active and can be pressed again. You can counter a spell with this feature only if at least one ruby eye button has already been pressed and is inactive. 17th level. You now gain a +3 bonus to AC, instead of +2. When you use your reaction to counter a spell, you can now counter a spell of up to 7th level. In addition, if both ruby eye buttons are active and can be pressed, you can use an action to press both buttons and force the lion’s head to roar. Each creature of your choice within 60 feet of you must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. All active ruby eye buttons then become inactive and can’t be pressed again until the next dawn or until you recharge them with the scepter’s 13th level feature.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spare","description":"Weapon (longsword), very rare (requires attunement by a creature of non-evil alignment) Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see below). Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon. Personality. Spare is extremely haughty and proud, demanding that his user portray the same level of integrity and dignity that he requires for himself. He periodically mocks enemies in combat and has truly earned the name of a flame tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder. If such an event happens more than twice in a row, the sword uses his vicious mockery ability upon the wielder themselves. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. Though the sword insisted on being called \"Fire of Destiny,\" Sabashin thought it was a silly name and didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until falling into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left the weapon in his keep, mounted on a decorative display with a plaque that read \"Spare.\" Flame Tongue Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.","properties":{"Category":"Items","Expansion":24773,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a creature of non-evil alignment"},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Spark","description":"Spark Wondrous item, common The spark is a small oval stone engraved with Fernian glyphs. While you are holding the spark , you can use a bonus action to touch a candle, torch, small campfire, or similar object, instantly igniting it into flame.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Spark of Kjord","description":"Thirty years ago, a priest of Mavros named Kjord dared to stand up to the vampires who raided his village. He became blessed with divine power and for a time was able to save a number of Morgau’s villages from the predations of vampire raiders. Eventually, he was slain by then-Prince Lucan and his village was obliterated, but, in his last act of defiance, Kjord set his divine spark free. From time to time, this formless spark spontaneously passes to those who defy vampiric rule, and it stays with them as long as they do not waver in their opposition to the Elders. Possessing the spark is something of a two-edged sword. The servants of the vampires are everywhere, and it will not be long before word reaches King Lucan that the white fire has reappeared. If the spark is passed to you, you gain the following benefits. Stalwart Leader . You gain advantage on Charisma (Persuasion) checks to rally people to your cause. In addition, you and friendly creatures within 10 feet of you can’t be charmed by a vampire Blessed Champion . All damage you deal with melee weapons to undead creatures is radiant. In addition, once per day when standing in defiance of authority and to advance a higher purpose, a white light burns in your eyes. You gain 10 temporary hit points that last for 1 hour, and you gain the benefits of a bless spell for the same duration (no concentration required). Restless Spirit. The effects of the Spark of Kjord depart immediately upon your death. Alternatively, it will jump to another individual if you waver in your sworn convictions. To date, none have held the Spark of Kjord for more than 11 days, since even the most sincere have moments of doubt. If you are granted the spark, you must succeed on a Wisdom saving throw of increasing difficulty each day, starting on the second day of carrying the spark (DC 10 +1 difficulty each day thereafter) to perfectly maintain your convictions. You can make the saving throw with advantage if you have actively demonstrated your convictions in the previous 24 hours, such as by fighting against a vampire or its servants. Destroying the Spark. To destroy the Spark of Kjord, an evil wizard must wish for the spark to be bound to the corporeal form of its current host, then that host must be slain by King Lucan’s bite. The spark forever disappears the moment the host reawakens as a vampire spawn under King Lucan’s control. Alternatively, if the creature blessed by the Spark of Kjord slays King Lucan, the spark disperses in a flash of brilliant light, originating from the creature’s eyes, as the last remnants of Kjord’s spirit finally find peace.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Sparkblade Mk. 1 Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Greatsword (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively. Legendary variant: Increase the DCs of the Lightning Blade property to 18 and the damage of 1, 2, and 3 Clicks to 1d8, 1d10, and 1d12, respectively.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Longsword","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Longsword (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively. Legendary variant: Increase the DCs of the Lightning Blade property to 18 and the damage of 1, 2, and 3 Clicks to 1d8, 1d10, and 1d12, respectively.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Rapier","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Rapier (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively. Legendary variant: Increase the DCs of the Lightning Blade property to 18 and the damage of 1, 2, and 3 Clicks to 1d8, 1d10, and 1d12, respectively.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Scimitar (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively. Legendary variant: Increase the DCs of the Lightning Blade property to 18 and the damage of 1, 2, and 3 Clicks to 1d8, 1d10, and 1d12, respectively.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Shortsword (legendary variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively. Legendary variant: Increase the DCs of the Lightning Blade property to 18 and the damage of 1, 2, and 3 Clicks to 1d8, 1d10, and 1d12, respectively.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sparkblade Mk. 1 Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: dragon (blue or bronze) breath sac As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades. This item has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Arcanodynamo. While holding this weapon, you can cause it to regain expended charges by swinging it vigorously for 10 minutes without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 expended charges on a successful check, or half as many charges on a failed one. Once this property of the sword has been used, it can’t be used again until the next dawn. Lightning Blade. As a bonus action while holding this sword, you can pull the trigger 1, 2, or 3 clicks, energising the blade for 1 minute as described below: 1 Click. You expend 1 charge. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d4 lightning damage. 2 Clicks. You expend 3 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d6 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. 3 Clicks. You expend 6 charges. For the duration, each time you hit with an attack using this weapon, you deal an extra 1d8 lightning damage. The first time you hit a creature with this weapon each turn, the creature must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. If it fails the saving throw by 5 or more, it is stunned until the start of its next turn. Uncommon variant: Reduce the DCs of the Lightning Blade property to 13, the charges to 4, and the recharges at dawn and from the Arcanodynamo property to 1d4. Remove the 3 Clicks option. Very rare variant: Increase the DCs of the Lightning Blade property to 16 and the damage of 1, 2, and 3 Clicks to 1d6, 1d8, and 1d10, respectively.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Speak No Evil","description":"Wondrous item, uncommon Component: giant tooth This headgear – a gag consisting of two leaden ‘hands’ connected by thick leather straps – is designed to make speech impossible. Applying the Gag. As an action, you can attempt to gag a creature you are grappling. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you get the gag in place and the leather straps magically fasten. The Gagged. The gagged creature can’t verbalise in any way, which includes speaking, casting spells that require a verbal component, or even simply humming and grunting. In addition, after the creature casts a spell, the gag heats up and the creature takes 1d4 fire damage plus an extra 1d4 fire damage per level of the spell. Removing the Gag. You and any creature you designate when you use the gag can use an action to remove it. The gagged creature or a creature within reach of it can use its action to make a DC 20 Strength or DC 15 Dexterity (Sleight of Hand) check, removing the gag on a success. The knock spell can also unfasten the leather straps, causing the gag to fall off.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Speak No Evil (common variant)","description":"Wondrous item, uncommon Component: giant tooth This headgear – a gag consisting of two leaden ‘hands’ connected by thick leather straps – is designed to make speech impossible. Applying the Gag. As an action, you can attempt to gag a creature you are grappling. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you get the gag in place and the leather straps magically fasten. The Gagged. The gagged creature can’t verbalise in any way, which includes speaking, casting spells that require a verbal component, or even simply humming and grunting. In addition, after the creature casts a spell, the gag heats up and the creature takes 1d4 fire damage plus an extra 1d4 fire damage per level of the spell. Removing the Gag. You and any creature you designate when you use the gag can use an action to remove it. The gagged creature or a creature within reach of it can use its action to make a DC 20 Strength or DC 15 Dexterity (Sleight of Hand) check, removing the gag on a success. The knock spell can also unfasten the leather straps, causing the gag to fall off. Common variant: Reduce the DCs to 13 and 10, respectively. The gag doesn’t deal damage to a creature that casts a spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Speaking Stone","description":"Speaking Stone Wondrous item, very rare The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone , which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you’re a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target. In a Sivis message station, a gnome is always on duty by the speaking stone , listening for messages that might come in and transcribing them for delivery to their intended recipients.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Spear","description":"Spear Melee weapon (simple, spear) Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Spear","description":"Spear Melee weapon (simple, spear) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spear","description":"Spear Melee weapon (simple, spear) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Subtype":"Simple, Spear","Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Item Rarity":"Standard","Alternate Damage":"1d8","Alternate Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spear","description":"Spear Melee weapon (simple, spear) Nearly as ancient as the club (if not more so) is the spear: a haft with a pointed tip, spears are easy to make. While the warspears wielded in battle are much longer and have certain tactical advantages, shorter, less elaborately designed spears for hunting and self-defense are common throughout all of Rokugan. Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Spear","description":"Spear Melee weapon (simple) Damage : 1d6 Damage Type : piercing Properties : Thrown, versatile (1d8) Range : 20/60 Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Thrown, versatile (1d8)","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Spear","description":"Simple Melee Weapon Damage: 1d6 Piercing Properties: Thrown ( Range 20/60), Versatile (1d8) Mastery: Sap Weight: 3 lb. Cost: 1 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"None","Name":"Spear"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spear","description":"Spear Melee weapon (simple, spear) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spear +1","description":"Spear +1 Melee weapon (simple spear) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spear +1","description":"Spear +1 Melee weapon (simple, spear) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +1, Weapon Damage +1","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spear +1","description":"Spear +1 Melee weapon (simple, spear) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+1 (1d8+1) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Expansion":4415,"Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spear +1","description":"Spear Melee weapon (simple, spear), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Spear +1","description":"Weapon (Spear), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Spear +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spear +1","description":"Weapon (Spear), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Spear +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spear +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"401 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Spear\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Spear +1 Attack\",\"parent\":\"Spear +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Spear +1 Damage\",\"parent\":\"Spear +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Spear +1 Attack (Thrown)\",\"parent\":\"Spear +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +1 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Spear +1 Damage (Thrown)\",\"parent\":\"Spear +1 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Spear +1 Attack (Two-handed)\",\"parent\":\"Spear +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Spear +1 Damage (Two-handed)\",\"parent\":\"Spear +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Sap","Name":"Spear +1","Weight":3,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spear +2","description":"Spear +2 Melee weapon (simple spear) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spear +2","description":"Spear +2 Melee weapon (simple, spear) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+2 (1d8+2) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +2, Weapon Damage +2","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spear +2","description":"Weapon (Spear), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Spear +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spear +2","description":"Weapon (Spear), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Spear +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spear +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"4001 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Spear\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Spear +2 Attack\",\"parent\":\"Spear +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Spear +2 Damage\",\"parent\":\"Spear +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Spear +2 Attack (Thrown)\",\"parent\":\"Spear +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +2 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Spear +2 Damage (Thrown)\",\"parent\":\"Spear +2 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Spear +2 Attack (Two-handed)\",\"parent\":\"Spear +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Spear +2 Damage (Two-handed)\",\"parent\":\"Spear +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"Spear +2","Weight":3,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spear +3","description":"Spear +3 Melee weapon (simple spear), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spear +3","description":"Spear +3 Melee weapon (simple, spear) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+3 (1d8+3) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +3, Weapon Damage +3","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spear +3","description":"Weapon (Spear), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Spear +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spear +3","description":"Weapon (Spear), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Simple Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Spear +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spear +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"40001 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Spear\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Spear +3 Attack\",\"parent\":\"Spear +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Spear +3 Damage\",\"parent\":\"Spear +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Spear +3 Attack (Thrown)\",\"parent\":\"Spear +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +3 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Spear +3 Damage (Thrown)\",\"parent\":\"Spear +3 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Spear +3 Attack (Two-handed)\",\"parent\":\"Spear +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Spear +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Spear +3 Damage (Two-handed)\",\"parent\":\"Spear +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"Spear +3","Weight":3,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d6","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spear of Agonizing Paralysis","description":"Weapon (spear), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Spear of Backbiting","description":"Spear of Backbiting Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. ( Tomb of Horrors ) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+2 (1d8+2) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Weapon","Properties":"versatile, thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Spear of Bloodletting","description":"Spear of Bloodletting Melee weapon (simple, spear), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spear of Certain Death","description":"Spear of Certain Death Weapon (spear), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Spear of Defense","description":"Spear of Defense Melee weapon (simple, spear), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile, Defensive Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spear of Gael Wode","description":"Spear of Gael Wode Melee weapon (simple, spear), legendary (requires attunement) This spear was awarded to Vairae in recognition of their accomplishments on the battlefield, but it now lies discarded in the High Mage’s vaults. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While holding it, you ignore difficult terrain and you are resistant to piercing damage. The spear also has 5 charges. You can expend 1 charge to cast the tree stride spell from it. In addition, when you make a weapon attack with the spear, you can expend 1 charge to cause grasping vines to erupt from the spear’s tip. The attack’s target and each enemy within 5 feet of them must succeed on a DC 20 Strength saving throw or be restrained by the entangling plants. A creature can use their action to make a DC 20 Strength check, freeing themself or a restrained creature within their reach on a success. The spear regains 1d4 + 1 expended charges daily at dawn. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Expansion":28288,"Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Spear of Inverted Probability","description":"Spear of Inverted Probability Melee weapon (simple, spear), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spear of Loyalty","description":"Spear of Loyalty Melee weapon Price: 20,000 gp This one-handed spear appears to be made of a strange kind of wood that feels harder than normal. The tip of the spear looks like glass, though it doesn’t seem to shatter when it comes in contact with hard surfaces. The Spear of Loyalty acts as +1 spear (it gains an additional +1 bonus to Attack Rolls and Damage Rolls) and the owner of the spear can recall it to their hand at any time as a Free Action. When they do so, the spear instantly teleports from its previous location into the holder’s hand. There is no range for this effect, and it can even teleport from great distances or across other planes of existence to reach its owner’s hand. Only an anti-magic field can stop the spear from returning to an owner’s hand. A character who is capable of making multiple attacks each round may use this effect to throw the Spear of Loyalty multiple times in one turn. The Spear of Loyalty is nearly indestructible, and can only be damaged or destroyed by an equally powerful magical object. Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Light. Light weapons can be wielded with finesse in one hand, leaving the other hand free to carry other essentials, like a torch or a shield. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher. Ranged. Ranged weapons are used to attack enemies at a distance. These weapons can be either shot like a bow and arrow or crossbow, or thrown like a spear or javelin. All ranged weapons use Dexterity for both the Attack Bonus and Damage Bonus. Damage: 1d6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Spear of the North","description":"Weapon (spear), very rare (requires attunement) This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can’t make attacks with it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spear of the Stilled Heart","description":"Weapon (spear), very rare (requires attunement) This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt. Curse. This spear is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the spear, keeping it within reach at all times. When you expend a charge from the spear, you must succeed on a DC 12 Constitution saving throw or become sensitive to bright light and distracted by a thirst for blood for 1d4 hours. If you are already suffering from this effect when you fail the saving throw, increase the duration by 1d4 hours. For the duration, you have disadvantage on Wisdom and Intelligence checks.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spear of the Stormsinger","description":"Weapon (quarterstaff), uncommon (requires attunement) Component: dragon (blue or bronze) breath sac Stormsingers—disciples of the Allfather—are said to be able to channel the wrath of storms into holy weapons. If one of their sacred sites is threatened, the air is filled with a berserker’s chant as they throw themselves into combat with a zealousness inspired by the prospect of entry into the Allfather’s halls. When inactive, this weapon appears and behaves as an elegantly adorned metal quarterstaff. Crackling Tip. As a bonus action, you can speak this magic weapon’s command word, causing crackling lightning to appear at its tip. The weapon becomes a spear, sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and deals lightning damage instead of piercing damage. While activated, whenever you make a ranged attack with this spear, a small lightning bolt shoots forth; you need not throw the weapon itself. You can use a bonus action to cause the lightning to disappear and the weapon once again becomes a quarterstaff. Allfather’s Wrath. As an action, you can cast the guiding bolt spell (+5 to hit), dealing your choice of either lightning or radiant damage. Once you use this property, you can’t do so again until you spend 1 hour outside singing a storm song in praise of the Allfather (which can be done as part of a short or long rest). Upon completion, a lightning bolt strikes the weapon and Allfather’s Wrath can be used again.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spear of the Stormsinger (rare variant)","description":"Weapon (quarterstaff), uncommon (requires attunement) Component: dragon (blue or bronze) breath sac Stormsingers—disciples of the Allfather—are said to be able to channel the wrath of storms into holy weapons. If one of their sacred sites is threatened, the air is filled with a berserker’s chant as they throw themselves into combat with a zealousness inspired by the prospect of entry into the Allfather’s halls. When inactive, this weapon appears and behaves as an elegantly adorned metal quarterstaff. Crackling Tip. As a bonus action, you can speak this magic weapon’s command word, causing crackling lightning to appear at its tip. The weapon becomes a spear, sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and deals lightning damage instead of piercing damage. While activated, whenever you make a ranged attack with this spear, a small lightning bolt shoots forth; you need not throw the weapon itself. You can use a bonus action to cause the lightning to disappear and the weapon once again becomes a quarterstaff. Allfather’s Wrath. As an action, you can cast the guiding bolt spell (+5 to hit), dealing your choice of either lightning or radiant damage. Once you use this property, you can’t do so again until you spend 1 hour outside singing a storm song in praise of the Allfather (which can be done as part of a short or long rest). Upon completion, a lightning bolt strikes the weapon and Allfather’s Wrath can be used again. Rare variant: The Allfather’s Wrath property can be used to cast either guiding bolt at 5th level (+7 to hit), or lightning bolt (save DC 15). These spells deal your choice of lightning or radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spear of the Stormsinger (very rare variant)","description":"Weapon (quarterstaff), uncommon (requires attunement) Component: dragon (blue or bronze) breath sac Stormsingers—disciples of the Allfather—are said to be able to channel the wrath of storms into holy weapons. If one of their sacred sites is threatened, the air is filled with a berserker’s chant as they throw themselves into combat with a zealousness inspired by the prospect of entry into the Allfather’s halls. When inactive, this weapon appears and behaves as an elegantly adorned metal quarterstaff. Crackling Tip. As a bonus action, you can speak this magic weapon’s command word, causing crackling lightning to appear at its tip. The weapon becomes a spear, sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and deals lightning damage instead of piercing damage. While activated, whenever you make a ranged attack with this spear, a small lightning bolt shoots forth; you need not throw the weapon itself. You can use a bonus action to cause the lightning to disappear and the weapon once again becomes a quarterstaff. Allfather’s Wrath. As an action, you can cast the guiding bolt spell (+5 to hit), dealing your choice of either lightning or radiant damage. Once you use this property, you can’t do so again until you spend 1 hour outside singing a storm song in praise of the Allfather (which can be done as part of a short or long rest). Upon completion, a lightning bolt strikes the weapon and Allfather’s Wrath can be used again. Rare variant: The Allfather’s Wrath property can be used to cast either guiding bolt at 5th level (+7 to hit), or lightning bolt (save DC 15). These spells deal your choice of lightning or radiant damage. Very rare variant: The Allfather’s Wrath property can be used to cast either guiding bolt at 8th level (+8 to hit), or lightning bolt at 5th level (save DC 16). These spells deal your choice of lightning or radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spear of the Western Whale","description":"Weapon (spear), very rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spear of Virtue","description":"Weapon (spear), rare (requires attunement) Damage: 1d6 piercing damage, Versatile (1d8) Virtuous. On a successful hit, this spear deals an additional 1d6 radiant damage. While attuned to this spear, you gain advantage on saving throws against being frightened and charmed. Righteous Strike. As an action, you can command the spear to unleash a burst of radiant energy in a 10-foot radius around you. Each hostile creature in that area must make a CON SAVE with a DC equal to (12 + your proficiency bonus), taking 13 (3d8) radiant damage on a failed save or half as much on a successful one; evil Fey and Fiends make this save with disadvantage. Once you use this feature, you can't use it again until you finish a short or long rest. Radiant Surge. When you take the attack action, you can replace one of your attacks with this feature. Choose an Aberration, Fey, Fiend, Monstrosity or Undead that you can see within 60ft. They must succeed on a WIS SAVE with a DC equal to (13 + your proficiency bonus) or become Blinded until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Spear)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Spear of Warning","description":"Weapon (Spear), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Spear of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spearbiter","description":"Armor (shield), rarity varies (requires attunement) The front of this shield is fashioned in the shape of a snarling wolf’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spearbiter, Adamantine","description":"Armor (shield), rarity varies (requires attunement) The front of this shield is fashioned in the shape of a snarling wolf’s head. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spectral Analyzer","description":"Cyber Optics Augment (head), varies (requires affinity) The standard version of this augment replaces or modifies your eyes with cybernetic components. It is a rare augment. With this augment, you have darkvision out to a range of 120 feet. The augment has no effect if you already have darkvision at this range or greater. Spectral Optics. With the very rare version of this augment, you also have infravision out to a range of 60 feet. You can activate or deactivate your infravision as a bonus action. Spectral Analyzer. The epic version of this augment provides the benefits of spectral optics with additional features. The range of your infravision increases to 120 feet. If you spend an action to target and examine a specific object or area you can see, you gain the following benefits for 1 minute. You know the exact distance between you and the target. If the target is a creature, you know its creature type. If the target is a location, you know its exact dimensions up to a maximum of 200 square feet. You have advantage on Intelligence and Wisdom checks made to identify or gain additional information on the target.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Spectral Blade","description":"Weapon (shortsword), rare (requires attunement) This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spectral Optics","description":"Cyber Optics Augment (head), varies (requires affinity) The standard version of this augment replaces or modifies your eyes with cybernetic components. It is a rare augment. With this augment, you have darkvision out to a range of 120 feet. The augment has no effect if you already have darkvision at this range or greater. Spectral Optics. With the very rare version of this augment, you also have infravision out to a range of 60 feet. You can activate or deactivate your infravision as a bonus action. Spectral Analyzer. The epic version of this augment provides the benefits of spectral optics with additional features. The range of your infravision increases to 120 feet. If you spend an action to target and examine a specific object or area you can see, you gain the following benefits for 1 minute. You know the exact distance between you and the target. If the target is a creature, you know its creature type. If the target is a location, you know its exact dimensions up to a maximum of 200 square feet. You have advantage on Intelligence and Wisdom checks made to identify or gain additional information on the target.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Spectrum Goggles","description":"Low-light Goggles Utility, varies The standard version of this eyewear improves your vision’s photonic range, increasing clarity of detail in any form of lighting. It is an uncommon item. While wearing these goggles, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Spectrum Goggles. This variant is a very rare item that grants you both darkvision and infravision. You can only use one type of vision at a time. You can switch between the two types as an action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Speed Weapon","description":"Speed Weapon Weapon (any one-handed melee), varies (requires affinity) This weapon increases a wielder’s quickness and fluidity. When used in combat, the increased rate of motion causes your form to slightly blur and shift through the air. While the weapon is on your person, you gain a +2 bonus to initiative if you’re not incapacitated. If you are surprised, you can use your reaction to draw the weapon and make one attack with it. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon gains the finesse property if it did not already have it. You can draw or sheathe this weapon simultaneously with another weapon as part of your attack action. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You can make one attack with this weapon as a bonus action on each of your turns. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You have advantage to initiative rolls if you’re not incapacitated. This replaces the +2 bonus. Opportunity attacks against you are made with disadvantage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Spell Bottle","description":"Spell Bottle Wondrous item, legendary (requires attunement) This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. If you’re holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell’s level. On a success, the spell has no effect, and it is stored in the bottle.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Spell Bottle","description":"Spell Bottle Wondrous item, legendary (requires attunement) This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. If you’re holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell’s level. On a success, the spell has no effect, and it is stored in the bottle.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Spell Disruptor Horn","description":"Wondrous item, rare This horn is carved with images of a spellhound (see Tome of Beasts 2 ) and invokes the antimagic properties of the hound’s howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell’s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spell Focus of the Shadowcaster","description":"This item that bears the raw energies of the Shadowrealm can be utilized to heighten the effects of illusion spells. The spell focus can function as a material component of up to 100 gold pieces in value that doesn’t need to be expended. The spell focus of the shadowcaster has 3 charges. While attuned to it, you can expend 1 charge to make an illusion spell you cast harder to disbelieve, granting disadvantage on Intelligence (Investigation) skill checks to disbelieve the illusion. Additionally, you can expend 1 charge to add +1 DC to an illusion spell you cast. You can expend multiple charges to use both effects on your spell. The spell focus of the shadowcaster regains all expended charges at dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spell Gem","description":"Spell Gem Wondrous item, rarity varies (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. Each spell gem has a maximum level for the spell it can store. The spell level determines the gem’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret. Spell Gem Max. Spell Level Gemstone Rarity Save DC Attack Bonus Cantrip Obsidian Uncommon 13 +5 1st Lapis lazuli Uncommon 13 +5 2nd Quartz Rare 13 +5 3rd Bloodstone Rare 15 +7 4th Amber Very rare 15 +9 5th Jade Very rare 17 +9 6th Topaz Very rare 17 +10 7th Star ruby Legendary 18 +10 8th Ruby Legendary 18 +10 9th Diamond Legendary 19 +11","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Spell Pudding","description":"Potion or Scroll, Hag, Very Rare A creature might negotiate with a hag, but the magical effect will have to be stored for later use or the hag will not have the target that requires her “magical attention” nearby. In such cases a hag will cook a thick pudding in one of her smaller cauldrons, and often goes to great lengths to make it appealing and tasty. Through a process only hags understand, and often taking days to accomplish, a hag will be able to transform a magical potion or scroll into a spell pudding. Often these dishes are literally puddings, but they can theoretically be any edible meal, like a cake, roast pig, pie, etc. The hag will then have the meal delivered to whoever purchased her assistance. Unless the hag is frightened of the purchaser or otherwise obligated to not, as the hag saying goes, “put twists into the pudding,” there will likely be a hidden cost or consequence. This consequence usually has a loophole that will likely bring the target, the victim, or both, back to the hag to negotiate further. Spell Pudding Spell Pudding was inspired and adapted from Refinnej, the Brave’s hag food submission.","properties":{"Category":"Items","Item Type":"Potion or Scroll","Item Rarity":"Very Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Spell Scroll","description":"Spell Scroll Scroll, varies A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list , you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Spell Level Rarity Save DC Attack Bonus Cantrip Common 13 +5 1st Common 13 +5 2nd Uncommon 13 +5 3rd Uncommon 15 +7 4th Rare 15 +7 5th Rare 17 +9 6th Very rare 17 +9 7th Very rare 18 +10 8th Very rare 18 +10 9th Legendary 19 +11 A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Scroll","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spell Scroll","description":"Spell Scroll Scroll A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.","properties":{"Category":"Items","Item Rarity":"varies"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Spell Scroll (Cantrip)","description":"Adventuring Gear Weight: — Cost: 30 GP A Spell Scroll (Cantrip) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll , the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Spell Scroll (Cantrip)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spell Scroll (Cantrip)","description":"Scroll, Common A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus Cantrip 13 +5 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Cantrip)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Cantrip)","description":"Scroll, Common A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus Cantrip 13 +5 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Cantrip)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Cantrip)\\\",\\\"description\\\":\\\"This scroll bears the words of a Cantrip, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nThe spell's saving throw DC is 13, and its attack bonus is +5.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"30 GP\\\",\\\"rarity\\\":\\\"Common\\\"}\"}]","filter-Attunement":"Common","filter-Consumable":"One Use","Name":"Spell Scroll (Cantrip)","data-description":"This scroll bears the words of a Cantrip, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nThe spell's saving throw DC is 13, and its attack bonus is +5.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 1)","description":"Adventuring Gear Weight: — Cost: 50 GP A Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll , the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Spell Scroll (Level 1)"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spell Scroll (Level 1)","description":"Scroll, Common A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 1 13 +5 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 1)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 1)","description":"Scroll, Common A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 1 13 +5 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 1)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 1)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 1 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 11 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 13, and its attack bonus is +5.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"50 GP\\\",\\\"rarity\\\":\\\"Common\\\"}\"}]","filter-Attunement":"Common","filter-Consumable":"One Use","Name":"Spell Scroll (Level 1)","data-description":"This scroll bears the words of a Level 1 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 11 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 13, and its attack bonus is +5.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 2)","description":"Scroll, Uncommon A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 2 13 +5 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 2)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 2)","description":"Scroll, Uncommon A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 2 13 +5 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 2)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 2)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 2 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 12 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 13, and its attack bonus is +5.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"200 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Spell Scroll (Level 2)","data-description":"This scroll bears the words of a Level 2 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 12 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 13, and its attack bonus is +5.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 3)","description":"Scroll, Uncommon A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 3 15 +7 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 3)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 3)","description":"Scroll, Uncommon A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 3 15 +7 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 3)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 3)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 3 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 15, and its attack bonus is +7.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"300 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Spell Scroll (Level 3)","data-description":"This scroll bears the words of a Level 3 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 15, and its attack bonus is +7.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 4)","description":"Scroll, Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 4 15 +7 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 4)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 4)","description":"Scroll, Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 4 15 +7 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 4)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 4)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 4 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 14 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 15, and its attack bonus is +7.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"2000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"}]","filter-Attunement":"Rare","Name":"Spell Scroll (Level 4)","data-description":"This scroll bears the words of a Level 4 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 14 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 15, and its attack bonus is +7.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 5)","description":"Scroll, Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 5 17 +9 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 5)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 5)","description":"Scroll, Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 5 17 +9 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 5)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 5)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 5 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 15 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 17, and its attack bonus is +9.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"3000 GP\\\",\\\"rarity\\\":\\\"Rare\\\"}\"}]","filter-Attunement":"Rare","Name":"Spell Scroll (Level 5)","data-description":"This scroll bears the words of a Level 5 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 15 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 17, and its attack bonus is +9.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 6)","description":"Scroll, Very Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 6 17 +9 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 6)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 6)","description":"Scroll, Very Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 6 17 +9 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 6)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 6)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 6 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 16 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 17, and its attack bonus is +9.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"20,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Spell Scroll (Level 6)","data-description":"This scroll bears the words of a Level 6 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 16 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 17, and its attack bonus is +9.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 7)","description":"Scroll, Very Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 7 18 +10 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 7)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 7)","description":"Scroll, Very Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 7 18 +10 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 7)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 7)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 7 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 17 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 18, and its attack bonus is +10.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"25,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Spell Scroll (Level 7)","data-description":"This scroll bears the words of a Level 7 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 17 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 18, and its attack bonus is +10.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 8)","description":"Scroll, Very Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 8 18 +10 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 8)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 8)","description":"Scroll, Very Rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 8 18 +10 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 8)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 8)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 8 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 18 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 18, and its attack bonus is +10.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"30,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Spell Scroll (Level 8)","data-description":"This scroll bears the words of a Level 8 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 18 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 18, and its attack bonus is +10.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll (Level 9)","description":"Scroll, Legendary A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 9 19 +11 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"No","Name":"Spell Scroll (Level 9)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spell Scroll (Level 9)","description":"Scroll, Legendary A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table. Spell Level Save DC Attack Bonus 9 19 +11 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Scroll","Expansion":33335,"Item Type":"Scroll","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Spell Scroll (Level 9)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spell Scroll (Level 9)\\\",\\\"description\\\":\\\"This scroll bears the words of a Level 9 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\\\\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 19 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\\\\nThe spell's saving throw DC is 19, and its attack bonus is +11.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"100,000 GP\\\",\\\"rarity\\\":\\\"Legendary\\\"}\"}]","filter-Attunement":"Legendary","Name":"Spell Scroll (Level 9)","data-description":"This scroll bears the words of a Level 9 spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 19 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\nThe spell's saving throw DC is 19, and its attack bonus is +11.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spell Scroll, Cantrip","description":"Spell Scroll, Cantrip Scroll, common Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 1","description":"Spell Scroll, Level 1 Scroll, common Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 2","description":"Spell Scroll, Level 2 Scroll, uncommon Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 3","description":"Spell Scroll, Level 3 Scroll, uncommon Save DC 15, Attack Bonus +7 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 4","description":"Spell Scroll, Level 4 Scroll, rare Save DC 15, Attack Bonus +7 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 5","description":"Spell Scroll, Level 5 Scroll, rare Save DC 17, Attack Bonus +9 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 6","description":"Spell Scroll, Level 6 Scroll, very rare Save DC 17, Attack Bonus +9 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 7","description":"Spell Scroll, Level 7 Scroll, very rare Save DC 18, Attack Bonus +10 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 8","description":"Spell Scroll, Level 8 Scroll, very rare Save DC 18, Attack Bonus +10 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Scroll, Level 9","description":"Spell Scroll, Level 9 Scroll, legendary Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll , the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spell Stabilizer","description":"Weapon (Light Crossbow), Very Rare (Requires Attunement by a Spellcaster) This light crossbow has a row of arcane runes carved into its body. Rather than a drawstring, a cord of pure blue light connects its arms. You gain a +1 bonus to attack and damage rolls using this magic weapon. While holding this weapon, you can use it as an arcane focus, adding its attack bonus to your spell attack rolls. The weapon has 5 charges, and regains 1d4 + 1 expended charges when you finish a long rest. When you use your action to cast a spell, you can expend 1 charge to make a ranged attack using the weapon as a bonus action. On a hit, the attack deals extra force damage equal to the spell’s level. Encounter Ideas Planar Bounty. Xi, a plane-hopping bounty hunter (githyanki warrior) wielding a spell stabilizer, opens a portal near the characters and attacks, claiming an extraplanar lord placed a tidy sum on their heads. Spell Forge. While exploring an ancient ruin, the characters discover an inventor’s workshop guarded by an iron golem. The inventor’s final creation, the spell stabilizer, is miraculously intact. Escort Mission. The characters are hired to protect an important noble from a spellcasting assassin with an enchanted crossbow.","properties":{"Category":"Items","Item Type":"Weapon (Light Crossbow)","Properties":"Ammunition ,loading, two-handed","Item Rarity":"Very Rare","Requires Attunement":"Requires attunement by a spellcaster"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Spellbolt (Common)","description":"Spellbolt Ammunition, Common (Cantrip–1st Level) A spellbolt is a crossbow bolt imbued with a single spell of 3rd level or lower from the wizard spell list, which is activated by corresponding arcane sigils engraved into most modern Cannith-issued crossbows. The imbued spell must require a ranged or melee spell attack when the spell is cast, and have a range other than self. As an action, you can load the spellbolt into a Cannith-made crossbow and cast the spell imbued in the bolt, using the crossbow in place of the spell’s components. When you do, the range of the spell is equal to the crossbow’s range instead of the spell’s usual range. In place of each spell attack, make a ranged weapon attack using the crossbow against a target within range; on a hit, apply the spell effects in place of weapon damage. If the spell requires a saving throw in addition to the spell attack, its save DC is 13. Once the imbued spell is cast, the spellbolt is destroyed and turns to dust.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Spellbolt (Uncommon)","description":"Spellbolt Ammunition, Uncommon (2nd–3rd Level) A spellbolt is a crossbow bolt imbued with a single spell of 3rd level or lower from the wizard spell list, which is activated by corresponding arcane sigils engraved into most modern Cannith-issued crossbows. The imbued spell must require a ranged or melee spell attack when the spell is cast, and have a range other than self. As an action, you can load the spellbolt into a Cannith-made crossbow and cast the spell imbued in the bolt, using the crossbow in place of the spell’s components. When you do, the range of the spell is equal to the crossbow’s range instead of the spell’s usual range. In place of each spell attack, make a ranged weapon attack using the crossbow against a target within range; on a hit, apply the spell effects in place of weapon damage. If the spell requires a saving throw in addition to the spell attack, its save DC is 13. Once the imbued spell is cast, the spellbolt is destroyed and turns to dust.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Spellbook","description":"Spellbook Adventuring gear Essential for wizards , a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. Weight : 3","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":3,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spellbook","description":"Spellbook Adventuring gear Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. Weight : 3","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spellbook","description":"Spellbook Adventuring gear Essential for wizards , a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. Weight : 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spellbreaker","description":"Weapon (war pick), very rare (requires attunement) Component: magical material - cold iron In the Sylvan language, the word for “cold iron” roughly translates to “joy-sapper”, as many fey and magical creatures consider this metal to be cruel and unnatural, draining the magic and whimsy from the world. Simply carrying anything made from it is highly taboo amongst most fey courts, and likely to earn their immediate distrust and contempt. This weapon deals an extra 1d6 damage to fey and spellcasters. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Antimagic Strike. When you hit a creature concentrating on a spell with an attack using this weapon, you can expend 1 charge to give it disadvantage on its Constitution saving throw to maintain concentration. If the creature’s concentration is broken as a result of this, choose one of the following options: Absorb. The war pick absorbs some of the spell’s magic. Your next attack that hits with it before the end of your next turn deals an extra 3d6 force damage. Disrupt. The war pick disrupts the flow of magic within the target’s body. The creature you hit can’t cast spells that require concentration again until the end of its next turn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (war pick)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellbreaker (rare variant)","description":"Weapon (war pick), very rare (requires attunement) Component: magical material - cold iron In the Sylvan language, the word for “cold iron” roughly translates to “joy-sapper”, as many fey and magical creatures consider this metal to be cruel and unnatural, draining the magic and whimsy from the world. Simply carrying anything made from it is highly taboo amongst most fey courts, and likely to earn their immediate distrust and contempt. This weapon deals an extra 1d6 damage to fey and spellcasters. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Antimagic Strike. When you hit a creature concentrating on a spell with an attack using this weapon, you can expend 1 charge to give it disadvantage on its Constitution saving throw to maintain concentration. If the creature’s concentration is broken as a result of this, choose one of the following options: Absorb. The war pick absorbs some of the spell’s magic. Your next attack that hits with it before the end of your next turn deals an extra 3d6 force damage. Disrupt. The war pick disrupts the flow of magic within the target’s body. The creature you hit can’t cast spells that require concentration again until the end of its next turn. Uncommon variant: Reduce the extra damage to fey and spellcasters to 1d4, the charges to 3, and the recharge to 1d3. Remove the Absorb and Disrupt options from the Antimagic Strike property. Rare variant: Reduce the charges to 3 and the recharge to 1d3.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (war pick)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellbreaker (uncommon variant)","description":"Weapon (war pick), very rare (requires attunement) Component: magical material - cold iron In the Sylvan language, the word for “cold iron” roughly translates to “joy-sapper”, as many fey and magical creatures consider this metal to be cruel and unnatural, draining the magic and whimsy from the world. Simply carrying anything made from it is highly taboo amongst most fey courts, and likely to earn their immediate distrust and contempt. This weapon deals an extra 1d6 damage to fey and spellcasters. It has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Antimagic Strike. When you hit a creature concentrating on a spell with an attack using this weapon, you can expend 1 charge to give it disadvantage on its Constitution saving throw to maintain concentration. If the creature’s concentration is broken as a result of this, choose one of the following options: Absorb. The war pick absorbs some of the spell’s magic. Your next attack that hits with it before the end of your next turn deals an extra 3d6 force damage. Disrupt. The war pick disrupts the flow of magic within the target’s body. The creature you hit can’t cast spells that require concentration again until the end of its next turn. Uncommon variant: Reduce the extra damage to fey and spellcasters to 1d4, the charges to 3, and the recharge to 1d3. Remove the Absorb and Disrupt options from the Antimagic Strike property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (war pick)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellbreaker Crossbow","description":"King Waldrann is famous for mistrusting spellcasters. He has always feared their powers and been cautious when dealing with magic users. The Spellbreaker crossbow was gifted to King Daerios by the neighboring tribe of Vordani barbarians who live high up in the mountains north of Aglarion. The savage tribes revere physical aptitude and despise magic, which they deem as a sin, and eradicate it where they can. The only form of magic their clan chieftains have accepted for centuries was that which could be used against spellcasters. This mighty heavy crossbow was traded to them a century ago by sailors from afar, in exchange for protection of their inland caravan routes. Later, the weapon was given to King Daerios as a reward for helping in defeating the doppeldrake Malzdreziret, otherwise known as the Scaled Impostor. The heavy crossbow deals tremendous pain to those who are able to cast spells or call forth innate magic in any form. The pain is so intensely nerve-racking that most casters immediately fail to concentrate on maintaining their spells. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to it, the bonus increases to +3 if you use it against a target that has the Spellcasting trait. If you deal damage with the crossbow to a creature that is maintaining concentration on a spell, that creature makes its Constitution saving throw with disadvantage to maintain its spell. Additionally, the crossbow deals an additional 3 (1d6) force damage to creatures with the spellcasting trait.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (heavy crossbow)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spellbreaker's Axe","description":"Weapon (Greataxe), Very Rare (Requires Attunement) You have a +1 bonus to attack and damage rolls made with this magical greataxe. Once per turn, when you hit a creature with an attack roll using this weapon, you can force the target to make a DC 15 Charisma saving throw. On a failure, it can’t cast spells other than cantrips and the magical properties of each non-artifact magic item it is carrying is suppressed until the end of its next turn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Spellburrow","description":"Spellburrow Wondrous item, uncommon (requires attunement) These scarab-like symbionts, bred by the daelkyr Valaara, have brilliant, iridescent shells. To attune to a spellburrow , you must place it on your head; in the process of attunement, it digs in and burrows through your skull, establishing a psychic connection with you. While it lacks any sort of human consciousness, it possesses a strange alien sentience that responds to your desires. There are tales of rarer spellburrows that possess greater knowledge and sentience; such stories sometimes end with the spellburrow consuming the brain of the wizard who pushed it too far—but these are surely just fanciful stories! A spellburrow knows one cantrip of the DM’s choice drawn from the sorcerer or warlock spell list, and you can cast this cantrip as if you know it. In addition, a spellburrow knows one 1st-level spell and one 2nd-level spell from the same spell list its cantrip is from. If you have the Spellcasting or Pact Magic class feature, you can cast these spells as if you had prepared or learned them, and they don’t count against the number of spells you can prepare or know. You can choose to use either your Intelligence modifier, or a spellcasting ability modifier you have gained from another source, for these spells. Symbiotic Nature. A spellburrow can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the spellburrow ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Spellcleaver","description":"Weapon (Any Axe), Uncommon (Requires Attunement) This magic axe is energy made manifest. When you attack with the axe, the attack ignores any bonuses to the target's AC gained from spells or other magical effects, and its damage is Force instead of Slashing. Bond. As a bonus action, you can magically teleport the weapon to your hand as long as you are within 60 feet of it. Moreover, the weapon has the Thrown property with a range of 20/60 feet and magically returns to your hand immediately after it has been used to make a ranged attack. Eldritch. When you cast a spell of 1st level or higher, the weapon becomes charged with arcane energy. Until the end of your next turn, the weapon deals extra Force damage equal to the level of the spell on a hit.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Spelleater Spellbook","description":"Spelleater Spellbook Wondrous Item, Legendary (requires attunement by a wizard) Ancient and powerful, the origins of the bizarre spellbook are shrouded in mystery. The Spelleater Spellbook is a semi-sentient magic book that seeks to devour spell scrolls and other spellbooks. If you can attune to this item, you can use it as a spellbook and an arcane focus. The Spelleater Spellbook allows you to add new spells to it following the normal rules for copying spells, but if you attempt to erase a spell, the spellbook lashes at you, dealing 6d10 psychic damage and ending your attunement to it. Devour Scroll. While holding this spellbook, you can use an action to place a spell scroll (wizard only) between the book’s pages. The book squirms as it devours the scroll, copying the spell into its pages. This process takes 1d6 turns per level of the spell and costs no material components. Spellbook Feast. When the Spelleater Spellbook comes into physical contact with another spellbook that is not held or carried, it begins to devour it and the spells it contains. Each spell devoured that way has a 50 − the spell’s level percent chance to be copied into the Spelleater Spellbook. Spells not copied are lost when the Spelleater Spellbook finishes its feast and the other spellbook is destroyed. The feast takes 1d6 turns per level of each spell devoured, and copied spells costs no material components. Yellow Pages. Rarely, the Spelleater Spellbook likes a spell it devours so much that it might choose to produce a special yellow page to copy it on. Spells copied on a yellow page are always prepared for you as long as you are attuned to the spellbook. Each time the spellbook copies a spell through the Devour Scroll or Spellbook Feast features, there is a 10 + the spell’s level percent chance that the spell is copied on a yellow page. Magical Meiosis. Every time the Spelleater Spellbook devours a new spell while having at least two spells copied on yellow pages, there is a 10 percent chance that it splits into two Spelleater Spellbooks that have no yellow pages. This process takes one hour during which the spellbook is unusable as it is too preoccupied with its reproduction. The spells that were written in the original Spelleater Spellbook are divided evenly between the two new spellbooks. Bringing two Spelleater Spellbooks together causes them to purr happily and does not trigger any of the above features.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Spelleater Tome","description":"Wondrous item, uncommon (requires attunement) Learning and developing new spells can be a tedious and time-consuming process. Luckily, the spelleater tome is a shortcut to becoming a spell-slinging savant. Originally a creation of Jonjo Starr, the tome has become a favourite among lazy wizarding apprentices the world over. This book has 8 charges and regains 1d4 + 4 expended charges daily at dawn. It can be used as a spellbook and as a spellcasting focus by wizards. Living Library. This tome is capable of copying and storing magical information. As an action, you can give it a spell scroll of 2nd level or lower, which it devours, destroying the scroll and adding the spell to its pages. While holding the book, you can cast one of the spells stored within it by expending a number of charges equal to the spell’s level ( save DC 13 , +5 to hit; 1 charge for cantrips). The tome can store up to five spells in this way. If storing a new spell would take it above this maximum, you can choose one of its current spells to be replaced. When found, the book already contains one 1st-level spell and one 2nd-level spell, randomly determined.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Spelleater Tome (rare variant)","description":"Wondrous item, uncommon (requires attunement) Learning and developing new spells can be a tedious and time-consuming process. Luckily, the spelleater tome is a shortcut to becoming a spell-slinging savant. Originally a creation of Jonjo Starr, the tome has become a favourite among lazy wizarding apprentices the world over. This book has 8 charges and regains 1d4 + 4 expended charges daily at dawn. It can be used as a spellbook and as a spellcasting focus by wizards. Living Library. This tome is capable of copying and storing magical information. As an action, you can give it a spell scroll of 2nd level or lower, which it devours, destroying the scroll and adding the spell to its pages. While holding the book, you can cast one of the spells stored within it by expending a number of charges equal to the spell’s level ( save DC 13 , +5 to hit; 1 charge for cantrips). The tome can store up to five spells in this way. If storing a new spell would take it above this maximum, you can choose one of its current spells to be replaced. When found, the book already contains one 1st-level spell and one 2nd-level spell, randomly determined. Rare variant: Increase the DC to 15 , the spell attack modifier to +7 , and the number of spells the book can hold to seven. The tome can devour spell scrolls of 5th level or lower. Additionally, the tome has the Arcane Feast property. Arcane Feast. You can allow the book to consume the corpse of a spellcaster over the course of 10 minutes , after which it regains 2 expended charges. Once this property of the book has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Spellgaze Amulet","description":"Wondrous Item, Rare (Requires Attunement) This magical amulet is inset with colorful gems and has an eye in its center. You have advantage on Arcana checks while wearing the amulet. Magic Detection. As an action, you can cast the Detect Magic spell from the amulet. Once used, this property can't be used again until the next dawn. Spell School Resistance. As an action, you can calibrate the amulet to protect against a specific type of magic. Choose a school of magic from abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Until you use this feature again, you have advantage on saving throws you make against spells of that school of magic, as well as ability checks you make to discern, identify, or recognize spells of that school.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Spellguard","description":"Legendary armor property Components: Masterwork suit of exotic armor This armor is covered in protective sigils and charms. While wearing this armor, you have advantage on saving throws against spells.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Spellguard Shield","description":"Spellguard Shield Armor (shield) , very rare (requires a ttunement ) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 2 Weight : 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Subtype":"Shield","Item Type":"Shield","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spellguard Shield","description":"Spellguard Shield Armor (shield), very rare (requires attunement ) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. AC: 2 Weight: 6","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Spellguard Shield","description":"Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"No","Name":"Spellguard Shield"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spellguard Shield","description":"Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Shield","data-List":"false","Item Rarity":"No","filter-Lists":"Shield, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Spellguard Shield\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Spellguard Shield\\\",\\\"description\\\":\\\"While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.\\\",\\\"weight\\\":6,\\\"properties\\\":[],\\\"rarity\\\":\\\"Very Rare\\\",\\\"shieldData\\\":{\\\"wieldable\\\":true,\\\"category\\\":\\\"Shield\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Spellguard Shield AC\",\"parent\":\"Spellguard Shield\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Shield\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"},{\"name\":\"Spellguard Shield Attunement\",\"parent\":\"Spellguard Shield\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Spellguard Shield Advantage\",\"parent\":\"Spellguard Shield Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Keep Highest\\\",\\\"bonusValue\\\":1,\\\"diceCount\\\":2,\\\"situation\\\":\\\"You have Advantage on saving throws against spells and other magical effects\\\"}\"},{\"name\":\"Spellguard Shield Disadvantage\",\"parent\":\"Spellguard Shield Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Spell Attacks\\\",\\\"details\\\":\\\"While holding the Spellguard Shield, spell attack rolls have Disadvantage against you.\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Spellguard Shield","Weight":6,"data-description":"While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.","AC":2,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spelljamming Helm","description":"Spelljamming Helm Wondrous item, rare (requires attunement by a spellcaster) The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more. The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one’s arm or leg falls asleep, but not as painful. While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell): You can use the spelljamming helm to move the ship through space, air, or water up to the ship’s speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours. You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship. At any time, you can see and hear what’s happening on and around the vessel as though you were standing in a location of your choice aboard it. Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends. Cost of a Spelljamming Helm A spelljamming helm propels and steers a ship much as sails, oars, and rudders work on a seafaring vessel, and a spelljamming helm is easy to create if one has the proper spell. Create spelljamming helm (see the spell's description) has a material component cost of 5,000 gp, so that’s the least one can pay to acquire a spelljamming helm . Wildspace merchants, including dohwars and mercanes, typically sell a spelljamming helm for substantially more than it cost to make. How much more depends on the market, but 7,500 gp would be a reasonable demand. A desperate buyer in a seller’s market might pay 10,000 gp or more.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Spellpiercing Wand","description":"Spellpiercing Wand Wand, uncommon (requires attunement by a spellcaster) You can use this wand as a spellcasting focus. Creatures making a saving throw against a spell cast using this wand can’t gain benefit from advantage on their saving throws.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Spellshard","description":"Spellshard Wondrous item, common This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within. While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank “pages” in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it. A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to “scribe” a spell into the shard.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Spellshot Bow","description":"Weapon (Any Bow), Very Rare (Requires Attunement) This bow is infused with raw magic and its string is made of pure arcane energy. When you hit with an attack roll using this magic bow, the target takes an extra 1d8 force damage. Spellshot. The bow has 7 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this bow, you can expend 1 or more of its charges to cause one of the following effects (your choice): Dispelling Shot (3 Charges). Any spell of 3rd level or lower on the target ends and the magical properties of any non-artifact magic items it is carrying are suppressed until the end of your next turn. Softening Shot (2 Charges). The target has disadvantage on saving throws against spells and other magical effects until the end of your next turn. Warping Shot (1 Charge). The next time the target casts a spell before the end of your next turn, it must make a spellcasting ability check (DC 10 + the spell's level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table .","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellsling Sling","description":"Weapon (sling or slingshot), uncommon (optional attunement) Component: phial of humanoid (spellcaster) blood “Why should spell scrolls only be usable by those who’ve learned to cast spells?” During her brief tenure as wizard de-punification coach at the Academia Magicalis, Heliana commissioned this magical slingshot so that she, too, could do the magically sparkly things. This sling has 4 charges and regains 1d4 expended charges daily at dawn. Omnicast. You can use this weapon as a spellcasting focus for your spells. When you do so, the spell takes the appearance of a little sphere of swirling magic, and is shot from the weapon. In addition, you can use an action to insert a spell scroll into the compartment in the weapon’s handle. While the weapon contains a spell scroll, you can cast the spell in it regardless of whether or not it’s on your class’s spell list. If you are normally unable to cast spells, you must make the ability check to determine whether you cast the spell from the scroll successfully for any level of spell, using Intelligence as your spellcasting ability. The scroll is destroyed as normal once the spell is cast. Optional Attunement. If you choose to attune to this item, you can use the Scholastic Madness property while you remain attuned to it. OA: Scholastic Madness. Once per turn, when you make an attack with this weapon, you can expend 1 charge to imbue the ammunition with unpredictable power from one of the eight schools of magic. Roll a d8 and consult the table below to determine the outcome. d8 School Effect 1 Abjuration Hit or miss, the projectile returns to orbit you, granting you a +2 bonus to AC until the start of your next turn. 2 Conjuration On a hit, the target must succeed on a DC 13 Charisma saving throw or be teleported to an unoccupied space of your choice that you can see within 20 feet of it. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. 3 Divination You gain advantage on all attacks made with this weapon against the target, including this one, until the end of your next turn. 4 Enchantment On a hit, the target must succeed on a DC 13 Wisdom saving throw or be charmed by you until the end of its next turn. 5 Evocation On a hit, the target takes an extra 1d4 acid, 1d4 cold, 1d4 fire, and 1d4 lightning damage. 6 Illusion On a hit, the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. 7 Necromancy On a hit, the target takes an extra 1d6 necrotic damage, and you regain an equal number of hit points. 8 Transmutation On a hit, the target must succeed on a DC 13 Wisdom saving throw or be transformed into a rat, as per the polymorph spell (no concentration required), until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellsling Sling (rare variant)","description":"Weapon (sling or slingshot), uncommon (optional attunement) Component: phial of humanoid (spellcaster) blood “Why should spell scrolls only be usable by those who’ve learned to cast spells?” During her brief tenure as wizard de-punification coach at the Academia Magicalis, Heliana commissioned this magical slingshot so that she, too, could do the magically sparkly things. This sling has 4 charges and regains 1d4 expended charges daily at dawn. Omnicast. You can use this weapon as a spellcasting focus for your spells. When you do so, the spell takes the appearance of a little sphere of swirling magic, and is shot from the weapon. In addition, you can use an action to insert a spell scroll into the compartment in the weapon’s handle. While the weapon contains a spell scroll, you can cast the spell in it regardless of whether or not it’s on your class’s spell list. If you are normally unable to cast spells, you must make the ability check to determine whether you cast the spell from the scroll successfully for any level of spell, using Intelligence as your spellcasting ability. The scroll is destroyed as normal once the spell is cast. Optional Attunement. If you choose to attune to this item, you can use the Scholastic Madness property while you remain attuned to it. OA: Scholastic Madness. Once per turn, when you make an attack with this weapon, you can expend 1 charge to imbue the ammunition with unpredictable power from one of the eight schools of magic. Roll a d8 and consult the table below to determine the outcome. d8 School Effect 1 Abjuration Hit or miss, the projectile returns to orbit you, granting you a +2 bonus to AC until the start of your next turn. 2 Conjuration On a hit, the target must succeed on a DC 13 Charisma saving throw or be teleported to an unoccupied space of your choice that you can see within 20 feet of it. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. 3 Divination You gain advantage on all attacks made with this weapon against the target, including this one, until the end of your next turn. 4 Enchantment On a hit, the target must succeed on a DC 13 Wisdom saving throw or be charmed by you until the end of its next turn. 5 Evocation On a hit, the target takes an extra 1d4 acid, 1d4 cold, 1d4 fire, and 1d4 lightning damage. 6 Illusion On a hit, the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. 7 Necromancy On a hit, the target takes an extra 1d6 necrotic damage, and you regain an equal number of hit points. 8 Transmutation On a hit, the target must succeed on a DC 13 Wisdom saving throw or be transformed into a rat, as per the polymorph spell (no concentration required), until the end of its next turn. Rare variant: Increase the charges to 8 and the recharge to 1d6 + 2.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellsling Slingshot","description":"Weapon (sling or slingshot), uncommon (optional attunement) Component: phial of humanoid (spellcaster) blood “Why should spell scrolls only be usable by those who’ve learned to cast spells?” During her brief tenure as wizard de-punification coach at the Academia Magicalis, Heliana commissioned this magical slingshot so that she, too, could do the magically sparkly things. This sling has 4 charges and regains 1d4 expended charges daily at dawn. Omnicast. You can use this weapon as a spellcasting focus for your spells. When you do so, the spell takes the appearance of a little sphere of swirling magic, and is shot from the weapon. In addition, you can use an action to insert a spell scroll into the compartment in the weapon’s handle. While the weapon contains a spell scroll, you can cast the spell in it regardless of whether or not it’s on your class’s spell list. If you are normally unable to cast spells, you must make the ability check to determine whether you cast the spell from the scroll successfully for any level of spell, using Intelligence as your spellcasting ability. The scroll is destroyed as normal once the spell is cast. Optional Attunement. If you choose to attune to this item, you can use the Scholastic Madness property while you remain attuned to it. OA: Scholastic Madness. Once per turn, when you make an attack with this weapon, you can expend 1 charge to imbue the ammunition with unpredictable power from one of the eight schools of magic. Roll a d8 and consult the table below to determine the outcome. d8 School Effect 1 Abjuration Hit or miss, the projectile returns to orbit you, granting you a +2 bonus to AC until the start of your next turn. 2 Conjuration On a hit, the target must succeed on a DC 13 Charisma saving throw or be teleported to an unoccupied space of your choice that you can see within 20 feet of it. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. 3 Divination You gain advantage on all attacks made with this weapon against the target, including this one, until the end of your next turn. 4 Enchantment On a hit, the target must succeed on a DC 13 Wisdom saving throw or be charmed by you until the end of its next turn. 5 Evocation On a hit, the target takes an extra 1d4 acid, 1d4 cold, 1d4 fire, and 1d4 lightning damage. 6 Illusion On a hit, the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. 7 Necromancy On a hit, the target takes an extra 1d6 necrotic damage, and you regain an equal number of hit points. 8 Transmutation On a hit, the target must succeed on a DC 13 Wisdom saving throw or be transformed into a rat, as per the polymorph spell (no concentration required), until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellsling Slingshot (rare variant)","description":"Weapon (sling or slingshot), uncommon (optional attunement) Component: phial of humanoid (spellcaster) blood “Why should spell scrolls only be usable by those who’ve learned to cast spells?” During her brief tenure as wizard de-punification coach at the Academia Magicalis, Heliana commissioned this magical slingshot so that she, too, could do the magically sparkly things. This sling has 4 charges and regains 1d4 expended charges daily at dawn. Omnicast. You can use this weapon as a spellcasting focus for your spells. When you do so, the spell takes the appearance of a little sphere of swirling magic, and is shot from the weapon. In addition, you can use an action to insert a spell scroll into the compartment in the weapon’s handle. While the weapon contains a spell scroll, you can cast the spell in it regardless of whether or not it’s on your class’s spell list. If you are normally unable to cast spells, you must make the ability check to determine whether you cast the spell from the scroll successfully for any level of spell, using Intelligence as your spellcasting ability. The scroll is destroyed as normal once the spell is cast. Optional Attunement. If you choose to attune to this item, you can use the Scholastic Madness property while you remain attuned to it. OA: Scholastic Madness. Once per turn, when you make an attack with this weapon, you can expend 1 charge to imbue the ammunition with unpredictable power from one of the eight schools of magic. Roll a d8 and consult the table below to determine the outcome. d8 School Effect 1 Abjuration Hit or miss, the projectile returns to orbit you, granting you a +2 bonus to AC until the start of your next turn. 2 Conjuration On a hit, the target must succeed on a DC 13 Charisma saving throw or be teleported to an unoccupied space of your choice that you can see within 20 feet of it. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. 3 Divination You gain advantage on all attacks made with this weapon against the target, including this one, until the end of your next turn. 4 Enchantment On a hit, the target must succeed on a DC 13 Wisdom saving throw or be charmed by you until the end of its next turn. 5 Evocation On a hit, the target takes an extra 1d4 acid, 1d4 cold, 1d4 fire, and 1d4 lightning damage. 6 Illusion On a hit, the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. 7 Necromancy On a hit, the target takes an extra 1d6 necrotic damage, and you regain an equal number of hit points. 8 Transmutation On a hit, the target must succeed on a DC 13 Wisdom saving throw or be transformed into a rat, as per the polymorph spell (no concentration required), until the end of its next turn. Rare variant: Increase the charges to 8 and the recharge to 1d6 + 2.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spellwarper's Mantle","description":"Wondrous Item, Very Rare (Requires Attunement) While wearing this magic cloak, you have a +2 bonus to saving throws you make against spells and to your AC against spell attacks. The cloak has 3 charges for the following properties and regains all expended charges daily at dawn: Attract. When a creature you can see within 30 feet is the target of a spell that targets only that creature, you can expend 1 charge and make a Constitution saving throw with a DC equal to 10 + the spell's level. On a success, the spell targets you instead of that creature. Reflect. As a reaction when you succeed on a saving throw against a spell that affects only you, or a spell attack targeting only you misses, you can expend 1 charge to turn the spell back on its caster. The spell has no effect on you and instead targets the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. If the spell requires concentration, it lasts until the end of the caster's next turn, even if they don't maintain their concentration on it.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Spellwarper's Touch","description":"Wondrous Item, Uncommon (Requires Attunement) These magic gauntlets have 7 charges and regain all expended charges daily at dawn. When you hit with a melee weapon attack roll while wearing these gloves, you can expend 1 charge to create a random magical effect, determined by rolling on the table below: d6 Effect 1 The target takes an extra 1d8 acid damage immediately and 1d8 acid damage at the end of its next turn. 2 The target takes an extra 1d8 cold damage and its speed is reduced by 10 until the end of its next turn. 3 The target takes an extra 2d6 fire damage. 4 The target takes an extra 1d8 lightning damage and can't take reactions until the start of your next turn. 5 The target takes an extra 1d8 thunder damage and must succeed on a DC 15 Strength saving throw or be knocked prone. 6 The target takes an extra 1d8 force damage. Roll an additional d6 on this table.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellwrought Tattoo 1st Level","description":"Spellwrought Tattoo (1st Level) Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 13, the attack bonus is +5, and the spellcasting ability modifier is +3.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Spellwrought Tattoo 2nd Level","description":"Spellwrought Tattoo (2nd Level) Wondrous item (tattoo), uncommon Produced by a special needle, this magic tattoo contains a single 2nd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 13, the attack bonus is +5, and the spellcasting ability modifier is +3.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Spellwrought Tattoo 3rd Level","description":"Spellwrought Tattoo (3rd Level) Wondrous item (tattoo), uncommon Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Spellwrought Tattoo 4th Level","description":"Spellwrought Tattoo (4th Level) Wondrous item (tattoo), rare Produced by a special needle, this magic tattoo contains a single 4th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Spellwrought Tattoo 5th Level","description":"Spellwrought Tattoo (5th Level) Wondrous item (tattoo), rare Produced by a special needle, this magic tattoo contains a single 5th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 17, the attack bonus is +9, and the spellcasting ability modifier is +5.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Spellwrought Tattoo Cantrip","description":"Spellwrought Tattoo (Cantrip) Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 13, the attack bonus is +5, and the spellcasting ability modifier is +3.","properties":{"Category":"Items","Item Type":"Wondrous item (tattoo)","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Sphere of Annihilation","description":"Sphere Of Annihilation Wondrous item, legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation , it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check . On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole , the DM determines randomly what happens, using the following table. d100 — Result: 01-50 — The sphere is destroyed. 51-85 — The sphere moves through the portal or into the extradimensional space. 86-00 — A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sphere of Annihilation","description":"Sphere of Annihilation Wondrous item, legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation , it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole , the DM determines randomly what happens, using the following table. d100 Result 01-50 The sphere is destroyed. 51-85 The sphere moves through the portal or into the extradimensional space. 86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sphere of Annihilation","description":"Wondrous Item, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation , it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole ), the DM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimensional space. 86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Sphere of Annihilation"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sphere of Foresight","description":"Wondrous Item, Uncommon (Requires Attunement) This amulet consists of an orb that floats seamlessly inside a metal ring set to a silver chain. The amulet has 3 charges for the following properties and regains all expended charges daily at dawn: Glimpse. As a bonus action, you can expend 1 charge to glimpse the future. You can roll a d4 and add the result to the next ability check, attack roll, or saving throw you make before the start of your next turn. Foresee. As a reaction when a creature you can see hits you with an attack, you can expend 1 charge to roll a d6 and add the number rolled to your AC against the attack, potentially causing the attack to miss you. Sense. When you roll Initiative, you can expend 1 charge to roll a d8 and add the number rolled to your Initiative roll.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Spice Box of Zest","description":"Wondrous item, very rare This small, square wooden box is carved with scenes of life in the City of Brass. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. The spices have the following effects on those consuming the meal and last for 1 hour unless otherwise indicated: Baharat— Your Strength score increases to 21. Cassia— You no longer suffer the effects of exhaustion. Cloves— You cannot become frightened. Fiery Chilies— You can use a bonus action to exhale fire in a 15-foot cone. The target must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save or half damage on a successful one. The effect ends when you use your fiery breath or after 1 hour, whichever comes first. Saffron— You become charmed by the next creature you see 10 minutes after eating the meal. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. Turmeric— You have advantage on saving throws against spells.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Spice Box of Zest","description":"Wondrous item, very rare This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted. Baharat. The feaster’s Strength score increases to 21. Cassia. The feaster is cured of all levels of exhaustion. Cloves. The feaster has immunity to the frightened condition. Fiery Chilies. The feaster can use a bonus action to exhale fire in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after the feaster exhales fire or after 1 hour, whichever comes first. Saffron. The feaster becomes charmed by the next creature it sees within 10 minutes of consuming the meal. If the creature it sees is of a species and gender the feaster normally finds attractive, the feaster regards the creature it sees as its true love while charmed in this way. Turmeric. The feaster has advantage on saving throws against spells.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spice Box Spoon","description":"Wondrous item, common This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spider Grenade","description":"Wondrous item, uncommon Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spider Staff","description":"Spider Staff Staff, rare (requires attunement) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Secondary Damage: 1d6 Secondary Damage Type: Poison Properties : Versatile Weight : 4","properties":{"Category":"Items","Expansion":7385,"Item Type":"Melee Weapon","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Spider Staff","description":"Staff, rare (requires attunement by a druid, sorcerer, warlock, or wizard) Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spider Staff","description":"Spider Staff Staff, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard) The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a Bard, Sorcerer, Warlock, or Wizard"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Spider's Kiss","description":"Weapon (Longbow), Very Rare (Requires Attunement) When you hit with an attack roll using this magic longbow, the target takes an extra 1d8 poison damage. In addition, while you are carrying the bow, you have immunity to poison damage and can’t be poisoned. Spider’s Web. The bow has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this bow, you can expend 1 charge to have magical webbing envelop it. The target must succeed on a DC 15 Dexterity saving throw or be restrained (escape DC 15) until the end of its next turn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Spies' Murmur","description":"Spies' Murmur Wondrous item, uncommon (requires attunement) This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies’ murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Spiked","description":"Apprentice armor property Components: Masterwork suit of heavy armor This suit of armor is bristling with spikes. While wearing this armor, creatures who are in contact with you (either by grappling you, being grappled by you, or having swallowed you whole) take piercing damage equal to 1d4 + your Strength modifier at the start of your turn.","properties":{"Category":"Items","Item Type":"Apprentice armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Spiked Armor","description":"Spiked Armor Armor (medium) Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. AC: 14 + Dex modifier (max 2) Stealth: Disadvantage Weight: 45","properties":{"Category":"Items","Expansion":6286,"Item Type":"Medium Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Spiked Belt","description":"Whip, rare Typically used for more violent forms of flagellation, this wide, leather belt is run through all over with metal spikes. The belt functions like a whip except that it has a reach of 5 feet and deals 1d8 piercing damage on a hit. As an action, the wielder may attempt to grapple a large or smaller target with the belt. On a success, the target takes 2d6 piercing damage and loses the ability to use one of its limbs. The target has disadvantage on all attack rolls and ability checks that involve the use of that limb while grappled in this way. On a subsequent turn, the wielder may use their action to release the grapple and force the target to make a DC 14 Constitution saving throw or take 6d6 slashing damage and have disadvantage on ability checks and attack rolls that involve the use of that limb. A new save can be made against this effect at the end of each of its turns. This effect counts as an Injury of Handicap severity.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Spiked cestus","description":"Spiked Cesti A spiked cestus is a simple melee weapon worn around the knuckles of one hand that deals 1d6 bludgeoning damage on a hit and has the Adaptable (piercing), Attached, and Pugilist properties.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spiked Chain","description":"","properties":{"Category":"Items","Item Type":"Weapon (spiked chain)","Properties":"Double, Reach, Trip, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Spiked Collar +1","description":"Spiked Collar +1 Wondrous item, uncommon (+1) This collar comes in a variety of colors and sizes, all with metal spikes protruding around the outside of the collar. A beast wearing this wondrous item has a bonus to its natural weapon attack and damage rolls while wearing this collar. The bonus is determined by its rarity. Modifiers: Melee Attacks +1, Melee Damage +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Collar +2","description":"Spiked Collar +2 Wondrous item, rare (+2) This collar comes in a variety of colors and sizes, all with metal spikes protruding around the outside of the collar. A beast wearing this wondrous item has a bonus to its natural weapon attack and damage rolls while wearing this collar. The bonus is determined by its rarity. Modifiers: Melee Attacks +2, Melee Damage +2","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Collar +3","description":"Spiked Collar +3 Wondrous item, very rare (+3) This collar comes in a variety of colors and sizes, all with metal spikes protruding around the outside of the collar. A beast wearing this wondrous item has a bonus to its natural weapon attack and damage rolls while wearing this collar. The bonus is determined by its rarity. Modifiers: Melee Attacks +3, Melee Damage +3","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Gear","description":"","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Spiked knuckle duster","description":"Knuckle Dusters A knuckle duster is a simple melee weapon, usually made of metal or another hard material, worn around the knuckles of one hand. They deal 1d4 bludgeoning damage on a hit and have the Attached, Light, and Pugilist properties. Variant: Spiked Knuckle Dusters. This variant on the knuckleduster has the Adaptable (piercing) property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spiked Mace","description":"Spiked Mace Melee weapon (martial, spiked mace) A famous weapon of the Ivory Kingdoms, the gada, or spiked mace, is a large bludgeoning weapon with a long handle that terminates in a spherical head with a spike atop it. Often wielded by the Yodha of the Ghostlands, gada are used to bring down mighty rakshasa that do not fall to cuts or arrows. Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d12) Damage Type: Bludgeoning Properties: Heavy, Versatile Weight: 16","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Spiked shield","description":"Spiked Shield Melee weapon (martial, spiked shield) Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 Damage Type : Piercing Properties: Defensive Weight: 7","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Shield of Bloodletting","description":"Spiked Shield of Bloodletting Melee weapon (martial, spiked shield), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Category: Items Damage: 1d6 Damage Type: Piercing Properties: Defensive Weight: 7","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Shield of Inverted Probability","description":"Spiked Shield of Inverted Probability Melee weapon (martial, spiked shield), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Category: Items Damage: 1d6 Damage Type: Piercing Properties: Defensive Weight: 7","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Shield of Retaliation","description":"Spiked Shield of Retaliation Melee weapon (martial, spiked shield), very rare (requires attunement) While you aren’t wielding another shield, you gain an additional +1 bonus to your AC while wielding this weapon. The shield has 24 spikes. When you’re hit by an attack while wielding the weapon, you can choose for it to launch one of its spikes at the attacker (no action required). So long as the attacker doesn’t benefit from full cover, it takes 1d6 piercing damage. The weapon regrows 2d12 spikes each day at dawn. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d6 Damage Type: Piercing Modifiers: AC +1 Properties: Defensive Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Spiked Siegeball","description":"The spiked siegeball deals double damage to creatures it hits.","properties":{"Category":"Items","Item Type":"Weapon (spiked siegeball)","Properties":"Special","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Spindle of Fate","description":"Spindle of Fate Wand, Legendary (Requires Attunement) This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties: Battle Foreknowledge. When you roll initiative, you can expend 1 charge to add or subtract your proficiency bonus from the total roll. Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature’s doom. While the target is on the same plane of existence as you, you can sense the direction to its location, and you know the direction of its movement if it’s in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll 1d6 and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect. Twist of Fate. When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa. The wand regains 1d6 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"Legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Spire of Conflux","description":"Spire of Conflux Staff, legendary (requires attunement by a spellcaster) A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of the Water Ashari, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid Keyleth of Zephrah, Voice of the Tempest. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did. Records kept by the Birthheart temple in Vasselheim say that the Spire of Conflux was created when the Wildmother breathed on a young beech tree. The sapling transformed into a curving staff and the Wildmother’s breath crystallized into the glowing jewel that hovers in its center. The bearer of this mythic staff can command the elements as if they were one with the enduring, yet ever-changing, landscape of Exandria itself…. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge) or fireball (3 charges). Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1. Awakened When the Spire of Conflux reaches an awakened state, you gain the following benefits: The staff has 12 charges, and it regains 1d6 + 2 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: conjure elemental (5 charges) or ice storm (4 charges). When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll. Exalted When the Spire of Conflux reaches an exalted state, you gain the following benefits: The staff has 20 charges, and it regains 1d6 + 4 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: chain lightning (6 charges) or fire storm (7 charges) The bonus to spell attack rolls and your spell save DC increases to +2.","properties":{"Category":"Items","Expansion":20583,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Spire of Conflux, Awakened","description":"Spire of Conflux, Awakened Staff, legendary (requires attunement by a spellcaster) A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of the Water Ashari, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid Keyleth of Zephrah, Voice of the Tempest. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did. Records kept by the Birthheart temple in Vasselheim say that the Spire of Conflux was created when the Wildmother breathed on a young beech tree. The sapling transformed into a curving staff and the Wildmother’s breath crystallized into the glowing jewel that hovers in its center. The bearer of this mythic staff can command the elements as if they were one with the enduring, yet ever-changing, landscape of Exandria itself…. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge) or fireball (3 charges). Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1. Awakened When the Spire of Conflux reaches an awakened state, you gain the following benefits: The staff has 12 charges, and it regains 1d6 + 2 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: conjure elemental (5 charges) or ice storm (4 charges). When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Expansion":20583,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Spire of Conflux, Dormant","description":"Spire of Conflux, Dormant Staff, legendary (requires attunement by a spellcaster) A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of the Water Ashari, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid Keyleth of Zephrah, Voice of the Tempest. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did. Records kept by the Birthheart temple in Vasselheim say that the Spire of Conflux was created when the Wildmother breathed on a young beech tree. The sapling transformed into a curving staff and the Wildmother’s breath crystallized into the glowing jewel that hovers in its center. The bearer of this mythic staff can command the elements as if they were one with the enduring, yet ever-changing, landscape of Exandria itself…. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge) or fireball (3 charges). Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Expansion":20583,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Spire of Conflux, Exalted","description":"Spire of Conflux, Exalted Staff, legendary (requires attunement by a spellcaster) A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of the Water Ashari, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid Keyleth of Zephrah, Voice of the Tempest. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did. Records kept by the Birthheart temple in Vasselheim say that the Spire of Conflux was created when the Wildmother breathed on a young beech tree. The sapling transformed into a curving staff and the Wildmother’s breath crystallized into the glowing jewel that hovers in its center. The bearer of this mythic staff can command the elements as if they were one with the enduring, yet ever-changing, landscape of Exandria itself…. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge) or fireball (3 charges). Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1. Awakened When the Spire of Conflux reaches an awakened state, you gain the following benefits: The staff has 12 charges, and it regains 1d6 + 2 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: conjure elemental (5 charges) or ice storm (4 charges). When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll. Exalted When the Spire of Conflux reaches an exalted state, you gain the following benefits: The staff has 20 charges, and it regains 1d6 + 4 expended charges daily at dawn. You can also spend charges to cast the following spells from the staff: chain lightning (6 charges) or fire storm (7 charges) The bonus to spell attack rolls and your spell save DC increases to +2. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Expansion":20583,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Spirit Berry","description":"Potion, Hag, Rare Willfully eating this berry is an evil act. This berry has a thick crust that resembles hard pearlescent brown sugar or pale chocolate. It is slightly larger than a blueberry. This berry can only be identified by a hag, or with a successful DC 15 Intelligence (Nature) check. Spirit berries are grown on supernatural plants near graveyards or other areas frequented by weak spirits. The ones listed here have a trapped and weak spirit contained within them and eating a spirit berry destroys the trapped soul. When held, the spirit berry feels cold and any creature, not immune to fear, will have to make a DC 8 Wisdom saving throw to overcome their natural revulsion if they want to eat one of these berries. If placed in the mouth, the berry starts making horrible whimpering sounds that only the user can hear. This may cause madness or horror. Anyone who has ever eaten a spirit berry before, and hags, are immune to this effect. If a creature succeeds at eating a spirit berry then the results depend on their alignment if they are not a hag: Hags. Hags are affected by a bless spell for 4d10 minutes, and all attacks originating in the Ethereal Plane have disadvantage against the hag. The hag also recovers 25 (2d12 + 12) hit points worth of damage. Good. Hags are affected by a bless spell for 4d10 minutes, and all attacks originating in the Ethereal Plane have disadvantage against the hag. The hag also recovers 25 (2d12 + 12) hit points worth of damage. Neutral. Neutral aligned creatures who eat spirit berries will gain the ability to see into the Ethereal Plane for 10 minutes. Evil. Evil aligned creatures who eat spirit berries will recover 12 (1d12 + 6) hit points worth of damage and gain the ability to see into the Ethereal Plane for 3d10 minutes. A creature that eats another spirit berry before any of the effects have worn off from the first one will not gain any additional benefits. They will have to make a DC 14 Constitution save or have their maximum hit points reduced by 19 (2d12 + 6) until they recover after a long rest. This penalty will affect evil creatures and hags.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Spirit Blade","description":"War has been part of the old world for a long time. Religious zealots, knights sworn to defend their homelands and others were willing to give their lives for a cause. Some of them went even further: They agreed to have their spirits bound to a blade after death. Clerics marked their willing spirits before they went into battle. When one of of these warriors died on the battlefield, the soul and the animating spirit were split apart. As the soul went on to the afterlife, the spirit was drawn into the blade, so they could eternally serve whatever cause they believed in. Each Spirit Blade is filled with dozens of such spirits, all united by a cause and often a home land. Once attuned, the wielder of the blade can communicate with the spirits once a day using the wielder’s native language. Attuning requires to convince the spirits that you share their cause (whether true or not). Once attuned, the hilt of the sword glows in a subtle green light when carried by the wielder. The spirits can be seen in the blade, constantly moving through the metal as dark shadows. Magic schools: Necromancy Cost: 12.000 gp Damage: 1d8+2 slashing + 1d4 necrotic Magic properties: You gain a +2 bonus to attack and damage rolls made with this weapon. Attunement requires meditation to commune with the spirits within the blade, a ritual taking 8 hours to perform. Once you are attuned to the weapon, you gain access to the following additional features. As you hit an enemy, a shadow-like mirror of the blade appears, causing an additional 1d4 points of necrotic damage. Once a day, you can cast the spell Speak with Dead by touching a corpse with the tip of the blade. You can also use the spell to commune with the spirits within the blade. Keep in mind they are bound to the weapon since its creation and have no knowledge past that time. Arthi’s small hand was just large enough to grab the hilt. “Bruthon the Divider, you said, right? Yes, totally, a glorious deity. What exactly made you fight for him?” Dozens of whispering voices answered at the same time, turning into a discordant, incomprehensible noise. “Stop! Again, one at a time, please. I get you haven’t spoken to anyone in years, but I just don’t understand you that way.” The blade went silent for a moment, then a single voice spoke up. “Conflict is the natural state of life. Look at nature itself: Prey and predators are everywhere. Bruthon teaches how to not be the prey. He is the king of survivors, loyal only to himself, as all of us should be.” Arthi frowned. “But... aren’t you loyal to Bruthon?” Again, the blade went silent. Suddenly, a different voice spoke up. “Bruthon is not just a god, he embodies a concept! And we are loyal to this idea, the credo, and through it to ourselves.” “I... yeah, I guess, that makes sense.” Arthi shook her head. It did not make any sense to her, but the spirits didn’t need to know that. “You mentioned earlier that you died in a battle against the knights of Vendale, right? Because, believe it or not, their order is exactly what I’m up against right now.” Arthi had never heard of the knights of Vendale before. But, again, the spirits didn’t need to know that.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Weapon (Longsword)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Spirit Board","description":"Spirit Board Wondrous item, uncommon Once per day, you can spend 10 minutes attempting to contact spirits using this magic item. You can use your connection to the spirit world to either ask questions or attempt to summon a spirit to your plane of existence (at your GM’s discretion). You must make a Charisma saving throw (DC 16) after each question you ask or each minute after you summon a spirit. On a failed saving throw, you lose your connection to the spirit and suffer one level of exhaustion.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Spirit Board","description":"Wondrous Item, Very Rare This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words “Yes” and “No” and symbols representing “Weal” and “Woe.” The board comes with a heart-shaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board’s magic to function. This board has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to cast the spell. As you cast the spell, you call on the spirits of the dead to guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board. Spell Charge Cost Augury 1 Commune 3","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Spirit Board"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Spirit Weapon","description":"Icewood bows are a rare and wonderful weapon that legend holds were a gift to the Erunsil from Xione, the Mistress of the Frozen Wood. Icewood is an extremely rare species of small hardwood that grows only in the northern Veradeen. Its bark is shaggy and gray, and though its meat feels and cuts like wood, it has a translucent appearance that makes it look more like milky ice or quartz. Tradition says that icewood can only be harvested in the dead of winter when the spirits that inhabit the trees are dormant. Tradition also says that icewood must be harvested so that the cut does not kill the parent tree, for when the tree dies, the bow will lose its power and shatter when drawn. Because the trees are so hard to find, icewood bows are exceptionally rare and coveted by every Erunsil archer.","properties":{"Category":"Items"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Spiritual Armblade","description":"Wondrous item, rare (requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand) Component: celestial hair These magical prostheses were gifted to the warrior-servants of the divine in recompense for limbs lost in battle. You must have a missing hand to attune to this item. Once attuned to it, it wraps itself around the site of your lost hand and can’t be removed against your will. Summon Armblade. As a bonus action, you can summon a simple melee weapon made of spiritual energy from the prosthetic, or cause it to disappear. You are proficient with this weapon and use your spellcasting ability for the attack rolls made with this weapon (or your Wisdom modifier if you are a monk). The weapon deals 2d8 damage on a hit. Its appearance and damage type are linked to your alignment, as detailed below: Good Alignment: A golden blade that deals radiant damage. Neutral Alignment: A translucent-white weapon that deals force damage. Evil Alignment: A shaft of bruised mauve that deals necrotic damage. Shield. When a creature you can see attacks you while the weapon is summoned, you can use your reaction to shift it into a shield, gaining a +2 bonus to AC against the triggering attack. The shield reverts to a weapon immediately after. Deity-Specific Items Why not have spiritual armblades linked to specific deities? You can then restrict who can attune to the item to those with a similar alignment to the deity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spiritual Armblade (legendary variant)","description":"Wondrous item, rare (requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand) Component: celestial hair These magical prostheses were gifted to the warrior-servants of the divine in recompense for limbs lost in battle. You must have a missing hand to attune to this item. Once attuned to it, it wraps itself around the site of your lost hand and can’t be removed against your will. Summon Armblade. As a bonus action, you can summon a simple melee weapon made of spiritual energy from the prosthetic, or cause it to disappear. You are proficient with this weapon and use your spellcasting ability for the attack rolls made with this weapon (or your Wisdom modifier if you are a monk). The weapon deals 2d8 damage on a hit. Its appearance and damage type are linked to your alignment, as detailed below: Good Alignment: A golden blade that deals radiant damage. Neutral Alignment: A translucent-white weapon that deals force damage. Evil Alignment: A shaft of bruised mauve that deals necrotic damage. Shield. When a creature you can see attacks you while the weapon is summoned, you can use your reaction to shift it into a shield, gaining a +2 bonus to AC against the triggering attack. The shield reverts to a weapon immediately after. Uncommon variant: Reduce the bonus to AC to +1. Very rare variant: Increase the damage to 2d10. Legendary variant: Increase the damage to 2d10. You can add your spellcasting ability modifier (or your Wisdom modifier if you are a monk) to the damage rolls of attacks made with the weapon. Deity-Specific Items Why not have spiritual armblades linked to specific deities? You can then restrict who can attune to the item to those with a similar alignment to the deity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spiritual Armblade (uncommon variant)","description":"Wondrous item, rare (requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand) Component: celestial hair These magical prostheses were gifted to the warrior-servants of the divine in recompense for limbs lost in battle. You must have a missing hand to attune to this item. Once attuned to it, it wraps itself around the site of your lost hand and can’t be removed against your will. Summon Armblade. As a bonus action, you can summon a simple melee weapon made of spiritual energy from the prosthetic, or cause it to disappear. You are proficient with this weapon and use your spellcasting ability for the attack rolls made with this weapon (or your Wisdom modifier if you are a monk). The weapon deals 2d8 damage on a hit. Its appearance and damage type are linked to your alignment, as detailed below: Good Alignment: A golden blade that deals radiant damage. Neutral Alignment: A translucent-white weapon that deals force damage. Evil Alignment: A shaft of bruised mauve that deals necrotic damage. Shield. When a creature you can see attacks you while the weapon is summoned, you can use your reaction to shift it into a shield, gaining a +2 bonus to AC against the triggering attack. The shield reverts to a weapon immediately after. Uncommon variant: Reduce the bonus to AC to +1. Deity-Specific Items Why not have spiritual armblades linked to specific deities? You can then restrict who can attune to the item to those with a similar alignment to the deity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spiritual Armblade (very rare variant)","description":"Wondrous item, rare (requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand) Component: celestial hair These magical prostheses were gifted to the warrior-servants of the divine in recompense for limbs lost in battle. You must have a missing hand to attune to this item. Once attuned to it, it wraps itself around the site of your lost hand and can’t be removed against your will. Summon Armblade. As a bonus action, you can summon a simple melee weapon made of spiritual energy from the prosthetic, or cause it to disappear. You are proficient with this weapon and use your spellcasting ability for the attack rolls made with this weapon (or your Wisdom modifier if you are a monk). The weapon deals 2d8 damage on a hit. Its appearance and damage type are linked to your alignment, as detailed below: Good Alignment: A golden blade that deals radiant damage. Neutral Alignment: A translucent-white weapon that deals force damage. Evil Alignment: A shaft of bruised mauve that deals necrotic damage. Shield. When a creature you can see attacks you while the weapon is summoned, you can use your reaction to shift it into a shield, gaining a +2 bonus to AC against the triggering attack. The shield reverts to a weapon immediately after. Uncommon variant: Reduce the bonus to AC to +1. Very rare variant: Increase the damage to 2d10. Deity-Specific Items Why not have spiritual armblades linked to specific deities? You can then restrict who can attune to the item to those with a similar alignment to the deity.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a cleric, druid, monk, paladin, ranger, or warlock missing a hand"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Splint Armor","description":"Splint Armor Armor (heavy) This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Subtype":"Armor","Item Type":"Heavy Armor","data-List":"false","Item Rarity":"Standard","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor","description":"Splint Armor Armor (heavy) This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Expansion":4415,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Splint Armor","description":"Splint Armor Armor (heavy), rare Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. AC: 17 Stealth: Disadvantage Strength Requirement: 15 Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Splint Armor","description":"Heavy Armor Armor Class: 17 Strength: Str 15 Stealth: Disadvantage Weight: 60 lb. Cost: 200 GP","properties":{"Category":"Items","Item Type":"Armor","Properties":"Stealth Disadvantage, Strength Requirement","Item Rarity":"None","Name":"Splint Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Splint Armor","description":"Splint Armor Armor (heavy) This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Expansion":5,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Splint Armor +1","description":"Splint Armor +1 Armor (heavy), rare You have a +1 bonus to AC while wearing this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 18 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +1","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor +1","description":"Splint Armor +1 Armor (heavy), rare You have a +1 bonus to AC while wearing this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. AC: 18 Stealth: Disadvantage Strength Requirement: 15 Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor +1","description":"Armor (Splint Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor +1","description":"Armor (Splint Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor +1 Base AC\",\"parent\":\"Splint Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor +1 Magic Bonus to AC\",\"parent\":\"Splint Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Splint Armor +1","Weight":60,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor +2","description":"Splint Armor +2 Armor (heavy) , very rare You have a +2 bonus to AC while wearing this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 19 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +2","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor +2","description":"Splint Armor +2 Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. AC: 19 Stealth: Disadvantage Strength Requirement: 15 Weight: 60","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor +2","description":"Armor (Splint Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor +2","description":"Armor (Splint Armor), Very Rare You have a +2 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor +2\\\",\\\"description\\\":\\\"You have a +2 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"cost\\\":\\\"40200 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor +2 Base AC\",\"parent\":\"Splint Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor +2 Magic Bonus to AC\",\"parent\":\"Splint Armor +2\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Very Rare","Name":"Splint Armor +2","Weight":60,"data-description":"You have a +2 bonus to Armor Class while wearing this armor.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor +3","description":"Splint Armor +3 Armor (heavy), legendary You have a +3 bonus to AC while wearing this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. AC: 20 Stealth: Disadvantage Strength Requirement: 15 Weight: 60","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"legendary","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor +3","description":"Splint Armor +3 Armor (heavy) , legendary You have a +3 bonus to AC while wearing this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","Modifiers":"Ac +3","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor +3","description":"Armor (Splint Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor +3","description":"Armor (Splint Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, No","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor +3 Base AC\",\"parent\":\"Splint Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor +3 Magic Bonus to AC\",\"parent\":\"Splint Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Splint Armor +3","Weight":60,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Acid Resistance","description":"Splint Armor Of Acid Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to acid damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Acid Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Acid Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Acid Resistance Base Armor Class\",\"parent\":\"Splint Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Acid Resistance Attunement\",\"parent\":\"Splint Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Acid Resistance\",\"parent\":\"Splint Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Acid Resistance","Weight":60,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Air Elemental Aura","description":"Splint Armor of Air Elemental Aura Heavy armor (splint armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. AC: 18 Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Arcane Absorption","description":"Splint Armor of Arcane Absorption Heavy armor (splint armor), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. AC: 17 Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Blood Drinking","description":"Splint Armor of Blood Drinking Heavy armor (splint armor), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. AC: 17 Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Cold Resistance","description":"Splint Armor Of Cold Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to cold damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Cold Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Cold Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Cold Resistance Base Armor Class\",\"parent\":\"Splint Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Cold Resistance Attunement\",\"parent\":\"Splint Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Cold Resistance\",\"parent\":\"Splint Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Cold Resistance","Weight":60,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Earth Elemental Aura","description":"Splint Armor of Earth Elemental Aura Heavy armor (splint armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. AC: 18 Modifiers: +1 AC Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Fire Elemental Aura","description":"Splint Armor of Fire Elemental Aura Heavy armor (splint armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. AC: 18 Modifiers: +1 AC Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Fire Resistance","description":"Splint Armor Of Fire Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to fire damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Fire Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Fire Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Fire Resistance Base Armor Class\",\"parent\":\"Splint Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Fire Resistance Attunement\",\"parent\":\"Splint Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Fire Resistance\",\"parent\":\"Splint Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Fire Resistance","Weight":60,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Force Resistance","description":"Splint Armor Of Force Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to force damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Force Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Force Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Force Resistance Base Armor Class\",\"parent\":\"Splint Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Force Resistance Attunement\",\"parent\":\"Splint Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Force Resistance\",\"parent\":\"Splint Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Force Resistance","Weight":60,"data-description":"You have Resistance to Force damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Gleaming","description":"Splint Armor of Gleaming Armor (heavy), common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Splint Armor of Gleaming","description":"Armor (Splint Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Lightning Resistance","description":"Splint Armor Of Lightning Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to lightning damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Lightning Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Lightning Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Splint Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Lightning Resistance Attunement\",\"parent\":\"Splint Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Lightning Resistance\",\"parent\":\"Splint Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Lightning Resistance","Weight":60,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Necrotic Resistance","description":"Splint Armor Of Necrotic Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to necrotic damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Necrotic Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Necrotic Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Splint Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Necrotic Resistance Attunement\",\"parent\":\"Splint Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Necrotic Resistance\",\"parent\":\"Splint Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Necrotic Resistance","Weight":60,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Poison Resistance","description":"Splint Armor Of Poison Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to poison damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Poison Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Poison Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Poison Resistance Base Armor Class\",\"parent\":\"Splint Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Poison Resistance Attunement\",\"parent\":\"Splint Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Poison Resistance\",\"parent\":\"Splint Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Poison Resistance","Weight":60,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Psychic Resistance","description":"Splint Armor Of Psychic Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to psychic damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Psychic Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Psychic Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Splint Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Psychic Resistance Attunement\",\"parent\":\"Splint Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Psychic Resistance\",\"parent\":\"Splint Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Psychic Resistance","Weight":60,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Radiant Resistance","description":"Splint Armor Of Radiant Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to radiant damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Radiant Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Radiant Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Splint Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Radiant Resistance Attunement\",\"parent\":\"Splint Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Radiant Resistance\",\"parent\":\"Splint Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Radiant Resistance","Weight":60,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of the Fallen","description":"Splint Armor of the Fallen Armor (Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either S peak with Dead or Animate Dead . Once the armor has cast a spell in this way, it can’t cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Splint Armor of the Holy Crusade","description":"Splint Armor of the Holy Crusade Heavy armor (splint armor), rare (requires attunement) While you wear this golden armor, it sheds dim light in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and you gain a +2 bonus to your AC. The bright light shed by this armor is sunlight. AC: 17 Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Expansion":20542,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Thunder Resistance","description":"Splint Armor Of Thunder Resistance Armor (heavy), rare (requires a ttunement ) You have resistance to thunder damage while you wear this armor. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","AC":17,"Source":"5th Edition SRD","Weight":60,"Stealth":"Disadvantage","Item Type":"Heavy Armor","data-List":"false","Properties":"Stealth Disadvantage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Splint Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":7583,"Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Splint Armor of Thunder Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Thunder Resistance","description":"Armor (Splint Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Splint Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Thunder Resistance Attunement\",\"parent\":\"Splint Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor Thunder Resistance\",\"parent\":\"Splint Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Thunder Resistance","Weight":60,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Versatile Resistance","description":"Armor of Versatile Resistance Armor (splint), uncommon While wearing this armor, you gain a +1 bonus to AC and resistance to one damage type of your choice: bludgeoning, piercing, slashing, necrotic, force, or lightning. When you finish a short or long rest, you can choose a different damage type, replacing the previous choice.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Heavy Armor","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Splint Armor of Vulnerability (Bludgeoning)","description":"Armor (Splint Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Vulnerability (Bludgeoning)","description":"Armor (Splint Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Splint Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Splint Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Splint Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Splint Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Splint Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Splint Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Vulnerability (Bludgeoning)","Weight":60,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Vulnerability (Piercing)","description":"Armor (Splint Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Vulnerability (Piercing)","description":"Armor (Splint Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Splint Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Splint Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Splint Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Splint Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Splint Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Splint Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Vulnerability (Piercing)","Weight":60,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Vulnerability (Slashing)","description":"Armor (Splint Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Heavy Armor","Properties":"Strength Requirement","Item Rarity":"No","Name":"Splint Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Splint Armor of Vulnerability (Slashing)","description":"Armor (Splint Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Heavy Armor","data-List":"false","Properties":"Strength Requirement","Item Rarity":"No","filter-Lists":"Heavy Armor, Yes","filter-Damage":"Stealth Disadvantage","filter-Charges":"No","data-datarecords":"[{\"name\":\"Splint Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Splint Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":60,\\\"properties\\\":[\\\"Stealth Disadvantage\\\",\\\"Strength Requirement\\\"],\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Heavy\\\",\\\"type\\\":\\\"Splint Armor\\\",\\\"strengthMinimum\\\":15},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Splint Armor of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Splint Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":17}}\"},{\"name\":\"Splint Armor of Vulnerability (Slashing) Attunement\",\"parent\":\"Splint Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Splint Armor of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Splint Armor of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Splint Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Splint Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Splint Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Splint Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Splint Armor of Vulnerability (Slashing)","Weight":60,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":17,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Splint Armor of Water Elemental Aura","description":"Splint Armor of Water Elemental Aura Heavy armor (splint armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. AC: 18 Modifiers: +1 AC Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splint Armor of Weightlessness","description":"Splint Armor of Weightlessness Armor (Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Splint Cast-Off Armor","description":"Splint Cast-Off Armor Armor (heavy), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Splint Chaos Armor","description":"Splint Chaos Armor Armor (heavy), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Splint Armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC : 17 Stealth : Disadvantage Weight : 60 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Splint Living Armor","description":"Splint Living Armor Armor (splint armor), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 18 Stealth: Disadvantage Weight: 60 Minimum Strength: 15","properties":{"Category":"Items","Item Type":"Heavy Armor","Properties":"Resistance: Necrotic, Poison, Psychic, Stealth Disadvantage","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Splint of Safeguarding","description":"Splint of Safeguarding Armor (heavy, splint), very rare (requires attunement) Set in the center of this armor’s chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 17 Requires Attunement: 15 Str Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Splint Smoldering Armor","description":"Splint Smoldering Armor Armor (heavy), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"common","Properties":"Stealth Disadvantage"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Splint Suit of Heroic Prowess","description":"Splint Suit of Heroic Prowess Heavy armor (splint armor), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. AC: 17 Modifiers: Melee Attacks +1, Melee Damage +1, Strength Save +1, Dexterity Save +1 Stealth: Disadvantage Weight: 60","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"very rare","Properties":"Stealth Disadvantage"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Splinter Staff","description":"Staff, uncommon This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target’s body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Splinterspray Tommybow Hand Tommybow","description":"Weapon (any tommybow), uncommon Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand tommybow","Properties":"Ammunition (range 30/60), light, reload (x**)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Hand Tommybow (rare variant)","description":"Weapon (any tommybow), rare Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Rare variant. Increase the number of charges to 9 , and Splinterspray’s damage to 3d4 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand tommybow","Properties":"Ammunition (range 30/60), light, reload (x**)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Hand Tommybow (very rare variant)","description":"Weapon (any tommybow), very rare Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Very rare variant. Increase the number of charges to 12 , and Splinterspray’s damage to 4d4 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand tommybow","Properties":"Ammunition (range 30/60), light, reload (x**)","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Heavy Tommybow","description":"Weapon (any tommybow), uncommon Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action.","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy tommybow","Properties":"Ammunition (range 100/200), heavy, reload (x**), two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Heavy Tommybow (rare variant)","description":"Weapon (any tommybow), rare Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Rare variant. Increase the number of charges to 9 , and Splinterspray’s damage to 3d4 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy tommybow","Properties":"Ammunition (range 100/200), heavy, reload (x**), two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Heavy Tommybow (very rare variant)","description":"Weapon (any tommybow), very rare Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Very rare variant. Increase the number of charges to 12 , and Splinterspray’s damage to 4d4 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy tommybow","Properties":"Ammunition (range 100/200), heavy, reload (x**), two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Light Tommybow","description":"Weapon (any tommybow), uncommon Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light tommybow","Properties":"Ammunition (range 80/160), reload (x**), two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Light Tommybow (rare variant)","description":"Weapon (any tommybow), rare Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Rare variant. Increase the number of charges to 9 , and Splinterspray’s damage to 3d4 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"light tommybow","Properties":"Ammunition (range 80/160), reload (x**), two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Splinterspray Tommybow Light Tommybow (very rare variant)","description":"Weapon (any tommybow), very rare Originally fashioned for low-accuracy ride-by assassinations in urban settings, this magical tommybow retains its predecessors’ ability to self-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges daily at dawn. Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge , and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Very rare variant. Increase the number of charges to 12 , and Splinterspray’s damage to 4d4 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"light tommybow","Properties":"Ammunition (range 80/160), reload (x**), two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Split Staff","description":"","properties":{"Category":"Items","Item Type":"Weapon (split staff)","Properties":"Light, Double, Versatile (1d10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Split Swords","description":"","properties":{"Category":"Items","Item Type":"Weapon (split swords)","Properties":"Light, Finesse, Double, Versatile (1d10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Splitter Kukri","description":"Splitter Kukri Weapon (short sword), rare (requires attunement) Damage: 1d6+2 slashing Weight: 2 lbs. Properties: Finesse, Light, Thrown (range 20/60) You have a +2 bonus to attack and damage rolls made with this large kukri style blade. This kukri can also be used as a ranged weapon. Any creature proficient with the dagger is also proficient with this weapon. Splitter. You can use a bonus action to split the kukri into three weapons when using the weapon for a ranged attack. Roll three attacks instead of one against up to three targets that are within 5 feet of each other. At the end of your turn, the three kukris merge into one blade as they teleport back to your hand. This feature can be used three times a day. Proficiency with a short sword or dagger allows you to add your proficiency bonus to the attack roll for any attack you make with this kukri.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (short sword)","Properties":"Finesse, Light, Thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Spoon of Magic Medicine","description":"Spoon of Magic Medicine Wondrous item, legendary When you place this delicate silver spoon in your mouth, it immediately fills with thick, sweet syrup. Upon swallowing this magic medicine, you regain all your hit points, your exhaustion level is reduced by one, and you are cured of blindness, deafness, and any diseases affecting you. It also causes all curses affecting you to end. Once you have used this property of the spoon, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Sporespreader","description":"Rod, staff, or wand, uncommon (requires attunement by a spellcaster) Used as a magical focus of the more humanoid-esque, ‘customer-facing’ hyphan colonists, sporespreaders are enchanted to facilitate the calming and assimilation of would-be interlopers. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations. This focus has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the sporespreader , you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: calm emotions ( 2 charges ) and charm person ( 1 charge ). You can also cast the spore cloud * and smokescreen * cantrips from the focus without using any charges.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rod, staff, wand","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sporespreader (rare variant)","description":"Rod, staff, or wand, rare (requires attunement by a spellcaster) Used as a magical focus of the more humanoid-esque, ‘customer-facing’ hyphan colonists, sporespreaders are enchanted to facilitate the calming and assimilation of would-be interlopers. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations. This focus has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the sporespreader , you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: calm emotions ( 2 charges ) and charm person ( 1 charge ). You can also cast the spore cloud * and smokescreen * cantrips from the focus without using any charges. Rare variant: Increase the number of charges to 10 and the recharge to 1d6 + 4 . Add the mortiferous pulse * ( 2 charges ) and enrage * ( 3 charges ) spells to the list of options.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rod, staff, wand","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sprig of Mistletoe","description":"Sprig Of Mistletoe Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Druidic Focus","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sprig of Mistletoe","description":"Adventuring Gear (Druidic Focus) Weight: — Cost: 1 GP A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Sprig of Mistletoe"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sprig of Mistletoe","description":"Sprig Of Mistletoe Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spriggan Shield","description":"King Waldrann Azennar received the Spriggan Shield as a gift from the Matrons of Malice, who posed as the late satyr lord King Dasmag, the previous lord of the Feyrealm now known as the Bleak Mire. This large steel shield depicts the screaming faces of fey creatures named spriggans that can grow in size from small to large. The shield has 3 charges. You can expend a charge to enlarge your form and anything you are wearing or carrying for 1 minute. While enlarged, your size becomes Large, your damage dice on Strength-based weapon attacks is doubled, you make Strength checks and Strength saving throws with advantage, and you gain a +1 bonus to AC while you wield the shield. This bonus is in addition to the shield’s normal bonus to AC. If you lack the room to become large, you attain the maximum size possible in the space available. The shield regains 1d3 of its expended charges daily at dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Armor (shield)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spring Glove","description":"","properties":{"Category":"Items","Item Type":"Weapon (spring glove)","Properties":"Finesse, Fist, Reach","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Springwing","description":"Weapon (scimitar), uncommon (optional attunement) Component: pouch of fey feathers To create this scimitar, the sumptuous feathers of fey creatures are dipped in molten metal and thereafter shaped and sharpened to create small steel swallows. The swallows describe complex and hypnotising patterns in the air as they fly around the blade, and the screech produced by the beating of their wings resembles the cacophonous chirping of dozens of birds. Swallow’s Flight. This weapon has the thrown property (range 20/60). When thrown, it functions similarly to a boomerang, spinning as it flies through the air and returning to your hand after the attack hits or misses. Optional Attunement. If you choose to attune to this item, you can use the Flock On property while you remain attuned to it. OA: Flock On. As an action while holding the sword, you can speak its command word, causing the flocks of metallic swallows to fly towards a creature of your choice within 30 feet of you, circling and harassing it for 1 minute, or until the creature is reduced to 0 hit points, you are unconscious, or you speak the command word again (no action required). At the start of each of its turns, the creature must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and has disadvantage on ability checks and attack rolls until the start of its next turn. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Springwing (rare variant)","description":"Weapon (scimitar), uncommon (optional attunement) Component: pouch of fey feathers To create this scimitar, the sumptuous feathers of fey creatures are dipped in molten metal and thereafter shaped and sharpened to create small steel swallows. The swallows describe complex and hypnotising patterns in the air as they fly around the blade, and the screech produced by the beating of their wings resembles the cacophonous chirping of dozens of birds. Swallow’s Flight. This weapon has the thrown property (range 20/60). When thrown, it functions similarly to a boomerang, spinning as it flies through the air and returning to your hand after the attack hits or misses. Optional Attunement. If you choose to attune to this item, you can use the Flock On property while you remain attuned to it. OA: Flock On. As an action while holding the sword, you can speak its command word, causing the flocks of metallic swallows to fly towards a creature of your choice within 30 feet of you, circling and harassing it for 1 minute, or until the creature is reduced to 0 hit points, you are unconscious, or you speak the command word again (no action required). At the start of each of its turns, the creature must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and has disadvantage on ability checks and attack rolls until the start of its next turn. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d6. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Springwing (very rare variant)","description":"Weapon (scimitar), uncommon (optional attunement) Component: pouch of fey feathers To create this scimitar, the sumptuous feathers of fey creatures are dipped in molten metal and thereafter shaped and sharpened to create small steel swallows. The swallows describe complex and hypnotising patterns in the air as they fly around the blade, and the screech produced by the beating of their wings resembles the cacophonous chirping of dozens of birds. Swallow’s Flight. This weapon has the thrown property (range 20/60). When thrown, it functions similarly to a boomerang, spinning as it flies through the air and returning to your hand after the attack hits or misses. Optional Attunement. If you choose to attune to this item, you can use the Flock On property while you remain attuned to it. OA: Flock On. As an action while holding the sword, you can speak its command word, causing the flocks of metallic swallows to fly towards a creature of your choice within 30 feet of you, circling and harassing it for 1 minute, or until the creature is reduced to 0 hit points, you are unconscious, or you speak the command word again (no action required). At the start of each of its turns, the creature must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and has disadvantage on ability checks and attack rolls until the start of its next turn. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d6. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16 and the damage to 4d6. You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spy Fly","description":"Spy Fly Wondrous item, uncommon (requires attunement) This small fly is carved of black pearl and no bigger than the real thing. The small fly is hard to spot and requires a DC 17 Wisdom (Perception) check to detect. You can use an action to speak the item's command word to make the fly come alive. While it is activated and within 300 feet of you, you can use your action to move the fly 30 feet and you see and hear through the item for up to one hour. During this time you are deaf and blind with regard to your own senses. If the fly moves more than 300 feet away from you, it is deactivated. You can deactivate the fly by speaking the command word again as an action. Once the fly has been activated it can't be reactivated for another 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Spyglass","description":"Spyglass Adventuring gear Objects viewed through a spyglass are magnified to twice their size. Weight : 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spyglass","description":"Spyglass Adventuring gear Price: 100 gp Objects viewed through a spyglass are magnified to twice their size.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Spyglass","description":"Adventuring Gear Weight: 1 lb. Cost: 1,000 GP Objects viewed through a Spyglass are magnified to twice their size.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Spyglass"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spyglass","description":"Spyglass Adventuring gear Objects viewed through a spyglass are magnified to twice their size. Weight : 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Spyglass of Devilish Revealing","description":"This magic spyglass has the functioning eye of a bone devil bound to it. Objects viewed through the spyglass are magnified to four times their size. While viewing through the spyglass, the item confers darkvision that is not impeded by magical darkness. In addition, once per day as an action, the user of the spyglass can activate it to gain Truesight for 10 minutes.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spyglass of Summoning","description":"Wondrous item, rare Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass. Summoning. While looking through the spyglass, you can use an action to teleport one Large or smaller creature or object you can see through the spyglass to an unoccupied space within 10 feet of you. An unwilling creature that succeeds on a DC 13 Wisdom saving throw is unaffected. If the object is being worn or carried, the creature wearing or carrying it must succeed on the saving throw to prevent the object from being teleported. Once used, this property of the spyglass can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Spymaster’s Signet","description":"Spymaster’s Signet Ring, legendary (requires attunement) While wearing this ring, you can cast disguise self at-will. In addition, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible for one minute, or until you use a bonus action to become visible again. Once you use this power, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Squirrel Mask","description":"Squirrel Mask Wondrous item, (requires attunement ) +1 to Persuasion Disadvantage on Wisdom checks Bard's Charm: Once a day, you can charm a creature or person to give you one piece of information.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"St. Skaneetles's Deossifying Rod","description":"Wondrous item, legendary (requires attunement) This rod is said to be carved from the leg bone of St. Skaneetles, a once-legendary cleric of undeath. Holy words and phrases of the god of undeath are carved along its length, which is bound with several gold bands. The writing glows with an eerie green light. This rod functions as a +1 mace . While attuned, whenever you hit a vertebrate creature with an attack made using this weapon that creature must make a DC 17 Constitution saving throw or gain a special Injury of Deadly severity, “Deossified”, as part of its skeleton is absorbed by the rod. While Injured in this way, the creature takes a penalty randomly determined from the table below. This Injury can be gained multiple times, but no more than once per turn and it cannot gain the same version of the Injury more than once (if it would gain the same version of the Injury, reroll). If a creature would gain the Injury for a fourth time its entire skeleton is dissolved, killing it. Undead skeletons have disadvantage on this saving throw. D6 Deossified Injury 1-2 Deossified Arms. The creature has disadvantage on attack rolls 3-4 Deossified Ribs. The creature has disadvantage on Strength, Constitution, and Dexterity saving throws 5-6 Deossified Legs. The creature's movement speed is reduced to 0. Additionally, each time the rod inflicts the Deossified Injury it gains 2 charges, and each time the rod kills a creature as a result of a Death Blow or the Deossified Injury it gains 8 additional charges, to a maximum of 10. When the rod reaches 10 charges, it transforms into a +3 quarterstaff with the ability to sling bullets of magical bone as though it were a +3 sling , spending 1 charge per bullet thrown. These bullets and staff also apply the Deossified Injury as above, but the staff cannot gain charges. When the staff is reduced to 0 charges, it transforms back into its original form.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Stabbing Axe","description":"The long head of this axe is sharply pointed at the top curve, allowing you to use it as a short-hafted spear. You can choose to deal piercing damage instead of the listed slashing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special, versatile (1d8)","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Stabbing Knife","description":"Cost: 2gp Damage 1d4 piercing Weight: 1 lb. Properties : Finesse, light","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Stacked Deck","description":"Stacked Deck Wondrous item, common This deck is enchanted to benefit its owner and use of it in gaming is considered cheating. Once per day, you can use the deck to give yourself advantage on a gambling-related check, as long as that check is not to pretend that you are not cheating.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Staff","description":"Staff Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 4","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Staff","description":"Staff Staff, (arcane focus, simple, quarterstaff) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff","description":"Staff Melee weapon (simple, staff) The humble staff is a versatile weapon found throughout Rokugan. Roughly six feet long and made from sturdy hardwood, it is carried by travelers who need both a walking stick and an inconspicuous weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Staff","description":"Staff Melee weapon (simple) Damage : 1d6 Damage Type : bludgeoning Properties : Versatile (1d8) Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Versatile (1d8)","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Staff","description":"Staff Staff, (arcane focus, simple, quarterstaff) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Staff Arcane Focus","description":"Staff Arcane Focus Adventuring gear (arcane focus)","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Staff of Adornment","description":"Staff of Adornment Staff , common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Staff of Adornment","description":"Staff, Common If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Staff of Adornment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Ancestry","description":"Staff, rare While holding this staff, you can use your action to dip it into a pinch of blood to have it cast the [Blood Taste] spell by consuming the blood as the material component of the spell. You can’t use this property of the staff again until dawn. The staff has a white transparent crystal on top, which changes color if two creatures hold it at the same time. This change occurs as follows: Crimson. If the creatures are first-degree blood relatives, siblings, parents, and children, the crystal turns crimson. Vampire parents and their children, and vampire siblings are considered immediate family as well. Scarlet. If the creatures are second-degree blood relatives; grandparent, grandchild, aunt, nephew, etc., the crystal turns scarlet. Vampire parents and their vampire grandchildren, vampire children and their aunts, uncles etc. are also considered second-degree blood relatives. Black. If the creatures share a bloodline, but are not first or second degree relatives, the crystal turns black. No Change. If the creatures are not related by blood, the crystal does not change color. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Staff of Binding","description":"Staff, rare (requires attunement by a sorcerer, warlock, or wizard) Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor * (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Birdcalls","description":"Staff of Birdcalls Staff (arcane focus), common This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.\n The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Staff of Birdcalls","description":"Staff of Birdcalls Staff , common This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Staff of Birdcalls","description":"Staff, Common This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Birdcalls"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Camazotz","description":"Staff, very rare (requires attunement by a cleric, druid, sorcerer, warlock, or wizard) This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Cleric, Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Channeling","description":"Staff, uncommon (requires attunement by a sorcerer or wizard) This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell’s level by 1, expending 3 charges increases the spell’s level by 2, and expending 5 charges increases the spell’s level by 3. When you increase a spell’s level using the staff, the spell casts as if you used a spell slot of a higher level, but you don’t expend that higher-level spell slot. You can’t use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile , expending a 2nd-level spell slot, you can expend 3 of the staff’s charges to cast the spell as a 4th-level spell, but you can’t expend 5 of the staff’s charges to cast the spell as a 5th-level spell since you can’t cast 5th-level spells.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Sorcerer or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Charming","description":"Staff of Charming Staff, rare (requires attunement by a bard , cleric , druid , sorcerer , warlock , or wizard ) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person , command , or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Charming","description":"Staff of Charming Staff ( arcane or druidic focus ), rare (r equires a ttunement by a bard , cleric , druid , sorcerer , warlock , or wizard ) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person , command , or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff . If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Charming","description":"Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person , Command , or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Charming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Contaminated Power","description":"Staff of Contaminated Power Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 20 charges for the following properties. The staff regains 1 charge each hour it rests in the Deep Haze. You can also touch a delerium crystal to the staff, which causes it to regain 2d8 + 4 charges, then the crystal crumbles to dust. If you expend the last charge, you immediately gain 1d6 levels of contamination. Spells . While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: delerium orb (1 charge), warp bolt (2 charges), ride the rifts (3 charges), delerium blast (4 charges), conjure the deep haze (5 charges), and ray of contamination (6 charges). You don’t gain any contamination levels when you cast these spells using charges from this staff.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (quarterstaff)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Staff of Decay","description":"Staff, very rare (requires attunement by a spellcaster) Component: plant membrane A softly luminescent, magical fungus grows at the tip of this staff, constantly draining small amounts of positive energy from its surroundings. In its presence, plants lose a little of their colour and droop ever so slightly, but these effects are only temporary and quickly fade when the staff is no longer around. This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff withers away and is destroyed. You have resistance to necrotic damage while holding this staff. Spells. While holding this staff, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 16): aura of impurity * (4 charges), blight (4 charges), inflict wounds (1 charge), or ray of enfeeblement (2 charges). Corpse Expert. While holding this staff, you can use an action to touch a corpse and immediately know how long ago it died, in hours if it's been dead for less than two days, and in days otherwise. *See Appendix A","properties":{"Category":"Items","Expansion":26720,"Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Staff of Decay (rare variant)","description":"Staff, very rare (requires attunement by a spellcaster) Component: plant membrane A softly luminescent, magical fungus grows at the tip of this staff, constantly draining small amounts of positive energy from its surroundings. In its presence, plants lose a little of their colour and droop ever so slightly, but these effects are only temporary and quickly fade when the staff is no longer around. This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff withers away and is destroyed. You have resistance to necrotic damage while holding this staff. Spells. While holding this staff, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 16): aura of impurity * (4 charges), blight (4 charges), inflict wounds (1 charge), or ray of enfeeblement (2 charges). Corpse Expert. While holding this staff, you can use an action to touch a corpse and immediately know how long ago it died, in hours if it's been dead for less than two days, and in days otherwise. *See Appendix A Rare variant: Remove the resistance to necrotic damage, and remove blight from the list of spells you can cast using the staff. Reduce the DC to 15, the charges to 8, and the recharge to 1d6 + 2.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Staff of Defense","description":"Staff, rare (requires attunement by a spellcaster) You gain a +1 AC while holding the staff. The staff has 10 charges. While holding it, you can use your action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: mage armor (1 charge), shield of faith (1 charge), warding bond (2 charges). Additionally while holding it, you can use your reaction to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: resistance (0 charges, self only, triggered by having to make a saving throw), shield (1 charge). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff cracks and is destroyed forever. If this happens and you are currently under the effects of mage armor, it dispels your mage armor at the same time.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"Rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Staff of Defense","description":"Staff of Defense Staff, rare (requires attunement) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.","properties":{"Category":"Items","Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Staff of Defense","description":"Staff of Defense Staff, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a Bard, Sorcerer, Warlock, or Wizard"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Staff of Desolation","description":"Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Dissolution","description":"Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blight (4 charges), disintegrate (6 charges), or shatter (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Dragon's Breath","description":"Staff of Dragon’s Breath Melee weapon (simple, Staff) very rare (requires attunement by a druid, sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional property: Burning Fire Breath. As an action, you smash the butt of the staff into the ground releasing a thin sheet of flames from the mouth of the dragon’s head that is on top of the staff. Each creature in a 15-foot cone must make a DC 14 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. This ability can be used up to 3 times per long long rest. At Higher Levels. When using this ability, add 1d6 fire damage per attuned character at levels 4, 8, 12, 16, and 20. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid, sorcerer, warlock, or wizard"},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"Staff of Dunamancy","description":"Staff of Dunamancy Staff, very rare (requires attunement by a wizard) This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune’s favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). New Possibility. If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"staff","Item Rarity":"very rare (requires attunement by a wizard)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Staff of Dunamancy","description":"Staff of Dunamancy Staff, very rare (requires attunement by a wizard) This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune’s favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). See chapter 4 for descriptions of these spells. New Possibility. If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can’t be used again until the next dawn. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Staff of Elemental Mastery","description":"Staff of Elemental Mastery Staff, Shattered Artifact (requires attunement by a sorcerer, warlock, or wizard) When all pieces have been recovered, the Staff of Elemental Mastery is made whole again. This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls. While attuned to the staff, you have resistance to cold, fire, and lightning damage; as well as to nonmagical bludgeoning, piercing, and slashing damage. Additionally, you can hold your breath indefinitely while you’re not incapacitated and you can breathe air and water, you can move across difficult terrain made of earth or stone without expending extra movement, you have a swimming speed of 30 feet, and you have darkvision out to a range of 60 feet. If you already have darkvision, attuning to the staff increases its range by 60 feet. Moreover, you can speak, read, and write all Primordial dialects. The staff has 50 charges for the following properties. It regains 5d8 + 10 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 5d4 + 5 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Air Spells: fly (3 charges), gust of wind (2 charges), gaseous form (3 charges), wind control (5 charges), wind wall (3 charges), or whirlwind (7 charges). Earth Spells: catapult object (1 charge), earthquake (8 charges), move earth (6 charges), rock transmutation (5 charges), stone shape (4 charges), or wall of stone (5 charges). Fire Spells: burning hands (1 charge), fire storm (7 charges), fireball (3 charges), flaming sphere (2 charges), scorching ray (2 charges), or wall of fire (4 charges). Water Spells: cone of cold (5 charges), control water (4 charges), fog cloud (1 charge), tsunami (8 charges), wall of ice (6 charges), or water walk (3 charges). You can also use an action or reaction (as determined by each spell’s casting time and reaction trigger) to cast one of the following spells from the staff without expending any charges, using your spell save DC and spell attack bonus: absorb elements, chromatic sphere, color spray, levitate, or shield. Elemental Cantrip Mastery. While holding the staff, you can cast the following cantrips at will. If you already know any of the following cantrips, the staff allows you to cast them using your bonus action: bonfire, earth mold, fire bolt, flame control, frostnip, minor gust, produce flame, ray of frost, shocking grasp, or water shape. Avatar of the Elements. While holding the staff, you can use your action and expend 10 charges to choose one of the four elements this staff commands and transform into an avatar of that element. While transformed this way, you gain the following benefits: You gain immunity to the damage types associated with the chosen element of your transformation: bludgeoning, piercing, and slashing damage for earth; cold damage for water; fire damage for fire; and lightning damage for air. When you use the staff to cast one of the spells associated with the chosen element of your transformation, that spell does not consume any charges. You can use your reaction to automatically cancel or redirect a spell cast or a magical effect created within 120 feet of you that deals damage associated with the chosen element of your transformation, unless the spell or effect had been created by a deity or originated from another artifact. If the spell or effect has one or more targets, you can choose different targets for that spell or effect. This transformation lasts for 1 minute, until you end it early (no action required), until you use this feature again to transform into an avatar of another element, or until you cast a spell that deals any other type of damage except the damage types associated with the chosen element of your transformation.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"shattered artifact","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of Fate","description":"Staff, very rare (requires attunement by a bard or cleric) One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Bard or Cleric"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Fate","description":"Staff of Fate Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome . The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Damage: 1d6+3 (1d8+3) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Staff of Feathers","description":"Staff, rare (requires attunement by a spellcaster) Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can’t be used again until the next dawn. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges).","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Fire","description":"Staff of Fire Staff (arcane or druidic focus), very rare (r equires a ttunement by a druid , sorcerer , warlock , or wizard ) You have resistance to fire damage while you hold this staff. The staff has 10 charges . While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Fire","description":"Staff of Fire Staff, very rare (requires attunement by a druid , sorcerer , warlock , or wizard ) You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid, sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Fire","description":"Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Burning Hands 1 Fireball 3 Wall of Fire 4 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Fire"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Flowers","description":"Staff of Flowers Staff, common This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Staff of Flowers","description":"Staff, Common This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into flower petals and is lost forever.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Flowers"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Focus","description":"Staff, Rare (Requires Attunement by a Spellcaster) This magic staff is forged from a single piece of adamantine and inset with a blue topaz. While holding the staff, you gain a bonus to any Constitution saving throw you make to maintain your concentration equal to your Intelligence modifier. Focus Magic. The staff has 3 charges for the following properties and regains all expended charges daily at dawn: Disrupt (1 Charge). As a bonus action, you can force a creature you can see within 30 feet to make a Constitution saving throw against your spellcasting DC. On a failure, the creature loses concentration on any spell or effect it is concentrating on and can’t cast spells that require concentration until the end of your next turn. Extend Focus (1 Charge). When a spell you cast ends because you lose or end your concentration on it, you can extend the duration of that spell until the end of your next turn (no concentration required).","properties":{"Category":"Items","Expansion":25354,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Staff of Frost","description":"Staff of Frost Staff (arcane or druidic focus), very rare (r equires a ttunement by a druid , sorcerer , warlock , or wizard ) You have resistance to cold damage while you hold this staff. The staff has 10 charges . While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Frost","description":"Staff of Frost Staff, very rare (requires attunement by a druid , sorcerer , warlock , or wizard ) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud ( 1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid, sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Frost","description":"Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fog Cloud 1 Ice Storm 4 Wall of Ice 4 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Frost"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Giantkin","description":"Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard) This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: enhance ability (bear’s endurance or bull’s strength only, 2 charges), enlarge/reduce (enlarge only, 2 charges), or longstrider (1 charge). Throw Boulder. You can use an action to expend up to 3 of the staff’s charges to force the staff’s hand to grasp an object within 5 feet of you that is no larger than a Small boulder and hurl it at a point you can see within 100 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw, using your spell save DC. For each charge you expend, a creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Bard, Cleric, Druid, Sorcerer, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Goodberry","description":"Staff of Goodberry Staff (arcane or druidic focus ) , uncommon This wooden staff with a leafy head has 10 magic berries on it. As an action, a creature within 5 feet of the staff can pluck one of the berries from the staff and eat it or feed it to a willing or unconscious creature within its reach. Consuming a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency and fall from the staff at dawn. The berries have no effect on undead or constructs. The staff regains 1d10 berries daily at dawn. Natural Focus (Requires attunement by a druid). While using the staff as a spellcasting focus, you have a +1 bonus to spell attacks rolls. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Staff of Healing","description":"Staff of Healing Staff (arcane or druidic focus), rare (r equires a ttunement by a bard , cleric , or druid ) This staff has 10 charges . While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Healing","description":"Staff of Healing Staff, rare (requires attunement by a bard , cleric , or druid ) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, cleric, or druid"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Healing","description":"Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Healing"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Ice and Fire","description":"Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Illusion","description":"Staff, very rare (requires attunement by a cleric, druid, sorcerer, warlock, or wizard) You have advantage on Intelligence checks to see through illusions while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: silent image (1 charge), blur (2 charges), fear (3 charges), phantasmal killer (4 charges), or seeming (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns intangible and disappears from existence.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare","Requires Attunement":"Yes (bard, cleric, druid, sorcerer, warlock, or wizard)"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Staff of Immovability","description":"Staff, legendary (requires attunement) You can wield this staff as a magic shield that grants a +2 bonus to Armor Class. Additionally, opportunity attacks against you are made with disadvantage. You gain advantage on Strength (Athletics) checks to resist being pushed while you hold this staff. A new staff has 20 charges which you can spend to use its interposition and spells properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its defensive magic, loses its charge abilities, and gains the functionality of an immovable rod. On a 20, the staff immediately regains 1d8 + 2 charges. Interposition. When you are attacked but do not move, you can expend 1 charge to produce a wall of shimmering, translucent force between you and the attacker, providing you with half cover against the attacker. Spells. While holding the staff, you can use an action to expend 4 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: flesh to stone (6 charges), hold monster (5 charges), imprisonment (9 charges), indigo spray (7 charges; eight indigo rays as prismatic spray), and resilient sphere (4 charges).","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Staff of Ionization","description":"Staff, Rare This staff is crafted from a conductive alloy made of adamantine and magnetite. It can be wielded as a magic quarterstaff. Ionize Air The staff has 3 charges for the following properties and regains 1 charge after each hour you spend rubbing it with a lodestone. Electrical Discharge. When you make a melee attack using the staff, you can expend 1 charge to fill the staff with electricity. On a hit, the target takes an extra 1d6 Lightning damage or twice as much if it is wearing metal armor or is made of metal. On a miss, you take 1d6 Lightning damage instead. Redirect Energy. As a Reaction when you are targeted by a spell or effect that deals Lightning damage, you can expend 1 charge to redirect the spell or effect to instead target another creature within 30 feet that isn't already targeted by it. Ionize. As an Action, you can expend 2 charges to amplify electrical conductivity around the staff for 1 minute. When a creature within 20 feet of the staff takes Lightning damage, it takes an extra 1d6 Lightning damage and must succeed on a DC 15 Constitution save or it can't take Reactions until the end of its next turn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Staff","Properties":"Versatile","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Staff of Lordly Might","description":"Staff of Lordly Might Melee weapon (simple, quarterstaff) , legendary (requires attunement) This staff has a head carved of onyx and a shaft of gold and functions as a quarterstaff that grants +3 bonus to attack and damage rolls made with it. The staff has properties associated with six different buttons that are set in a row along its length. Six Buttons. You can press one of the staff's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1 , the staff becomes a frost brand greatsword as the top half of the staff transforms into an enormous blade. If you press button 2 , the staff's onyx head transforms into an enormous hammer, turning the staff into a magic maul that grants a +3 bonus to attack and damage rolls. If you press button 3 , the staff's onyx head lengthens and transforms into an pointed tip, transforming the staff into a magic pike that grants a +3 bonus to attack and damage rolls. If you press button 4 , the staff floats on top of liquid like a piece of driftwood. The staff can float with up to 4,000 pounds of weight attached to it. If you press button 5 , the onyx head of the staff sheds bright light in a 60-foot-radius sphere and dim light for an additional 60 feet. If you press button 6 , the staff will suck up 50 gallons of any liquid its head is placed in. Pressing this button again causes the staff to release all the liquid at once out of its head. Detect Magic. While holding the staff you can use your action to cast the detect magic spell from it. This property can't be used again until next dawn. Detect Secret Doors and Traps. While holding the staff you can use your action to search for secret doors and traps. If a secret door or trap is within 30 feet of you, the staff's onyx head pulses with light and points at the one nearest to you. This property can't be used again until next dawn. Thunder Strike. When you hit a creature with a melee attack using the staff, you can force the target to make a DC 17 Constitution saving throw. On a failure the target takes an extra 4d6 thunder damage and is knocked 20 feet away from you and lands prone. This property can't be used again until next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+3 (1d8+3) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Staff of Master Lu Po","description":"Staff, legendary (requires attunement by a fighter or monk) This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag’s Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Fighter or Monk"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Midnight","description":"Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Minor Curses","description":"Staff, common This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target’s skin, intermittent hiccupping, transforming the target’s ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM’s choice.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Ovinization","description":"Staff of Ovinization Staff (arcane or druidic focus) , rare This staff has 3 charges. While holding it, you can expend 1 charge as an action to cast the polymorph spell from it (save DC 15). When you do, you can only transform the target into a sheep (using the statistics for a goat ). The wand regains 1d3 expended charges daily at dawn. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Staff of Parzelon","description":"Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite—a likeness of the Arch-Devil Parzelon. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), and suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, and message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than one sentence—and very specific to the framed question. The corpse doesn't need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can’t be used to extract knowledge from that same corpse again until 3 days have passed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary (requires attunement by a sorcerer, warlock, or wizard)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Staff of Parzelon","description":"Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite—a likeness of the Arch-Devil Parzelon (see Creature Codex ). The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages , detect evil and good , detect magic , identify , or message . Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than one sentence—and very specific to the framed question. The corpse doesn’t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can’t be used to extract knowledge from that same corpse again until 3 days have passed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Portals","description":"Staff, very rare (requires attunement by a wizard) This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges).","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Power","description":"Staff of Power Staff (arcane focus), very rare (r equires a ttunement by a sorcerer , warlock , or wizard ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence , avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of charges in the staff 11 to 20 ft. away — 6 x the number of charges in the staff 21 to 30 ft. away — 4 x the number of charges in the staff Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","Modifiers":"Ac +2, Saving Throws +2, Spell Attack +2","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Power","description":"Staff of Power Staff, very rare (requires attunement by a sorcerer , warlock , or wizard ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Power","description":"Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fireball (level 5 version) 5 Globe of Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Power"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Promised Power","description":"Staff of Promised Power Staff, Rare (requires attunement by a sorcerer, warlock, or wizard) Valued by accomplished sorcerers, warlocks, and wizards alike, a Staff of Promised Power signifies an experienced mage on the path to magical mastery. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 10 charges for the following properties. It regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage roll but loses all other properties. On a 20, the staff regains 1d4 + 1 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fireball (3 charges), levitate (2 charges), lightning bolt (3 charges), magic missile (1 charge), or ray of enfeeblement (1 charge).","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of Radiance","description":"Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) This staff of yarrow wood is often bleached white with points of glowing golden warmth embedded in the wood. You have resistance to radiant damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning radiance * (4 charges), daylight ( 2 charges), searing sun * (3 charges), or sunburst (5 charges). You may cast the douse light* or light cantrips without expending a charge. (Spells marked with an asterisk are from Deep Magic .) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to a cloud of fireflies and is destroyed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Requires Attunement":"Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Staff of Recycled Wands","description":"Staff of Recycled Wands Weapon (Quarterstaff), Rare (Requires Attunement) This quarterstaff comprises two dozen spent and broken wands, haphazardly tied around a thin wooden core with bits of string and strips of leather. It occasionally vibrates, emits strange odors, or pulses with florescent light. When you attack a creature with this magic weapon and roll a 20 on the attack roll, the unstable residual magic in the wands discharges. Roll on the Unstable Magic Discharge table to create a magical effect. If the effect is a spell, it is too unstable to be affected by metamagic. If the effect deals damage, the damage dice are not rolled twice because of the critical hit. Entries with an asterisk (*) have ongoing effects that can be ended with lesser restoration or similar magic. The staff is immune to damage and effects caused by its own discharges. Unstable Magic Discharge Table d12 Effect 1 The target is engulfed in vibrant purple flames for 1 minute or until they or another creature within 5 feet of them uses an action to pat the flames out. While engulfed, the target takes 1d6 fire damage at the start of each of their turns and can’t benefit from being invisible. 2* A tiny black hole appears where the staff hit the target and remains attached to the target for 1 minute. While it is present, ranged weapon attacks against the target have advantage and if the target misses with a ranged weapon attack, it hits the target instead. 3 An explosion of light erupts from the target’s forehead. They take 1d6 acid damage, 1d6 cold damage, 1d6 fire damage, and 1d6 lightning damage. 4 The target transforms into a killer whale for 1 minute or until reduced to 0 hit points, as if affected by the polymorph spell. If the target was Large or smaller, any creatures in the spaces the target now occupies are harmlessly pushed into unoccupied spaces within 5 feet of them. 5* The target’s legs turn to gelatin for 1 minute. While transformed, the target falls prone at the start of each of their turns. 6 A spotlight appears above the target, bathing them in bright light. The target rolls 3d6. If all three dice roll the same number, the target is reduced to 0 hit points. Otherwise, they take an amount of radiant damage equal to the total amount rolled. The spotlight then disappears. 7 The target is swarmed by rabbit-shaped clusters of dust and begins sneezing uncontrollably for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the dust bunnies. While sneezing, the target has disadvantage on Constitution saving throws. 8* The target’s limbs are encrusted in lead, becoming exceptionally heavy for 1 minute. While encrusted, their speed is halved, and they can’t benefit from any bonus to their speed. 9 The target is momentarily convinced that any weapons they are wielding are actually beehives. The target throws them into an unoccupied space as far away as possible (up to a maximum of 30 feet). 10* The target’s eyes become gems worth a combined 500 gp for 1 minute. While transformed, the target is blinded. If the target is killed before the effect ends, the eyes remain gems. 11* The target feels compelled to yell out what they are about to do for 1 minute. The target has disadvantage on attack rolls against creatures that can hear and understand them, and those creatures have advantage on saving throws against the target’s spells and abilities. 12 The staff casts fireball as a 3rd-level spell centered on itself.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Staff of Ruling","description":"Staff of Ruling Staff, rare (requires attunement) An ornate carving of a serpent adorned with a coursing river spirals down the length of this red-and-gold staff. While you’re holding it, you can use an action to produce one of the following effects. Once the staff has produced an effect, it can’t produce that effect again until the next dawn. Orb of Lightning. You create a Small orb of lightning in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if concentrating on a spell. As a bonus action, you can move the orb up to 20 feet in any direction. When your concentration ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb’s base damage is 6d6, and if at the end of your turn the orb hasn’t detonated, its damage increases by 2d6, to a maximum of 10d6. Staff to Snake. You throw the staff to an unoccupied space within 10 feet of you, and the staff becomes a giant poisonous snake . The snake is under your control and shares your initiative count, but it takes its turn immediately after yours. On your turn, you can mentally command the snake if it is within 60 feet of you and you don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space. Thunderclap. You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Staff of Scrying","description":"Staff, rare (requires attunement by a sorcerer, warlock, or wizard) This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Shapes","description":"Staff of Shapes Staff (druidic focus ) , rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. As an action, you can use the staff to cast the polymorph spell, targeting yourself. Once you do, you can’t do so again until the next dawn. When you cast the polymorph spell using the staff, the spell has the following changes: You retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. You retain the benefit of any features from your class, race, or other source and can use them if the new form is capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Staff of Spell Deflection","description":"Staff of Spell Deflection Staff (arcane or druidic focus) , rare (requires attunement) When you take the Dodge action while holding the staff, the staff leaves your hand and spins defensively around you until the start of your next turn. For the duration, you have advantage on saving throws against spells. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Staff of Spores","description":"Staff, rare (requires attunement by a druid) Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Druid"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Striking","description":"Staff of Striking Staff, very rare (requires attunement ) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Damage: 1d6+3 (1d8+3) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Striking","description":"Staff of Striking Staff (arcane or druidic focus), very rare (r equires a ttunement ) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges . When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Striking","description":"Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Striking"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Striking","description":"Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.","properties":{"Category":"Items","Theme":"Relics","Mastery":"Topple","Subtype":"Arcane Spell Focus, Druidic Spell Focus, Staff","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"Yes","filter-Lists":"Weapon, Melee Weapon, Simple Weapon, Spell Focus, Arcane Focus, Druidic Focus, Yes","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Staff of Striking\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Staff of Striking\\\",\\\"description\\\":\\\"This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 ex - pended charges daily at dawn. If you expend the last charge, roll 1d20. 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The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 ex - pended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a non - magical Staff.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Staff of Swarming Insects","description":"Staff of Swarming Insects Staff, rare (requires attunement by a bard , cleric , druid , sorcerer , warlock , or wizard ) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Swarming Insects","description":"Staff of Swarming Insects Staff ( arcane or druidic focus ), rare (requires attunement by a bard , cleric , druid , sorcerer , warlock , or wizard ) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Swarming Insects","description":"Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind ) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Giant Insect 4 Insect Plague 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Swarming Insects"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of the Adder","description":"Staff of the Adder Staff, uncommon (requires attunement by a cleric , druid , or warlock You can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a cleric, druid, or warlock"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of the Adder","description":"Staff, Uncommon (Requires Attunement) As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form. When you take the Attack action, you can make one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage and 3d6 Poison damage. The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Staff of the Adder"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of the Archmagus","description":"An ancient staff harvested from the Grenadilla tree is pitch black through and through. Imbude by the arts of an archmagus over centuries, this staff has been honed and imfused with the powers of a a master of their craft. This staff will yield its full power to one who has studied the great arts. Cantrips: Light, Mage Hand, Prestidigitation, Dancing Lights Level 1: Alarm, Expeditious Retreat, Feather Fall, Magic Missile Level 2: Knock, Misty Step, Mirror Image Level 3: Counterspell, Fly, Lightning Bolt Level 4: Dimension Door, Phantasmal Killer, Stoneskin Level 5: Conjure Elemental, Cone of Cold, Hold Monster Level 6: Globe of Invulnerability, Guards and Wards Level 7: Magnificent Mansion, Prismatic Spray Level 8: Power Word Stun Level 9: True Polymorph Expended spells will recharge at the break of dawn. There is a 3% chance per upper level spell (Level 6 or greater) used that the staff will shatter during recharge due to the great forces required to restore the spells. A wizard capable of casting a particular level decreases that chance to zero for that level.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"Heart of Stone Publishing, LLC","book":"Girdlestone Pass"},{"name":"Staff of the Armada","description":"Staff, rare (requires attunement by a wizard) This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement by a Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Artisan","description":"Staff, rare (requires attunement by a spellcaster) This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can’t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Aspirant","description":"Staff of the Aspirant Staff, Uncommon (requires attunement by a sorcerer, warlock, or wizard) Given to apprentice spellcasters by their masters as a sign of trust and a test of arcane aptitude, a Staff of the Aspirant is often the first magic item a mage-in-training will obtain. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to spell attack rolls. The staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage roll but loses all other properties. On a 20, the staff regains one charge. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: levitate (2 charges), magic missile (1 charge), or ray of enfeeblement (1 charge). Optional Rule: Different Staves for Different Schools At the gamemaster’s discretion, a Staff of the Aspirant may match the school of the wizard teacher who gives it to a student. To create such a staff variant, the gamemaster may replace one of the staff’s spells with a wizard spell of the same level from a specific school. For example, to create a Staff of the Aspirant Abjurer the gamemaster may replace magic missile with mage armor . To create a Staff of the Aspirant Necromancer, the gamemaster may replace levitate with blindness/deafness . When doing such replacements, keep in mind that some spells have material costs that could be bypassed if casted through an item, which can potentially make this item unintentionally powerful. Moreover, note that ray of enfeeblement is a second-level spell that uses only one charge when cast through this staff, and replacing it with other second-level spells may again make a variant of the item considerably more powerful than the standard Staff of the Aspirant. Optional Rule: Arcane Upgrades At the gamemaster’s discretion, player characters may find a way to upgrade a Staff of the Aspirant into a Staff of Promised Power, and to further upgrade a Staff of Promised Power into a Staff of Power. That way, a spellcaster who obtains their Staff of the Aspirant early can upgrade it twice through different quests from uncommon to rare to very rare as their adventure progresses.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of the Cephalopod","description":"Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Desert Sands","description":"Staff, very rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you don’t gain levels of exhaustion from the effects of extreme heat or extreme cold. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells . You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: blur (2 charges) dust cloud* (3 charges) faerie fire (1 charge) gust of wind (2 charges) meld into stone (3 charges) speak with animals (1 charge) stoneskin (4 charges) You can also use an action to cast the create or destroy water spell from the staff without using any charges. Spirit of the Sand. You can use an action to plant one end of the staff in sand and expend 1 charge to cast sandstorm,* centered on the staff. You and up to six creatures of your choice that you can see are immune to the effects of the sandstorm. Once this property is used, it can’t be used again until the next dawn. *Most spells in the descriptions of the following magic items can be found in the fifth edition core rules, but spells marked with an asterisk (*) are new spells that are presented in Spells of the Wilds","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the Eel","description":"Staff Of The Eel Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant lightning eel (appendix B) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the eel. On your turn, you can mentally command the eel if it is within 60 feet of you and you aren’t incapacitated. You decide what action the eel takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the eel is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the eel reverts to staff form before losing all its hit points, it regains all of them.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a cleric, druid, or warlock"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Staff of the Endless Plains","description":"Staff, very rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you have advantage on Dexterity (Stealth) checks made to hide in tall grass and Wisdom (Survival) checks made to track creatures across grassland. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: locate creature (4 charges) locate object (2 charges) longstrider (1 charge per spell level, up to 4th) pass without trace (2 charges) plant growth (3 charges) scrying (5 charges) wind walk (6 charges) You can also use an action to cast the locate animals or plants spell from the staff without using any charges. Traveler’s Blessing. As an action, you can expend 1 charge and choose up to six creatures you can see within 30 feet of you. For the next eight hours, each creature’s travel pace is doubled, it ignores the effects of any levels of exhaustion it already has, and it can’t gain new levels of exhaustion from environmental hazards or tiring travel.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the First Labyrinth","description":"Staff, very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Created in the days of the Moon Kingdom of Tes-Qamar, these staffs are highly prized by minotaur librarians and scholars. When you hit a creature with the staff, you can choose to banish it to an extradimensional labyrinth unless it succeeds on a DC 17 Wisdom saving throw. The creature remains trapped in the labyrinth for the duration (concentration, up to 1 minute) or until it escapes the maze. The target can make a DC 15 Intelligence (Investigation) check as an action to attempt to escape the labyrinth. If it succeeds, it escapes and the spell ends (a minotaur automatically succeeds). When the effect ends, the creature reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. When you use this property of the staff, it can’t be used again until the next sunrise.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare (requires attunement)"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Staff of the First Labyrinth","description":"You gain a +2 bonus to attack and damage rolls made with this magic weapon. Created in the days of the Moon Kingdom of Tes-Qamar, these staffs are highly prized by minotaur librarians and scholars. When you hit a creature with the staff, you can choose to banish it to an extra-dimensional labyrinth unless it succeeds on a DC 17 Wisdom saving throw. The creature remains trapped in the labyrinth for the duration (concentration, up to 1 minute) or until it escapes the maze. The target can make a DC 15 Intelligence (Investigation) check as an action to attempt to escape the labyrinth. If it succeeds, it escapes and the spell ends (a minotaur automatically succeeds). When the effect ends, the creature reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. When you use this property of the staff, it can’t be used again until the next sunrise.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Staff of the Forgotten One","description":"Staff of the Forgotten One Staff, artifact (requires attunement by a sorcerer, warlock, or wizard) This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death. Beneficial Properties. While the staff is on your person, you gain the following benefits: Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. Invoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration , remove curse , or similar spell ends the curse on the target. The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well. Damage: 1d6 (1d8) Damage Type: bludgeoning Modifiers: Melee Attacks +3, Melee Damage +3 Properties: versatile Secondary Damage: 3d6 Weight: 4","properties":{"Category":"Items","Expansion":7389,"Item Type":"Weapon","Properties":"versatile","Requires Attunement":"Yes (sorcerer, warlock, wizard)"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Staff of the Forgotten One","description":"Staff of the Forgotten One Staff, artifact (requires attunement by a sorcerer, warlock, or wizard) This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death. Beneficial Properties. While the staff is on your person, you gain the following benefits: Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. Invoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration , remove curse , or similar spell ends the curse on the target. The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the spirit of the dead archmage attempts to destroy the staff. Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.","properties":{"Category":"Items","Expansion":31454,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement by a sorcerer, war - lock, or wizard"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Staff of the Four Winds","description":"Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of wind * (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god’s doom * (3 charges), wind tunnel * (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind * (2 charges). You can also use an action to cast the wind lash * spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Frozen Tundra","description":"Staff, very rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you don’t gain levels of exhaustion from the effects of extreme cold, and you have advantage on Wisdom (Survival) checks made to track creatures across icy terrain. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: create or destroy water (1 charge per spell level, up to 4th) flurry of icicles* (2 charges) hold monster (5 charges) ice sheet* (4 charges) instant freeze* (1 charge per spell level, up to 4th) wall of ice (6 charges) water walk (3 charges) You can also use an action to cast the protection from energy (cold only) spell from the staff without using any charges. Igloo Form. You can use an action to plant one end of the staff in snow or ice and expend 1 charge to transform it into an igloo that lasts for 8 hours. The igloo is a dome centered on the staff with a radius of 10 feet, AC 14, and 30 hit points. It can shelter ten creatures of Medium size or smaller, and the inside of the igloo is a comfortable temperature, regardless of the weather outside. The igloo appears ordinary, but radiates a faint aura of transmutation magic if targeted by detect magic . While touching the igloo and using another action to speak the command word, you can dismiss the igloo early. If the igloo is reduced to 0 hit points, the staff returns to its normal form. Story Hook: Staff of the Frozen Tundra In their travels across a snowy landscape, the characters discover a perfect shelter from the frigid arctic night: an igloo! If the party spends the night inside the igloo, a druid or ranger character dreams of a keen-eyed white fox who transforms into an old dwarf woman and whispers the command word haribur in their ear. This command word turns the igloo into a staff of the frozen tundra . * Most Spells in the descriptions of the following magic items can be found in the fifth edition core rules, but Spells marked with an asterisk ( * ) are new Spells that are presented in Spells of the Wilds","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the Granite Peaks","description":"Staff, rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you and creatures you choose within 30 feet of you are considered acclimated to breathing at elevations up to 20,000 feet. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: call lightning (3 charges) jump (1 charge) meld into stone (3 charges) move earth (6 charges) stone shape (4 charges) thunderwave (1 charge per spell level, up to 4th) tremorsense* (2 charges) You can also use a reaction to cast the feather fall spell from the staff without using any charges. Bridge Form. You can use an action to plant one end of the staff into the ground within 5 feet of a chasm or other gap and expend 1 charge to create a sturdy wood-and-rope bridge with a length of up to 50 feet, a width of 5 feet, AC 15, and 20 hit points per 5-foot section. The bridge appears ordinary, but radiates a faint aura of transmutation magic if targeted by detect magic . While touching the bridge and using another action to speak its command word, you return the staff to its normal form. Any creature on the bridge falls when it reverts to a staff. If any 5-foot section of the bridge is reduced to 0 hit points, the staff returns to its normal form. Story Hook: Staff of the Granite Peaks While traveling in the mountains, the characters come across a perilous chasm spanned by a simple bridge. While crossing the bridge, a druid or ranger character who places their hand on the rope handrail hears the command word haku’ar ringing in their mind. This command word turns the bridge into a staff of the granite peaks . *Most Spells in the descriptions of the following magic items can be found in the fifth edition core rules, but Spells marked with an asterisk (*) are new Spells that are presented in Spells of the Wilds","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the Ivory Claw","description":"Staff Of The Ivory Claw Staff, rare (requires attunement by a spellcaster) This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.","properties":{"Category":"Items","Expansion":5016,"Item Type":"staff","Item Rarity":"rare (requires attunement by a spellcaster)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Staff of the Ivory Claw","description":"Staff of the Ivory Claw Staff, rare (requires attunement by a spellcaster) This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Staff of the Lantern Bearer","description":"Staff, uncommon An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff’s hook. If a lantern hangs from the staff’s hook, you gain the following benefits while holding the staff: You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame. The lantern’s flame can’t be extinguished by wind or water. If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell’s attack roll, or the spell’s save DC increases by 1 (your choice).","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Life Herald","description":"Staff of the Life Herald Staff, Artifact (requires attunement by a bard, cleric, or druid) Myth has it that this staff once belonged to the ancient deity who first conceived medicine as a profession. Throughout history, legendary healers wielded the Staff of the Life Herald to heal entire armies, spare the dying, cure plagues, and even bring heroes back from the dead. However, a few greedy individuals across the ages have used the staff to gain political leverage and amass tremendous fortune from those in need of its magic. Herald of Health. While attuned to this staff, you are immune to disease and poison, and have resistance to necrotic damage. Life Magic. The staff has 20 charges. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: beacon of hope (3 charges), cure wounds (1 charge per spell level), heal (6 charges), mass cure wounds (5 charges), regenerate (7 charges), or resurrection (7 charges). The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff drains your own life force, aging you by 2d8 + 4 years and gaining as many charges. If you cannot age, or if you are immune to effects that would age you, the staff does not gain any charges on a roll of 1. You can also use an action to cast one of the following spells from the staff without using any charges: detect poison and disease , gentle repose , lesser restoration , or spare the dying .","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"artifact","Requires Attunement":"requires attunement by a bard, cleric or druid"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of the Magi","description":"Staff of the Magi Staff, legendary (requires attunement by a sorcerer , warlock , or wizard ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock , detect magic , enlarge/reduce , light , mage hand , or protection from evil and good . Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of the Magi","description":"Staff of the Magi Staff (arcane focus), legendary (r equires a ttunement by a sorcerer , warlock , or wizard ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock , detect magic , enlarge/reduce , light , mage hand , or protection from evil and good . Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence , avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","Modifiers":"Spell Attack +2","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of the Magi","description":"Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Arcane Lock 0 Conjure Elemental 7 Detect Magic 0 Dispel Magic 3 Enlarge/Reduce 0 Fireball (level 7 version) 7 Flaming Sphere 2 Ice Storm 4 Invisibility 2 Knock 2 Light 0 Lightning Bolt (level 7 version) 7 Mage Hand 0 Passwall 5 Plane Shift 7 Protection from Evil and Good 0 Telekinesis 5 Wall of Fire 4 Web 2 Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of the Magi"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of the Observer","description":"Staff of the Observer Staff, Very Rare (requires attunement by a sorcerer, warlock, or wizard) The secretive wizard order of the Fateweavers seek to predict, alter, and ultimately control the future. In their bid for magical supremacy, the Fateweavers use divination and powerful rituals of prognostication to find sources of ancient power and uncover hidden truths about the fabric of the cosmos and the warring gods that seek to dominate it. A mage reaching the rank of Observer of Fate within the Fateweavers may be entrusted with a Staff of the Observer. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 10 charges for the following properties. It regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage roll but loses all other properties. On a 20, the staff regains 1d4 + 1 charges. Fateweaving. Whenever you make an attack roll, ability check, or saving throw, you can expend 1 or more charges, up to your proficiency bonus, and add that number to the roll (no action required). Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: arcane eye (4 charges), augury (2 charges), clairvoyance (3 charges), detect magic (1 charge), detect thoughts (2 charges), divination (4 charges), identify (1 charge), see invisibility (2 charges), or scrying (5 charges).","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of the Pansophist","description":"Staff of the Pansophist Staff, Legendary (requires attunement by a sorcerer, warlock, or wizard) Few Fateweavers ever reach the rank of the Pansophist and any who do find themselves among an elite of wizards with vast magical resources and expansive political influence. A wizard reaching the rank of Pansophist within the Fateweavers is often entrusted with a Staff of the Pansophist or another staff of legendary power fit for the wizard’s exalted status. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses power, becoming a Staff of the Observer with 10 charges. On a 20, the staff regains 1d12 + 1 charges. Greater Fateweaving. Whenever a creature you can see makes an attack roll, ability check, or saving throw, you can expend 1 or more charges, up to double your proficiency bonus, and add or subtract that number from the roll (no action required). Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: arcane eye (4 charges), augury (2 charges), contact other plane (5 charges), clairvoyance (3 charges), detect magic (1 charge), detect thoughts (2 charges), divination (4 charges), foresight (9 charges), identify (1 charge), legend lore (5 charges), see invisibility (2 charges), scrying (5 charges), or true seeing (6 charges). Optional Rule: Upgrading Staff of the Observer into Staff of the Pansophist At the gamemaster’s discretion, player characters may find a way to upgrade a Staff of the Observer into a Staff of the Pansophist. This could be an arcane ceremony through the Fateweavers or a forgotten ritual that imbues the staff with even more divination magic. Adventure Hook: Fateweaver Trouble The Fateweavers protect their secrets and their magic treasures fiercely. If any of their items fall into the wrong hands, the Fateweavers will use powerful divination and conjuration spells to find the item and summon it back to the order, and failing that, they will seek to strike a deal with whoever obtained it to allow them to keep it.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of the Peaks","description":"Staff, legendary (requires attunement by a druid) This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control weather (8 charges), fault line * (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder * (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Druid"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Python","description":"Staff of the Python Staff ( arcane or druidic focus ), rare (r equires a ttunement by a cleric , druid , or warlock ) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated . You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of the Python","description":"Staff of the Python Staff, uncommon (requires attunement by a cleric , druid , or warlock ) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a cleric, druid, or warlock"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of the Python","description":"Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Staff of the Python"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of the Python","description":"Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.","properties":{"Category":"Items","Theme":"Arcana, Relics","Mastery":"Topple","Subtype":"Arcane Spell Focus, Druidic Spell Focus, Staff","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Weapon, Melee Weapon, Simple Weapon, Spell Focus, Arcane Focus, Druidic Focus, Yes","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Staff of the Python\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Staff of the Python\\\",\\\"description\\\":\\\"As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Quarterstaff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Staff of the Python (One-Handed) Attack\",\"parent\":\"Staff of the Python\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Staff of the Python (One-Handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Staff of the Python (One-Handed) Damage\",\"parent\":\"Staff of the Python (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Staff of the Python (Two-Handed) Attack\",\"parent\":\"Staff of the Python\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Staff of the Python (Two-Handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Staff of the Python (Two-Handed) Damage\",\"parent\":\"Staff of the Python (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":\\\"0\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Staff of the Python Attunement\",\"parent\":\"Staff of the Python\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Activate Staff of the Python Action\",\"parent\":\"Staff of the Python Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"Activate Staff of the Python\\\",\\\"description\\\":\\\"As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"De-activate Staff of the Python Bonus Action\",\"parent\":\"Staff of the Python Attunement\",\"payload\":\"{\\\"type\\\":\\\"Action\\\",\\\"name\\\":\\\"De-activate Staff of the Python\\\",\\\"description\\\":\\\"As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. \\\",\\\"actionType\\\":\\\"Bonus Action\\\"}\"}]","filter-Attunement":"Uncommon","Name":"Staff of the Python","Weight":4,"data-description":"As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Staff of the Rooted Hills","description":"Staff Of The Rooted Hills Staff, rare (requires attunement) The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn. Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Staff of the Scion","description":"Staff, very rare (requires attunement by a cleric, druid, warlock, or wizard) This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges).","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Cleric, Druid, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Seasons","description":"Staff, rare (requires attunement by a spellcaster) The spirit of an ancient eladrin druid inhabits this long wooden staff, which changes form to reflect the current mood of the spirit. Whenever you complete a long rest, roll 1d4 to determine what form the staff takes: 1 (autumn), 2 (winter), 3 (spring), or 4 (summer). The staff has 10 charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to dry leaves and is lost forever. While holding it, you can use an action to expend 1 or more of the charges to cast certain spells from it, using your spell save DC and spellcasting ability modifier. Autumn Form. Small red and gold leaves wreathe the top of the staff in a dazzling fall canopy. While the staff is in this form, you can cast the following spells from it: aid (2 charges), bless (1 charge per spell level, up to 4th), create food and water (3 charges), and cure wounds (1 charge per spell level, up to 4th). Winter Form. The wood of the staff is cool to the touch, and small sprigs of holly sprout from the top. While the staff is in this form, you can cast the following spells from it: bane (1 charge per spell level, up to 4th), blindness/deafness (2 charges), gust of wind (2 charges), and sleep (1 charge per spell level, up to 4th). Spring Form. The knobby top of the staff is adorned with new leaves and budding flowers. While the staff is in this form, you can cast the following spells from it: beacon of hope (3 charges), conjure animals (3 charges), enhance ability (2 charges), and goodberry (1 charge). Summer Form. Deep green leaves shade the top of the staff, rustling gently in an unseen breeze. While the staff is in this form, you can cast the following spells from it: continual flame (2 charges), daylight (3 charges), haste (3 charges), and heroism (1 charge per spell level, up to 4th).","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the Skull Cult, Desecrated","description":"Staff, Legendary (Requires Attunement by a Cleric) This magic staff was given by the God of Death to the High Ovate of the Skull Cult. It is fashioned from fused human vertebrae and crowned with a grimy skull. Dormant. In its dormant form, the staff has the following properties: You gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. You can cast the chill touch and spare the dying cantrips at will, using your own spellcasting ability. The staff has 11 charges and regains 1d10 + 1 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff turns to dust and is destroyed. You can expend the staff’s charges to cast one of the following spells from it, using your own spellcasting ability: animate dead (3 charges), bestow curse (3 charges), blindness/deafness (2 charges), or gentle repose (2 charges). Profane. When the staff reaches its profane state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +2. You have resistance to Necrotic damage and advantage on saving throws you make to avoid or end the Frightened condition on yourself. The staff has 22 charges and regains 2d10 + 2 charges daily at midnight. The staff’s charges can also be used to cast the following spells: blight (4 charges) and raise dead (5 charges). Desecrated. When the staff reaches its desecrated state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +3. You have immunity to Necrotic damage and you can’t be Frightened. You continue to age normally, but you cannot die from old age. With the passing centuries, you take on a corpse-like aspect. The staff has 33 charges and regains 3d10 + 3 charges daily at midnight. The staff’s charges can also be used to cast the following spells: circle of death (6 charges) and harm (6 charges). You can use an action to expend 11 charges and select one creature that can see you within 30 feet. The target must make a DC 19 Constitution saving throw. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. Otherwise, it takes 33 (6d10) Psychic damage. Creatures immune to the Frightened condition are not affected. Staff of the Skull Cult’s Evolution The Staff of the Skull Cult can become stronger over time, but it’s up to you, the DM, exactly when. As a suggestion, the staff may reach a profane state when it has been used to slay a Celestial or goodly cleric or paladin with a CR of 9 or higher, and a desecrated state when it has been used to slay a Celestial or goodly cleric or paladin with a CR of 13 or higher.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Staff of the Skull Cult, Dormant","description":"Staff, Legendary (Requires Attunement by a Cleric) This magic staff was given by the God of Death to the High Ovate of the Skull Cult. It is fashioned from fused human vertebrae and crowned with a grimy skull. Dormant. In its dormant form, the staff has the following properties: You gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. You can cast the chill touch and spare the dying cantrips at will, using your own spellcasting ability. The staff has 11 charges and regains 1d10 + 1 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff turns to dust and is destroyed. You can expend the staff’s charges to cast one of the following spells from it, using your own spellcasting ability: animate dead (3 charges), bestow curse (3 charges), blindness/deafness (2 charges), or gentle repose (2 charges). Profane. When the staff reaches its profane state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +2. You have resistance to Necrotic damage and advantage on saving throws you make to avoid or end the Frightened condition on yourself. The staff has 22 charges and regains 2d10 + 2 charges daily at midnight. The staff’s charges can also be used to cast the following spells: blight (4 charges) and raise dead (5 charges). Desecrated. When the staff reaches its desecrated state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +3. You have immunity to Necrotic damage and you can’t be Frightened. You continue to age normally, but you cannot die from old age. With the passing centuries, you take on a corpse-like aspect. The staff has 33 charges and regains 3d10 + 3 charges daily at midnight. The staff’s charges can also be used to cast the following spells: circle of death (6 charges) and harm (6 charges). You can use an action to expend 11 charges and select one creature that can see you within 30 feet. The target must make a DC 19 Constitution saving throw. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. Otherwise, it takes 33 (6d10) Psychic damage. Creatures immune to the Frightened condition are not affected. Staff of the Skull Cult’s Evolution The Staff of the Skull Cult can become stronger over time, but it’s up to you, the DM, exactly when. As a suggestion, the staff may reach a profane state when it has been used to slay a Celestial or goodly cleric or paladin with a CR of 9 or higher, and a desecrated state when it has been used to slay a Celestial or goodly cleric or paladin with a CR of 13 or higher.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Staff of the Skull Cult, Profane","description":"Staff, Legendary (Requires Attunement by a Cleric) This magic staff was given by the God of Death to the High Ovate of the Skull Cult. It is fashioned from fused human vertebrae and crowned with a grimy skull. Dormant. In its dormant form, the staff has the following properties: You gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. You can cast the chill touch and spare the dying cantrips at will, using your own spellcasting ability. The staff has 11 charges and regains 1d10 + 1 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff turns to dust and is destroyed. You can expend the staff’s charges to cast one of the following spells from it, using your own spellcasting ability: animate dead (3 charges), bestow curse (3 charges), blindness/deafness (2 charges), or gentle repose (2 charges). Profane. When the staff reaches its profane state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +2. You have resistance to Necrotic damage and advantage on saving throws you make to avoid or end the Frightened condition on yourself. The staff has 22 charges and regains 2d10 + 2 charges daily at midnight. The staff’s charges can also be used to cast the following spells: blight (4 charges) and raise dead (5 charges). Desecrated. When the staff reaches its desecrated state, it gains the following properties: The staff’s bonus to spell attack rolls and saving throw DCs increases to +3. You have immunity to Necrotic damage and you can’t be Frightened. You continue to age normally, but you cannot die from old age. With the passing centuries, you take on a corpse-like aspect. The staff has 33 charges and regains 3d10 + 3 charges daily at midnight. The staff’s charges can also be used to cast the following spells: circle of death (6 charges) and harm (6 charges). You can use an action to expend 11 charges and select one creature that can see you within 30 feet. The target must make a DC 19 Constitution saving throw. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. Otherwise, it takes 33 (6d10) Psychic damage. Creatures immune to the Frightened condition are not affected. Staff of the Skull Cult’s Evolution The Staff of the Skull Cult can become stronger over time, but it’s up to you, the DM, exactly when. As a suggestion, the staff may reach a profane state when it has been used to slay a Celestial or goodly cleric or paladin with a CR of 9 or higher, and a desecrated state when it has been used to slay a Celestial or goodly cleric or paladin with a CR of 13 or higher.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Staff of the Spellmaster","description":"Staff of the Spellmaster Staff, Evolving Artifact (requires attunement by a sorcerer, warlock, or wizard) Myth has it that an ancient arcanist once unlocked the secrets of every spell known to mortalkind and became known as the Spellmaster. Believing they had reached the apex of their power, the Spellmaster sought to channel all their arcane knowledge into an unbreakable staff and use it as a conduit to achieve immortality through a ritual of their own devise. The ritual was successful, but along with all knowledge, the Spellmaster unintentionally channeled their own essence, soul, and magic into the staff, becoming one with it and leaving their mortal body behind. Transformed into an ageless, unbreakable staff, the Spellmaster looked within for meaning and purpose, eventually falling into a deep, trance-like sleep that lasted for ages. Now, the ancient arcanist slumbers within the staff, waiting for a mage capable enough to rouse them from their sleep and awaken their true power. Slumbering Sage. While attuned to this staff, you gain the following benefits: While holding the staff, you can cast any spell you know or have prepared that’s half your level (rounded down) without expending a spell slot. Once you cast a spell that way, you can’t do so again until the next dawn. When an enemy successfully casts dispel magic on you, only half of the spells active on you end automatically (minimum of one), and any ability checks to end spell effects on you against your will are made with disadvantage. Awakened Arcanist (level 5). After you reach level 5, the staff increases in power, gaining the following additional properties: You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. You have advantage on Constitution saving throws that you make to maintain concentration on spells. The staff gains 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: counterspell (3 charges), or dispel magic (3 charges). The staff regains all expended charges daily at dawn. Master Mage (level 11). After you reach level 11, the staff is further empowered, gaining the following additional properties: The bonus to spell attack rolls and to the saving throw DCs of your spells increases to +2. You gain a second reaction that you can only use to cast counterspell . The staff’s charges increase to 20 and the following spells are added to the spells you can cast from it: counterspell (4th-level version, 4 charges), dispel magic (4th-level version, 4 charges), and globe of invulnerability (6 charges). Spellmaster Supreme (level 17). After you reach level 17, the staff achieves its full potential, gaining the following additional properties: The bonus to spell attack rolls and to the saving throw DCs of your spells increases to +3. The staff’s charges increase to 50 and the following spells are added to the spells you can cast from it: antimagic field (8 charges), counterspell (5th-level version, 5 charges), dispel magic (5th-level version, 5 charges), and globe of invulnerability (7th-level version, 7 charges). When casting a spell that requires concentration, you may use as many charges from the staff as that spell’s level to make the staff maintain concentration on the spell for you so you can maintain concentration on another spell. The staff can only maintain concentration on one spell at a time and its concentration can be broken only if you drop the staff or if you die. Sentience. The Staff of the Spellmaster is a sentient lawful neutral staff with an Intelligence of 30, a Wisdom of 13, and a Charisma of 8. It has hearing and darkvision out to a range of 120 feet. It can communicate with its wielder telepathically. The staff knows Celestial, Draconic, Elvish, Giant, and Primordial, as well as any languages its wielder knows. Personality. Having once been one of the strongest mortal mages alive, the Staff of the Spellmaster believes it’s no mere item but a mentor who guides other mages to greatness. It will often comment on various spells and magical effects, expecting its words to be treated with respect. Optional Rule: Story-Based Evolution The Staff of the Spellmaster is a sentient evolving artifact that is typically found in its Slumbering Sage state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the staff’s evolution can be tied to significant events during the campaign, or it may require the staff’s wielder to find a way to awaken the mage’s spirit within the staff.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Staff","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement by a sorcerer, warlock, or wizard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Staff of the Star Stone","description":"Staff of the Star Stone Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) Damage: 1d6+2 bludgeoning Weight: 4 lbs. Properties: Versatile (1d8+2) This magic staff can be wielded as a quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to activate one of the following effects. Star Shine. You can expend 1 charge to cast the Light cantrip. Star Beam. You can expend 3 charges to fire a beam from the star stone in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Star Burst. You can expend 3 charges to make the star stone emit a burst of divine energy. Each creature of your choice in a 10-foot radius must make a DC 17 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the star stone cracks and loses its magic.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Staff","Properties":"Versatile (1d8+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Staff of the Swamplands","description":"Staff, very rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you have advantage on Dexterity (Stealth) checks made to move quietly in swamps and Wisdom (Survival) checks made to track creatures across swampy ground. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: entangle (1 charge) fog cloud (1 charge per spell level, up to 4th) giant insect (4 charges) insect plague (5 charges) plant growth (3 charges) spike growth (2 charges) water walk (3 charges) You can also use an action to cast the speak with plants spell from the staff without using any charges. Bog. You can use an action to plant one end of the staff in the ground and expend 1 charge to create a bog in a 60-foot radius around the staff. This area is difficult terrain for creatures other than you. Another creature that starts its turn in the bog must make a Strength saving throw against your spell save DC or have its movement reduced to 0 until the end of its turn. The bog lasts for 1d4 + 2 rounds or until you pull the staff out of the ground, at which point the bog is sucked into the ground and vanishes.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the Tides","description":"Staff, very rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you have a swimming speed equal to your walking speed, and when you are within 10 miles of a body of water with tides, you always know when the next high and low tides are. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: control water (4 charges) create or destroy water (1 charge per spell level, up to 4th) fog cloud (1 charge per spell level, up to 4th) gust of wind (2 charges) jet of water* (3 charges) maelstrom avatar* (4 charges) water walk (3 charges) You can also use an action to cast the water breathing spell from the staff without using any charges. Kayak Form. You can use an action to place one end of the staff in water and expend 1 charge to transform the staff into a paddle and a kayak that can fit up to two Medium creatures. Only you can paddle the kayak. The kayak appears ordinary, but radiates a faint aura of transmutation magic if targeted by detect magic . While holding the paddle, you can use an action to speak its command word and return the staff to its normal form. * Most Spells in the descriptions of the following magic items can be found in the fifth edition core rules, but Spells marked with an asterisk ( * ) are new Spells that are presented in Spells of the Wilds","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Staff of the Treant","description":"Staff, very rare (requires attunement by a druid) This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature’s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can’t be less than 16, regardless of what kind of armor you are wearing, and you can’t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t directly harm other trees or the natural world. If you don’t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can’t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree’s roots and awaken the tree as a treant. The treant isn’t under your control, but it regards you as a friend as long as you don’t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can’t do so again until 30 days have passed.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Druid"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Unhatched","description":"Staff, uncommon (requires attunement by a sorcerer, warlock, or wizard) This staff carved from a burnt ash tree is topped with an unhatched dragon’s (see Creature Codex ) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion .","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Void","description":"Staff, Very Rare (Requires Attunement by a Cleric, Sorcerer, Warlock, or Wizard) This staff of ironwood is often cracked and gnarled with points of purple, wriggling movement seemingly moving through the wood. You have resistance to psychic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC : life drain * (5 charges), living shadows * (4 charges), maddening whispers * (2 charges), or void strike * ( 3 charges). You may cast the word of misfortune * cantrip without expending a charge. (Spells marked with an asterisk are from Deep Magic .) The staff regains 1d6 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff turns to ash and is destroyed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Requires Attunement":"Requires Attunement by a Cleric, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Staff of the White Necromancer","description":"Staff, very rare (requires attunement by a cleric, sorcerer, or wizard of a non-evil alignment) Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: false life (1 charge), gentle repose (2 charges), heartstop * (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice * (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead * or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Cleric, Sorcerer, or Wizard of a non-evil alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of the Woodlands","description":"Staff of the Woodlands Staff ( arcane or druidic focus ), rare (r equires a ttunement by a druid ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic . While touching the tree and using another action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","Modifiers":"Spell Attack +2","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of the Woodlands","description":"Staff of the Woodlands Staff, rare (requires attunement by a druid ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic . While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of the Woodlands","description":"Staff, Rare (Requires Attunement by a Druid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of the Woodlands"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Thorns","description":"Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Thunder and Lightning","description":"Staff of Thunder and Lightning Staff (arcane or druidic focus), very rare (r equires a ttunement ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Thunder and Lightning","description":"Staff of Thunder and Lightning Staff, very rare (requires attunement ) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Thunder and Lightning","description":"Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Staff of Thunder and Lightning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Voices","description":"Staff, rare (requires attunement by a bard, cleric, druid, warlock, or wizard) The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can’t be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement by a Bard, Cleric, Druid, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Wandering","description":"Staff of Wandering Staff (arcane or druidic focus) , very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can use Dexterity, instead of Strength, for the weapon’s attack and damage rolls. While you hold the staff, you have advantage on saving throws you make against traps, you can’t become lost except by magical means, and you remain alert to danger even when you are engaged with another activity while traveling. The weapon magically awakens you and your companions within 30 feet of it if any of you are sleeping naturally when combat begins. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Staff of Winter and Ice","description":"Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Boreas’s breath * (2 charges), cone of cold (5 charges), curse of Boreas * (6 charges), ice storm (4 charges), flurry * (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite * (5 charges), frozen razors * (3 charges), gliding step * (1 charge), sleet storm (3 charges), snow boulder * (4 charges), triumph of ice * (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Staff of Withering","description":"Staff of Withering Staff (arcane or druidic focus), rare (r equires a ttunement by a cleric , druid or warlock ) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff . On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Staff","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Staff of Withering","description":"Staff of Withering Staff, rare (requires attunement by a cleric , druid , or warlock ) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Damage: 1d6 (1d8) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Staff","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric, druid, or warlock"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Staff of Withering","description":"Staff, Rare (Requires Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Staff of Withering"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Staff of Withering","description":"Staff, Rare (Requires Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.","properties":{"Category":"Items","Theme":"Arcana, Relics","Mastery":"Bludgeoning","Subtype":"Arcane Spell Focus, Druidic Spell Focus, Staff","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Versatile","Item Rarity":"Yes","filter-Lists":"Weapon, Melee Weapon, Simple Weapon, Spell Focus, Arcane Focus, Druidic Focus, Yes","filter-Damage":"Necrotic","filter-Charges":"No","data-datarecords":"[{\"name\":\"Staff of Withering\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Staff of Withering\\\",\\\"description\\\":\\\"This staff has 3 charges and regains 1d3 expended charges daily at dawn.\\\\nThe staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Staff\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Staff of Withering (One-Handed) Attack\",\"parent\":\"Staff of Withering\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Staff of Withering (One-Handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Staff of Withering (One-Handed) Damage\",\"parent\":\"Staff of Withering (One-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":0,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d6\\\"}\"},{\"name\":\"Staff of Withering (Two-Handed) Attack\",\"parent\":\"Staff of Withering\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Staff of Withering (Two-Handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"},\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Staff of Withering (Two-Handed) Damage\",\"parent\":\"Staff of Withering (Two-Handed) Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":0,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Staff of Withering Attunement\",\"parent\":\"Staff of Withering\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Staff of Withering Charges\",\"parent\":\"Staff of Withering Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Staff of Withering Charges\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":3},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Roll\\\",\\\"rollFormula\\\":\\\"1d3\\\"}}}\"},{\"name\":\"Staff of Withering Effect\",\"parent\":\"Staff of Withering Charges\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Staff of Withering\\\",\\\"description\\\":\\\"When you hit with a melee attack using the Staff of Withering, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw.\\\",\\\"category\\\":[\\\"Damage\\\"],\\\"diceValue\\\":\\\"2d10\\\"}\"},{\"name\":\"Staff of Withering Attack\",\"parent\":\"Staff of Withering Effect\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Staff of Withering\\\",\\\"onHitDisplay\\\":\\\"On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Constitution\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"The target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.\\\"},\\\"actionType\\\":\\\"Free Action\\\"}\"}]","filter-Attunement":"Rare","Name":"Staff of Withering","Weight":4,"data-description":"This staff has 3 charges and regains 1d3 expended charges daily at dawn.\nThe staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.","Damage":"1d6","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Stag's Helm","description":"Stag's Helm Wondrous item, uncommon (requires attunement) This striking helmet is crafted to resemble the skull of a mighty stag; although made from bone, the antlers and helm are as strong as metal. When worn in a forest or similar terrain, the helm greatly enhances your eyesight and hearing, granting you advantage to Wisdom (Perception) checks that rely on sight or sound. Insightful Shot. Once per day, you can activate the helm as a bonus action to gain advantage on your next ranged attack. A worshipper of Erastil can use this ability up to three times per day instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Staghorn","description":"This exotic weapon consists of a set of overlapping stag horns mounted to a leather backing that is bound to the forearm, with the horns jutting outward over the hand. Typically each horn is coated with steel to make its tip sharper and the rest of it more durable in battle. The Erunsil elves use these weapons for both offense and defense. A staghorn uses the profile of a shield. At the start of your turn, you can choose to use it as a weapon. If you do, it uses the weapon profile of a dagger instead of a shield until the start of your next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Stallion Seed","description":"Wondrous Item, Common When thrown, the seed turns into a magical, swift courser with an Intelligence score of 14 and the ability to speak Common and Umbral. It will carry you for up to 30 miles, delivering you to a particular place or following a particular road or path. If you are engaged in combat, the stallion acts as a normal warhorse, but it flees (with you) at the first opportunity.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Standard Carbine","description":"As its name might suggest, the standard carbine is the standard-issue blaster for all Hegemony and Coalition troops, which by default makes it one of the most pervasive weapons in the galaxy. Some soldiers praise the weapon's accuracy and durability, while others decry its difficult-to-control automatic fire; on the battlefield, however, there's no questioning this weapon's efficacy.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Automatic, Blaster, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Standard of Divinity","description":"Weapon (glaive, halberd, lance, or pike), rare (requires attunement by a cleric or paladin) This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Plant Standard. You can use an action to thrust one end of the weapon into the ground and create a safeguard for yourself and your allies. Choose up to six creatures, which can include yourself. While within 30 feet of the standard, each creature you chose has advantage on saving throws for 1 minute. While the weapon is planted in the ground, you can’t use it to make attacks. You can’t use this property of the weapon again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Star of Iron","description":"Star Of Iron Melee weapon (martial, maul), very rare (requires attunement) This magic maul is made of a durable, light metal and has a long haft, giving it a reach of 10 feet. When you hit a creature with this maul, they are hexed until the end of their next turn. Whenever a creature hexed in this way makes an attack roll or saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. While you hold the maul, you can use an action to change the appearance of its head, choosing its shape and color. Damage: 2d6 Damage Type: bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Star Razor","description":"Star Razor Weapon (longsword), legendary (requires attunement) The thick, grooved blade of this shining silver longsword is lined with etched runes that sparkle blue in the light. Star Razor —known also as Dwueth’var—was thought to have been destroyed or lost after the Calamity, but new rumors suggest that it might be wielded by a half-orc somewhere in Wildemount. Many weapons created by mortals during the Age of Arcanum were designed with hopes to surpass or even destroy the gods, but not so with Dwueth’var. That shining sword, bright with the light of the bold full moon and the enigmatic starlit night, was forged by acolytes of the Wildmother and the Moonweaver, united in their love of this fragile world and their determination to protect it. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word Galas-var, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage. You can cast the faerie fire spell from the weapon as an action, requiring no components (save DC 13). Once a spell has been cast using Star Razor, that spell can’t be cast from the sword until the next dawn. Awakened When Star Razor reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing 1d8 radiant damage to the attacker. You can cast the see invisibility spell from the sword as an action, and the save DC for spells cast using the sword increases to 15. Exalted When Star Razor reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The burst of radiance you can create as a reaction when hit with a melee attack deals 1d12 radiant damage, and you can immediately teleport to an unoccupied space you can see within 15 feet of you as part of the same reaction. You can cast the fly spell from the sword as an action, and the save DC for spells cast using the sword increases to 17.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Star Razor, Awakened","description":"Star Razor, Awakened Weapon (longsword), legendary (requires attunement) The thick, grooved blade of this shining silver longsword is lined with etched runes that sparkle blue in the light. Star Razor —known also as Dwueth’var—was thought to have been destroyed or lost after the Calamity, but new rumors suggest that it might be wielded by a half-orc somewhere in Wildemount. Many weapons created by mortals during the Age of Arcanum were designed with hopes to surpass or even destroy the gods, but not so with Dwueth’var. That shining sword, bright with the light of the bold full moon and the enigmatic starlit night, was forged by acolytes of the Wildmother and the Moonweaver, united in their love of this fragile world and their determination to protect it. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word Galas-var, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage. You can cast the faerie fire spell from the weapon as an action, requiring no components (save DC 13). Once a spell has been cast using Star Razor, that spell can’t be cast from the sword until the next dawn. Awakened When Star Razor reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing 1d8 radiant damage to the attacker. You can cast the see invisibility spell from the sword as an action, and the save DC for spells cast using the sword increases to 15.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Star Razor, Dormant","description":"Star Razor, Dormant Weapon (longsword), legendary (requires attunement) The thick, grooved blade of this shining silver longsword is lined with etched runes that sparkle blue in the light. Star Razor —known also as Dwueth’var—was thought to have been destroyed or lost after the Calamity, but new rumors suggest that it might be wielded by a half-orc somewhere in Wildemount. Many weapons created by mortals during the Age of Arcanum were designed with hopes to surpass or even destroy the gods, but not so with Dwueth’var. That shining sword, bright with the light of the bold full moon and the enigmatic starlit night, was forged by acolytes of the Wildmother and the Moonweaver, united in their love of this fragile world and their determination to protect it. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word Galas-var, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage. You can cast the faerie fire spell from the weapon as an action, requiring no components (save DC 13). Once a spell has been cast using Star Razor, that spell can’t be cast from the sword until the next dawn. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Star Razor, Exalted","description":"Star Razor, Exalted Weapon (longsword), legendary (requires attunement) The thick, grooved blade of this shining silver longsword is lined with etched runes that sparkle blue in the light. Star Razor —known also as Dwueth’var—was thought to have been destroyed or lost after the Calamity, but new rumors suggest that it might be wielded by a half-orc somewhere in Wildemount. Many weapons created by mortals during the Age of Arcanum were designed with hopes to surpass or even destroy the gods, but not so with Dwueth’var. That shining sword, bright with the light of the bold full moon and the enigmatic starlit night, was forged by acolytes of the Wildmother and the Moonweaver, united in their love of this fragile world and their determination to protect it. —High Curator Jorum Irrelios, circa 547 P.D. Dormant While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word Galas-var, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage. You can cast the faerie fire spell from the weapon as an action, requiring no components (save DC 13). Once a spell has been cast using Star Razor, that spell can’t be cast from the sword until the next dawn. Awakened When Star Razor reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing 1d8 radiant damage to the attacker. You can cast the see invisibility spell from the sword as an action, and the save DC for spells cast using the sword increases to 15. Exalted When Star Razor reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3. The burst of radiance you can create as a reaction when hit with a melee attack deals 1d12 radiant damage, and you can immediately teleport to an unoccupied space you can see within 15 feet of you as part of the same reaction. You can cast the fly spell from the sword as an action, and the save DC for spells cast using the sword increases to 17.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Star Ruby Spell Gem","description":"Star Ruby Spell Gem Wondrous item, legendary (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 7th level. The stored spell’s saving throw DC is 18 and its attack bonus is +10. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Starcaller","description":"Weapon (Quarterstaff), Uncommon A smooth staff of ebony heartwood decorated with liquid silver patterns depicting all the known constellations. While attuned to this magic weapon, you are resistant to radiant damage. In addition, you can cast the dancing lights , light , and sacred flame cantrips (spell save DC 12). In each case, the effect appears as silver starlight. Encounter Ideas Fire in the Sky. For the past three nights, a brilliant shooting star has raced across the sky before vanishing over the horizon. If the characters follow its trail, they find a starcaller in a moonlit glen. Night Fey. A coven of dryads has been corrupted by aberrant sorcery. Upon defeat, one of the dryads transforms into a starcaller. Stars Align. A priest of a dark celestial who wielded a starcaller was executed a century ago. Before his death, he prophesied he would return on the night of the stellar conjunction. That is tomorrow night.","properties":{"Category":"Items","Item Type":"Weapon (Quarterstaff)","Properties":"versatile","Item Rarity":"Uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Starcrossed Bow","description":"Starcrossed Bow Weapon (any bow or crossbow), rare (requires attunement) This magical bow or crossbow has an intricate arrangement of delerium shards and focusing lenses along the stock where a bolt would normally be loaded, and instead magically conjures its own projectiles. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of piercing damage and ignores the ammunition and loading properties. The weapon has 3 charges, which are regained each day at dawn. When you hit with a ranged attack using it, you can cause the bolt to explode in a brilliant flash of light. The target you hit and any creatures within 10 feet of it must succeed on a DC 15 Constitution saving throw or become blinded until the end of your next turn.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Weapon (any bow or crossbow),","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Starfallen Force Shield","description":"Armour (shield), rare Component: elemental primordial dust The Starfallen are a sect of astronautical zealots sworn to prevent the incursion of aberrations from the far reaches of the universe. Though they are unknown to most folk on the Material Plane, it is their vigilance which ensures the relative normality the plane’s denizens can enjoy. The force shield is one of their astral armaments, designed to disarm and incapacitate foes. This shield has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Repulsion. When a creature misses you with a melee attack while you hold this shield, you can use your reaction to pull a trigger, expending 1 charge and sending a pulse of energy through the attacking creature. The creature must make a DC 15 Strength saving throw. On a failure, the creature is knocked prone, and is disarmed of the weapon with which it made the attack, or of its spellcasting focus or component if it was a melee spell attack. The item flies 15 feet away in a random direction (roll a d8 to determine the direction where a 1 = North, 2 = Northeast, etc.) Starfield Bulwark. As an action, you can twist the handle of the shield, expending 3 charges and causing it to deploy in a 5-foot-high barrier of force energy up to 25 feet long. Nothing can physically pass through the wall; a creature that attempts to run through or climb over the barrier takes 2d6 force damage and must succeed on a DC 15 Strength saving throw or be knocked prone. Creatures directly behind the barrier have three-quarters cover against attacks that originate from the other side of the barrier. Any attack that misses a creature directly behind the barrier automatically hits the barrier, which has 40 hit points. The barrier remains in place until 1 minute elapses, a creature uses its bonus action to pick up the barrier on the side from which it was deployed, it is hit by the disintegrate spell, or it loses all its hit points.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starfallen Force Shield (legendary variant)","description":"Armour (shield), rare Component: elemental primordial dust The Starfallen are a sect of astronautical zealots sworn to prevent the incursion of aberrations from the far reaches of the universe. Though they are unknown to most folk on the Material Plane, it is their vigilance which ensures the relative normality the plane’s denizens can enjoy. The force shield is one of their astral armaments, designed to disarm and incapacitate foes. This shield has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Repulsion. When a creature misses you with a melee attack while you hold this shield, you can use your reaction to pull a trigger, expending 1 charge and sending a pulse of energy through the attacking creature. The creature must make a DC 15 Strength saving throw. On a failure, the creature is knocked prone, and is disarmed of the weapon with which it made the attack, or of its spellcasting focus or component if it was a melee spell attack. The item flies 15 feet away in a random direction (roll a d8 to determine the direction where a 1 = North, 2 = Northeast, etc.) Starfield Bulwark. As an action, you can twist the handle of the shield, expending 3 charges and causing it to deploy in a 5-foot-high barrier of force energy up to 25 feet long. Nothing can physically pass through the wall; a creature that attempts to run through or climb over the barrier takes 2d6 force damage and must succeed on a DC 15 Strength saving throw or be knocked prone. Creatures directly behind the barrier have three-quarters cover against attacks that originate from the other side of the barrier. Any attack that misses a creature directly behind the barrier automatically hits the barrier, which has 40 hit points. The barrier remains in place until 1 minute elapses, a creature uses its bonus action to pick up the barrier on the side from which it was deployed, it is hit by the disintegrate spell, or it loses all its hit points. Very rare variant: Increase the DCs to 16 and the hit points of Starfield Bulwark to 70. Whenever a creature is knocked prone by one of the shield’s properties, it is also stunned until the start of its next turn if it fails the saving throw by 5 or more. Legendary variant: Increase the DCs to 17 and the hit points of Starfield Bulwark to 100. Whenever a creature is knocked prone by one of the shield’s properties, it is also paralysed until the start of its next turn if it fails the saving throw by 5 or more.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starfallen Force Shield (very rare variant)","description":"Armour (shield), rare Component: elemental primordial dust The Starfallen are a sect of astronautical zealots sworn to prevent the incursion of aberrations from the far reaches of the universe. Though they are unknown to most folk on the Material Plane, it is their vigilance which ensures the relative normality the plane’s denizens can enjoy. The force shield is one of their astral armaments, designed to disarm and incapacitate foes. This shield has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Repulsion. When a creature misses you with a melee attack while you hold this shield, you can use your reaction to pull a trigger, expending 1 charge and sending a pulse of energy through the attacking creature. The creature must make a DC 15 Strength saving throw. On a failure, the creature is knocked prone, and is disarmed of the weapon with which it made the attack, or of its spellcasting focus or component if it was a melee spell attack. The item flies 15 feet away in a random direction (roll a d8 to determine the direction where a 1 = North, 2 = Northeast, etc.) Starfield Bulwark. As an action, you can twist the handle of the shield, expending 3 charges and causing it to deploy in a 5-foot-high barrier of force energy up to 25 feet long. Nothing can physically pass through the wall; a creature that attempts to run through or climb over the barrier takes 2d6 force damage and must succeed on a DC 15 Strength saving throw or be knocked prone. Creatures directly behind the barrier have three-quarters cover against attacks that originate from the other side of the barrier. Any attack that misses a creature directly behind the barrier automatically hits the barrier, which has 40 hit points. The barrier remains in place until 1 minute elapses, a creature uses its bonus action to pick up the barrier on the side from which it was deployed, it is hit by the disintegrate spell, or it loses all its hit points. Very rare variant: Increase the DCs to 16 and the hit points of Starfield Bulwark to 70. Whenever a creature is knocked prone by one of the shield’s properties, it is also stunned until the start of its next turn if it fails the saving throw by 5 or more.","properties":{"Category":"Items","Item Type":"Armor (shield)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Trinket","description":"Wondrous Item, Common (Requires Attunement) This magic trinket supposedly holds a sliver of a crystallized star. When you finish a long rest while attuned to the trinket, roll two d4s. If both dice show the same number, the stars have aligned in your favor; until the next dawn, you gain the corresponding benefit while wearing the trinket: Foresight. You have advantage on Initiative rolls and Dexterity saving throws. Leadership. You have advantage on Charisma checks and you and friendly creatures within 10 feet of you have advantage on saving throws you make to avoid or end the Frightened condition on yourself. Luck. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If another feature already allows you to reroll 1s, you can also reroll the d20 on a roll of 2. Resilience. You gain temporary hit points equal to the number of hit dice you have.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Starforged Weapon Battleaxe","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Battleaxe (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Battleaxe (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Blowgun","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Blowgun (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Blowgun (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (blowgun)","Properties":"Ammunition (range 25/100), loading","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Blunderbuss","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Blunderbuss (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Blunderbuss (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 20/60), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Chakram","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Chakram (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Chakram (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Chakram)","Properties":"Light, Finesse, Thrown (range 30/90), and Thrown Versatility (1d6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Claw","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Claw (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Claw (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Claw)","Properties":"Attached, Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Club","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Club (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Club (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Dagger","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Dagger (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Dagger (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Dart","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Dart (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Dart (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Flail","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Flail (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Flail (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Glaive","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Glaive (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Glaive (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greataxe","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greataxe (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greataxe (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greatclub","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greatclub (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greatclub (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (greatclub)","Properties":"Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greatsword","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greatsword (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Greatsword (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Halberd","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Halberd (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Halberd (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Hand Crossbow","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Hand Crossbow (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Hand Crossbow (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Handaxe","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Handaxe (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Handaxe (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Heavy Crossbow","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Heavy Crossbow (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Heavy Crossbow (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Javelin","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Javelin (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Javelin (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (javelin)","Properties":"Thrown (range 30/120)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Knuckle Duster","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Knuckle Duster (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Knuckle Duster (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Attached, Light, and Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Lance","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Lance (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Lance (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Light Crossbow","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Light Crossbow (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Light Crossbow (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Light Hammer","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Light Hammer (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Light Hammer (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Longbow","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Longbow (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Longbow (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Longsword","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Longsword (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Longsword (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Mace","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Mace (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Mace (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Maul","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Maul (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Maul (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Morningstar","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Morningstar (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Morningstar (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Musket","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Musket (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Musket (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 80/240), Loud (1000), Reload (1), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Nunchaku","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Nunchaku (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Nunchaku (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Nunchaku)","Properties":"Finesse, Versatile (1d8), Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Pike","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Pike (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Pike (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Pistol","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Pistol (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Pistol (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 40/120), Loud (500), Reload (2)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Quarterstaff","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Quarterstaff (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Quarterstaff (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Rapier","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Rapier (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Rapier (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Revolver","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Revolver (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Revolver (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 60/240), Loud (500), Reload (6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Rifle","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Rifle (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Rifle (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Magitech Firearm)","Properties":"Ammunition (range 120/480), Loud (500), Reload (6), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Scimitar","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Scimitar (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Scimitar (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Shortbow","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Shortbow (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Shortbow (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Shortsword","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Shortsword (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Shortsword (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Sickle","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Sickle (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Sickle (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Sling","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Sling (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Sling (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (sling)","Properties":"Ammunition (range 30/120)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Slingshot","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Slingshot (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Slingshot (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Slingshot)","Properties":"Ammunition (range 20/60), Two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spear","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spear (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spear (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spiked Cestus","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spiked Cestus (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spiked Cestus (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Cestus)","Properties":"Adaptable (piercing), Attached, Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spiked Knuckle Duster","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spiked Knuckle Duster (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Spiked Knuckle Duster (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Knuckle duster)","Properties":"Adaptable (piercing), Attached, Light, Pugilist","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Starknife","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Starknife (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Starknife (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Tetherhook","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Tetherhook (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Tetherhook (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Trident","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Trident (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Trident (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Twinblade","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Twinblade (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Twinblade (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon War Crescent","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon War Crescent (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon War Crescent (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon War Pick","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon War Pick (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon War Pick (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Warhammer","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Warhammer (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Warhammer (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Whip","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Whip (legendary variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2. Legendary variant: Increase both damages to 3d6 and the attack bonus of Blue Shift to +3.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starforged Weapon Whip (very rare variant)","description":"Weapon (any), rare Component: pouch of fiend dust With an enormous array of mirrors (and a touch of magic), starlight can be focussed to such an intensity that the iron within a trapped comet can be gradually wrought into any shape. Such metal is known as starforged iron and is imbued with a unique property that activates as a creature moves towards or away from its target. Dopplerstrike. Once on each of your turns, when you make an attack with a starforged weapon, you can choose to simultaneously use your movement to move 5 feet directly towards or away from your target as part of the attack, generating a blue-shift strike or red-shift strike, respectively. Blue Shift. To perform a blue-shift strike, your target must be within your weapon’s reach at the end of this 5-foot movement but does not need to be within your weapon’s reach when you start this movement. You gain a +1 bonus to your attack roll, which deals an extra 1d6 radiant damage on a hit. Red Shift. To perform a red-shift strike, your target must be within your weapon’s reach at the start of this 5-foot movement but does not need to be within your weapon’s reach at the movement’s conclusion. On a hit, the target takes an extra 1d6 cold damage and can’t take reactions until the start of its next turn. A creature that loses its reaction in this way does so before your movement triggers an opportunity attack. Very rare variant: Increase both damages to 2d6 and the attack bonus of Blue Shift to +2.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, reach","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stargazer's Spyglass","description":"Wondrous Item, Rare This magic spyglass is inlaid with silver and small diamonds. The spyglass has 3 charges for the following properties and regains all expended charges daily at dawn: Celestial Guidance. After peering at the open sky through the spyglass for 1 minute, you can expend 1 charge to cast the Commune spell from the spyglass. The spell works as usual, except you aren't told the answers but divine them from the positions of the stars. Extraplanar Scrying. After peering into the spyglass for 10 minutes and calibrating it correctly, you can expend 1 charge to cast the Scrying spell (save DC 15) from the spyglass. The spell works as usual, except that it can only target a creature or location on another plane of existence. Otherworldly Sight. As an action, you can expend 1 charge to peer through the spyglass and cast the See Invisibility spell from it.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Starknife","description":"Starknives Starknives are martial melee weapons; three to five double-edged blades set on a central handle that are most effective as thrown weapons but can also be used for close combat. They deal 1d4 piercing damage on a hit, can count as a monk weapon, and have the Adaptable (slashing), Finesse, Light, Thrown (range 20/60), and Thrown Versatility ( 1d6 ) properties.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Starknife)","Properties":"Adaptable (slashing), Finesse, Light, Thrown (range 20/60), Thrown Versatility (1d6)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starlight Morningstar","description":"Starlight Morningstar Weapon (Morningstar), Rare The iron head of this morningstar is forged in the shape of a starburst. When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 radiant damage. While under a night sky, you can call down a hail of falling stars in a 30-foot radius centered on the weapon. Each creature of your choice in the area must make a DC 15 Dexterity saving throw. A target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Once used , this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (morningstar)","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Starlit Sword","description":"In the last days before the old world ended, faithful of the god Vidris received dream visions. The light of the stars will vanish forever, they heard. His followers knew they had to capture it, preserve it, and one of the ways they did so was by creating Starlit Swords. Even though the stars are not his domain, Vidris is strongly associated with them. He is depicted with stars in his eyes, and his holy symbol is an orb filled with stars. Some believe that his very essence is captured in starlight. As this light was brought over to the new world through items like the Starlit Swords, Vidris himself was reborn in Ashandri. This could be nothing but interesting tales, but considering that Vidris is also the god of trickery, such a stunt would very well befit this deity. The Starlit Swords show no signs of any kind of divine power, but faithful of Vidris still hold them in high regard. Magic schools: Evocation Cost: 1.500 gp Damage: 1d6 slashing + 1 radiant Magic properties: The Starlit Sword glows with a dim light comparable to a torch. Glowing stars can be seen in the blade itself, appearing and vanishing again over the course of hours. You have a +1 bonus to attack and damage rolls made with the Starlit Sword. The bonus damage counts as radiant damage. Ethenniel stood in awe as Vamaelle, the temple’s high priestess of Vidris, gave him the sword. “Cherish it”, she said. “This contains one of the last remnants of starlight from our old world. There are still stars in this world, but they are not the same. This sword is far more valuable than its magic powers may show.” The acolyte took the Starlit Sword cautiously. “I will guard it with my life.” Vamaelle smiled. “Don’t just guard it. It was meant to be used, too. Which brings me to our next topic: There’s a community of werewolves a few miles north. A group of adventurers has decided to kill them, simply because they are werewolves. But they aren’t bad. They are in control of their powers. Travel to their lair, and protect them with your life.” Ethenniel nodded. His first assignment. He would not fail.","properties":{"Category":"Items","Expansion":26136,"Item Type":"Weapon (Longsword)","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Starrunner's Twinblade","description":"Weapon (twinblade), uncommon (optional attunement) Component: aberration brain An astral raider deprived of their dragon needs to travel light. The starrunner’s twinblade is the ideal, multifunctional tool; a devastating blade, bow, and shield rolled into one. With such a diverse weapon, one can hunt food, clear a watering hole, and defend oneself, all while retaining mobility. Psionic Deflection. While spinning the twinblade as part of its Special: Whirl property, whenever a creature misses you with a ranged weapon attack, you can use your reaction to divert the projectile back to its origin. Make an attack roll against the creature using your Intelligence modifier. On a hit, the creature takes the damage from its own attack. Optional Attunement. If you attune to this item, it gains the Psionic Shot property. OA: Psionic Shot. When you make an attack with this weapon as part of the Attack action, you can mime pulling back on it as if it were a bow, causing an arrow of shimmering psionic energy to materialise, and make a ranged weapon attack, using the twinblade as a shortbow with which you are proficient. You can use either your Dexterity or Intelligence modifier for attack and damage rolls made with the twinblade in this way, and it deals psychic damage instead of piercing damage.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starrunner's Twinblade (rare variant)","description":"Weapon (twinblade), uncommon (optional attunement) Component: aberration brain An astral raider deprived of their dragon needs to travel light. The starrunner’s twinblade is the ideal, multifunctional tool; a devastating blade, bow, and shield rolled into one. With such a diverse weapon, one can hunt food, clear a watering hole, and defend oneself, all while retaining mobility. Psionic Deflection. While spinning the twinblade as part of its Special: Whirl property, whenever a creature misses you with a ranged weapon attack, you can use your reaction to divert the projectile back to its origin. Make an attack roll against the creature using your Intelligence modifier. On a hit, the creature takes the damage from its own attack. Optional Attunement. If you attune to this item, it gains the Psionic Shot property. OA: Psionic Shot. When you make an attack with this weapon as part of the Attack action, you can mime pulling back on it as if it were a bow, causing an arrow of shimmering psionic energy to materialise, and make a ranged weapon attack, using the twinblade as a shortbow with which you are proficient. You can use either your Dexterity or Intelligence modifier for attack and damage rolls made with the twinblade in this way, and it deals psychic damage instead of piercing damage. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starrunner's Twinblade (very rare variant)","description":"Weapon (twinblade), uncommon (optional attunement) Component: aberration brain An astral raider deprived of their dragon needs to travel light. The starrunner’s twinblade is the ideal, multifunctional tool; a devastating blade, bow, and shield rolled into one. With such a diverse weapon, one can hunt food, clear a watering hole, and defend oneself, all while retaining mobility. Psionic Deflection. While spinning the twinblade as part of its Special: Whirl property, whenever a creature misses you with a ranged weapon attack, you can use your reaction to divert the projectile back to its origin. Make an attack roll against the creature using your Intelligence modifier. On a hit, the creature takes the damage from its own attack. Optional Attunement. If you attune to this item, it gains the Psionic Shot property. OA: Psionic Shot. When you make an attack with this weapon as part of the Attack action, you can mime pulling back on it as if it were a bow, causing an arrow of shimmering psionic energy to materialise, and make a ranged weapon attack, using the twinblade as a shortbow with which you are proficient. You can use either your Dexterity or Intelligence modifier for attack and damage rolls made with the twinblade in this way, and it deals psychic damage instead of piercing damage. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Starshield Hardsuit","description":"This armor consists of a carbonic weave with plates of an incredibly strong alloy incorporated to offer its wearer extraordinary protection from both physical blows and blaster shots.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Heavy Armor","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Starshot Crossbow","description":"Starshot Crossbow Weapon (Any Crossbow), Rare (Requires Attunement) This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn. Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects: Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus. Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage. Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Starshot Hand Crossbow","description":"Starshot Hand Crossbow Ranged weapon (martial, hand crossbow) , Rare (Requires Attunement) This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn. Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects: Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus. Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage. Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Starshot Heavy Crossbow","description":"Starshot Heavy Crossbow Ranged weapon (martial, heavy crossbow) , Rare (Requires Attunement) This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn. Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects: Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus. Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage. Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Starshot Light Crossbow","description":"Starshot Light Crossbow Ranged weapon ( simple, light crossbow ), Rare (Requires Attunement) This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn. Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects: Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus. Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage. Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Stasis Stone","description":"Wondrous item, very rare This small, crystalline, purple stone measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 2 stasis stones can be found together. You can use an action to throw the stone up to 30 feet. The stone explodes on impact and is destroyed. Each creature within a 10-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be petrified until the end of its next turn as the stone releases temporal magic and freezes it in time.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Stassman's Thistle Branch Dark Blood Red Wine","description":"Stassman's Thistle Branch Dark Blood Red Adventuring gear Cost 85 gp per bottle The natural phenomenon that churns the mud and earth surrounding Kamordah has helped its people cultivate a valuable collection of vineyards. Wines produced by these families are some of the best in Exandria, often presented as extravagant gifts or a display of wealth. These bottles fetch a healthy sum of gold, with some of the finest listed below, though the prices vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Stassman's Truscan Sunrise White Wine","description":"Stassman's Truscan Sunrise White Wine Adventuring gear Cost 45 gp per bottle The natural phenomenon that churns the mud and earth surrounding Kamordah has helped its people cultivate a valuable collection of vineyards. Wines produced by these families are some of the best in Exandria, often presented as extravagant gifts or a display of wealth. These bottles fetch a healthy sum of gold, with some of the finest listed below, though the prices vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Static Mesh","description":"Weapon (Net), Uncommon This net is made from a tensile, superconductive alloy. It can't be destroyed by dealing damage to it. Shocking Net At the start of each of its turns, a creature Restrained by the net takes 1d4 Lightning damage and must succeed on a DC 13 Constitution save or it can do only one of the following on that turn: move, take an Action, or take a Bonus Action. A creature wearing metal armor takes twice as much Lightning damage and has Disadvantage on its save against the effect.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Steadfast Splint","description":"Armor (splint), uncommon (requires attunement) This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Steel","description":"Steel Weapon (Longsword), Very Rare (Requires Attunement by a Good-aligned Creature) You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn. Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Weapon (Longsword)","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement by a Good-aligned Creature"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Steel mirror","description":"Steel Mirror Adventuring gear Weight: .5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Steel Mirror","description":"Steel Mirror Adventuring gear Weight: 0.5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":0.5,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Steel Mirror","description":"Steel Mirror Adventuring gear Weight: 0.5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Steelsilk Mantle","description":"Steelsilk Mantle Wondrous item, rare This dull gray, hooded cloak feels unusually heavy. On rare occasions, it seems to shine with a bit of reflected light. When targeted with an attack, you can use your reaction to whip this cloak around your body, causing it to harden into a solid, metallic barrier. Until the end of your next turn, you have half–cover and resistance to bludgeoning, piercing, and slashing damage. Once you use this ability, you can’t use it again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Steelsting Pauldron","description":"Wondrous Item, Uncommon (Requires Attunement) This magic shoulder pauldron is adorned with adamantine spikes. Any spikes that are removed from the pauldron vanish after 1 minute and magically regrow at the next dawn. The pauldron has 3 charges for the following properties and regains all expended charges daily at dawn: Spike Cloud. As an action, you can expend charges to shoot spikes in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 1d6 Piercing damage per charge you expend on a failure, or half as much on a success. Spike Growth. As an action, you can expend charges to cause spikes to magically grow forth in a 5-foot square within 30 feet per charge you expend. For 1 minute, the area is difficult terrain and a creature that moves into a spike-filled square on its turn takes 1d8 Piercing damage for each spike-filled square it enters. Thorny Rebuke. As a reaction when a creature within 5 feet of you misses you with an attack, you can expend charges to deal 1d10 Piercing damage to the target per charge you expend.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Stellar Remnant Greatsword","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Greatsword (uncommon variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Greatsword (very rare variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Very rare variant: Increase the DC to 16. The Event Horizon property also deals 3d6 force damage on a failed save, or half as much damage on a successful one, as the gravity becomes strong enough to crack bones. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Longsword","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Longsword (uncommon variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Longsword (very rare variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Very rare variant: Increase the DC to 16. The Event Horizon property also deals 3d6 force damage on a failed save, or half as much damage on a successful one, as the gravity becomes strong enough to crack bones. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Rapier","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Rapier (uncommon variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Rapier (very rare variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Very rare variant: Increase the DC to 16. The Event Horizon property also deals 3d6 force damage on a failed save, or half as much damage on a successful one, as the gravity becomes strong enough to crack bones. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Scimitar","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Scimitar (uncommon variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Scimitar (very rare variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Very rare variant: Increase the DC to 16. The Event Horizon property also deals 3d6 force damage on a failed save, or half as much damage on a successful one, as the gravity becomes strong enough to crack bones. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Shortsword","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Shortsword (uncommon variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stellar Remnant Shortsword (very rare variant)","description":"Weapon (any sword), rare Component: magical material - cosmic iron Birthed in the last gasp of a dying star, the raw material of stellar remnant was discovered inside condensed space dust that fell from the stars as a meteor. Breaking up upon colliding with the atmosphere (and an unlucky dragon), the meteor’s fragments have since been reforged as several weapons that can channel the power of their progenitor star, now a black hole, to exert overbearing amounts of gravitational force. This weapon has 3 charges and regains all expended charges daily at dawn. Event Horizon. As an action while holding this sword, you can expend 1 charge and speak its command word to exert the gravity of a black hole on your foes. Each creature of your choice within 30 feet of you must succeed on a DC 15 Strength saving throw or be pulled in a straight line to a space within 5 feet of you and have its speed reduced to 0 feet until the start of your next turn. If a creature being pulled towards you hits an obstacle or another creature, it stops moving. Uncommon variant: Reduce the DC to 13. The Event Horizon property doesn’t reduce a creature’s speed. Very rare variant: Increase the DC to 16. The Event Horizon property also deals 3d6 force damage on a failed save, or half as much damage on a successful one, as the gravity becomes strong enough to crack bones. Harvesting - Cosmic Iron Also known as ‘mete-ore’, cosmic iron is found in exceedingly small quantities, usually just enough to enchant a single item or forge an alloy with gravitational powers. It has a component DC of 20 and has no time limit in which it needs to be harvested. However, it is extremely brittle in its raw form and can disintegrate into dust if improperly treated.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stench","description":"Donor Type: Any creature with the Stench trait Slot: Internal As a bonus action, you can release a foul liquid contained within an organ taken from the donor creature. Each creature within 10 feet of you must make a Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn. Once you use this ability, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Steward’s Seal","description":"Steward’s Seal Wondrous item, rare (requires attunement) While wearing this badge, you can cast mage hand , prestidigitation , purify food and drink , and unseen servant at-will. You can use an action to cast one of the following spells: animate objects, create food and water, dispel magic, or telekinesis . Once the badge has been used to cast one of these spells, it can’t be used to cast that spell again until the next dawn. You can choose your Intelligence, Wisdom, or Charisma score as the spellcasting ability for casting these spells, and use your proficiency bonus to determine their attack bonus and saving throw DC.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Stheno's Bow Hand Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Hand Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Hand Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone. Very rare variant: Increase the DC to 16 and the damage to 5d8. The snakes created by the Serpentine Shot property are giant poisonous snakes instead of poisonous snakes.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Heavy Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Heavy Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Heavy Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone. Very rare variant: Increase the DC to 16 and the damage to 5d8. The snakes created by the Serpentine Shot property are giant poisonous snakes instead of poisonous snakes.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Light Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Light Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Light Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone. Very rare variant: Increase the DC to 16 and the damage to 5d8. The snakes created by the Serpentine Shot property are giant poisonous snakes instead of poisonous snakes.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Longbow","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Longbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Longbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone. Very rare variant: Increase the DC to 16 and the damage to 5d8. The snakes created by the Serpentine Shot property are giant poisonous snakes instead of poisonous snakes.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Shortbow","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Shortbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stheno's Bow Shortbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: monstrosity (medusa) eye The first of these bows was found in the abandoned lair of an ancient medusa who preferred to slaughter her victims rather than turning them to stone. After years of meticulous reverse engineering, L'Arsène Upin was able to recreate its ophidian enchantments, and each of the resulting bows bears the name of its original creator, who has yet to be found. This bow has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Serpentine Shot. Once on each of your turns, when you make an attack with the bow, you can expend 1 charge to imbue the arrow with the bow’s magic. After the attack hits or misses, the fired arrow transforms into a poisonous snake , which appears in an unoccupied space of your choice within 5 feet of the target. The snake shares your initiative count, but it takes its turn immediately after yours. It’s hostile only to the target of the initial attack and doesn’t obey commands, always spending each of its turns moving towards and attacking its target. The snake disappears if it drops to 0 hit points, or after 1 minute. Volley of Snakes. As an action while holding this bow, you can shoot an arrow and cause it to split into multiple copies in a 60-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. The arrows then transform into snakes and assemble into a swarm of poisonous snakes , which appears in a space of your choice within the cone. The swarm is friendly to you and your companions for the spell’s duration. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it takes the Dodge action. The swarm disappears if it drops to 0 hit points, or after 1 minute. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: The Volley of Snakes property doesn’t deal damage. Instead, it just shoots multiple snakes, which form a swarm of poisonous snakes in a space in the cone. Very rare variant: Increase the DC to 16 and the damage to 5d8. The snakes created by the Serpentine Shot property are giant poisonous snakes instead of poisonous snakes.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stick","description":"Stick Trick weapon (stick), uncommon Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, it's a stick. In its transformed state, you break it over your knee and it’s two sticks. The stick may only return to its untransformed state over the course of an hour as you use glue and bandages to bind the two pieces back together and wait for it to cure. It has the Ill Advised Weapon property. Untransformed. It's a stick, has the light property, and if you hit with it, it deals 1d4 bludgeoning damage. Transformed. It's two sticks, each held in a hand. A hit with either stick deals 1 + your Strength modifier bludgeoning damage (minimum of 0). Ill Advised Weapon. When you attack with the stick, if you roll a 1 on the d20, it is destroyed and unusable. If this occurs during the transformed state of the stick, the stick not used in the attack remains, but cannot be untransformed. If the remaining stick also is destroyed by this property, you no longer have a stick. “In the brazen fury of the hunt, you may lose your weapon and need to reach for something to defend yourself. Sometimes it's useful. Sometimes it's a stick” —Memories of a corpse","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Ill Advised Weapon, Light","Item Rarity":"uncommon"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Stiff Shriek","description":"Weapon (Light Crossbow), Common This crossbow is carved to resemble a grotesque pixie with a gaunt face frozen in mid-scream. The pixie’s arms are tied back to form the taught string and limbs of the weapon. This magic weapon does not require ammunition. Instead, at your discretion, when the trigger is pulled, a sudden high-pitched scream heard only by the target emanates from the weapon’s mouth. When used this way, the weapon deals thunder damage instead of piercing damage. Encounter Ideas Warning Shot. Gugath, an elderly human woman, offers the weapon as a good luck charm to ward off mischievous fey. Estate Sale. The adventurers find the relative of an eccentric gardener desperate to give away some kind of distasteful pixie statue. Faerie Plea. After finding the weapon in a green hag’s home, the adventurers are approached by a trio of sprites requesting their pixie friend be freed from petrification.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Light Crossbow)","Properties":"Ammunition ,loading, two-handed","Item Rarity":"Common"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Stinger","description":"Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger’s paralyzing venom. The dagger can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stinging Tree Extract","description":"Poison, legendary While even a sting from this deadly tree can cause a person to suffocate (or more likely suffer permanent and debilitating pain), this extract ensures their death. In fact, the toxin is so volatile that it must be stored in a dart or other container to be delivered, as even being exposed to air near the liquid can subject a person to its effects. A creature transferring the fluid or standing within 10 feet of a coated weapon without proper respiratory protection must make a DC 15 Constitution saving throw each round they are exposed or be paralyzed for 1 hour. If a creature fails this saving throw while paralyzed, the creature begins suffocating. The extract loses its potency after being exposed to air for 30 seconds. A creature hit by a weapon coated in the poison, or injected with the poison, must make a DC 18 Constitution saving throw or be paralyzed for 1 hour and gain the Lethal Injury “The End is Nigh”. On a successful saving throw, the creature is paralyzed and cannot breathe for 1 minute.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Legendary"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Stinging Tree Extract\r Poison, legendary","description":"","properties":{"Category":"Items","Item Type":"While even a sting from this deadly tree can cause\r a person to suffocate (or more likely suffer permanent\r and debilitating pain) this extract ensures\r their death. In fact, the toxin is so volatile that it\r must be stored in a dart or other container to be\r delivered, as even being exposed to air near the liquid\r can subject a person to its effects. A creature\r transferring the fluid or standing within 10 feet of a\r coated weapon without proper respiratory protection\r must make a DC 15 Constitution saving throw\r each round they are exposed or be paralyzed for 1\r hour. If a creature fails this saving throw while paralyzed,\r the creature begins suffocating. The extract\r loses its potency after being exposed to air for 30\r seconds. A creature hit by a weapon coated in the\r poison, or injected with the poison, must make a\r DC 18 Constitution saving throw or be paralyzed\r for 1 hour and gain the Lethal Injury “The End is\r Nigh”. On a successful saving throw, the creature is\r paralyzed and cannot breathe for 1 minute."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Stink Bomb","description":"By adding a single drop of skunkanide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals poison damage instead of fire damage, its damage dice are d8, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Stirring Dragon Vessel","description":"Stirring Dragon Vessel Wondrous item, rare (requires attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing , a potion of climbing , mead, a potion of fire breath , or a potion of healing (greater). Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement\n"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Stirring Dragon-Touched Focus","description":"Stirring Dragon-Touched Focus Wondrous item, rare (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. It gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Stirring Dragon's Wrath Weapon","description":"Stirring Dragon's Wrath Weapon Weapon (any), rare (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon. Modifiers: Melee Attacks +1, Melee Damage +1 Secondary Damage: 1d6","properties":{"Category":"Items","Expansion":12314,"Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Stirring Scaled Ornament","description":"Stirring Scaled Ornament Wondrous item, rare (requires attunement) This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. Modifiers: AC +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Stirruped Saddle","description":"Stirruped Saddle Adventuring gear The Unicorn Clan’s saddles, adopted from the Ujik and refined over the centuries, allow for much finer control of a steed, especially during mounted combat.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Stolen Thunder","description":"Wondrous item, legendary (requires attunement by a bard) This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum’s last charge, roll a d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item’s power, restoring its properties and giving it 1 charge. Deafness. You can expend 2 or more of its charges as an action to cast the blindness/deafness spell, using your spell save DC. You can only deafen a creature with this spell. For each additional charge you spend, you can affect one additional creature. Thundering Shield. If the drum has at least 1 charge, you can grip it by the crosspiece and use it as a shield. You are considered proficient with this drum-shield even if you lack proficiency with shields. If the drum has 2 or more charges, you can use a bonus action to enlarge the beater used to play the drum. If you do so, you can wield the beater as a magic club that deals an extra 2d6 thunder damage when you hit with it. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn’t pushed. The drum emits a thunderous boom audible out to 300 feet. Thunderwave. You can expend 1 or more of its charges as an action to cast the thunderwave spell from it, using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stone Court Effigies","description":"Stone Court Effigies Wondrous item, uncommon Knitted effigies of the Stone Court gods are important items for most raider families. Their prayers cannot be heard, except in the presence of such an effigy. Though not a magical item in its own right, they complement the use of other religious items. Armband of the Stone Court. If someone owns both an effigy of a particular god and an armband of the Stone Court, for that same god, at the end of each long rest they can make a DC 15 Wisdom check. If successful, any expended uses of the armband are restored. Any Charged Item. The effigy can be used to pray for any item reduced to zero charges, to regain a charge. If one hour is spent praying and a DC 20 Wisdom check is successful, a single charge is restored.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Stone King's Sling","description":"Stone King’s Sling Ranged weapon (simple, sling), uncommon This magic weapon bears the faded symbol of an old dwarvish king. When you hit with a ranged weapon attack using this sling, you can expend one of its 5 charges, causing the sling’s ammunition to grow in size as it hits its target doing an extra 2d6 damage at short range or 3d6 damage at long range. In addition, on a critical hit, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. The sling regains 1d4 + 1 expended charges daily at dawn. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: Bludgeoning Properties: Ammunition Range: 30/120 Secondary Damage: 2d6","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Range","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Stone of Controlling Earth Elementals","description":"Stone of Controlling Earth Elementals Wondrous item, rare If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. Weight: 5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Stone of Controlling Earth Elementals","description":"Stone of Controlling Earth Elementals Wondrous item, rare If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental , as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stone of Controlling Earth Elementals","description":"Wondrous Item, Rare While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental . The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Stone of Controlling Earth Elementals"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Stone of Golorr","description":"Stone of Golorr Wondrous item, artifact (requires attunement) The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object. Random Properties. The Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide : 1 minor beneficial property 1 minor detrimental property Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell. By using the stone to cast legend lore , you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can’t lie to you, but the information it provides is often cryptic or vague. The aboleth knows where Lord Neverember’s secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures. Failed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically. Sentience. The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone. The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide ). Personality. The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god. Destroying the Stone. While in stone form, the aboleth isn’t a creature and isn’t subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone’s remains. The aboleth is incensed by the stone’s destruction, and it attacks all other creatures it can see.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Stone of Good Luck (Luckstone)","description":"Stone of Good Luck Wondrous item, uncommon (requires attunement ) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Expansion":34047,"Item Type":"Adventuring Gear","Modifiers":"Saving Throws +1, Ability Checks +1","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stone of Good Luck (Luckstone)","description":"Stone of Good Luck (Luckstone) Wondrous item, uncommon (requires attunement ) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Stone of Good Luck (Luckstone)","description":"Wondrous Item, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Stone of Good Luck (Luckstone)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Stone of Good Luck (Luckstone)","description":"Wondrous Item, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Stone of Good Luck (Luckstone)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Stone of Good Luck (Luckstone)\\\",\\\"description\\\":\\\"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Stone of Good Luck (Luckstone) Attunement\",\"parent\":\"Stone of Good Luck (Luckstone)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Stone of Good Luck Roll Bonus\",\"parent\":\"Stone of Good Luck (Luckstone) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Roll Bonus\\\",\\\"bonusCategory\\\":[\\\"Ability Checks\\\",\\\"Saving Throws\\\"],\\\"bonusName\\\":[],\\\"bonusDetails\\\":\\\"Modifier\\\",\\\"bonusValue\\\":1}\"}]","filter-Attunement":"Uncommon","Name":"Stone of Good Luck (Luckstone)","data-description":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Stone of Ill Luck","description":"Stone of Ill Luck Wondrous item, uncommon (requires attunement) This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person. Curse. This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. ( The Hidden Shrine of Tamoachan )","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Stone rake","description":"Settlers use stone rakes to remove rocks and other obstructions from the soil prior to planting or building structures. Though stone rakes aren’t built with combat in mind, more than a few settlers have fended off wild animals with them.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Two-handed"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Stone Staff","description":"Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: earthskimmer * (4 charges), entomb * (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone * or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff’s surface and it crumbles into tiny bits of stone.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stonebreaker's Breastplate","description":"Stonebreaker's Breastplate Armor (medium, breastplate), legendary (requires attunement) This breastplate is made from marbled granite, though it feels no heavier than a typical metal breastplate. Its chest is emblazoned with the stone rune. While wearing this breastplate, you have resistance to bludgeoning, piercing, and slashing damage and are immune to being knocked prone. Invoking the Rune. As an action, you can invoke the breastplate’s rune to cast the wall of stone spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain concentration on the spell. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 14 + Dexterity Modifier (maximum of 2) Weight: 20","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Stonechewer Gauntlets","description":"Wondrous item, rare (requires attunement) These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can’t carry a weapon or object, and you can’t climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage. Stone Burrow. You can use an action to speak the command word to gain a burrowing speed of 10 feet for 10 minutes. You can burrow through earth and stone, leaving a tunnel in your wake large enough for a Medium creature to pass through (Large creatures have their speed halved from stooping). The tunnel collapses when you lose the burrowing speed. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stonedrift Staff","description":"Staff, legendary (requires attunement by a druid, sorcerer, warlock, or wizard) This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don’t disturb the material you move through.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stonefire Sword","description":"Melee Weapon (Longsword, Martial, Melee), Rare (Requires Attunement) 1d8 slashing / Versatile (1d10), Special While wielding this weapon, you gain resistance to fire damage. Infernal Flames: You can set this weapon of fire at will. Until you decide to end this effect, your melee weapon attacks with the Sword will set creatures you hit ablaze. These creatures take an additional 3 (1d6) fire damage at the start of their turn; the flames can be doused by going prone. Once you use this feature, you can't use it again until you finish a short or long rest. Born in Stone and Fire: As a reaction, when you take fire, bludgeoning, piercing, or slashing damage, you can choose to merge with the aura of the blade. Roll a d10 and reduce the damage you take by the number rolled + your Constitution modifier, if positive. Once you use this feature, you can't use it again until you finish a short or long rest.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (","Properties":"resistance to fire damage","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Stoneheart Essence","description":"Stoneheart Essence Potion, rare This pale gray liquid regularly pulses with a silvery shine, calling to mind a heartbeat. When you drink it, your heart turns to stone for 24 hours. Drinking this potion removes any exhaustion you are suffering and cures any disease, and removes the poisoned, charmed, and frightened conditions. While under the effects of the potion, your emotions are dimmed, you cannot become exhausted due to lack of rest or sleep, and your movement speed is reduced by half.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Stonemaker War Pick","description":"Stonemaker War Pick Melee weapon (martial, war pick), Very Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties: Meld into Stone. You can cast the Meld into Stone spell from this war pick. Once this property is used, it can’t be used again until the next dawn. Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property. Damage: 1d8+1 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Stonespeaker Crystal","description":"Stonespeaker Crystal Wondrous item, rare (requires attunement) Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person. The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Stonesteel","description":"Made from an alloy of steel and crystalline stone, this unique form of plate armor represents the height of dwarven metallurgy. It consists of overlapping, interlocking plates that cover the entire body, and it includes gauntlets, heavy leather boots, and a helmet. Stonesteel is heavy and somewhat unwieldy but offers superior protection to standard plate. Donning and doffing stonesteel armor takes twice as long as normal plate armor.","properties":{"Category":"Items","Item Type":"Heavy Armor"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Stonetooth","description":"Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this adamantine magic weapon.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, light, thrown, ranged","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Storage Compartment","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"common"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Storage Crate","description":"Storage Crate Miscellaneous gear Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Storm Boomerang","description":"Storm Boomerang Weapon, uncommon This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower’s hand. Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby. Damage: 1d4 Damage Type: Bludgeoning Secondary Damage: 3d4 Secondary Damage Type: Thunder Properties: Range, Thrown Range: 60/120","properties":{"Category":"Items","Expansion":7390,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Storm Hammer","description":"Storm Hammer Weapon (warhammer), very rare (requires attunement) Damage: 1d8+2 bludgeoning Weight: 3 lbs. Properties: Versatile (1d10+2) You have a +2 bonus to attack and damage rolls made with this magic weapon. Thunder Strike. Once per turn, you can add the power of thunder to a successful hit with the hammer. The target must make a Constitution saving throw. On a failed save, a creature takes an additional 1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much thunder damage and isn't pushed. Lightning Storm. While you are holding the Storm Hammer, you can use an action to cast the Call Lightning spell at third level (save DC 15) from the weapon. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Storm in a Bottle","description":"Storm in a Bottle Wondrous Item, rare Weight: 1 lb. A powerful thunderstorm rages inside this glass bottle. If the bottle is opened or broken, the storm is released, encompassing a 60 ft. radius around the bottle. It lasts for 1 minute before it dissipates. During this time, the storm has the following effects: The area of effect is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. Each creature that starts its turn in the area must succeed on a DC12 Strength saving throw or be pushed 10 feet in a random direction by heavy winds. A flying creature must land at the end of its turn or fall. At the start of each turn, lightning crackles in the area of effect. Each creature within the area must make a DC12 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. The bottle loses its magic after the storm is released.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Storm Lord's Charm","description":"Storm Lord’s Charm Wondrous item, uncommon This small pin is shaped like a lighting bolt. While wearing this item, whenever you deal lightning damage to a target, you deal an additional 1d8 lighting damage to a different creature of your choice within 5 feet of that target.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Storm's Eye Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 7, the recharge to 1d4 + 3, and the bonus to attack and damage rolls to +2. You can expend up to 4 charges to use the Blade of Lightning property. The item has the Lightning Rod property.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 7, the recharge to 1d4 + 3, and the bonus to attack and damage rolls to +2. You can expend up to 4 charges to use the Blade of Lightning property. The item has the Lightning Rod property.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 7, the recharge to 1d4 + 3, and the bonus to attack and damage rolls to +2. You can expend up to 4 charges to use the Blade of Lightning property. The item has the Lightning Rod property.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 7, the recharge to 1d4 + 3, and the bonus to attack and damage rolls to +2. You can expend up to 4 charges to use the Blade of Lightning property. The item has the Lightning Rod property.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm's Eye Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: elemental volatile mote of air Storm's eye houses a miniaturised storm ripped from the Elemental Plane of Air, which it channels to produce a blade of erratic lightning. Ever since the artificer Elbert Ainstein received a shock from such a weapon, leaving him with permanently static hair, such blades come with a warning to wear rubber gloves when wielding them. While grasping the hilt of this sword, you can use a bonus action to cause a blade of pure lightning to form, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals lightning damage instead of its normal damage type. The sword has 3 charges and regains 1d3 expended charges daily at dawn. Blade of Lightning. As a bonus action while holding this sword, you can expend up to 2 charges to channel more energy into the blade. Until the end of the turn, the reach of attacks made with this sword increases by 5 feet for each charge spent, and the first time you hit a target with an attack roll using this sword, it deals an extra 2d8 lightning damage for each charge spent. Rare variant: Increase the charges to 5 and the recharge to 1d4 + 1. You can expend up to 3 charges to use the Blade of Lightning property. The item has the Lightning Rod property. Lightning Rod. As a reaction when you see another creature within 20 feet of you take lightning damage, you can divert the flow of energy towards yourself. You gain resistance to lightning damage until the end of your next turn, take the lightning damage instead of the creature, and the sword regains 1 expended charge per 10 damage taken this way. Once this property of the sword has been used, it can’t be used again until the next dawn. Very rare variant: Increase the charges to 7, the recharge to 1d4 + 3, and the bonus to attack and damage rolls to +2. You can expend up to 4 charges to use the Blade of Lightning property. The item has the Lightning Rod property.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stormfire Amulet","description":"Stormfire Amulet Wondrous item, legendary (requires attunement) This item consists of a flame-shaped electrum pendant set with a large fire opal. While wearing this amulet, you gain immunity to fire damage. The amulet has 3 charges. You can use an action to expend one charge and cast the fire storm spell. The amulet regains 1d3 expended charges daily at dawn. Another very powerful item, with much potential to disrupt the Balance. Perhaps we are better off destroying such as this—I am torn on the matter.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Stormgirdle","description":"Stormgridle Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. Exalted. While wearing the stormgirdle in its exalted state, you gain the following benefits: Your Strength score becomes 25 if it isn’t already 25 or higher. Your Storm Avatar’s lightning strike deals 5d6 lightning damage (instead of 3d6). You can cast the control weather spell from the girdle. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Stormgirdle","description":"Stormgirdle Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. Exalted. While wearing the stormgirdle in its exalted state, you gain the following benefits: Your Strength score becomes 25 if it isn’t already 25 or higher. Your Storm Avatar’s lightning strike deals 5d6 lightning damage (instead of 3d6). You can cast the control weather spell from the girdle. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Stormgirdle, Awakened","description":"Stormgridle, Dormant Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Stormgirdle, Awakened","description":"Stormgirdle Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Stormgirdle, Dormant","description":"Stormgridle, Dormant Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Stormgirdle, Dormant","description":"Stormgirdle Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Stormgirdle, Exalted","description":"Stormgridle, Exalted Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. Exalted. While wearing the stormgirdle in its exalted state, you gain the following benefits: Your Strength score becomes 25 if it isn’t already 25 or higher. Your Storm Avatar’s lightning strike deals 5d6 lightning damage (instead of 3d6). You can cast the control weather spell from the girdle. This property can’t be used again until the next dawn. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Stormgirdle, Exalted","description":"Stormgirdle Wondrous item, legendary (requires attunement) A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory. Dormant. While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: You have immunity to lightning damage and thunder damage. When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn. Awakened. While wearing the stormgirdle in its awakened state, you gain the following benefits: Your Strength score becomes 23 if it isn’t already 23 or higher. Your Storm Avatar’s lightning strike deals 4d6 lightning damage (instead of 3d6). While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. Exalted. While wearing the stormgirdle in its exalted state, you gain the following benefits: Your Strength score becomes 25 if it isn’t already 25 or higher. Your Storm Avatar’s lightning strike deals 5d6 lightning damage (instead of 3d6). You can cast the control weather spell from the girdle. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Stormheart Bow","description":"Weapon (shortbow or longbow), rare (requires attunement) This bow is made from dragon bone and fey heartstring. When you hit with an attack using this magic bow, the target takes an extra 1d6 lightning damage. The bow has 5 charges for the following other properties. It regains 1d4 + 1 expended charges daily at dawn. Iceshard Arrow. You can expend 3 charges when you hit with an attack using this magic bow to cause the arrow to turn to ice and shatter in mid-air. Choose up to three targets within 30 feet of your original target. Your original target takes damage as normal, and each chosen target takes 1d6 cold damage. Thunder Arrow. You can expend 2 charges when you hit with an attack using this magic bow to cause the attack to release a peal of thunder. The target takes damage as normal, and each creature within 15 feet of the target must make a DC 15 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Weapon","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Stormrider Boots","description":"Stormrider Boots Wondrous item, rare These dark leather boots look to be of common make, but a subtle pattern of swirling storm clouds upon their soles suggests the potency of their enchantment. You can activate these boots as part of your movement, gaining the following benefits until the end of your turn: You have a flying speed of 90 feet. Opportunity attacks against you are made with disadvantage. Whenever you move within 5 feet of a hostile creature, it must succeed on a DC 15 Dexterity saving throw or take 3d8 lightning damage. A creature can’t be damaged in this way more than once per turn. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Stormshield","description":"Armor (shield), very rare (requires attunement) This large iron-banded wooden shield is etched with runes. The shield functions as a holy symbol for a servant of a deity associated with storms, lightning, or thunder. You gain a +1 to AC and resistance to lightning and thunder damage while you wear this shield.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Storyteller's Pipe","description":"Wondrous item, rare (requires attunement) This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first. Choking Smoke. You can use an action to speak the pipe’s command word then blow on the pipe, which emits choking smoke in a 30-foot cone. The smoke spreads around corners, and its area is heavily obscured. A wind of at least 20 miles per hour disperses the smoke, otherwise it lasts for 1 minute. Each creature that enters the smoke or that starts its turn in the area must succeed on a DC 15 Constitution saving throw or be unable to breathe or speak as it coughs uncontrollably for 1 minute. A creature affected in this way can’t cast spells with verbal components. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature spends 3 rounds coughing from the smoke, it suffers one level of exhaustion. A creature can’t suffer more than one level of exhaustion from exposure to this smoke. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Striking Focus","description":"Striking Focus Focus, varies (requires affinity) When you use this focus as a weapon, it grants a +1 bonus to attack and damage rolls made with it. The focus has 3 charges. When you hit with a melee attack using it, you can expend 1 of its charges to deal an extra 1d6 force damage. The focus regains 1d3 expended charges after you finish a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +2 The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. The number of charges you can expend as an action increases to 2, with each charge dealing an additional 1d6 force damage to the target. Superior. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +3 The number of charges you can expend as an action increases to 3. Optimum. When a target takes the additional force damage, it must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"String","description":"Adventuring Gear Weight: — Cost: 1 SP String is 10 feet long. You can tie a knot in it as a Utilize action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"String"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"String of Lashing","description":"String of Lashing Wondrous item, uncommon This item consists of a 4-inch piece of black twine tied to a small wooden peg. While holding this item, you can speak its command word as a bonus action to cause it to transform into a +1 whip . Speaking the command word again causes it to revert to string form.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, Reach","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"String of Pearls","description":"String of Pearls Wondrous item, uncommon When found, this 6-inch length of white twine has 1d6 + 1 luminous white pearls strung upon it. As an action, you can remove a pearl from the string and throw it at a creature you can see within 20 feet of you. The pearl disappears in a small flash, and the creature must make a DC 15 Wisdom saving throw. On a failed save, roll on the following table to determine the effect: d6 Effect 1 Whenever the target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. The effect lasts for 1 minute. 2 The target takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. 3 The target falls into fits of laughter and falls prone, becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends. 4 If the target has 30 hit points or less, it falls unconscious for 1 minute, until it takes damage, or someone uses an action to shake or slap it awake. 5 If the target is humanoid, it is paralyzed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. 6 The target is charmed by you and regards you as a friendly acquaintance for 1 minute or until you or your companions do anything harmful to it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"String of Shackling","description":"String of Shackling Wondrous item, rare This piece of woven flax is 3 feet long. If tied about the wrists of a creature that is incapacitated, that creature cannot break or untie the string except with a wish , though any other creature may do so with ease. If the string is cut or broken it loses its magic.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"String of Warding","description":"String of Warding Wondrous item, rare (requires attunement) This piece of strong, silvery twine is roughly 30 feet long and has the ends tied together. When placed on the ground in a circular shape, you can use an action to speak the command word and a 20-foot-tall cylinder of magical energy rises from the string. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. Creatures of the affected type can’t willingly enter or leave the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. The magical cylinder lasts for 1 hour or until you speak the command word again. Once used, the string can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Strixhaven Pennant","description":"Strixhaven Pennant Wondrous item, common This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Strongbow Harp","description":"Strongbow Harp Weapon (Heavy Crossbow), Very Rare (requires attunement) Crafted by an adventurous halfling bard after a failed assassination attempt against him, this magic harp is also a fully functional heavy crossbow. The Strongbow Harp can be used as a musical instrument and as a heavy crossbow. You gain a +2 bonus to attack and damage rolls made with Strongbow Harp. Tipsy Bolt. The Strongbow Harp has 3 charges. While holding the harp, you can use a bonus action and expend one of its charges to cause translucent, almost invisible poison that smells faintly of alcohol to coat a crossbow bolt loaded into it. If you are playing the harp, this bonus action does not interrupt your performance. The poison remains for 1 minute or until an attack using this crossbow bolt hits a creature. That creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned that way, the creature is drunk and has disadvantage on Dexterity saving throws. The Strongbow Harp regains 1d3 charges daily at dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Heavy Crossbow)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Strongspirit Mug","description":"Wondrous Item, Common As an action, you can cause this magic mug to fill with strong spirits or convert any liquid within it to a strong, alcoholic beverage. A creature that drinks a full mug of this beverage must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. A creature poisoned this way has advantage on saving throws against being frightened and gains 2d6 temporary hit points. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Strychnine","description":"The strychnine tree is an evergreen tree with a thick, frequently crooked trunk. Small orange-red berries contain the disk seeds that yield the poisonous substance, strychnine. All parts of the plant are poisonous, but the seeds are especially deadly. Strychnine seeds are ground and treated by an herbalist or alchemist to create a white odorless but bitter substance that is either applied to drink or food in an attempt to kill a victim. Those who are poisoned by strychnine need to make two separate saving throws. The victim will gain the poisoned condition and two levels of exhaustion unless they succeed on a DC 12 Constitution saving throw. They must also make a DC 15 Strength saving throw or they are incapacitated for 2d12 minutes. Victims that fail both saving throws are reduced to 0 hit points, are suffocating, and will fail all death saving throws.","properties":{"Category":"Items","Item Type":"Plant"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Studded Collar +1","description":"Studded Collar +1 Wondrous item, uncommon (+1) This collar comes in a variety of colors and sizes, all with crystalline studs decorating the outside of the collar. A beast wearing this wondrous item has a bonus to AC and saving throws while wearing this collar. The bonus is determined by its rarity. Modifiers: AC +1, Saving Throws +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Collar +2","description":"Studded Collar +2 Wondrous item, rare (+2) This collar comes in a variety of colors and sizes, all with crystalline studs decorating the outside of the collar. A beast wearing this wondrous item has a bonus to AC and saving throws while wearing this collar. The bonus is determined by its rarity. Modifiers: AC +2, Saving Throws +2","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Collar +3","description":"Studded Collar +3 Wondrous item, very rare (+3) This collar comes in a variety of colors and sizes, all with crystalline studs decorating the outside of the collar. A beast wearing this wondrous item has a bonus to AC and saving throws while wearing this collar. The bonus is determined by its rarity. Modifiers: AC +3, Saving Throws +3","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor","description":"Studded Leather Armor Armor (light) Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Subtype":"Armor","Item Type":"Light Armor","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor","description":"Studded Leather Armor Armor (light) AC: 12 + Dex modifier Weight: 13 lbs","properties":{"Category":"Items","Item Type":"Light Armor"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Studded Leather Armor","description":"Studded Leather Armor Armor (light) Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":4415,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Studded Leather Armor","description":"Light Armor Armor Class: 12 + Dex modifier Strength: — Stealth: — Weight: 13 lb. Cost: 45 GP","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"None","Name":"Studded Leather Armor"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Studded Leather Armor","description":"Studded Leather Armor Armor (light) Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":5,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Studded Leather Armor +1","description":"Studded Leather Armor +1 Armor (light), rare You have a +1 bonus to AC while wearing this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 15 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor +1","description":"Studded Leather Armor +1 Armor (light), rare You have a +1 bonus to AC while wearing this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 13 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","Modifiers":"Ac +1","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor +1","description":"Armor (Studded Leather Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor +1","description":"Armor (Studded Leather Armor), Rare You have a +1 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor +1\\\",\\\"description\\\":\\\"You have a +1 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor +1 Base AC\",\"parent\":\"Studded Leather Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor +1 Magic Bonus to AC\",\"parent\":\"Studded Leather Armor +1\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":1}}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor +1","Weight":13,"data-description":"You have a +1 bonus to Armor Class while wearing this armor.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor +2","description":"Studded Leather Armor +2 Armor (light), very rare You have a +2 bonus to AC while wearing this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 14 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":7583,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor +2","description":"Studded Leather Armor +2 Armor (light), very rare You have a +2 bonus to AC while wearing this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. 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Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 15 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","Modifiers":"Ac +3","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor +3","description":"Studded Leather Armor +3 Armor (light), legendary You have a +3 bonus to AC while wearing this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 15 + Dex modifier Weight: 13","properties":{"Category":"Items","Expansion":7583,"Item Type":"Light Armor","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor +3","description":"Armor (Studded Leather Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor +3","description":"Armor (Studded Leather Armor), Legendary You have a +3 bonus to Armor Class while wearing this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, No","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor +3\\\",\\\"description\\\":\\\"You have a +3 bonus to Armor Class while wearing this armor.\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Legendary\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor +3 Base AC\",\"parent\":\"Studded Leather Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor +3 Magic Bonus to AC\",\"parent\":\"Studded Leather Armor +3\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Modify\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Legendary","Name":"Studded Leather Armor +3","Weight":13,"data-description":"You have a +3 bonus to Armor Class while wearing this armor.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Acid Resistance","description":"Studded Leather Armor of Acid Resistance Armor (light), rare (requires attunement ) You have resistance to acid damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Acid Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Acid Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Acid Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Acid Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Acid damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Acid Resistance\\\",\\\"description\\\":\\\"You have Resistance to Acid damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Acid Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Acid Resistance Attunement\",\"parent\":\"Studded Leather Armor of Acid Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Acid Resistance\",\"parent\":\"Studded Leather Armor of Acid Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Acid\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Acid Resistance","Weight":13,"data-description":"You have Resistance to Acid damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Air Elemental Aura","description":"Studded Leather Armor of Air Elemental Aura Light armor (studded leather armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Air. Your movement speed increases by 15 feet, your jump distances are tripled, and ranged attack rolls against you have disadvantage. AC: 13 + Dexterity Modifier Modifiers: +1 AC Weight: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor of Arcane Absorption","description":"Studded Leather Armor of Arcane Absorption Armor (studded leather armor), rare When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to 1d8 + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent. AC: 12 + Dexterity Modifier Weight: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor of Blood Drinking","description":"Studded Leather Armor of Blood Drinking Light armor (studded leather armor), rare (requires attunement) While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. AC: 12 + Dexterity Modifier Weight: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor of Cold Resistance","description":"Studded Leather Armor of Cold Resistance Armor (light), rare (requires attunement ) You have resistance to cold damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Cold Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Cold Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Cold Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Cold Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Cold damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Cold Resistance\\\",\\\"description\\\":\\\"You have Resistance to Cold damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Cold Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Cold Resistance Attunement\",\"parent\":\"Studded Leather Armor of Cold Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Cold Resistance\",\"parent\":\"Studded Leather Armor of Cold Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Cold\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Cold Resistance","Weight":13,"data-description":"You have Resistance to Cold damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Earth Elemental Aura","description":"Studded Leather Armor of Earth Elemental Aura Light armor (studded leather armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Earth. You gain resistance to all damage. AC: 13 + Dexterity Modifier Modifiers: +1 AC Weight: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor of Fire Elemental Aura","description":"Studded Leather Armor of Fire Elemental Aura Light armor (studded leather armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Fire. Creatures who start their turn within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage. Creatures within 5 feet have disadvantage on the saving throw. AC: 13 + Dexterity Modifier Modifiers: +1 AC Weight: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor of Fire Resistance","description":"Studded Leather Armor of Fire Resistance Armor (light), rare (requires attunement ) You have resistance to fire damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Fire Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Fire Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Fire Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Fire Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Fire damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Fire Resistance\\\",\\\"description\\\":\\\"You have Resistance to Fire damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Fire Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Fire Resistance Attunement\",\"parent\":\"Studded Leather Armor of Fire Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Fire Resistance\",\"parent\":\"Studded Leather Armor of Fire Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Fire\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Fire Resistance","Weight":13,"data-description":"You have Resistance to Fire damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Force Resistance","description":"Studded Leather Armor of Force Resistance Armor (light), rare (requires attunement ) You have resistance to force damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Force Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Force Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Force Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Force Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Force damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Force Resistance\\\",\\\"description\\\":\\\"You have Resistance to Force damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Force Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Force Resistance Attunement\",\"parent\":\"Studded Leather Armor of Force Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Force Resistance\",\"parent\":\"Studded Leather Armor of Force Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Force\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Force Resistance","Weight":13,"data-description":"You have Resistance to Force damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Gleaming","description":"Armor (Studded Leather Armor), Common This armor never gets dirty.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Gleaming"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Lightning Resistance","description":"Studded Leather Armor of Lightning Resistance Armor (light), rare (requires attunement ) You have resistance to lightning damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Lightning Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Lightning Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Lightning Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Lightning Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Lightning damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Lightning Resistance\\\",\\\"description\\\":\\\"You have Resistance to Lightning damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Lightning Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Lightning Resistance Attunement\",\"parent\":\"Studded Leather Armor of Lightning Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Lightning Resistance\",\"parent\":\"Studded Leather Armor of Lightning Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Lightning\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Lightning Resistance","Weight":13,"data-description":"You have Resistance to Lightning damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Necrotic Resistance","description":"Studded Leather Armor of Necrotic Resistance Armor (light), rare (requires attunement ) You have resistance to necrotic damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Necrotic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Necrotic Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Necrotic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Necrotic Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Necrotic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Necrotic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Necrotic damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Necrotic Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Necrotic Resistance Attunement\",\"parent\":\"Studded Leather Armor of Necrotic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Necrotic Resistance\",\"parent\":\"Studded Leather Armor of Necrotic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Necrotic\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Necrotic Resistance","Weight":13,"data-description":"You have Resistance to Necrotic damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Poison Resistance","description":"Studded Leather Armor of Poison Resistance Armor (light), rare (requires attunement ) You have resistance to poison damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Poison Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Poison Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Poison Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Poison Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Poison damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Poison Resistance\\\",\\\"description\\\":\\\"You have Resistance to Poison damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Poison Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Poison Resistance Attunement\",\"parent\":\"Studded Leather Armor of Poison Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Poison Resistance\",\"parent\":\"Studded Leather Armor of Poison Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Poison\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Poison Resistance","Weight":13,"data-description":"You have Resistance to Poison damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Psychic Resistance","description":"Studded Leather Armor of Psychic Resistance Armor (light), rare (requires attunement ) You have resistance to psychic damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Psychic Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Psychic Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Psychic Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Psychic Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Psychic damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Psychic Resistance\\\",\\\"description\\\":\\\"You have Resistance to Psychic damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Psychic Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Psychic Resistance Attunement\",\"parent\":\"Studded Leather Armor of Psychic Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Psychic Resistance\",\"parent\":\"Studded Leather Armor of Psychic Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Psychic\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Psychic Resistance","Weight":13,"data-description":"You have Resistance to Psychic damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Radiant Resistance","description":"Studded Leather Armor of Radiant Resistance Armor (light), rare (requires attunement ) You have resistance to radiant damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Radiant Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Radiant Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Radiant Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Radiant Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Radiant damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Radiant Resistance\\\",\\\"description\\\":\\\"You have Resistance to Radiant damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Radiant Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Radiant Resistance Attunement\",\"parent\":\"Studded Leather Armor of Radiant Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Radiant Resistance\",\"parent\":\"Studded Leather Armor of Radiant Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Radiant\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Radiant Resistance","Weight":13,"data-description":"You have Resistance to Radiant damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Thunder Resistance","description":"Studded Leather Armor of Thunder Resistance Armor (light), rare (requires attunement ) You have resistance to thunder damage while you wear this armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","AC":12,"Source":"5th Edition SRD","Weight":13,"Item Type":"Light Armor","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Studded Leather Armor of Thunder Resistance","description":"Armor Of Resistance Armor (light, medium, or heavy), rare ( requires attunement ) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Studded Leather Armor of Thunder Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Thunder Resistance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Thunder Resistance","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) You have Resistance to Thunder damage while you wear this armor.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Thunder Resistance\\\",\\\"description\\\":\\\"You have Resistance to Thunder damage while you wear this armor\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Thunder Resistance Base Armor Class\",\"parent\":\"Studded Leather Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Thunder Resistance Attunement\",\"parent\":\"Studded Leather Armor of Thunder Resistance\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor Thunder Resistance\",\"parent\":\"Studded Leather Armor of Thunder Resistance Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Thunder\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Thunder Resistance","Weight":13,"data-description":"You have Resistance to Thunder damage while you wear this armor","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Vulnerability (Bludgeoning)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Vulnerability (Bludgeoning)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Vulnerability (Bludgeoning)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Slashing and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Vulnerability (Bludgeoning)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Bludgeoning damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Base Armor Class\",\"parent\":\"Studded Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Attunement\",\"parent\":\"Studded Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Bludgeoning Resistance\",\"parent\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"parent\":\"Studded Leather Armor of Vulnerability (Bludgeoning)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Piercing Vulnerability\",\"parent\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Slashing Vulnerability\",\"parent\":\"Studded Leather Armor of Vulnerability (Bludgeoning) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Vulnerability (Bludgeoning)","Weight":13,"data-description":"While wearing this armor, you have resistance to Bludgeoning damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Piercing and Slashing damage.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Vulnerability (Piercing)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Vulnerability (Piercing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Vulnerability (Piercing)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Piercing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Vulnerability (Piercing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Piercing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Piercing) Base Armor Class\",\"parent\":\"Studded Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Piercing) Attunement\",\"parent\":\"Studded Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Piercing) Piercing Resistance\",\"parent\":\"Studded Leather Armor of Vulnerability (Piercing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Piercing\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Piercing) Cursed Condition\",\"parent\":\"Studded Leather Armor of Vulnerability (Piercing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Piercing) Bludgeoning Vulnerability\",\"parent\":\"Studded Leather Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Piercing) Slashing Vulnerability\",\"parent\":\"Studded Leather Armor of Vulnerability (Piercing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Slashing\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Vulnerability (Piercing)","Weight":13,"data-description":"While wearing this armor, you have resistance to Piercing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Slashing damage.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Vulnerability (Slashing)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Light Armor","Item Rarity":"No","Name":"Studded Leather Armor of Vulnerability (Slashing)"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Studded Leather Armor of Vulnerability (Slashing)","description":"Armor (Studded Leather Armor), Rare (Requires Attunement) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Armor","Expansion":33335,"Item Type":"Light Armor","data-List":"false","Item Rarity":"No","filter-Lists":"Light Armor, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Studded Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Studded Leather Armor of Vulnerability (Slashing)\\\",\\\"description\\\":\\\"While wearing this armor, you have resistance to Slashing damage.\\\\n\\\\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\",\\\"weight\\\":13,\\\"rarity\\\":\\\"Rare\\\",\\\"armorData\\\":{\\\"category\\\":\\\"Light\\\",\\\"type\\\":\\\"Studded Leather Armor\\\",\\\"ability\\\":\\\"Dexterity\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Slashing) Base Armor Class\",\"parent\":\"Studded Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Armor Class\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"source\\\":\\\"Armor\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":12}}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Slashing) Attunement\",\"parent\":\"Studded Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Slashing) Slashing Resistance\",\"parent\":\"Studded Leather Armor of Vulnerability (Slashing) Attunement\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Resistance\\\",\\\"damage\\\":\\\"Slashing\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Slashing) Cursed Condition\",\"parent\":\"Studded Leather Armor of Vulnerability (Slashing)\",\"payload\":\"{\\\"type\\\":\\\"Condition\\\",\\\"name\\\":\\\"Armor of Vulnerability Curse\\\",\\\"description\\\":\\\"This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Slashing) Bludgeoning Vulnerability\",\"parent\":\"Studded Leather Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Bludgeoning\\\"}\"},{\"name\":\"Studded Leather Armor of Vulnerability (Slashing) Piercing Vulnerability\",\"parent\":\"Studded Leather Armor of Vulnerability (Slashing) Cursed Condition\",\"payload\":\"{\\\"type\\\":\\\"Defense\\\",\\\"defense\\\":\\\"Vulnerability\\\",\\\"damage\\\":\\\"Piercing\\\"}\"}]","filter-Attunement":"Rare","Name":"Studded Leather Armor of Vulnerability (Slashing)","Weight":13,"data-description":"While wearing this armor, you have resistance to Slashing damage.\n\nCurse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.","AC":12,"data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Studded Leather Armor of Water Elemental Aura","description":"Studded Leather Armor of Water Elemental Aura Light armor (studded leather armor), very rare You have a +1 bonus to AC while wearing this armor. In addition, you can use a bonus action on your turn to activate this armor’s elemental aura for 1 minute. While the elemental aura is active, you gain its benefits. Once you activate the elemental aura, it can’t be used again until the next dawn. Water. When you take the Dash, Disengage, or Dodge action, you gain the benefit of all three. You gain a swimming speed equal to your base walking speed. AC: 13 + Dexterity Modifier Modifiers: +1 AC Weight: 13","properties":{"Category":"Items","Expansion":20542,"Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Armor of Weightlessness","description":"Studded Leather Armor of Weightlessness Armor (Light), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Studded Leather Cast-Off Armor","description":"Studded Leather Cast-Off Armor Armor (light), common You can doff this armor as an action.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Studded Leather Chaos Armor","description":"Studded Leather Chaos Armor Armor (light), legendary (requires attunement) This armor swirls with a multiverse of intoxicating colors. While wearing it, any critical hit against you awakens the armor, you roll a d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the armor returns to its normal state when you finish a short or long rest. Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13 Chaos Armor Effects d20 Effect 1 Roll on this table at the start of each of your turns for the next minute ignoring this result on subsequent rolls. 2 You have vulnerability to all damage, including damage from the activating attack, until the start of your next turn. 3 You gain resistance to magical damage, and vulnerability to bludgeoning, piercing, and slashing damage for the next minute. 4 For the next minute, you regain 5 hit points at the start of each of your turns. 5 If you die from this attack, you immediately come back to life as if by the reincarnate spell. 6 For the next minute, you can teleport up to 20 feet to a point you can see as a bonus action on each of your turns. 7 Creatures have advantage on attack rolls against you for the next minute. 8 You gain a +3 bonus to AC while wearing this armor. 9 You have a –2 penalty to AC while wearing this armor. 10 You gain a +1 bonus to AC while wearing this armor. 11 You have a –1 penalty to AC while wearing this armor. 12 You gain a +2 bonus to AC while wearing this armor. 13 You have a –3 penalty to AC while wearing this armor. 14 Creatures have disadvantage on attack rolls against you for the next minute. 15 The armor casts mirror image on you. 16 The armor sprouts wings and casts fly on you, requiring no concentration. When the spell ends, the wings disappear. 17 You gain resistance to bludgeoning, piercing, and slashing damage, and vulnerability to magical damage for the next minute. 18 You gain immunity to all damage, including damage from the activating attack, until the end of your next turn. 19 A spectral aura coats you for the next minute, granting you a +1 bonus to AC and immunity to magic missile . 20 Roll twice on this table, gaining both effects.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Studded Leather Living Armor","description":"Studded Leather Living Armor Armor (studded leather armor), very rare (requires attunement ) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. AC: 13 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Properties":"Resistance: Necrotic, Poison, Psychic","Item Rarity":"very rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Studded Leather Smoldering Armor","description":"Studded Leather Smoldering Armor Armor (light), common Wisps of harmless, odorless smoke rise from this armor while it is worn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Studded Leather Suit of Heroic Prowess","description":"Studded Leather Suit of Heroic Prowess Light armor (studded leather armor), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. AC: 12 + Dexterity Modifier Modifiers: Melee Attacks +1, Melee Damage +1, Strength Save +1, Dexterity Save +1 Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Studded Leather Zephyr Armor","description":"Studded Leather Zephyr Armor Armor (light, studded leather), rare (requires attunement) This fine set of white-and-silver armor bears the wind rune upon its chest. While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind. Invoking the Rune. As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn. AC: 12 + Dexterity Modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Stun Grenade","description":"Stun Grenade Melee weapon (grenade) This grenade deals no damage, however any target who fails their Dexterity saving throw versus this grenade must then make a DC 13 Constitution saving throw or become stunned until the end of their next turn. Grenades A grenade can be thrown with a successful Strength (Athletics) check. If you are proficient with grenades, add your proficiency bonus to the Strength check. If you are proficient in Athletics and grenades, you add double your proficiency modifier to the Strength check. The Grenade Range table provides the DC required to reach the intended range. If the roll is successful, each target in a 15-foot radius must make a DC 14 Dexterity saving throw, taking the full damage on a failed save, or half as much on a successful one. If the Strength check made to throw the grenade is unsuccessful, the targets will only take half damage on a failed save and no damage on a successful one. In addition, all targets gain advantage to saves versus the grenades’ effects, if any. Grenade Range Throwing Range Launcher Range DC 20 ft. 60 ft. 12 40 ft. 120 ft. 14 50 ft. 200 ft. 16 60 ft. 300 ft. 18 Properties : special Range : Special Save : Constitution Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"special","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Stungunblade Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Stungunblade Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Stungunblade Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: construct (divine-infused) arcanothermic core You’ve heard of magical firearms built seamlessly into sharp swords. You’ve heard of guns created to incapacitate rather than kill. But the combination of those could only ever come from the brilliant mind of Branton Quark, to whom the word “can’t” is a challenge, and the word “shouldn’t”, tantamount to blasphemy. This weapon has 2 charges and regains all expended charges daily at dawn. Concussive Blast. As an action while holding this sword, you can expend 1 charge to fire a blast of concussive energy at a point you can see within 30 feet of you. Each creature in a 20-foot-radius sphere centred on that point must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the point and knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. Hextech Recharge. As an action, you can slot a gemstone worth 100 gp or more into the sword, which immediately destroys the gemstone and regains 1 charge. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: Increase the charges to 4 and the DC to 15. Very rare variant: Increase the charges to 6 and the DC to 16. The item has the Point Blank Blast property. Point Blank Blast. As a reaction when a creature moves within 5 feet of you, you can expend 1 charge to fire a concentrated blast from this weapon at it. The creature must succeed on a DC 16 Strength saving throw or be pushed up to 30 feet directly away from you and knocked prone. If the creature fails the saving throw by 5 or more, it’s also stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Sturdy Scroll Tube","description":"Wondrous item, common This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stygian Crook","description":"Staff, rare (requires attunement by a druid, sorcerer, warlock, or wizard) This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd’s crook. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Stygian Necroblade","description":"Stygian Necroblade Weapon (longsword), very rare (requires attunement) Damage: 1d8+2 slashing Weight: 3 lbs. Properties: Versatile (1d10+2) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you hold the sword, you have resistance to cold damage. Necroblood. You can use a bonus action to cause black infernal blood to coat the blade. The next creature hit with an attack by this blade takes an additional 1d8 necrotic damage.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10+2)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Stygian Spear","description":"Weapon (spear or javelin), very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse . You’re unwilling to part with this weapon while attuned to it. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, your target changes to your closest ally. If there are multiple allies, randomly determine which is the target. Make a new attack roll with advantage against your ally. If the attack hits, in addition to the standard damage you deal an extra 2d6 poison damage. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the “Infernal Item Corruption” section.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Styx Boots","description":"Wondrous item, rare These boots are usually made of heavy, sturdy leather—perhaps it's demon hide or some other planar creature's hide. While wearing these boots, you can walk over any body of water as if it were normal terrain, and you can slide or skate over relatively calm waters, snow, ice, sand, magma, or other smooth surfaces at double your normal walking speed. If the snow or ice is on a hill, you move at triple your normal walking speed. You can still use the Dash action normally as well. When combined with the armor of the Black River , the Styx boots permit you to use any branch of the River Styx and other planar waterways as a form of shadow road. Once per week, you can walk on such a planar waterway for 8 hours and arrive at any other plane of your choosing.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Subaqueous Harness","description":"Subaqueous Harness Utility, uncommon This collapsible harness comes with an aquatic breather, flaps, and compression jets allowing for underwater maneuvering. While wearing the harness, you can breathe underwater, and you have a swimming speed of 60 feet. Putting the harness on takes 1 minute. Removing it requires an action.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Subatomic Prison","description":"Subatomic Prison Utility, epic This 3-inch cubic device has inlaid metallic circuitry along each surface. You can use an action to issue a voice command, targeting a creature that you can see within 60 feet of you. If the target is native to a dimension other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the cube. If the target has been trapped by the cube before, it has advantage on the saving throw. Once trapped, a creature remains in the cube until released. The cube can hold only one creature at a time. A creature trapped in the cube doesn’t need to breathe, eat, or drink and doesn’t age. You can use an action to press the cube’s release switch, releasing the creature the cube contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. The only way to determine the type of creature trapped inside is to open the cube. A newly discovered device might already contain a creature chosen by the GM or determined randomly. d100 Contents d100 Contents 1-50 Empty 77-78 F'narg 51 Atoru Galeem 79 Seethe Screecher 52 Taarjasa 80 Seethe Gorger 53-54 Evargun Controller 81-82 Seethe Stinger 55-57 Ilarios Nightrunner 83-84 Coloterim Soldier 58-60 Hadraxis Noble 85-86 Kotatu Alpha 61-62 Aluphax Avenger 87-88 Sand Creeper 63-64 Frost Velbast 89-90 Tar Creeper 65 Tempest Velbast 91 Ivaril Destroyer 66 Reaper Velbast 92-93 Sand Drake 67 Shade Velbast 94-95 Kanasi (any) 68-69 Kreidren Elder 96 Xamaron Soldier 70-72 Kreidren 97-98 Xamaron Monarch 73-74 Greater Kleesh 99 Voorsha 75-76 Bahtera (any) 00 Myrnrog","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Subdimensional Campsite","description":"Subdimensional Campsite Utility, very rare While holding this 8-inch-wide electronic device, you can use an action to activate it. The device then instantly transports you and up to 199 other willing creatures you can see to a utopian sanctuary that exists in an subdimensional space. You choose the form that the sanctuary takes. It could be a tranquil garden, recreation facility, multi-tiered spa, lavish mansion, tropical island, grand stadium, or whatever else you can imagine. Regardless of its nature, the sanctuary contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the subdimensional space can exist only there. For example, a flower picked from a garden in the sanctuary disappears if it is taken outside the subdimensional space. For each hour spent in the sanctuary, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the sanctuary, although time passes normally. Visitors can remain in the sanctuary for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the device, or an unoccupied space nearest that location. The device can’t be used again until ten days have passed.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Submachine Gun","description":"","properties":{"Category":"Items","Item Type":"Weapon (submachine gun)","Properties":"Ammunition (10/40), Automatic, Light, Reload (16), Foregrip","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Subterranean Staff","description":"Staff, rare (requires attunement by a druid or ranger) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. In addition, you can’t be surprised while underground. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: faerie fire (1 charge) meld into stone (3 charges) pass without trace (2 charges) protection from poison (2 charges) stoneskin (4 charges) tremorsense* (2 charges) wall of stone (5 charges) You can also use an action to cast the darkvision spell from the staff without using any charges. Web Spinner. You can use an action and expend 1 charge to shoot a thick strand of sticky webbing out of the staff. Make a ranged spell attack against a creature you can see within 30 feet of you using your spellcasting ability. On a hit, the target is restrained. The restrained target can use its action to make a Strength check against your spell save DC, bursting out of the webbing on a success. * Most Spells in the descriptions of the following magic items can be found in the fifth edition core rules, but Spells marked with an asterisk ( * ) are new Spells that are presented in Spells of the Wilds","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Druid or Ranger"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Subtext","description":"Sometimes people don’t get the message and you just have to beat them over the head with it. Legend The Ossuary, a grand theater built within the ruins of an ancient necropolis, is renowned for staging morbid tragedies and gory horrors. Its performers are alleged to perform occult and profane acts, though most of these rumors are more marketing than truth. Such a spectacle attracts many fans, some of which don’t respect the actors’ boundaries. For this reason, the director, Ervila, Mistress of Shadows, commissioned this thematic weapon to protect her crew. Location Ervila owns this weapon, though she has been known to loan it out to coworkers or friends when the need arises. Encounter Ideas Ervila, Murdered! After several performances went dangerously awry, Ervila suspects sabotage. She plans to fake her own death and have the party investigate, hoping to scare the saboteur into slipping up. Subtext is their reward if they catch the culprit. That’s a New One. Ervila is used to fans obsessing over her actors, but now one is obsessing over her weapon. A hardcore fan (and actual cultist) stole Subtext and Ervila wants it back. Counterfeits. Part of Subtext’s power comes from its mystique (the rest comes from it being a large magical hammer), but now a petty crime outfit is selling cheap knockoffs. Ervila wants them gone, or barring that, wants a cut. Progression Subtext progresses each time its attuned wielder completes an adventure worthy of being turned into a play (what satisfies this definition is at the GM’s discretion). While the weapon prefers tragedies and horrors, any compelling story suffices. Statistics Weapon (Warhammer), Rarity Varies (Requires Attunement) Common . Tragedy . When you roll a 20 on your attack roll with this magic weapon, the target is frightened of you until the end of its next turn. Uncommon . The length of Tragedy’s frightened condition increases to 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw, ending the condition on a success. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. Rare . While a creature is frightened by Tragedy, it can only make a Wisdom saving throw to end the condition if it doesn’t have line of sight to you. You gain a +1 bonus to attack and damage rolls made with this weapon and it deals an extra 1d6 psychic damage on a hit. Very Rare . The bonus to attack and damage rolls increases to +2 and the psychic damage increases to 2d6. In addition, when a creature becomes frightened by Tragedy, it must drop whatever it is holding at the start of its next turn and use all of its movement to move away from you by the safest available route before it can take any other actions. Legendary . While a creature is frightened by Tragedy and it fails a saving throw to end the frightened condition by 5 or more, it is stunned until the end of its next turn. The bonus to attack and damage rolls increases to +3 and the psychic damage increases to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Subtext (Common)","description":"Subtext Weapon (Warhammer), Common (Requires Attunement) Tragedy . When you roll a 20 on your attack roll with this magic weapon, the target is frightened of you until the end of its next turn. Progression Subtext progresses each time its attuned wielder completes an adventure worthy of being turned into a play (what satisfies this definition is at the GM’s discretion). While the weapon prefers tragedies and horrors, any compelling story suffices.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Subtext (Legendary)","description":"Subtext Weapon (Warhammer), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this weapon and it deals an extra 3d6 psychic damage on a hit. Tragedy . When you roll a 20 on your attack roll with this magic weapon, the target is frightened of you 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw if it no longer has line of sight to you, ending the condition on a success. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. In addition, when a creature becomes frightened by Tragedy, it must drop whatever it is holding at the start of its next turn and use all of its movement to move away from you by the safest available route before it can take any other actions. While a creature is frightened by Tragedy and it fails a saving throw to end the frightened condition by 5 or more, it is stunned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Subtext (Rare)","description":"Subtext Weapon (Warhammer), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this weapon and it deals an extra 1d6 psychic damage on a hit. Tragedy . When you roll a 20 on your attack roll with this magic weapon, the target is frightened of you 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw if it no longer has line of sight to you, ending the condition on a success. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. Progression Subtext progresses each time its attuned wielder completes an adventure worthy of being turned into a play (what satisfies this definition is at the GM’s discretion). While the weapon prefers tragedies and horrors, any compelling story suffices.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Subtext (Uncommon)","description":"Subtext Weapon (Warhammer), Uncommon (Requires Attunement) Tragedy . When you roll a 20 on your attack roll with this magic weapon, the target is frightened of you 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw, ending the condition on a success. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. Progression Subtext progresses each time its attuned wielder completes an adventure worthy of being turned into a play (what satisfies this definition is at the GM’s discretion). While the weapon prefers tragedies and horrors, any compelling story suffices.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Subtext (Very Rare)","description":"Subtext Weapon (Warhammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this weapon and it deals an extra 2d6 psychic damage on a hit. Tragedy . When you roll a 20 on your attack roll with this magic weapon, the target is frightened of you 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw if it no longer has line of sight to you, ending the condition on a success. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. In addition, when a creature becomes frightened by Tragedy, it must drop whatever it is holding at the start of its next turn and use all of its movement to move away from you by the safest available route before it can take any other actions. Progression Subtext progresses each time its attuned wielder completes an adventure worthy of being turned into a play (what satisfies this definition is at the GM’s discretion). While the weapon prefers tragedies and horrors, any compelling story suffices.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Subtle Mind Crystal","description":"Wondrous Item, Common These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal , you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal , it becomes a nonmagical gem worth 50 gp. Subtle. You cast the spell without any somatic or verbal components for this casting.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Suit of Heroic Prowess","description":"Suit of Heroic Prowess Armor (light, medium, or heavy), very rare You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination. Additionally while wearing the armor, you gain the following benefits: Your long and high jump distances are tripled, and making a standing high or long jump doesn’t halve the distance. You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift. Modifiers: Melee Attacks +1, Melee Damage +1, Strength Save +1, Dexterity Save +1","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sultan's Khanjar","description":"Weapon (Dagger), Rare (Requires Attunement) Once per turn, when you hit a hostile creature with an attack roll using this dagger, the dagger gains 1 charge. As an action, you can expend its charges to cast one of the following spells from it (spell save DC 15): hold person (2 charges), invisibility (2 charges) lightning bolt (3 charges), or thunderwave (1 charge). When you cast a spell this way, you can increase the spell’s level by 1 for each additional charge you expend. If the dagger hasn’t been used to make an attack against a hostile creature for 1 minute, it loses all its charges.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Summer Fey's Blessing","description":"Summer Fey’s Blessing Wondrous item, rare (requires attunement) This amber amulet softly glows with a warm light, and smells like a campfire. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus. You have resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Masters Guide . Whenever you make a Charisma check when interacting with fey, you have advantage on the check.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Summer's Dance","description":"Summer's Dance Weapon (scimitar), rare (requires attunement) This beautiful golden blade appears to bend and flex like a reed with your movements. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, the scimitar has 3 charges and regains 1 expended charge daily at dawn. While wielding this scimitar, you can expend 1 charge as a bonus action to cast the misty s tep spell. Damage: 1d6+1 Damage Type: Slashing Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Summoner's Sickle","description":"Weapon (sickle), rare (requires attunement) Component: fiend (imp) bone From the bones of imps and other fiends, this osseous sickle thrums with magic from the schools of necromancy and conjuration. The skulls that ornament the blade chatter and clack at the taste of blood, as if yearning to clamber free of their posthumous embrace. This weapon has 2 charges and regains all expended charges daily at dawn. Magical Armament. This weapon has the finesse property and can be used as a spellcasting focus for your spells. If you know or have prepared a spell from the school of necromancy or conjuration, you are considered proficient with this sickle. Raise Hell. As an action while holding this sickle, you can expend 1 charge to summon a swarm of skeletal imps that claw their way out of the sickle’s blade and congregate in a space within 5 feet of you. The swarm disappears after 1 hour, when you lose concentration on this effect (as if concentrating on a spell), or when it drops to 0 hit points. The swarm is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and avoids danger.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Summoner's Sickle (uncommon variant)","description":"Weapon (sickle), rare (requires attunement) Component: fiend (imp) bone From the bones of imps and other fiends, this osseous sickle thrums with magic from the schools of necromancy and conjuration. The skulls that ornament the blade chatter and clack at the taste of blood, as if yearning to clamber free of their posthumous embrace. This weapon has 2 charges and regains all expended charges daily at dawn. Magical Armament. This weapon has the finesse property and can be used as a spellcasting focus for your spells. If you know or have prepared a spell from the school of necromancy or conjuration, you are considered proficient with this sickle. Raise Hell. As an action while holding this sickle, you can expend 1 charge to summon a swarm of skeletal imps that claw their way out of the sickle’s blade and congregate in a space within 5 feet of you. The swarm disappears after 1 hour, when you lose concentration on this effect (as if concentrating on a spell), or when it drops to 0 hit points. The swarm is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and avoids danger. Uncommon variant: Reduce the charges to 1.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Summoner's Sickle (very rare variant)","description":"Weapon (sickle), rare (requires attunement) Component: fiend (imp) bone From the bones of imps and other fiends, this osseous sickle thrums with magic from the schools of necromancy and conjuration. The skulls that ornament the blade chatter and clack at the taste of blood, as if yearning to clamber free of their posthumous embrace. This weapon has 2 charges and regains all expended charges daily at dawn. Magical Armament. This weapon has the finesse property and can be used as a spellcasting focus for your spells. If you know or have prepared a spell from the school of necromancy or conjuration, you are considered proficient with this sickle. Raise Hell. As an action while holding this sickle, you can expend 1 charge to summon a swarm of skeletal imps that claw their way out of the sickle’s blade and congregate in a space within 5 feet of you. The swarm disappears after 1 hour, when you lose concentration on this effect (as if concentrating on a spell), or when it drops to 0 hit points. The swarm is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and avoids danger. Uncommon variant: Reduce the charges to 1. Very rare variant: Increase the charges to 3.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sumnter's Dagger","description":"Moonlight sometimes reveals more than the eye can see. Legend The elf ranger Evelyn Sumnter had a penchant for hunting and killing lycanthropes. As she aged, she found it more difficult to locate and battle the shapechangers. Using her accumulated wealth, she commissioned a dagger to help her identify, destroy, and cure those cursed with lycanthropy. Location Sadly, Evelyn Sumnter became cursed with lycanthropy during her last adventure. Too weak to impale herself with the dagger to cure the curse, Evelyn transformed into the very thing she despised most. Her new form, driven by a hatred of the shining dagger, tossed it aside under the full moon. Encounter Ideas Roaming Lycanthrope. The characters are hired to rid a village of a nearby lycanthrope. While searching for the shapechanger, they find the unique dagger partially buried in the dirt. Check this Out! A group of children, who recently found the dagger while playing in the forest, run about the village’s streets. The unique dagger piques the adventurers’ interest, but the proud children are reluctant to give it up. Witness the Power. While traveling during a full moon, the adventurers witness a priest battling a wererat. The priest uses the Power of the Moon trait to revert the wererat to its humanoid form. Progression Sumnter’s Dagger progresses as the creature attuned to it progresses. Whenever the creature’s Wisdom modifier increases, so does the weapon’s rarity. Statistics Weapon (Dagger), Rarity Varies (Requires Attunement) Common . You can speak a command word to cause the weapon’s iron blade to emit moonlight, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts for 1 hour or until you end it (no action required). Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon and the weapon deals an additional 1d4 radiant damage. Rare . The bonus to attack and damage rolls increases to +2 and the additional radiant damage increases to 2d4. Power of the Moon. When you deal damage to a creature cursed with lycanthropy with this weapon, the creature must succeed on a DC 13 Constitution saving throw or instantly revert to its humanoid form for a duration of 1 minute. Very Rare . The save DC for Power of the Moon increases to 15. Show Yourself. While holding this weapon, you may use an action to cause the weapon’s moonlight to expand into a 50-foot-radius sphere that lasts until the end of your turn. Each creature within this radius cursed with lycanthropy must succeed on a DC 15 Wisdom saving throw or instantly change into its hybrid form. You can use this property twice, regaining all expended uses when you finish a short or long rest. Legendary . The bonus to attack and damage rolls increases to +3, the save DC for its properties increases to 17, and the additional radiant damage increases to 3d4. Cure the Cursed. You may utter a command word when you hit a creature cursed with lycanthropy with this weapon. When you do, in addition to dealing its normal damage, the weapon removes the lycanthropy curse from the creature. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sumnter's Dagger (Common)","description":"Sumnter's Dagger Weapon (Dagger), Common (Requires Attunement) You can speak a command word to cause the weapon’s iron blade to emit moonlight, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts for 1 hour or until you end it (no action required). Progression Sumnter’s Dagger progresses as the creature attuned to it progresses. Whenever the creature’s Wisdom modifier increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sumnter's Dagger (Legendary)","description":"Sumnter's Dagger Weapon (Dagger), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon and the weapon deals an additional 3d4 radiant damage. You can speak a command word to cause the weapon’s iron blade to emit moonlight, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts for 1 hour or until you end it (no action required). Power of the Moon. When you deal damage to a creature cursed with lycanthropy with this weapon, the creature must succeed on a DC 17 Constitution saving throw or instantly revert to its humanoid form for a duration of 1 minute. Show Yourself. While holding this weapon, you may use an action to cause the weapon’s moonlight to expand into a 50-foot-radius sphere that lasts until the end of your turn. Each creature within this radius cursed with lycanthropy must succeed on a DC 17 Wisdom saving throw or instantly change into its hybrid form. You can use this property twice, regaining all expended uses when you finish a short or long rest. Cure the Cursed. You may utter a command word when you hit a creature cursed with lycanthropy with this weapon. When you do, in addition to dealing its normal damage, the weapon removes the lycanthropy curse from the creature. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sumnter's Dagger (Rare)","description":"Sumnter's Dagger Weapon (Dagger), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon and the weapon deals an additional 2d4 radiant damage. You can speak a command word to cause the weapon’s iron blade to emit moonlight, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts for 1 hour or until you end it (no action required). Power of the Moon. When you deal damage to a creature cursed with lycanthropy with this weapon, the creature must succeed on a DC 13 Constitution saving throw or instantly revert to its humanoid form for a duration of 1 minute. Progression Sumnter’s Dagger progresses as the creature attuned to it progresses. Whenever the creature’s Wisdom modifier increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sumnter's Dagger (Uncommon)","description":"Sumnter's Dagger Weapon (Dagger), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon and the weapon deals an additional 1d4 radiant damage. You can speak a command word to cause the weapon’s iron blade to emit moonlight, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts for 1 hour or until you end it (no action required). Progression Sumnter’s Dagger progresses as the creature attuned to it progresses. Whenever the creature’s Wisdom modifier increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sumnter's Dagger (Very Rare)","description":"Sumnter's Dagger Weapon (Dagger), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon and the weapon deals an additional 2d4 radiant damage. You can speak a command word to cause the weapon’s iron blade to emit moonlight, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The light lasts for 1 hour or until you end it (no action required). Power of the Moon. When you deal damage to a creature cursed with lycanthropy with this weapon, the creature must succeed on a DC 15 Constitution saving throw or instantly revert to its humanoid form for a duration of 1 minute. Show Yourself. While holding this weapon, you may use an action to cause the weapon’s moonlight to expand into a 50-foot-radius sphere that lasts until the end of your turn. Each creature within this radius cursed with lycanthropy must succeed on a DC 15 Wisdom saving throw or instantly change into its hybrid form. You can use this property twice, regaining all expended uses when you finish a short or long rest. Progression Sumnter’s Dagger progresses as the creature attuned to it progresses. Whenever the creature’s Wisdom modifier increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Sun Blade","description":"Sun Blade Melee weapon (martial, longsword) , rare (requires attunement ) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Radiant Properties: Finesse, Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Subtype":"Sword, Martial","Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Finesse, Versatile","Damage Type":"Radiant","Item Rarity":"Rare","Secondary Damage":"1d10","Requires Attunement":"requires attunement","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sun Blade","description":"Sun Blade Melee weapon (martial, longsword), rare (requires attunement ) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade . You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Damage: 1d8+2 (1d10+2) Damage Type: Radiant Properties: Finesse, Versatile Secondary Damage: 1d8 Secondary Damage Type: Radiant Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sun Blade","description":"Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade . You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Sun Blade"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sun Eater Staff","description":"Sun Eater Staff Melee weapon (simple, staff), rare (requires attunement by a spellcaster) This lengthy staff of black wood has veins of black opal and obsidian running through it, and it feels cool to the touch. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 charges daily at midnight. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: acid arrow (2 charges), blight (4 charges), darkness (1 charge), fog cloud (1 charge), or wall of force (5 charges). Consume Light. You can expend 1 charge as an action to extinguish any light sources of your choice that you can see within 120 feet of you. Fire Immunity. When you take fire damage while holding the staff, you can expend 1 charge as a reaction. You gain immunity to fire damage until the start of your next turn, including against the triggering effect. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: bludgeoning Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sun Eater's Mind","description":"Sun Eater's Mind Ring, very rare (requires attunement) The shifting shadows within this black glass ring constantly move. While wearing this ring, when a creature you can see within 60 feet of you makes a spell attack against you or casts a spell that requires you to make a saving throw, you can use your reaction to pierce the creature’s mind. The next attack you make against that creature before the end of your next turn is automatically a critical hit. The ring can be used to pierce a creature’s mind three times and regains all uses daily at dusk. Sun Eater’s Gift. While within 30 feet of a willing creature who is attuned to the Sun Eater’s soul , you can use a bonus action to swap places with them. The ring can be used to swap places three times and regains all uses daily at dusk.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sun Eater's Soul","description":"Sun Eater's Soul Ring, very rare (requires attunement) This black metal ring is unnervingly matte, reflecting nothing even in the brightest of light. While wearing this ring, when a creature you can see within 30 feet of you is hit with an attack, you can use your reaction to halve the damage that creature takes from the attack. The ring can be used to halve damage three times and regains all uses daily at dusk. Sun Eater’s Grace. When you cast a spell that restores hit points to a creature, you can also restore that same number of hit points to a creature within 30 feet of you who is attuned to the Sun Eater’s mind . The ring can be used to restore hit points three times and regains all uses daily at dusk.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sun Staff","description":"Sun Staff Staff, Rare (Requires Attunement by a Cleric, Druid, or Wizard) Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra 1d8 fire damage. Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can’t be used again until the next dawn. Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it. Staff. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Bludgeoning Secondary Damage: 1d8 Secondary Damage Type: Fire Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Rare","Requires Attunement":"requires attunement by a cleric, druid, or wizard"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sun Whip","description":"Sun Whip Weapon (Whip), Rare (requires attunement) Created by an eccentric vampire hunter of angelic ancestry to outsmart her elusive prey, this weapon produces a luminous whip made of pure radiance that can strike foes with the power of the blazing sun. When inactive, this item appears to be a whip handle. While holding it, you can use a bonus action to cause a luminous whip of pure light to spring into existence, or make the whip disappear. Made of pure radiance, the Sun Whip has the light property. Luminous Lash. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. Radiant Reach. The luminous whip emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. Instead of a whip’s regular reach, the Sun Whip allows you to attack any target within the 15-foot-radius sphere of bright light it emits. Item Variant: Greater Sun Whip At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Sun Whip grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 2d8 radiant damage to undead (instead of 1d8). Player characters may undertake a quest to upgrade a Sun Whip into a Greater Sun Whip, possibly by defeating or redeeming a corrupt celestial creature.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Whip)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Sunbeam Spear","description":"Weapon (Spear), Uncommon (Requires Attunement) This magic spear is infused with pure sunlight. Light. As a bonus action, you can cause the spear’s head to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or extinguish the light. Sun Magic. The spear has 3 charges for the following properties and regains all expended charges daily at dawn: Guiding Bolt (1 Charge). As an action, you cast guiding bolt spell from the spear (+5 to hit). Sunbeam (2 Charges). When you make a ranged attack with the spear, you transform it into a beam of pure sunlight that is 5 feet wide and 60 foot long. Each creature in the line excluding you and the target must make a DC 15 Dexterity saving throw, taking 4d8 Radiant damage on a failure, and half as much damage on a success. The sunbeam turns back into a spear when it reaches the target. If the spear hits the target, the target takes damage from the spear plus 4d8 Radiant damage.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Spear)","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Suncatcher","description":"Rod, staff, or wand; uncommon (requires attunement by a spellcaster) From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents them from succumbing to others’ charms. While attuned to the suncatcher , you have advantage on ability checks and saving throws made to resist being charmed . This weapon has 7 charges. It regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn. Radiant Absorption . When a creature within 30 feet of you takes radiant damage, you can use your reaction to expend 1 charge and absorb some of the energy. The damage the creature takes is reduced by 1d8 plus your spellcasting ability modifier (minimum reduction of 1). Radiant Deliverance. When you hit a target with a spell attack while holding the suncatcher , you can spend up to 3 charges to imbue the attack with radiant energy. On a hit, the attack deals an additional 1d6 radiant damage per charge expended. Dreamcatcher. While attuned to the suncatcher , you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rod,staff,wand","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Suncatcher (rare variant)","description":"Rod, staff, or wand; uncommon (requires attunement by a spellcaster) From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents them from succumbing to others’ charms. While attuned to the suncatcher , you have advantage on ability checks and saving throws made to resist being charmed . This weapon has 7 charges. It regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn. Radiant Absorption . When a creature within 30 feet of you takes radiant damage, you can use your reaction to expend 1 charge and absorb some of the energy. The damage the creature takes is reduced by 1d8 plus your spellcasting ability modifier (minimum reduction of 1). Radiant Deliverance. When you hit a target with a spell attack while holding the suncatcher , you can spend up to 3 charges to imbue the attack with radiant energy. On a hit, the attack deals an additional 1d6 radiant damage per charge expended. Dreamcatcher. While attuned to the suncatcher , you are aware when a creature is using the dream spell to contact you and can choose to end the spell early. Rare variant: You know the flare* and light cantrips. Increase Radiant Absorption’s damage reduction to 2d8 . You can expend 1 charge to cast the daydream* spell from the suncatcher . *See Appendix B","properties":{"Category":"Items","Expansion":23695,"Item Type":"rod,staff,wand","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Suncatcher (very rare variant)","description":"Rod, staff, or wand; uncommon (requires attunement by a spellcaster) From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents them from succumbing to others’ charms. While attuned to the suncatcher , you have advantage on ability checks and saving throws made to resist being charmed . This weapon has 7 charges. It regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn. Radiant Absorption . When a creature within 30 feet of you takes radiant damage, you can use your reaction to expend 1 charge and absorb some of the energy. The damage the creature takes is reduced by 1d8 plus your spellcasting ability modifier (minimum reduction of 1). Radiant Deliverance. When you hit a target with a spell attack while holding the suncatcher , you can spend up to 3 charges to imbue the attack with radiant energy. On a hit, the attack deals an additional 1d6 radiant damage per charge expended. Dreamcatcher. While attuned to the suncatcher , you are aware when a creature is using the dream spell to contact you and can choose to end the spell early. Rare variant: You know the flare* and light cantrips. Increase Radiant Absorption’s damage reduction to 2d8 . You can expend 1 charge to cast the daydream* spell from the suncatcher . Very rare variant: You know the flare * and light cantrips. When you cast the flare cantrip, you have a +2 bonus to your attack and damage rolls for the spell. Increase Radiant Absorption’s damage reduction to 3d8 . You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance* spell from the suncatcher . *See Appendix B","properties":{"Category":"Items","Expansion":23695,"Item Type":"rod,staff,wand","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sundering Atomizer","description":"Sundering Atomizer Compound, varies This atomizer bottle contains a clear compound that sparkles with tiny, ultrathin silver shards. There is enough of the compound to spray a coat onto one slashing or piercing weapon. Applying the spray takes 1 minute. For 1 hour, the coated item is considered to be forge enhanced and has a bonus to attack and damage rolls determined by the compound’s potency, as shown on the table below. Potency Rarity Bonus Standard Uncommon +1 Superior Rare +2 Elite Very rare +3","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sundering Weapon","description":"Sundering Weapon Weapon (any slashing melee), varies (requires affinity) This weapon has extremely sharp, hardened edges. When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 damage of the weapon’s type. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage dealt when you roll a 20 increases to 7. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra damage dealt when you roll a 20 increases to 14. After the damage is dealt, you roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. When you attack an object with this weapon and hit, maximize your weapon damage dice against the target. The weapon ignores resistance to slashing damage. The weapon’s extra damage increases to 27. If the creature you hit has at least one head, instead of rolling another d20, you can choose to cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Sundial of Wasted Hours","description":"Sundial of Wasted Hours Wondrous item, very rare (requires attunement) This bronze sundial is about 1 foot in diameter and weighs 15 pounds. The dial is notched at twelve even intervals to mark the hours, and the pointer is carved to resemble a humanoid figure in repose. The sundial always points to the correct local time, even at night or on overcast days. The sundial has 24 charges. When you use an action to set the sundial in place, speak its command word, and expend 1 charge, you and all creatures within 20 feet of the sundial can gain the benefits of finishing a long rest after resting for only 1 hour. When the last charge is expended, the sundial collapses into bronze dust.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Sundial Ring","description":"Ring, rare Component: fey (sunsprite) antenna Attuned to the movement of the sun in the sky by intricate enchantments, this ring functions even when kept away from the light, serving as a lifeline to the warmth and brightness of day. In the deepest caverns and darkest dungeons, it reminds brave adventurers that the light shines upon them always. This ring functions as a sundial even when not exposed to the sun, allowing you to tell the time in any location, regardless of light conditions, as long as you can see the ring. Circadian Clock. While wearing this ring, you gain different benefits depending on the time of day, as described below. This property only works on planes of existence that have a day-night cycle. Dawn. As the day begins, you are inspired to make the most of it. You gain inspiration and 2d10 temporary hit points, both of which last until daytime. Daytime. As the sun shines brightly in the sky, you are at your strongest. You gain a +1 bonus to AC, and when you deal damage with a weapon attack, you can reroll the weapon’s damage dice, taking the second result. Dusk. As the daylight dwindles, you become more alert and wary of your surroundings. You have advantage on initiative rolls and Perception checks. Night. As darkness covers the land, you cling to any vestiges of light and warmth that you can find. You gain darkvision out to 30 feet. If you already have darkvision from another source, its range is increased by 30 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Ring","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sundial Ring (very rare variant)","description":"Ring, rare Component: fey (sunsprite) antenna Attuned to the movement of the sun in the sky by intricate enchantments, this ring functions even when kept away from the light, serving as a lifeline to the warmth and brightness of day. In the deepest caverns and darkest dungeons, it reminds brave adventurers that the light shines upon them always. This ring functions as a sundial even when not exposed to the sun, allowing you to tell the time in any location, regardless of light conditions, as long as you can see the ring. Circadian Clock. While wearing this ring, you gain different benefits depending on the time of day, as described below. This property only works on planes of existence that have a day-night cycle. Dawn. As the day begins, you are inspired to make the most of it. You gain inspiration and 2d10 temporary hit points, both of which last until daytime. Daytime. As the sun shines brightly in the sky, you are at your strongest. You gain a +1 bonus to AC, and when you deal damage with a weapon attack, you can reroll the weapon’s damage dice, taking the second result. Dusk. As the daylight dwindles, you become more alert and wary of your surroundings. You have advantage on initiative rolls and Perception checks. Night. As darkness covers the land, you cling to any vestiges of light and warmth that you can find. You gain darkvision out to 30 feet. If you already have darkvision from another source, its range is increased by 30 feet. Very rare variant: The ring has the Daylight Savings property. Daylight Savings. The ring absorbs sunlight to later release. While wearing the ring, you can cast daylight. When you cast the spell in this way, its light is sunlight. While you are within the area of the spell’s bright light, it counts as daytime for the purposes of the ring’s Circadian Clock property. Once this property of the ring has been used, it can’t be used again until the ring has spent 8 hours in sunlight.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Ring","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Battleaxe","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Battleaxe (legendary variant)","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you. Very rare variant: Increase the DCs to 16. While holding this weapon, you have resistance to radiant damage. Legendary variant: Increase the attack and damage bonus to +2 and the DCs to 17. While holding this weapon, you have resistance to radiant damage, and you can expend 3 charges to cast the conjure fey spell, summoning a winter wolf with the fey type.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Battleaxe (very rare variant)","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you. Very rare variant: Increase the DCs to 16. While holding this weapon, you have resistance to radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Greataxe","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Greataxe (legendary variant)","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you. Very rare variant: Increase the DCs to 16. While holding this weapon, you have resistance to radiant damage. Legendary variant: Increase the attack and damage bonus to +2 and the DCs to 17. While holding this weapon, you have resistance to radiant damage, and you can expend 3 charges to cast the conjure fey spell, summoning a winter wolf with the fey type.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Greataxe (very rare variant)","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you. Very rare variant: Increase the DCs to 16. While holding this weapon, you have resistance to radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Handaxe","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Handaxe (legendary variant)","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you. Very rare variant: Increase the DCs to 16. While holding this weapon, you have resistance to radiant damage. Legendary variant: Increase the attack and damage bonus to +2 and the DCs to 17. While holding this weapon, you have resistance to radiant damage, and you can expend 3 charges to cast the conjure fey spell, summoning a winter wolf with the fey type.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Axe Handaxe (very rare variant)","description":"Weapon (any axe), rare (requires attunement) Component: pouch of celestial teeth When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material, the Weapons of Binding were made. The suneater axe is one such weapon, a depiction of the wolf Sköll, who the dwarves believe will one day devour the sun. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The axe has 6 charges and regains 1d6 expended charges daily at dawn. Suneater. As an action, you can expend 2 charges to cast the darkness spell. When you cast the spell in this way, you can choose to expend 1 additional charge. If you do, you can see through the magical darkness of the spell while holding the suneater axe. Gleipnir. When you make an attack with this weapon, you can expend 1 charge to launch the axe’s blade from the wolf’s mouth, attached to the weapon by a long thread. Instead of a melee weapon attack, make a ranged weapon attack against a target within 30 feet of you, using your Strength modifier for the attack and damage rolls. On a hit, the target suffers the attack’s normal effects and it must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15) as the thread wraps itself around it. A creature that fails this saving throw by 5 or more is restrained while it is grappled in this way. Huge or larger creatures have disadvantage on the saving throw. The grappled creature or a creature within reach of it can attempt a DC 15 Strength check, ending the grapple on a success. The grapple also ends if you pull the axe’s blade back towards the weapon (no action required) or if you let go of the axe. While you have a creature grappled in this way, you can’t attack with the suneater axe. As a bonus action, you can try to reel the creature in, making a Strength (Athletics) check, contested by one from the grappled creature. On a success, you pull the target up to 15 feet towards you. Very rare variant: Increase the DCs to 16. While holding this weapon, you have resistance to radiant damage.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Suneater Featherfrond","description":"Wondrous item, common (socketable, requires attunement) When this featherfrond is socketed on a holdable or wearable item, the item becomes augmented and attuneable. The item gains the Sun Torch property for as long as a creature is attuned to it. Sun Torch. As a bonus action, you can light or snuff out the featherfrond . While lit, it sheds bright light in a 20-foot radius , and dim light for an additional 20 feet .","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"common","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunfeather Shroud","description":"Wondrous item, uncommon (requires attunement) The feathers of a suneater owlbear possess a brilliant dichromatic effect causing it to sparkle in the sunlight, conferring the ability to dance between patches of sunlight. Particularly well-crafted specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light. Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in bright light. When you do so, roll a d6 . On a 1 , you can’t use the Sunstep property again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunfeather Shroud (rare variant)","description":"Wondrous item, uncommon (requires attunement) The feathers of a suneater owlbear possess a brilliant dichromatic effect causing it to sparkle in the sunlight, conferring the ability to dance between patches of sunlight. Particularly well-crafted specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light. Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in bright light. When you do so, roll a d6 . On a 1 , you can’t use the Sunstep property again until the next dawn. Rare variant: While you wear this shroud, you have advantage on Intimidation checks. The shroud has the Blinding Flash property. Blinding Flash. As an action, you can cause the featherfronds to erupt in a dazzling display of bright light. Each creature within 15 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute . A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you activate this property, you can’t do so again until the shroud spends at least 1 hour absorbing bright, direct daylight.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunfeather Shroud (very rare variant)","description":"Wondrous item, uncommon (requires attunement) The feathers of a suneater owlbear possess a brilliant dichromatic effect causing it to sparkle in the sunlight, conferring the ability to dance between patches of sunlight. Particularly well-crafted specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light. Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in bright light. When you do so, roll a d6 . On a 1 , you can’t use the Sunstep property again until the next dawn. Rare variant: While you wear this shroud, you have advantage on Intimidation checks. The shroud has the Blinding Flash property. Blinding Flash. As an action, you can cause the featherfronds to erupt in a dazzling display of bright light. Each creature within 15 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute . A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you activate this property, you can’t do so again until the shroud spends at least 1 hour absorbing bright, direct daylight. Very rare variant: While you wear this shroud, you have advantage on Intimidation checks and resistance to radiant damage. The shroud gains the Blinding Flash property and you no longer need to roll a d6 when you use the Sunstep property; the property never ceases to function as a result of using it.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunforger","description":"Sunforger Melee weapon (martial, warhammer) , rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest. If you don’t call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Sunken Anchor","description":"Weapon (war pick), uncommon (requires attunement) Component: monstrosity antler Covered in flakes of blue-green bronze and barnacles, this sturdy implement looks like it’s seen better days. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Anchor. As an action, you can point this weapon at a point on a surface within 60 feet of you, causing an ethereal chain to tether you to that point for the next 10 minutes, or until you dismiss it as a bonus action. For the duration, you can’t be willingly moved away from that point, except by a weight of 8,000 pounds or more, or if a creature trying to move you succeeds on a DC 25 Strength check, which causes the chain to snap and the effect to end. The effect also ends early if you ever willingly move more than 60 feet from the point or if you fall unconscious. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Anchor (rare variant)","description":"Weapon (war pick), uncommon (requires attunement) Component: monstrosity antler Covered in flakes of blue-green bronze and barnacles, this sturdy implement looks like it’s seen better days. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Anchor. As an action, you can point this weapon at a point on a surface within 60 feet of you, causing an ethereal chain to tether you to that point for the next 10 minutes, or until you dismiss it as a bonus action. For the duration, you can’t be willingly moved away from that point, except by a weight of 8,000 pounds or more, or if a creature trying to move you succeeds on a DC 25 Strength check, which causes the chain to snap and the effect to end. The effect also ends early if you ever willingly move more than 60 feet from the point or if you fall unconscious. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: While holding this weapon, you have advantage on ability checks and saving throws made to avoid being knocked prone or moved against your will.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Anchor (very rare variant)","description":"Weapon (war pick), uncommon (requires attunement) Component: monstrosity antler Covered in flakes of blue-green bronze and barnacles, this sturdy implement looks like it’s seen better days. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Anchor. As an action, you can point this weapon at a point on a surface within 60 feet of you, causing an ethereal chain to tether you to that point for the next 10 minutes, or until you dismiss it as a bonus action. For the duration, you can’t be willingly moved away from that point, except by a weight of 8,000 pounds or more, or if a creature trying to move you succeeds on a DC 25 Strength check, which causes the chain to snap and the effect to end. The effect also ends early if you ever willingly move more than 60 feet from the point or if you fall unconscious. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: While holding this weapon, you have advantage on ability checks and saving throws made to avoid being knocked prone or moved against your will. Very rare variant: Increase the attack and damage bonus to +2. While holding this weapon, you have advantage on ability checks and saving throws made to avoid being knocked prone or moved against your will. Additionally, while holding this weapon, you can cast the riptide * spell (save DC 16) from it. Once the weapon has been used to cast this spell, it can’t be used to cast it again until the next dawn. *See Appendix A","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Greatsword","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn. Very rare variant: Increase the charges to 3 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Longsword","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn. Very rare variant: Increase the charges to 3 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Rapier","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn. Very rare variant: Increase the charges to 3 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Scimitar","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn. Very rare variant: Increase the charges to 3 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Shortsword","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunken Slasher Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement) Component: elemental volatile mote of water The unusual shape and nature of these weapons have been matters of debate for experts the world over. Why fashion them from unwieldy anchors? Why are they found at the bottom of oceans? Why place the ring at the tip of the swords? Meanwhile, several storm giant children bemoan the loss of their bubble blowing toys. This weapon has 2 charges and regains all expended charges daily at dawn. This sword deals slashing damage instead of its normal damage type. Drop the Anchor. As a reaction when you would be moved against your will, you can slam this sword into an adjacent surface. If you do, you can’t be moved away from that surface against your will until the start of your next turn or you let go of the sword. Bubble Trouble. While holding this sword, you can expend 1 charge to cast the resilient sphere spell (save DC 15). When you do, a bubble forms from the tip of the sword, growing into the sphere of force that encases the target. Uncommon variant: Reduce the DC to 13. When you cast the resilient sphere spell using this sword, it can only last until the end of your next turn. Very rare variant: Increase the charges to 3 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunshard Cortex","description":"Wondrous Item, Very Rare (Requires Attunement) This helmet is crafted from an alloy of silver and meteoric iron and has a visor made of a rare crystal. Radiant Visor You gain the following benefits while wearing the helmet: Blindsight. You have Blindsight with a range of 30 feet. Radiation Resistance. You have resistance to Radiant damage and you have Advantage on saves against Radiation Sickness and Acute Radiation Effects . Enhanced Vision As a Bonus Action, you can gain your choice of one of these benefits. Truesight. You gain Truesight with a range of 30 feet for 1 minute. Heatsense. You can use the heat signature of a non-Construct, non-Undead creature within 30 feet to locate its vitals. You learn its current and maximum Hit Points and know whether it has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. Moreover, you have Advantage on the next attack you make against it before the end of your next turn. Once used, this property can't be used again until the helmet has been worn in direct sunlight for 1 hour.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Sunsplitter","description":"Weapon (spear), uncommon (requires attunement) Component: elemental core of fire It is said that, in order to forge a connection with the sun, each step of this weapon’s creation must be carried out exclusively in its bright light, during the hottest days of the year. Whether or not all crafters follow this practice, there’s no denying the command that the wielder of this spear holds over the sun’s radiant beams. This spear has 4 charges and regains all expended charges daily at dawn. Luminous Refraction. As an action while outside during the day, you can lift this spear towards the sky and expend 1 charge, causing a beam of pure radiance to descend from the sun into the spear’s crystal. The crystal splits the beam into your choice of 2 to 6 smaller beams, each of which targets a different creature you can see within 30 feet of you. Each creature must make a DC 13 Dexterity saving throw, taking an amount of radiant damage dependent on how many beams you produce on a failed save, or half as much damage on a success. If the larger beam is split into two, each smaller beam deals 6d4 radiant damage. For each additional beam produced beyond the second, roll one fewer d4 for each beam's damage. Rare variant: Increase the DC to 15. If the larger beam is split in two, each smaller beam deals 6d6 radiant damage. For each additional beam produced beyond the second, roll one fewer d6 for each beam's damage. Very rare variant: Increase the DC to 16 and the range of the beams to 60 feet. If the larger beam is split in two, each smaller beam deals 6d8 radiant damage. For each additional beam produced beyond the second, roll one fewer d8 for each beam's damage.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunsplitter (rare variant)","description":"Weapon (spear), uncommon (requires attunement) Component: elemental core of fire It is said that, in order to forge a connection with the sun, each step of this weapon’s creation must be carried out exclusively in its bright light, during the hottest days of the year. Whether or not all crafters follow this practice, there’s no denying the command that the wielder of this spear holds over the sun’s radiant beams. This spear has 4 charges and regains all expended charges daily at dawn. Luminous Refraction. As an action while outside during the day, you can lift this spear towards the sky and expend 1 charge, causing a beam of pure radiance to descend from the sun into the spear’s crystal. The crystal splits the beam into your choice of 2 to 6 smaller beams, each of which targets a different creature you can see within 30 feet of you. Each creature must make a DC 13 Dexterity saving throw, taking an amount of radiant damage dependent on how many beams you produce on a failed save, or half as much damage on a success. If the larger beam is split into two, each smaller beam deals 6d4 radiant damage. For each additional beam produced beyond the second, roll one fewer d4 for each beam's damage. Rare variant: Increase the DC to 15. If the larger beam is split in two, each smaller beam deals 6d6 radiant damage. For each additional beam produced beyond the second, roll one fewer d6 for each beam's damage. Very rare variant: Increase the DC to 16 and the range of the beams to 60 feet. If the larger beam is split in two, each smaller beam deals 6d8 radiant damage. For each additional beam produced beyond the second, roll one fewer d8 for each beam's damage.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunsplitter (very rare variant)","description":"Weapon (spear), uncommon (requires attunement) Component: elemental core of fire It is said that, in order to forge a connection with the sun, each step of this weapon’s creation must be carried out exclusively in its bright light, during the hottest days of the year. Whether or not all crafters follow this practice, there’s no denying the command that the wielder of this spear holds over the sun’s radiant beams. This spear has 4 charges and regains all expended charges daily at dawn. Luminous Refraction. As an action while outside during the day, you can lift this spear towards the sky and expend 1 charge, causing a beam of pure radiance to descend from the sun into the spear’s crystal. The crystal splits the beam into your choice of 2 to 6 smaller beams, each of which targets a different creature you can see within 30 feet of you. Each creature must make a DC 13 Dexterity saving throw, taking an amount of radiant damage dependent on how many beams you produce on a failed save, or half as much damage on a success. If the larger beam is split into two, each smaller beam deals 6d4 radiant damage. For each additional beam produced beyond the second, roll one fewer d4 for each beam's damage. Rare variant: Increase the DC to 15. If the larger beam is split in two, each smaller beam deals 6d6 radiant damage. For each additional beam produced beyond the second, roll one fewer d6 for each beam's damage. Very rare variant: Increase the DC to 16 and the range of the beams to 60 feet. If the larger beam is split in two, each smaller beam deals 6d8 radiant damage. For each additional beam produced beyond the second, roll one fewer d8 for each beam's damage.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (spear) ","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunsword","description":"Sunsword Weapon (longsword), legendary (requires attunement) The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade . Sentience. The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it. Personality. The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade . You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: radiant Properties: Finesse, Versatile Secondary Damage: 1d8 Secondary Damage Type: Radiant Weight: 3","properties":{"Category":"Items","Expansion":7388,"Item Type":"Weapon","Properties":"Finesse, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Sunwing Hand Crossbow","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand crossbow","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Hand Crossbow (uncommon variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand crossbow","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Hand Crossbow (very rare variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties. Very rare variant: Increase the attack and damage bonus to +3 , and increase Solar Beam’s DC to 16 and damage to 6d8 . The item gains the Daylight optional attunement property. OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and expend 1 charge . A magical effect identical to the daylight spell manifests for 1 hour , centred wherever the arrow strikes the surface.","properties":{"Category":"Items","Expansion":23695,"Item Type":"hand crossbow","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Heavy Crossbow","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy crossbow","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Heavy Crossbow (uncommon variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties.","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy crossbow","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Heavy Crossbow (very rare variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties. Very rare variant: Increase the attack and damage bonus to +3 , and increase Solar Beam’s DC to 16 and damage to 6d8 . The item gains the Daylight optional attunement property. OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and expend 1 charge . A magical effect identical to the daylight spell manifests for 1 hour , centred wherever the arrow strikes the surface.","properties":{"Category":"Items","Expansion":23695,"Item Type":"heavy crossbow","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Light Crossbow","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light crossbow","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Light Crossbow (very rare variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties. Very rare variant: Increase the attack and damage bonus to +3 , and increase Solar Beam’s DC to 16 and damage to 6d8 . The item gains the Daylight optional attunement property. OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and expend 1 charge . A magical effect identical to the daylight spell manifests for 1 hour , centred wherever the arrow strikes the surface.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light crossbow","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Light Crossbow(uncommon variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties.","properties":{"Category":"Items","Expansion":23695,"Item Type":"light crossbow","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Longbow","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longbow","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Longbow (uncommon variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longbow","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Longbow (very rare variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties. Very rare variant: Increase the attack and damage bonus to +3 , and increase Solar Beam’s DC to 16 and damage to 6d8 . The item gains the Daylight optional attunement property. OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and expend 1 charge . A magical effect identical to the daylight spell manifests for 1 hour , centred wherever the arrow strikes the surface.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longbow","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Shortbow","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortbow","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Shortbow (uncommon variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortbow","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunwing Shortbow (very rare variant)","description":"Weapon (any bow), rare (optional attunement) Sinew harvested from a suneater owlbear’s spine can imbue arrows with low-level radiation, which is passed onto a target when struck by the ammunition. The magic of suneater respiration lies in their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically creating a radiant arrow when you make a ranged attack with it. The attack deals radiant damage instead of the weapon’s normal damage. The arrow created by this weapon vanishes the instant after it hits or misses a target. Irradiation . A creature that takes radiant damage from this bow becomes magically marked for 1 hour . During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour. Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3 charges . The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead. OA: Solar Beam. As an action, you can expend 1 charge to fire a beam of solar energy in a 5-foot-wide , 60-foot-long line originating from you. Each creature in the area must make a DC 15 Dexterity saving throw , taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. Uncommon variant: Decrease the attack and damage bonus to +1 and remove all Optional Attunement properties. Very rare variant: Increase the attack and damage bonus to +3 , and increase Solar Beam’s DC to 16 and damage to 6d8 . The item gains the Daylight optional attunement property. OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and expend 1 charge . A magical effect identical to the daylight spell manifests for 1 hour , centred wherever the arrow strikes the surface.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortbow","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Super Healing Ampoule","description":"Healing Ampoule Compound, varies You regain hit points when you imbibe or are injected with this red, liquid compound. The number of hit points depends on the compound’s potency label, as shown on the following table. Label Rarity HP Regained Healing Common 2d4 + 2 Super healing Uncommon 4d4 + 4 Hyper healing Rare 8d4 + 8 Ultra healing Very rare 10d4 + 20","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superheavy","description":"Apprentice weapon property Components: Masterwork exotic melee weapon with the Heavy property This weapon gains the Superheavy property and its damage die increases by one step. Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to wield a superheavy weapon.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Superior Charger Weapon","description":"Charger Weapon Weapon (any two-handed melee), varies (requires affinity) These weapons provide defense against distant foes. It has the following properties. You have a +1 bonus to AC against ranged attacks. You have advantage on burst saves. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 to attack and damage rolls made with this weapon. The AC bonus against ranged attacks increases to +2. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. If a creature within 5 feet of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against that creature. If you have Range Deterrence combat style, the distance to the creature increases to 10 feet. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3 Ranged attacks against you are made with disadvantage. This replaces the AC bonus gained at the Standard and Exceptional grades. When you take the Dash action, your speed increase equals twice your speed, after applying any modifiers.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Cipher Focus","description":"Cipher Focus Focus, varies (requires affinity by a cybermancer) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your cybermancer talents. In addition, you can regain 1 talent slot as an action while holding the focus. You can’t use this feature again until you finish a long rest. Exceptional. The bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. The number of talent slots you regain increases to 2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Controlling Focus","description":"Controlling Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you can use an action and expend 1 of its 10 charges to activate beguile , command , or decipher languages with it using your power save DC. The focus regains 1d8 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. If you are holding the focus and fail a saving throw against a psychogenic power that targets only you, you can choose to succeed instead. You can’t use this property of the focus again until you finish a long rest. If you succeed on a save against a psychogenic power that targets only you, with or without the focus’s intervention, you can use your reaction to expend 1 charge from the focus and turn the power back on the creature who used it as if you had activated the power. Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to psychic damage. As an action, you can expend some of its charges to activate one of the following powers with it, using your power save DC: bishop’s deviation (4 charges), domination (5 charges), or treacherous allies (3 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you can’t be charmed or frightened. When you use the focus to activate the beguile or command powers, the power is activated at rank 4.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Defender Weapon","description":"Defender Weapon Weapon (any melee), varies (requires affinity) This weapon has traits that focus on defending the wielder. While the weapon is on your person, you have advantage on initiative rolls and you can’t be surprised unless you are incapacitated. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can use the innervate power at rank 3. You can’t use this feature again until you complete a long rest. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You have advantage on burst saves. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. The rank of the innervate power increases to 5.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Demolisher Weapon","description":"Demolisher Weapon Weapon (any bludgeoning melee), varies (requires affinity) This weapon is built to devastate the structure of constructs, structures, and vehicles.When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 bludgeoning damage or 7 bludgeoning damage if it’s a construct. In addition, when you hit a structure or object (not being worn or carried) with an attack using this weapon, you deal extra bludgeoning damage as if you had scored a critical hit on a construct. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra bludgeoning damage dealt increases to 7, or 14 if its a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra bludgeoning damage dealt increases to 14, or 27 if its a construct. If a construct has 50 hit points or fewer after taking this damage, it is destroyed. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You deal the extra damage when you roll a 19 or 20. The extra damage dealt is considered to be force damage instead of bludgeoning.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Durable Armor","description":"Durable Armor Armor (medium or heavy), varies (requires affinity) This armor is overlaid with a tough, protective coating that is resilient to being damaged. It has the fortified property (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. The armor gains the hardened property if it did not have it already. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have resistance to mundane damage while you wear this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Fortified, hardened","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Explorer Armor","description":"Explorer Armor Armor (any), varies (requires affinity) This armor provides additional features for surviving in any environment. It has the environmental and sealed properties (see Armor Upgrade Properties). Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. While wearing this armor, your walking speed increases by 10 feet. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. While wearing this armor, you can stand on and move across any liquid surface as if it were solid ground. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. When you fall a distance of up to 200 feet, you can use your reaction to take no damage from the fall.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Properties":"Environmental, sealed","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Frostfire Focus","description":"Frostfire Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate arctic lash or fire lance with it using your power save DC and esper ability modifier. The focus regains 1d6 + 1 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to cold damage. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (3 charges) or frost coil (2 charges). Superior. When the focus reaches this grade, it gains the following properties. While holding the focus, you have resistance to fire damage. As an action, you can expend a number of its charges to activate one of the following powers with it: burn zone (4 charges) or frigid mist (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. While holding the focus, you gain a +2 bonus to channeling attack rolls. The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: elemental vortex (fire damage only, 7 charges) or frost zone (6 charges).","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Healing Focus","description":"Healing Focus Focus, varies (requires affinity by an engineer or sentinel ) The focus has 3 charges. While holding it, you can expend 1 charge as an action to activate the mend power with it, using your esper ability modifier. The focus regains 1d3 of its charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. As an action, you can expend a number of its charges to activate one of the following powers from it, using your power save DC and esper ability modifier: minor remedy (2 charges) or mass mend (5 charges). Superior. When the focus reaches this grade, it gains the following properties. The number of charges increases to 20. The number of charges regained after a long rest increases to 1d8 + 4. As an action, you can use the focus and expend 6 charges to activate the celluar renewal power with it. Optimum. As an action, you can expend 7 charges to activate the full revive power with the focus. Also as an action, you can expend all of the focus’s charges to activate the full restore or mass renewal power with it.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Impact Weapon","description":"Impact Weapon Weapon (any), varies This weapon exhibits changes in appearance with each grade, becoming adorned or decorated. You gain a +1 to attack and damage rolls made with this weapon. Exceptional. The weapon’s bonus to attack and damage rolls increases to +2. Superior. The weapon’s bonus to attack and damage rolls increases to +3. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon scores a critical hit on a roll of 19 or 20. The weapon ignores any resistances to the weapon’s damage type.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Focus","description":"Power Focus Focus, varies (requires affinity by a channeler or forger) While holding this focus, you gain a +1 bonus to channeling and forging attack rolls. In addition, you ignore half cover when making a channelling or forging attack. Exceptional. The bonus to attack rolls increases to +2 Superior. The bonus to attack rolls increases to +3 Optimum. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Weapon (Disruptor)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Weapon (Firebrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Weapon (Frostbrand)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Weapon (Proton)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Weapon (Ruiner)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Power Weapon (Thunderbolt)","description":"Power Weapon Weapon (any), varies (requires affinity) This weapon generates energy that deals additional damage of a specific damage type. It often bears physical traits related to this energy type (surrounded by fire, frost, lightning, etc.). At the GMs discretion, they can also possess alternate damage type properties (see “Variant: Alternative Damage Properties” earlier in this chapter). You deal an extra 1d6 damage of a specific damage type to any target you hit with this weapon. The GM chooses the damage type or determines it randomly. If the weapon is a melee weapon, it sheds bright light in a radius and dim light in an additional radius defined by the designated damage type. The light can be extinguished or reactivated with a bonus action. d6 Designation Damage Type Radius (bright/dim) 1 Disruptor Necrotic None 2 Firebrand Fire 40 ft. / 40 ft. 3 Frostbrand Cold 10 ft. / 20 ft. 4 Proton Radiant 30 ft. / 30 ft. 5 Ruiner Acid None 6 Thunderbolt Lightning 20 ft. / 30 ft. Exceptional. The extra damage increases to 2d6. Superior. While you hold this weapon, you have resistance to damage of its element type. Optimum. When the weapon reaches its optimum grade, it gains the following properties. You gain a +2 bonus to attack and damage rolls made with this weapon. You are immune to damage of the weapon’s element type. The weapon ignores resistances to damage of its element type.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Prime Focus","description":"Prime Focus Focus, varies (requires affinity by a channeler) This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to activate distortion or phase step with it using your power save DC and esper ability modifier. The focus regains 1d6 + 2 expended charges after you complete a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. While holding the focus, you gain a +1 bonus to AC, saving throws, and channeling attack rolls. The number of charges increases to 10. The number of charges regained after a long rest increases to 1d8 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: levitate (2 charges), light beam (2 charges), or unravel effect (3 charges). Superior. When the focus reaches this grade, it gains the following properties. The bonus to AC, saving throws, and channeling attack rolls increases to +2 The number of charges increases to 20. The number of charges regained after a long rest increases to 2d8 + 4. As an action, you can expend a number of its charges to activate one of the following powers with it: flame blast (rank 5 version, 5 charges), force field (5 charges), obfuscate (2 charges), superior stasis field (5 charges), or warp helix (5 charges). Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of charges increases to 50. The number of charges regained after a long rest increases to 4d6 + 2. As an action, you can expend a number of its charges to activate one of the following powers with it: lightning ring (4 charges), reave (7 charges), singularity (rank 7 version, 7 charges), spatial passage (5 charges), or telekinesis (5 charges). You can expend an action to use one of the following powers with the focus without using any charges: esper sense , guiding discs , open channel , magnetic seal , and slow fall . You can perform a retributive strike (see below). Retributive Strike. You can use an action to break the focus over your knee or against a solid surface, performing a retributive strike. The focus is destroyed and releases its remaining power in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random location in the galaxy, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the focus. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the focus 11 to 20 ft. away 6 x the number of charges in the focus 21 to 30 ft. away 4 x the number of charges in the focus","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Protection Armor","description":"Protection Armor Armor (any), varies (requires affinity) This armor provides versatile overall protection. While you wear it, you have a +1 bonus to saving throws. Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. The bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. The saving throw bonus increases to +2.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Psionic Focus","description":"Psionic Focus Focus, varies (requires affinity by an adept) While holding this focus, you have a +1 bonus to channeling attack rolls and to the saving throw DCs of your adept talents. In addition, you can regain 1 use of your Psionic Combat feature as an action. You can’t use this property again until you finish a long rest. Exceptional. When the focus reaches this grade, the bonus to attack rolls and saving throw DCs increases to +2 Superior. The bonus to attack rolls and saving throw DCs increases to +3 Optimum. When the focus reaches its optimum grade, it gains the following properties. The number of Psionic Combat uses you regain increases to 2. While holding the focus, you can use action to regain one use of Esper Mastery. You can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Rebound Weapon","description":"Rebound Weapon Weapon (melee: thrown), varies (requires affinity) This weapon grants consistent effectiveness both up close and at a distance. You have a +1 bonus to attack and damage rolls made with this weapon. Immediately after you attack with it, the weapon flies back to your hand. Exceptional. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The weapon’s normal and long range each increase by 30 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You ignore half cover when making thrown attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. When you hit a target with a thrown attack using this weapon, you can use your bonus action to make another thrown attack on the same target or a creature within 20 feet of the target.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Relentless Armor","description":"Relentless Armor Armor (any), varies (requires affinity) This armor protects the wearer against being forcibly moved or obstructed. While you wear it, the first time each turn that a creature makes an opportunity attack against you, you can use your reaction to impose disadvantage on the attack roll. Exceptional. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Superior. When the armor reaches this grade, t he bonus to AC increases to +2. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. While wearing this armor, you gain the effects of the unfetter power.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Resistance Armor","description":"Resistance Armor Armor (any), varies (requires affinity) This armor provides the wearer with protection against a specific type of damage. The damage type is chosen by the GM or determined randomly. You can use an action to gain resistance to the chosen damage type for 10 minutes. You can’t use this feature again until you finish a short or long rest. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder Exceptional. You have resistance to the chosen damage type. This feature replaces the one provided at standard grade. Superior. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. If an attack that deals the chosen damage type reduces you to 0 hit points, you are instead reduced to 1 hit point. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. The armor gains an additional chosen damage type, determined using the table above. If determined randomly, you may reroll if the result is the damage type the armor possesses already.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Seeking Weapon","description":"Seeking Weapon Weapon (ranged: uses ammunition), varies (requires affinity) This weapon enables the wielder to find their mark in difficult environments. While you hold this weapon, you have darkvision to a range of 60 feet. If you already have darkvision, its range increases by 60 feet when it is held. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon’s normal range increases by 50 feet. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You ignore half cover when making ranged attacks with this weapon. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. While holding this weapon, you have truesight out to a range of 120 feet.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Shielding Bracelet","description":"Superior Shielding Bracelet Wondrous item, very rare (requires attunement) This metal bracelet is fashioned from a strange reddish-gold damascene metal with one or more green stones set into it. When activated as a bonus action, the bracelet generates a barrier of invisible force forming a bubble around you. While you are surrounded by the barrier created by the bracelet, all damage you take is reduced by 3d6 per attack. Each variety of shielding bracelet has a maximum amount of damage it can deflect over the course of a single activation before dissipating. Once the bracelet reaches 50 damage, it can’t absorb more and dissipates. Once you activate the bracelet, you must finish a short or long rest before you can activate it again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Superior Siphon Weapon","description":"Siphon Weapon Weapon (any melee), varies (requires affinity) Siphon weapons absorb energy from living creatures and transfers it to the wielder. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d6 necrotic damage if it isn’t an automaton or a construct. You gain 3 temporary hit points. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra necrotic damage and temporary hit points increase to 7. Superior. When the weapon reaches this grade, it gains the following properties. The extra necrotic damage and temporary hit points increase to 10. When you hit with a melee attack using this weapon and reduce the target to 0 hit points, you gain 10 hit points, up to your maximum. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. When you slay a creature with an attack using the weapon, the creature’s lifeforce is absorbed into the weapon, and that creature can be restored to life only by a cosmic weave power. The creature’s lifeforce is stored inside the weapon for the next 48 hours. As a bonus action, you can release the stored lifeforce from the weapon to regain hit points equal to the slain creature’s maximum hit points.","properties":{"Category":"Items","Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Slayer Weapon","description":"Slayer Weapon Weapon (any), varies This weapon is lethal to a specific type of creature. The GM chooses the creature type or determines it randomly using the table below. When you hit a creature belonging to the designated type with this weapon, the creature takes an extra 1d6 damage of the weapon’s type. d10 Type d10 Type 1 Aberration 6 Dragon 2 Automaton 7 Protean 3 Beast 8 Netherant 4 Construct 9 Plant 5 Golem 10 Primordial Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage to creatures of the designated type increases to 2d6 and the creature must succeed on a DC 15 Constitution saving throw. On a failed save, they have disadvantage on attack rolls and ability checks until the end of your next turn. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra damage to creatures of the designated type increases to 3d6. The DC of the Constitution save increases to 17. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. If the creature fails their Constitution save, they are instead stunned and take an additional 33 damage of the weapon’s damage type. If damage from this weapon reduces a creature belonging to the designated type to 0 hit points, the creature dies instantly. Its body disintegrates and it can be restored to life only by means of a cosmic weave power. If the creature dies in this way, you gain 6d10 temporary hit points.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Speed Weapon","description":"Speed Weapon Weapon (any one-handed melee), varies (requires affinity) This weapon increases a wielder’s quickness and fluidity. When used in combat, the increased rate of motion causes your form to slightly blur and shift through the air. While the weapon is on your person, you gain a +2 bonus to initiative if you’re not incapacitated. If you are surprised, you can use your reaction to draw the weapon and make one attack with it. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The weapon gains the finesse property if it did not already have it. You can draw or sheathe this weapon simultaneously with another weapon as part of your attack action. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. You can make one attack with this weapon as a bonus action on each of your turns. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. You have advantage to initiative rolls if you’re not incapacitated. This replaces the +2 bonus. Opportunity attacks against you are made with disadvantage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Striking Focus","description":"Striking Focus Focus, varies (requires affinity) When you use this focus as a weapon, it grants a +1 bonus to attack and damage rolls made with it. The focus has 3 charges. When you hit with a melee attack using it, you can expend 1 of its charges to deal an extra 1d6 force damage. The focus regains 1d3 expended charges after you finish a long rest. Exceptional. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +2 The number of charges increases to 10. The number of charges regained after a long rest increases to 1d6 + 4. The number of charges you can expend as an action increases to 2, with each charge dealing an additional 1d6 force damage to the target. Superior. When the focus reaches this grade, it gains the following properties. The attack and damage bonus increases to +3 The number of charges you can expend as an action increases to 3. Optimum. When a target takes the additional force damage, it must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on a success.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Sundering Atomizer","description":"Sundering Atomizer Compound, varies This atomizer bottle contains a clear compound that sparkles with tiny, ultrathin silver shards. There is enough of the compound to spray a coat onto one slashing or piercing weapon. Applying the spray takes 1 minute. For 1 hour, the coated item is considered to be forge enhanced and has a bonus to attack and damage rolls determined by the compound’s potency, as shown on the table below. Potency Rarity Bonus Standard Uncommon +1 Superior Rare +2 Elite Very rare +3","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Sundering Weapon","description":"Sundering Weapon Weapon (any slashing melee), varies (requires affinity) This weapon has extremely sharp, hardened edges. When you roll a 20 on your attack roll with this weapon, the target takes an extra 3 damage of the weapon’s type. Exceptional. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The extra damage dealt when you roll a 20 increases to 7. Superior. When the weapon reaches this grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The extra damage dealt when you roll a 20 increases to 14. After the damage is dealt, you roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +3. When you attack an object with this weapon and hit, maximize your weapon damage dice against the target. The weapon ignores resistance to slashing damage. The weapon’s extra damage increases to 27. If the creature you hit has at least one head, instead of rolling another d20, you can choose to cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Versatile Armor","description":"Versatile Armor Armor (light or medium), varies (requires affinity) This armor is super-lightweight, functional, and maximizes its utility for any given scenario. This armor gains the Covert, Environmental, and Silenced properties (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. You have a swimming and climbing speed equal to your walking speed. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have advantage to initiative rolls and burst saves while wearing this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Vigor Armor","description":"Vigor Armor Armor (any), varies (requires affinity) This armor grants the user great stamina and endurance. While wearing this armor, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. Exceptional. Your Constitution score is 19 while you wear this armor. It has no effect on you if your Constitution is already 19 or higher without it. Superior. You have a +1 bonus to AC while wearing this armor. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. You have advantage on death saving throws.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Warding Armor","description":"Warding Armor Armor (any), varies (requires affinity) This armor protects the wearer’s body and mind from debilitating, paranormal effects. You have advantage on Wisdom saving throws made to avoid being charmed or frightened. Exceptional. As an action, you can use the armor to activate the restore pattern power, targeting yourself. Once you use this feature, you can’t use it again until you finish a short or long rest. Superior. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. You can use your reaction to grant yourself advantage on a saving throw made to avoid being petrified or paralyzed. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. While wearing this armor, you have advantage on saving throws against esper powers and effects, and esper power attacks have disadvantage against you.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Superior Wounding Weapon","description":"Wounding Weapon Weapon (any slashing or piercing), varies (requires affinity) This weapon disrupts and destroys matter, inflicting severe injuries that are difficult to treat. Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1 necrotic damage for each time you’ve wounded it, and it can then make a DC 13 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 13 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Exceptional. When the weapon reaches this grade, it gains the following properties. The necrotic damage a wounded creature takes at the start of each of their turns increases to 1d4. The DC for the saving throw or skill check to end the effects of wounds increases to 15. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, esper powers, or any other means. Superior. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The damage a wounded creature takes at the start of each of their turns increases to 1d8 for each time you’ve wounded it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The DC for the saving throw or skill check to end the effects of wounds increases to 17. If a wounded creature takes any actions or reactions other than the Dodge action or an action that would end its wounded condition, they take an additional 1d8 necrotic damage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Supplicant’s Jaw","description":"Wondrous item, rare Supplicant’s Jaw is found with 1d10 + 1d6 teeth socketed into the jawbone. The number of teeth determines the total number of charges that can be expended. Once you have used all the teeth, this item loses its magical properties and becomes a mundane jaw You can pull a tooth as an action to expend a charge to cast one of the following spells: silence , speak with dead , and wall of bone* .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Suppressed Boomstick","description":"Suppressed Boomstick Ranged weapon (martial, boomstick), rare The weapon has a strange metal tube on its barrel that muffles the thunderous sound of its shots. When you make a ranged weapon attack with this weapon, its thunderous boom is audible only to a range of 10 feet, and you aren’t deafened when you roll a 1 on the d20. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Boomstick . When you make an attack with this weapon and the target of your attack is in the weapon’s normal range, roll a d6. You can replace the result of one damage die with the result of this d6. Damage: 2d6 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed, Special Range: 20/60 Weight: 10","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed, Special","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Suppressed Firearm","description":"Suppressed Firearm Weapon (any weapon with the black powder property), rare The weapon has a strange metal tube on its barrel that muffles the thunderous sound of its shots. When you make a ranged weapon attack with this weapon, its thunderous boom is audible only to a range of 10 feet, and you aren’t deafened when you roll a 1 on the d20.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Suppressed Hand Cannon","description":"Suppressed Hand Cannon Ranged weapon (martial, hand cannon), rare The weapon has a strange metal tube on its barrel that muffles the thunderous sound of its shots. When you make a ranged weapon attack with this weapon, its thunderous boom is audible only to a range of 10 feet, and you aren’t deafened when you roll a 1 on the d20. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Damage: 1d10 Damage Type: Piercing Properties: Ammunition, Black powder, Loading Range: 30/90 Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Loading","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Suppressed Rifle","description":"Suppressed Rifle Ranged weapon (martial, rifle), rare The weapon has a strange metal tube on its barrel that muffles the thunderous sound of its shots. When you make a ranged weapon attack with this weapon, its thunderous boom is audible only to a range of 10 feet, and you aren’t deafened when you roll a 1 on the d20. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: Piercing Properties: Ammunition, Black powder, Heavy, Loading, Two-handed Range: 100/400 Weight: 12","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Heavy, Loading, Two-handed","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Suppressed Six Shooter","description":"Suppressed Six Shooter Ranged weapon (martial, six shooter), rare The weapon has a strange metal tube on its barrel that muffles the thunderous sound of its shots. When you make a ranged weapon attack with this weapon, its thunderous boom is audible only to a range of 10 feet, and you aren’t deafened when you roll a 1 on the d20. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Black powder. Whenever you make an attack roll with this weapon, the weapon emits a thundering boom audible up to the weapon’s long range. Additionally, when you make an attack roll with this weapon and roll a 1 on the d20, you are deafened until the end of your next turn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Black powder, Light Range: 20/60 Weight: 6","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Black powder, Light","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Surgery kit","description":"This leather roll-up can be fastened with an attached cord for storage. It contains all the tools a surgeon needs to pursue their craft, including several sharp scalpels, a whetstone, a small mirror, sponges, bandages, several needles, a small box of soap, and a bobbin of strong silk thread. In addition, this kit can be used in the same way as a healer’s kit, and it contains enough consumable material for 10 uses. If you expend one use of this kit to treat an injured creature during a short rest and the creature uses a Hit Die to recover hit points, it can treat any 1 or 2 it rolls as a 3 instead. The consumable portion of the kit can be replaced for 25 gp.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Surgery Kit","description":"This leather roll-up can be fastened with an attached cord for storage. It contains several sharp scalpels, a whetstone, a small mirror, sponges, bandages, several needles, a small box of soap, and a bobbin of strong silk thread. In addition to its use as a common medical kit, if you treat an injured creature with a surgical kit during a short rest and the creature uses a Hit Die to recover hit points, it can treat any 1 or 2 it rolls as a 3 instead. The kit has enough consumable material for 10 uses. The consumable portion can be replaced for 5 gp per expended use.","properties":{"Category":"Items","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Surly Gnoll's Friend","description":"Surly Gnoll’s Friend Weapon (flail), rare (requires attunement) The spiked end of this flail is the size of a halfling’s head. While you are wielding this weapon, you add your proficiency bonus to your Charisma (Intimidation) checks. If you already have proficiency in that skill, you add double your proficiency bonus. When you hit a humanoid of your size or smaller with an attack using this weapon, you can use your bonus action to make a Charisma (Intimidation) check against it contested by its Wisdom saving throw. On a successful check, the creature becomes frightened of you until the end of your next turn. Once a creature has been frightened in this way, it is immune to further uses of this feature for 24 hours.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Surveillance Kit","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category As technology has advanced surveillance capabilities have grown with them. Cameras and microphones can be hidden nearly anywhere, and computer hacking can be used to access the ever-growing number of smart surveillance devices found in every business and home. A typical surveillance kit will include: tiny remote cameras, hidden microphones, trackers, batteries, receivers, and transmitters","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Survival Knife","description":"Weapon (dagger), common When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Survivor's Armor","description":"Armor (Any), Very Rare (Requires Attunement) When your current hit points are equal to or less than half your hit point maximum while wearing this magic armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Last Stand. When you drop to 0 hit points while wearing this armor, you can choose to remain conscious instead. If you do so, you gain immunity to all damage, have advantage on weapon attack rolls, and weapon attacks you make deal an additional 1d8 radiant damage until the end of your next turn. If you still have 0 hit points at the end of your next turn, you fall unconscious and are dying. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Armor","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Suspended Cauldron","description":"Suspended Cauldron Large object Armor Class : 19 Hit Points : 20 Damage Immunities : poison, psychic A cauldron is an iron pot suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled—and its contents must usually be reheated—before it can be used again. It takes three actions to fill a cauldron and one action to tip it. Cauldrons can be filled with other liquids, such as acid or green slime, with different effects. Boiling Oil. The cauldron pours boiling oil onto a 10-foot-square area directly below it. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Suspended Cauldron","description":"Large Object Armor Class: 19 Hit Points: 20 Spill (Requires a Full Cauldron). Dexterity Saving Throw: DC 15, each creature in a 10-foot square directly below the cauldron. Failure: 10 (3d6) Fire damage. Success: Half damage. An iron pot is suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled before it can be used again. Filling the cauldron requires three Utilize actions. Then a crew member can take the Spill action. Cauldrons are typically filled with boiling oil but can be filled with other substances, such as acid or green slime (see “Hazards” in this chapter), with different effects.","properties":{"Category":"Items","Item Type":"Siege Equipment","Item Rarity":"No","Name":"Suspended Cauldron"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Swarm","description":"Weapon, Rare (Requires Attunement) This ancient boomerang is fashioned from the bone of an unrecognizable creature. Indecipherable carvings and magical runes cover its surface, emitting a faint red glow. This boomerang is a simple ranged weapon. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this magic weapon. In addition, when thrown, the weapon transforms into a swarm of buzzing, infuriated insects, and reverts to its normal form when caught. On a hit, the boomerang deals 1d4 bludgeoning damage and 1d4 poison damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while holding it, you have resistance to poison damage. This weapon has 3 charges for the following properties, and regains all expended charges when you finish a long rest. Exotic Honey. You can use an action to expend 1 charge to create enough golden honey to feed one person. When consumed as an action, the honey satisfies any need for food and water for one day and heals a number of hit points equal to twice your proficiency bonus. The honey loses its magical properties if it is not consumed within 24 hours. Summon Swarm. While holding this weapon, you can use your action to expend 2 charges to summon a swarm of insects (wasps) in a space within 5 feet of you. The swarm disappears after 1 minute or when it drops to 0 hit points. The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger. Encounter Ideas This Boomerang Is Juuust Right. An awakened brown bear holds Swarm as its most prized possession. If the weapon is stolen out of its den, the bear and its friends hunt for the culprits until they recover the boomerang. Exterminators. Jimmy, a gnome antique store owner, asks the characters to rid his attic of an insect infestation. He hears buzzing but refuses to investigate, for fear of getting stung. Swarm can be found amid the clutter. Please Clean Before Use. A marauding hill giant named Thick Tongue uses Swarm to pick detritus out from between her teeth after meals.","properties":{"Category":"Items","Item Type":"Weapon (Boomerang)","Properties":"Thrown","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Swarm Pistol","description":"This handheld blaster, styled much like a repeater, has a wickedly fast automatic fire, capable of spewing dozens of rays in seconds. The most dexterous users might even find it possible to use one in each hand.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Properties":"Automatic, Blaster, Foregrip, Light","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Swarm Repellent","description":"This slimy yellow paste can be smeared over exposed parts of the body to protect against attacks by insect swarms. A swarm of ants, beetles, biting flies, wasps, or similar insects that enters your space while you’re protected by swarm repellent must make a successful DC 10 Constitution saving throw or be unable to attack you. A repelled swarm can repeat this saving throw at the start of its next turn; most swarms prefer to seek out an unprotected target. A jar of swarm repellent costs 40 gp and holds enough paste to protect two Medium or four Small creatures. Applying the repellent takes 1 minute, so it’s not a good option in the middle of combat, but it’s effective for 1 hour or until you’re immersed in water.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Swarm Repellent","description":"This slimy yellow paste can be smeared over exposed parts of the body to protect against attacks by insect swarms. A swarm of ants, beetles, biting flies, wasps, or similar insects that enters your space while you’re protected by swarm repellent must make a successful DC 10 Constitution saving throw or be unable to attack you. A repelled swarm can repeat this saving throw at the start of its next turn; most swarms prefer to seek out an unprotected target. A jar of swarm repellent costs 40 gp and holds enough paste to protect two Medium or four Small creatures. Applying the repellent takes 1 minute, so it’s not a good option in the middle of combat, but it’s effective for 1 hour or until you’re immersed in water.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Swarmfoe Suit","description":"Armor (leather or hide), uncommon (requires attunement) While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don’t have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Swashing Plumage","description":"Wondrous item, uncommon This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you. Swash. As a bonus action, you can flick the plumage with your hand or a toss of your head and choose a creature within 30 feet of you that can see the plumage. The target must make a DC 13 Charisma saving throw. If the target fails, you have advantage on your next attack roll against the target. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sweet Nature","description":"Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 damage. If you use the axe to damage a plant creature or an object made of wood, the axe’s blade liquifies into harmless honey, and it can’t be used again until 24 hours have passed.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sweet Subjects","description":"Potion, rare This aromatic, floral mead is pale yellow and sweet to taste. For 1 hour after drinking this mead, any beast that sees or smells you must succeed on a DC 13 Wisdom saving throw or be charmed by you for the duration. If you or one of your companions harms a beast charmed in this way, the creature is no longer charmed and is immune to the effects of this mead for 24 hours.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sweet vengeance","description":"Ingested This sweet poison is distilled over a long time and requires a great deal of the venom produced by worker bees. It is indistinguishable from honey in taste. A creature that ingests this poison must make a DC 17 Constitution saving throw. If the saving throw fails by 5 or more, the creature crystalizes and is instantly petrified. Otherwise, a creature that fails the save begins to turn to crystalized honey and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Swiftwing Armor","description":"Swiftwing Armor Armor (Plate), Very Rare (requires attunement) Crafted for defiant heroes who oppose cruel angels and other evil celestial creatures, this armor allows ironclad paladins to fly and hover weightlessly in pursuit of their corrupt quarries. While you wear this armor, you can use a bonus action to cause it to manifest a pair of spectral eagle wings from your back. While the wings are present, you have a flying speed equal to your walking speed and can hover. The wings last until you die, or until you dismiss them as a bonus action. Item Variant: Swiftwing Steed Armor At the gamemaster’s discretion, a version of the armor made specifically for mounts, the Swiftwing Steed Armor, may be found. The Swiftwing Steed Armor has the same features as the original armor made for humanoids, but magically adjusts to fit on any Large or smaller mount, including rare animals, summoned steeds, aquatic mounts, and flying mounts. Only willing creatures that can serve as rideable mounts can attune to it.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Swiftwing Steed Armor","description":"Swiftwing Armor Armor (Plate), Very Rare (requires attunement) Crafted for defiant heroes who oppose cruel angels and other evil celestial creatures, this armor allows ironclad paladins to fly and hover weightlessly in pursuit of their corrupt quarries. While you wear this armor, you can use a bonus action to cause it to manifest a pair of spectral eagle wings from your back. While the wings are present, you have a flying speed equal to your walking speed and can hover. The wings last until you die, or until you dismiss them as a bonus action. Item Variant: Swiftwing Steed Armor At the gamemaster’s discretion, a version of the armor made specifically for mounts, the Swiftwing Steed Armor, may be found. The Swiftwing Steed Armor has the same features as the original armor made for humanoids, but magically adjusts to fit on any Large or smaller mount, including rare animals, summoned steeds, aquatic mounts, and flying mounts. Only willing creatures that can serve as rideable mounts can attune to it.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Armor (Plate)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Switch","description":"Apprentice weapon property Components: Two masterwork exotic weapons This weapon gains the Switch property and its damage die decreases by one step. You can integrate two weapons together with the Switch property, forming a single unit in which each weapon is one of the unit’s two forms. You can choose to use two identical weapons with the Light property for one of the weapon’s forms. Switch. This weapon has two forms. You can swap between which weapon is being used at any time, even between attacks.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Switch Amalgam","description":"Wondrous item, rare (requires attunement by a craftsman) This mixture of mithral, quicksilver, and platinum molds easily and adheres to steel, allowing a trained craftsman to make unique compound weapons. While attuned to the amalgam, you can spend a minute heating the amalgam and carefully attaching it to a weapon or removing it from one. The amalgam can be attached to two weapons at a time. Once attached to two weapons, the weapons become magical, and each gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Additionally, each weapon gains the Switch property. A switch weapon has two forms; you can swap between which weapon is being used at any time, even between attacks. Unlike other switch weapons, weapons unified with the amalgam do not become exotic weapons.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a craftsman"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Switch-Blade","description":"Switch-Blade Weapon (Dagger), Uncommon (Requires Attunement) One side of this dagger’s blade is black, the other is white. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you hit a creature with an attack using this weapon, you can speak the command word to switch places with the target, both of you teleporting as you do so. Once you have used this property, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Swolbold Wraps","description":"Wondrous item, rare (requires attunement) When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sword Maintenance Kit","description":"Sword Maintenance Kit Adventuring gear (artisan's tools) Swords are the symbol of the samurai class, and so sword maintenance is an important art in Rokugan. Rather than merely grinding the blade with a whetstone, sword polishing is practiced by skilled artisans, ensuring the blade maintains its edge without becoming brittle. A sword maintenance kit usually includes brushes, powders, and polishing tools.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sword of Answering","description":"Sword of Answering Melee weapon (martial, longsword), legendary (requires attunement by a creature with the same alignment as the sword) In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. Name Alignment Gem Answerer Chaotic good Emerald Back Talker Chaotic evil Jet Concluder Lawful neutral Amethyst Last Quip Chaotic neutral Tourmaline Rebutter Neutral good Topaz Replier Neutral Peridot Retorter Lawful good Aquamarine Scather Lawful evil Garnet Squelcher Neutral evil Spinel Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature with the same alignment as the sword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sword of Answering","description":"Weapon (Longsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt with this special attack ignores any Immunity or Resistance the target has to that damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Sword of Answering"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sword of Balance","description":"Weapon (Longsword), Uncommon This magic longsword is perfectly balanced and has the Finesse property. While holding the sword, you have advantage on ability checks and saving throws you make to avoid being knocked Prone or moved against your will. Balanced Blow. The sword has 3 charges and regains all expended charges daily at dawn. When you make an attack roll using the sword, you can expend 1 charge to gain advantage on the attack roll. If the attack hits, and the target is a Large or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be knocked Prone.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Longsword)","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Sword of Corrosion","description":"Sword of Corrosion Weapon (longword), rare Damage: 1d8+1 slashing Weight: 3 lbs. Properties: Versatile (1d10+1) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Corrode Metal. As an action, you can corrode a nonmagical metal object you can see within 5 feet of you. If the object isn't being worn or carried, you destroy a 1-foot cube of it. If the object is being worn or carried by a creature, you must make a melee attack against the creature. On a hit, the creature must make a DC 15 Dexterity saving throw to avoid the blade’s corrosive touch. If the object touched is either nonmagical metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. In addition, if a creature makes a melee attack against you with a nonmagical metal weapon and misses, it must make a DC 12 Dexterity saving throw to avoid corrosion of its weapon.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10+1)","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Sword of Fallen Saints","description":"Weapon (any sword), uncommon (requires attunement) This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sword of Kas","description":"Sword of Kas Wondrous item, artifact (requires attunement) When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedigree as the man who would wield it. For a long time, Kas faithfully served the lich, but as Kas’s power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich’s empire in Vecna’s stead. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. The world was made brighter thereby. The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met. Random Properties. The Sword of Kas has the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property 1 major detrimental property Spirit of Kas . While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. Spells . While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: call lightning , divine word , or finger of death . Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn. Sentience . The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common. Personality . The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help to fulfill this goal. The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna . The sword’s obsession with those artifacts eventually becomes a fixation for its wielder. Destroying the Sword . A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas . The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3 Secondary Damage: 2d10 Secondary Damage Type: Slashing","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sword of Kas","description":"Weapon (Longsword), Artifact (Requires Attunement) Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. Bloodthirst. The sword thirsts for blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met. Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead. Random Properties. The sword has the following random properties (see “Artifacts” ): 1 minor beneficial property 1 major beneficial property 1 minor detrimental property 1 major detrimental property Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it: Call Lightning Divine Word Finger of Death Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn. Spirit of Kas. While the sword is on your person, you gain the following benefits: Battle Hunger. You add 1d10 to your Initiative rolls. Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. Necrotic Resistance. You have Resistance to Necrotic damage. Sentience. The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet. The weapon communicates telepathically with its wielder and speaks Common. Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help to fulfill this goal. The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of Kas , provided the sword is within 30 feet of the spell’s caster. Upon casting Wish , the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Sword of Kas"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sword of Life Stealing","description":"Sword of Life Stealing Weapon (any sword), rare (requires attunement ) When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead . You gain temporary hit points equal to the extra damage dealt. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Sword","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sword of Life Stealing","description":"Sword of Life Stealing Weapon (any sword), rare (requires attunement ) When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sword of Life Stealing (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sword of Sacred Flame","description":"Sword of Sacred Flame Weapon (shortsword), rare (requires attunement) Damage: 1d6+2 piercing Weight: 2 lbs. Properties: Finesse, Light You gain a +2 bonus to attack and damage rolls made with this magic shortsword. Sacred Flames. While you are attuned to the sword and holding it, you can cast the Sacred Flame cantrip as a bonus action. Flame-like radiance descends on a creature that you can see within 60 ft. The target must succeed on a DC14 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Sword of Sharpness","description":"Sword of Sharpness Weapon (any sword that deals slashing damage), very rare (requires attunement ) When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Sword","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sword of Sharpness","description":"Sword of Sharpness Weapon (any sword that deals slashing damage), very rare (requires attunement ) When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword that deals slashing damage)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sword of Sharpness (Template)","description":"Weapon (Glaive, Greatsword, Longsword, or Scimitar), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sword of the Paruns","description":"Sword of the Paruns Melee weapon (martial, longsword) , very rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you’re holding the sword: Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack. Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed. Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Sword of the Planes","description":"Sword of the Planes Weapon (Any Sword), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sword of the Radiant Watcher (Light)","description":"Sword of the Radiant Watcher Trick weapon (longsword), artifact (requires attunement) The Sword of the Radiant Watcher is an ancient weapon, meant to contain two entities bound into eternal hatred. One was a hunter and one was a beast, though no one knows which aspect of the blade they were bound to. Sentience. This sentient weapon has two distinct personalities, each linked to its corresponding transformed state. The Angelic personality (alignment: lawful good) is protective and nurturing, while the Hateful personality (alignment: chaotic evil) is cunning and ruthless. The weapon has an Intelligence of 14, a Wisdom of 12, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet. The dominant personality may attempt to influence the wielder's actions, particularly when it comes to matters of morality or strategy. However, the sword cannot force its wielder to act against their will. The sword communicates telepathically with its wielder and can speak, read, and understand Common and Deep Speech. As a bonus action, you can switch between the transformed and untransformed states of this weapon by letting hatred or hope overwhelm you. In both states, the weapon is a longsword. When the weapon's form changes, so too does its dominant personality. The two personalities within the Sword of the Radiant Watcher are in constant struggle for dominance. When the wielder attempts to switch the weapon’s forms, they must exert their force of will to do so, making a DC 16 Charisma saving throw. On a success, the sword changes form, and on a failure, it stubbornly refuses to do so until the start of your next turn, at which point you can attempt to switch the weapon’s forms again. Untransformed: Light Form. The Angelic personality is dominant and the sword deals an extra 1d8 radiant damage on a hit. Curse of Light. When you hit a creature with this sword, you can bind the target to your light (no action required). For the next minute, you are under the effect of the sanctuary spell, but only the bound target must make the saving throw. This effect ends as normal if you take an action that would break it but returns at the start of your next turn. Retribution of Light. When a target is under the effect of the Curse of Light, as a bonus action, you can bolster up to four creatures of your choice that can hear you within 30 feet for the duration of the curse. While bolstered, they have advantage on their first attack roll against the target each turn, and if the attack hits, it deals extra damage equal to their proficiency bonus of the damage type they dealt. This property of the weapon can be used three times, regaining all expended uses daily at dawn. Transformed: Shadow Form. The Hateful personality is dominant and the sword deals an extra 1d8 necrotic damage on a hit. Shadow Chain. When you hit a creature with this sword, you can tether the target to you with a chain of shadowy energy (no action required). While tethered, the creature's speed is reduced by 10 feet, and neither you nor the creature can willingly move or teleport more than 30 feet away from each other. The tether lasts for 1 minute, until you use this property on another creature, if you start your turn more than 30 feet away from the target, or end the tether as a bonus action. Shadow Consumption. While tethered to a creature with your Shadow Chain, once on each of your turns when you hit the target with this weapon, you can inflict an extra 3d6 necrotic damage and gain temporary hit points equal to the necrotic damage dealt. This property of the weapon can be used three times, regaining all expended uses daily at dawn. Aborrhant Existence. The sentient entities within the sword are antithetical to each other, and no creature can withstand their presence at once, which is why the blade was sealed in such a way. Once on each of your turns, if both forms of the sword damage the same creature in a single turn, it must succeed on a DC 16 Wisdom saving throw or gain a short-term madness. In addition, if you deal necrotic damage with the shadow form of sword while the Curse of Light is in effect; or oppositely, if you deal radiant damage with the light form of the sword while the Shadow Chain is in effect, the effect ends and detonates. Each creature within a 10-foot radius of the target must succeed on a DC 16 Constitution saving throw or take 2d6 radiant damage and 2d6 necrotic damage as the antithetical energies resonate and self-destruct. You have advantage on this saving throw. *Roll20 Note: Add the Sword of the Radiant Watcher (Shadow) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sword of the Radiant Watcher (Shadow)","description":"Sword of the Radiant Watcher Trick weapon (longsword), artifact (requires attunement) The Sword of the Radiant Watcher is an ancient weapon, meant to contain two entities bound into eternal hatred. One was a hunter and one was a beast, though no one knows which aspect of the blade they were bound to. Sentience. This sentient weapon has two distinct personalities, each linked to its corresponding transformed state. The Angelic personality (alignment: lawful good) is protective and nurturing, while the Hateful personality (alignment: chaotic evil) is cunning and ruthless. The weapon has an Intelligence of 14, a Wisdom of 12, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet. The dominant personality may attempt to influence the wielder's actions, particularly when it comes to matters of morality or strategy. However, the sword cannot force its wielder to act against their will. The sword communicates telepathically with its wielder and can speak, read, and understand Common and Deep Speech. As a bonus action, you can switch between the transformed and untransformed states of this weapon by letting hatred or hope overwhelm you. In both states, the weapon is a longsword. When the weapon's form changes, so too does its dominant personality. The two personalities within the Sword of the Radiant Watcher are in constant struggle for dominance. When the wielder attempts to switch the weapon’s forms, they must exert their force of will to do so, making a DC 16 Charisma saving throw. On a success, the sword changes form, and on a failure, it stubbornly refuses to do so until the start of your next turn, at which point you can attempt to switch the weapon’s forms again. Untransformed: Light Form. The Angelic personality is dominant and the sword deals an extra 1d8 radiant damage on a hit. Curse of Light. When you hit a creature with this sword, you can bind the target to your light (no action required). For the next minute, you are under the effect of the sanctuary spell, but only the bound target must make the saving throw. This effect ends as normal if you take an action that would break it but returns at the start of your next turn. Retribution of Light. When a target is under the effect of the Curse of Light, as a bonus action, you can bolster up to four creatures of your choice that can hear you within 30 feet for the duration of the curse. While bolstered, they have advantage on their first attack roll against the target each turn, and if the attack hits, it deals extra damage equal to their proficiency bonus of the damage type they dealt. This property of the weapon can be used three times, regaining all expended uses daily at dawn. Transformed: Shadow Form. The Hateful personality is dominant and the sword deals an extra 1d8 necrotic damage on a hit. Shadow Chain. When you hit a creature with this sword, you can tether the target to you with a chain of shadowy energy (no action required). While tethered, the creature's speed is reduced by 10 feet, and neither you nor the creature can willingly move or teleport more than 30 feet away from each other. The tether lasts for 1 minute, until you use this property on another creature, if you start your turn more than 30 feet away from the target, or end the tether as a bonus action. Shadow Consumption. While tethered to a creature with your Shadow Chain, once on each of your turns when you hit the target with this weapon, you can inflict an extra 3d6 necrotic damage and gain temporary hit points equal to the necrotic damage dealt. This property of the weapon can be used three times, regaining all expended uses daily at dawn. Aborrhant Existence. The sentient entities within the sword are antithetical to each other, and no creature can withstand their presence at once, which is why the blade was sealed in such a way. Once on each of your turns, if both forms of the sword damage the same creature in a single turn, it must succeed on a DC 16 Wisdom saving throw or gain a short-term madness. In addition, if you deal necrotic damage with the shadow form of sword while the Curse of Light is in effect; or oppositely, if you deal radiant damage with the light form of the sword while the Shadow Chain is in effect, the effect ends and detonates. Each creature within a 10-foot radius of the target must succeed on a DC 16 Constitution saving throw or take 2d6 radiant damage and 2d6 necrotic damage as the antithetical energies resonate and self-destruct. You have advantage on this saving throw. *Roll20 Note: Add the Sword of the Radiant Watcher (Light) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Sword of Vengeance","description":"Sword of Vengeance Weapon (any sword), uncommon (requires attunement ) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sword of Vengeance (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sword of Volsung","description":"Weapon (longsword or greatsword), very rare (requires attunement by a fighter or paladin) Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung . Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement by a fighter or paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Sword of Wounding","description":"Sword of Wounding Weapon (any sword), rare (requires attunement ) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Sword of Wounding","description":"Sword of Wounding Weapon (any sword), rare (requires attunement ) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check , ending the effect of such wounds on it on a success. Roll20 Note: This is a template for creating custom items and does not have full drag-and-drop capability.","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Sword","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sword of Wounding (Template)","description":"Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sword of Zariel","description":"Weapon (longsword), artifact (requires attunement by a creature the sword deems worthy) This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t. It desires a wielder who embodies bravery and heroism. Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: Angelic Language. You can speak, read, and write Celestial. Celestial Resistance. You have resistance to necrotic and radiant damage. Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher. Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet. New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. Personality Traits d8 Personality Trait 1 I treat all beings, even enemies, with respect. 2 I won't tell a lie. 3 I enjoy sharing my philosophical worldview and experiences with others. 4 I cut right to the chase in every conversation. 5 I often quote (or misquote) religious texts. 6 I anger quickly when I witness cruelty or injustice. 7 My praise and trust are earned and never given freely. 8 I like everything clean and organized. Ideals d6 Ideal 1 Charity. I always help those in need. (Good) 2 Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful) 3 Responsibility. It is the duty of the strong to protect the weak. (Lawful) 4 Respect. All people deserve to be treated with dignity. (Good) 5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful) 6 Redemption. All creatures are capable of change for the better (Good) Bonds d6 Bond 1 I have a favorite religious hymn that I constantly hum. 2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. 3 I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams. 4 I would die for those woh fight beside me, regardless of their faults. 5 I seek to honor the angel Zariel by destroying fiends and evildoers wherever I find them. 6 The Sword of Zariel has chosen me. I shall not fail to wield it justly. Flaws d6 Flaw 1 I am too quick to judge others. 2 I offer forgiveness too readily. 3 I will sacrifice innocent lives for the greater good. 4 Flaw? What flaw? I am flawless. Utter perfection! 5 I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse. 6 I ignore those who do not support my plans, for my calling is higher than all others. Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of bright light. As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity. Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide . Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet The sword communicates by transmitting emotion to the creature carrying or wielding it. Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks. Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it’s used to shatter the Companion (see “Shattering the Companion\"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.","properties":{"Category":"Items","Expansion":4414,"Item Type":"Melee Weapon","Item Rarity":"artifact (requires attunement by a creature the swords deems worthy)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Sword of Zariel","description":"Sword Of Zariel Melee weapon (martial, longsword), artifact (requires attunement by a creature the sword deems worthy) This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t. It desires a wielder who embodies bravery and heroism. Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: Angelic Language. You can speak, read, and write Celestial. Celestial Resistance. You have resistance to necrotic and radiant damage. Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher. Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet. New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. Personality Traits d8 Personality Trait 1 I treat all beings, even enemies, with respect. 2 I won’t tell a lie. 3 I enjoy sharing my philosophical worldview and experiences with others. 4 I cut right to the chase in every conversation. 5 I often quote (or misquote) religious texts. 6 I anger quickly when I witness cruelty or injustice. 7 My praise and trust are earned and never given freely. 8 I like everything clean and organized. Ideals d6 Ideal 1 Charity. I always help those in need. (Good) 2 Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful) 3 Responsibility. It is the duty of the strong to protect the weak. (Lawful) 4 Respect. All people deserve to be treated with dignity. (Good) 5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful) 6 Redemption. All creatures are capable of change for the better. (Good) Bonds d6 Bond 1 I have a favorite religious hymn that I constantly hum. 2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. 3 I have cherished memories of Idyllglen, though I’ve only seen this bucolic town in dreams. 4 I would die for those who fight beside me, regardless of their faults. 5 I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. 6 The Sword of Zariel has chosen me. I shall not fail to wield it justly. Flaws d6 Flaw 1 I am too quick to judge others. 2 I offer forgiveness too readily. 3 I will sacrifice innocent lives for the greater good. 4 Flaw? What flaw? I am flawless. Utter perfection! 5 I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse. 6 I ignore those who do not support my plans, for my calling is higher than all others. Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of bright light. As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity. Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Maste r’s Guide . Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. The sword communicates by transmitting emotion to the creature carrying or wielding it. Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks. Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: slashing Properties: Versatile Secondary Damage: 2d8 Weight: 3","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement by a creature the sword deems worthy"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Swordbreaker","description":"Swordbreaker Melee weapon (martial, swordbreaker) Typically just over a foot long, the swordbreaker, or jitte, consists of a short steel or iron rod attached to a wooden handle. The rod tapers to a blunt point and has a single prong that extends from one side. This simple weapon is designed to disarm and subdue targets rather than to kill them. It is carried by law enforcement officers at all levels, from low-ranking town constables to high-ranking magistrates, as a symbol of their office. Defensive: When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Snaring: Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Light, Snaring (10) Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light, Snaring (10)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sycorax's Opal Necklace","description":"Wonderous Item, rare, (requires attunement) This stunning necklace features a pristine opal hung from a master-crafted gold chain. The opal sits suspended in a glass sphere. When attuned to the necklace, the wearer can create an extra dimensional space once per day. This ability requires concentration, a failed concentration check ends the effect. The dimension is a mirror image of the area that it was created in, and can be no larger than a 150 foot radius sphere. The weather and time of day inside the extra dimensional space is of the caster’s choosing. The landscape loops infinitely inside the sphere. Any creature(s) inside the sphere when the spell is cast will be transported to the extra dimensional space. The extra dimensional space lasts up to 24 hours and can be dispelled at will by the caster.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Sylvan Talon (Template)","description":"Weapon (Dagger, Rapier, Scimitar, Shortsword, Sickle, or Spear), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sylvan Talon Dagger","description":"Weapon (Dagger), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"Yes","Name":"Sylvan Talon Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sylvan Talon Rapier","description":"Weapon (Rapier), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"Yes","Name":"Sylvan Talon Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sylvan Talon Scimitar","description":"Weapon (Scimitar), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Sylvan Talon Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sylvan Talon Shortsword","description":"Weapon (Shortsword), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"Yes","Name":"Sylvan Talon Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sylvan Talon Sickle","description":"Weapon (Sickle), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"Yes","Name":"Sylvan Talon Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Sylvan Talon Spear","description":"Weapon (Spear), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"Yes","Name":"Sylvan Talon Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Symbol of Divinity","description":"Symbol of Divinity Wondrous item, legendary (requires attunement by a cleric) When you attune to this legendary holy symbol, it automatically transfigures itself to become the holy symbol of the god, pantheon, figure, or other deity you worship. While you wear or hold it, you gain a +2 bonus to your AC, as well as to the spell attack rolls and spell save DC of cleric spells you cast using it as a spellcasting focus. This symbol has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the symbol regains 1d12 + 1 charges. Divine Conduit. While you’re wielding or wearing the symbol and you have no uses remaining of your Channel Divinity, you can expend 4 charges from the symbol as a bonus action to regain one use. Additionally, you gain the following Channel Divinity option. Channel Divinity: Divine Judgment As an action, you envelope a creature you can see within 60 feet of you in holy power, forcing it to make a Wisdom saving throw. The creature takes 7d10 damage on a failed save, or half as much on a successful one. The damage type depends on the alignment of the deity you worship: radiant for good, force for neutral or a pantheon spanning multiple alignments, or necrotic for evil. If the damage causes an intelligent creature of a different alignment than your deity to fall to 0 hit points or die, the symbol regains a number of charges equal to the creature’s Challenge Rating, rounded down. However, if doing so brings the symbol’s total number of charges above 50, the symbol becomes pure divine energy that is transferred to your deity. You lose your attunement to the symbol, which is no longer a magic item. Your deity rewards you with a blessing determined by the DM (described in Chapter 7 of the Dungeon Master’s Guide ). Spells. While wearing or wielding the symbol, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability; certain spells can be cast only if they match the alignment of the deity you worship: banishment (4 charges), commune (7 charges), daylight (3 charges), dispel evil and good (5 charges), divine word (6 charges), enhance ability (2 charges), harm (evil, 6 charges), heal (good or neutral, 6 charges), geas (evil, 7 charges), lesser restoration (good or neutral, 2 charges), mass cure wounds (good or neutral, 5 charges), revivify (5 charges), silence (evil, 2 charges), spirit guardians (7th-level version, 7 charges), spiritual weapon (6th-level version, 6 charges), water walk (3 charges). You can also use an action to cast one of the following spells from the symbol without using any charges; certain spells can be cast only if they match the alignment of the deity you worship: augury , bane (evil), bless (good or neutral), blindness/deafness (evil), calm emotions (neutral), detect evil and good , light , spare the dying , or warding bond (good). Undying Faith. When you die while you wear or wield the symbol, if it has at least 10 charges remaining, it immediately expends 10 charges to cast revivify on you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Synth Plating","description":"Synth Skin Augment (body), varies (requires affinity) A thin web of synthetic mesh is grafted over your skin to provide additional protection. It is a rare augment. While you are not wearing any armor, your base AC equals 12 + your Dexterity modifier. If you are wearing armor, your AC can’t be less than 12, regardless of what kind of armor you’re wearing. Synth Plating. The very rare version of this augment is made from layers of interlocking polymer plating. While you are not wearing any armor, your base AC equals 14 + your Dexterity modifier. If you are wearing armor, your AC can’t be less than 14, regardless of what kind of armor you’re wearing.","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Synth Skin","description":"Synth Skin Augment (body), varies (requires affinity) A thin web of synthetic mesh is grafted over your skin to provide additional protection. It is a rare augment. While you are not wearing any armor, your base AC equals 12 + your Dexterity modifier. If you are wearing armor, your AC can’t be less than 12, regardless of what kind of armor you’re wearing. Synth Plating","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Tabal, the Truth of Lod","description":"Tabal, the Truth of Lod Glaive, Artifact (requires attunement) Crafted by Lod the Entropian Emperor, an elder one who ruled over mortalkind ages ago, this weapon of mythical power was a symbol of trust between Lod and the mortals who served them most fervently. After Lod’s fall and the rise of a new pantheon, one of Lod’s surviving progeny hid this weapon away until such time as a mortal would rise and challenge the impudent gods who dared to strike the Entropian Emperor down. You gain a +4 bonus to attack and damage rolls made with this weapon. It functions as a Weapon of Warning , deals an extra 1d10 force damage to any target it hits, and it scores a critical hit on a roll of 19 or 20. Rift Slash. This weapon has 7 charges. While holding it, you can use an action to spend one charge and create a momentary rift in the fabric of time and space in a 240-foot line that is 10 feet wide in front of you. Each creature in that line must make a DC 18 Strength saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also knocked prone. Objects and structures in that line take double damage. The weapon regains 1d6 + 1 expended charges daily at dawn. Lod’s Whispers. While attuned to this weapon, you can hear Lod’s whispers in your mind from across time and space. You can speak Deep Speech, you have advantage on all Intelligence (Arcana) and Wisdom (Insight) checks, and you magically know when someone speaks a willing lie in your presence. Hostile aberrations are indifferent toward you and indifferent aberrations are friendly toward you unless you threaten or harm them first. Random Properties. Tabal, the Truth of Lod has the following randomly determined properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property 1 major detrimental property","properties":{"Category":"Items","Expansion":22471,"Item Type":"Glaive","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Table of Cornucopia","description":"This simple-looking magical table is made out of wood. Once per day, you can cause the table to become filled with the food and drink you desire the most. If uneaten, the food remains until dawn, at which point it disappears. It takes 1 hour to consume the food and drink on the table. A single creature who eats everything from the table is completely nourished for one day and benefits from the effects of a heroes’ feast spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Tablet of Reawakening","description":"Tablet of Reawakening Wondrous item, legendary This stone tablet with strange markings is capable of bringing back a single deceased person, no matter what may have killed them. When the power words inscribed on the tablet are read within 50 feet of the targeted creature, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Once the tablet is used, it turns to dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Tableturner","description":"Wondrous item, very rare (requires attunement by a bard) Component: construct (divine-infused) instructions Sometimes, even a star needs a little help to shine bright. Flip the world of music on its head with Quark Industries’ brand new tableturnerTM, and discover the ‘hex factor’ that’s been inside of you all along. With the tableturnerTM, you’ll never need another instrument again. This item has 4 charges and regains all expended charges daily at dawn. Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it. Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tableturner","description":"Wondrous item, very rare (requires attunement by a bard) Component: construct (divine-infused) instructions Sometimes, even a star needs a little help to shine bright. Flip the world of music on its head with Quark Industries’ brand new tableturnerTM, and discover the ‘hex factor’ that’s been inside of you all along. With the tableturnerTM, you’ll never need another instrument again. This item has 4 charges and regains all expended charges daily at dawn. Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it. Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Tableturner (common variant)","description":"Wondrous item, very rare (requires attunement by a bard) Component: construct (divine-infused) instructions Sometimes, even a star needs a little help to shine bright. Flip the world of music on its head with Quark Industries’ brand new tableturnerTM, and discover the ‘hex factor’ that’s been inside of you all along. With the tableturnerTM, you’ll never need another instrument again. This item has 4 charges and regains all expended charges daily at dawn. Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it. Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Common variant: The item has no charges and doesn’t require attunement. Remove the Remix and Hextech Recharge properties. You are considered proficient with this instrument if you are a bard.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement by a bard"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tableturner (common variant)","description":"Wondrous item, very rare (requires attunement by a bard) Component: construct (divine-infused) instructions Sometimes, even a star needs a little help to shine bright. Flip the world of music on its head with Quark Industries’ brand new tableturnerTM, and discover the ‘hex factor’ that’s been inside of you all along. With the tableturnerTM, you’ll never need another instrument again. This item has 4 charges and regains all expended charges daily at dawn. Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it. Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Common variant: The item has no charges and doesn’t require attunement. Remove the Remix and Hextech Recharge properties. You are considered proficient with this instrument if you are a bard.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement by a bard"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Tableturner (rare variant)","description":"Wondrous item, very rare (requires attunement by a bard) Component: construct (divine-infused) instructions Sometimes, even a star needs a little help to shine bright. Flip the world of music on its head with Quark Industries’ brand new tableturnerTM, and discover the ‘hex factor’ that’s been inside of you all along. With the tableturnerTM, you’ll never need another instrument again. This item has 4 charges and regains all expended charges daily at dawn. Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it. Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Common variant: The item has no charges and doesn’t require attunement. Remove the Remix and Hextech Recharge properties. You are considered proficient with this instrument if you are a bard. Rare variant: Reduce the charges to 3 and the DC to 15.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tableturner (rare variant)","description":"Wondrous item, very rare (requires attunement by a bard) Component: construct (divine-infused) instructions Sometimes, even a star needs a little help to shine bright. Flip the world of music on its head with Quark Industries’ brand new tableturnerTM, and discover the ‘hex factor’ that’s been inside of you all along. With the tableturnerTM, you’ll never need another instrument again. This item has 4 charges and regains all expended charges daily at dawn. Bard’s Best Friend. This item is a musical instrument that you can play by tapping and rubbing its crystals. It can mimic the sounds of three different instruments, randomly determined upon the item’s creation, or produce its own limpid, melodious tone. As a bonus action, you can command the instrument to follow you or go inert. While following you, it stays within your reach at all times, hovering a few feet above the ground. You are considered proficient with this instrument while attuned to it. Remix. When a creature you can see within 30 feet of you casts a spell or makes a weapon attack, you can use your reaction to subtly influence it with your music, expending 1 charge for each level of the spell being cast (minimum of 1), or 1 charge for a weapon attack. If the creature can hear you, it must make a DC 16 Wisdom saving throw. On a failed save, you pick new targets or a new point of origin for the attack or spell. Hextech Recharge. As an action, you can slot a gemstone worth 250 gp or more into the item, which immediately destroys the gemstone and regains 1 charge. Once this property of the item has been used, it can’t be used again until the next dawn. Common variant: The item has no charges and doesn’t require attunement. Remove the Remix and Hextech Recharge properties. You are considered proficient with this instrument if you are a bard. Rare variant: Reduce the charges to 3 and the DC to 15.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Tactical Carbonic Hardsuit","description":"This hardsuit is meant to be worn over one’s regular clothing, woven out of carbon-based threads to offer ample protection while additionally featuring several pockets of various sizes to hold equipment.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Heavy Armor","Item Rarity":"Standard","Properties":"Stealth Disadvantage"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Tactical Nanofiber Vest","description":"This nanofiber vest is meant to be worn over regular clothing. In addition to offering protection in battle, it has several pockets of various sizes to hold equipment.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Light Armor","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Tactical Vest","description":"This light vest is covered in pouches, straps, and holsters. The vest can carry a two-handed melee weapon on its back and a dagger or an antimatter dagger on its front. It has two holsters and one sling can attach to it. The tactical vest can be worn atop armor.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Tactical Visor","description":"Tactical Visor Utility, rare (requires affinity) While wearing this visor, you have advantage on initiative rolls and Wisdom (Perception) checks.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Tactile Unguent","description":"Wondrous item, common Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature’s hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Taergashs Exsanguinating Tome","description":"This tome is wrapped in a filthy cover that weeps warm, wet droplets of blood. Although gore flows over the book’s pages when opened, the unnerving leakage never obscures the spells’ details to those who wish to read them. Taergash’s exsanguinating tome contains the following spells. Cantrip: blood tide* 1st Level: bane, false life, hideous laughter, ray of sickness, stanch, weapon of blood* 2nd Level: blood armor*, blood lure*, bloodshot*, caustic blood* 3rd Level: animate dead, fear, ray of exhaustion, vampiric touch, vital mark* 4th Level: blood and steel, phantasmal killer 5th Level: cruor of visions*, exsanguinating cloud*, sanguine horror* *indicates a spell contained in this book","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Tail of the Clownfish","description":"Wondrous item, rare (requires attunement by a creature missing its legs) Component: beast fin When the rakin ousted Dr. Stein from his tower, he had only one means of escape: swim. His last act in the battle was to sever his own legs, attune to the tail, flop into a well, and slink out into the sea, tail between his... well. He didn’t have legs anymore. You must be missing your legs to attune to this item. Once attuned to it, the tail grafts into place, the scales slowly petering out into your normal skin, and can’t be removed against your will. You gain the shapechanger type and can breathe both air and water. Morph. As an action, you can morph your tail into legs or vice-versa, gaining the benefits indicated below. Legs. You have a walking speed of 20 feet. You can stand on and move across any liquid surface as if it were solid ground. Tail. You have a swimming speed of 60 feet and advantage on ability checks and saving throws made to avoid being grappled or restrained while underwater. On land, you are always prone, can’t stand up, and have a walking speed of 5 feet. Dolphin: Heads or Tails. As a bonus action, you can target one creature you can see within 60 feet of you and unleash the power of the chimera. The target must succeed on a DC 15 Constitution saving throw or be partially-polymorphed for 1 minute. Roll a d6 to determine the effect. Once this property of the item has been used, it can’t be used again until the next dawn. On an even result, the creature’s torso and head become fishified: it loses the ability to speak and can breathe only water. Furthermore, its Intelligence score is reduced to 1, and it can’t cast spells or activate magic items, though it can still recognise its friends, follow them, and even protect them. The creature gains 10 temporary hit points. When these hit points are lost, or if the creature falls unconscious, the effect ends and it returns to normal. On an odd result, the creature’s legs become fishified, as described in the Tail option of the Morph property. Rare variant, Tail of the Clownfish: Replace the Heads or Tails property with the Clowning Around property. Clownfish: Clowning Around. As an action, you can cast the hideous laughter spell (save DC 15). This property can be used three times, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature missing its legs"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tail of the Mermalia","description":"Wondrous item, rare (requires attunement by a creature missing its legs) Component: beast fin When the rakin ousted Dr. Stein from his tower, he had only one means of escape: swim. His last act in the battle was to sever his own legs, attune to the tail, flop into a well, and slink out into the sea, tail between his... well. He didn’t have legs anymore. You must be missing your legs to attune to this item. Once attuned to it, the tail grafts into place, the scales slowly petering out into your normal skin, and can’t be removed against your will. You gain the shapechanger type and can breathe both air and water. Morph. As an action, you can morph your tail into legs or vice-versa, gaining the benefits indicated below. Legs. You have a walking speed of 20 feet. You can stand on and move across any liquid surface as if it were solid ground. Tail. You have a swimming speed of 60 feet and advantage on ability checks and saving throws made to avoid being grappled or restrained while underwater. On land, you are always prone, can’t stand up, and have a walking speed of 5 feet. Dolphin: Heads or Tails. As a bonus action, you can target one creature you can see within 60 feet of you and unleash the power of the chimera. The target must succeed on a DC 15 Constitution saving throw or be partially-polymorphed for 1 minute. Roll a d6 to determine the effect. Once this property of the item has been used, it can’t be used again until the next dawn. On an even result, the creature’s torso and head become fishified: it loses the ability to speak and can breathe only water. Furthermore, its Intelligence score is reduced to 1, and it can’t cast spells or activate magic items, though it can still recognise its friends, follow them, and even protect them. The creature gains 10 temporary hit points. When these hit points are lost, or if the creature falls unconscious, the effect ends and it returns to normal. On an odd result, the creature’s legs become fishified, as described in the Tail option of the Morph property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature missing its legs"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tail of the Shark","description":"Wondrous item, rare (requires attunement by a creature missing its legs) Component: beast fin When the rakin ousted Dr. Stein from his tower, he had only one means of escape: swim. His last act in the battle was to sever his own legs, attune to the tail, flop into a well, and slink out into the sea, tail between his... well. He didn’t have legs anymore. You must be missing your legs to attune to this item. Once attuned to it, the tail grafts into place, the scales slowly petering out into your normal skin, and can’t be removed against your will. You gain the shapechanger type and can breathe both air and water. Morph. As an action, you can morph your tail into legs or vice-versa, gaining the benefits indicated below. Legs. You have a walking speed of 20 feet. You can stand on and move across any liquid surface as if it were solid ground. Tail. You have a swimming speed of 60 feet and advantage on ability checks and saving throws made to avoid being grappled or restrained while underwater. On land, you are always prone, can’t stand up, and have a walking speed of 5 feet. Dolphin: Heads or Tails. As a bonus action, you can target one creature you can see within 60 feet of you and unleash the power of the chimera. The target must succeed on a DC 15 Constitution saving throw or be partially-polymorphed for 1 minute. Roll a d6 to determine the effect. Once this property of the item has been used, it can’t be used again until the next dawn. On an even result, the creature’s torso and head become fishified: it loses the ability to speak and can breathe only water. Furthermore, its Intelligence score is reduced to 1, and it can’t cast spells or activate magic items, though it can still recognise its friends, follow them, and even protect them. The creature gains 10 temporary hit points. When these hit points are lost, or if the creature falls unconscious, the effect ends and it returns to normal. On an odd result, the creature’s legs become fishified, as described in the Tail option of the Morph property. Rare variant, Tail of the Shark: Replace the Heads or Tails property with the Blood Fury property. Shark: Blood Fury. As a bonus action, you can activate your blood fury. For 1 minute, when you make a weapon attack against a creature, you have advantage on your attack roll if the creature has fewer than half of its maximum hit points. Once you use this property, you can’t do so again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a creature missing its legs"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tail of the West Wind","description":"Weapon (Dagger), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This dagger has sharp wings encompassing its hilt guard, and the blade curves into a thick edge like a scorpion’s tail. The dagger has 3 charges. If you attack and hit a diseased creature with this dagger, you can choose to inflict no damage and instead expend a charge to absorb the disease into the dagger, curing the target of the disease. You can choose to release one or more diseases stored in the dagger as part of a successful attack, causing an additional 3d8 poison damage for each disease expended. The dagger’s charges are regained on the next dawn after they are expended.","properties":{"Category":"Items","Item Type":"Weapon (Dagger)","Properties":"Finesse, ligh⁠t, thrown (range 20/60)","Item Rarity":"Very Rare ","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Tail’s End Greatsword","description":"Weapon (any sword), rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Greatsword (very rare variant)","description":"Weapon (any sword), very rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage. Very rare variant. Increase the DC to 16 and the necrotic damage to 10d6 . Attacks made against a desiccated creature now deal an extra 1d8 slashing damage .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Longsword","description":"Weapon (any sword), rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Longsword (very rare variant)","description":"Weapon (any sword), very rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage. Very rare variant. Increase the DC to 16 and the necrotic damage to 10d6 . Attacks made against a desiccated creature now deal an extra 1d8 slashing damage .","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Rapier","description":"Weapon (any sword), rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Rapier (very rare variant)","description":"Weapon (any sword), very rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage. Very rare variant. Increase the DC to 16 and the necrotic damage to 10d6 . Attacks made against a desiccated creature now deal an extra 1d8 slashing damage .","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Scimitar","description":"Weapon (any sword), rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Scimitar (very rare variant)","description":"Weapon (any sword), very rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage. Very rare variant. Increase the DC to 16 and the necrotic damage to 10d6 . Attacks made against a desiccated creature now deal an extra 1d8 slashing damage .","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Shortsword","description":"Weapon (any sword), rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tail’s End Shortsword (very rare variant)","description":"Weapon (any sword), very rare The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip . Unquenchable Thirst . When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15 Constitution saving throw . On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute . On a successful save, a creature takes half as much damage and isn’t desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d4 slashing damage whenever it takes bludgeoning, force, piercing, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage. Very rare variant. Increase the DC to 16 and the necrotic damage to 10d6 . Attacks made against a desiccated creature now deal an extra 1d8 slashing damage .","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tailor's Clasp","description":"Wondrous item, common This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can’t be used again until 1 hour has passed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tailor's Kit","description":"Tailor's Kit Adventuring gear (artisan's tools) Rokugani tailor's kits often contain cloth patches of linen or homespun cotton (and rarely silk), hemp thread, sewing needles, and dye tablets. Some kits include cleaning powder, a small seam ripper, and a collapsing bamboo drying rod; to clean a kimono, the garment must be deconstructed, each cloth panel must be washed and dried separately, and then the panels must be sewn back together.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Tailoring Supplies","description":"Tailoring Supplies Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight : 10","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Talarith","description":"Talarith Wondrous item, legendary (usable only by the reigar who created it) The reigar who creates this piece of jewelry chooses its form: bracelet, brooch, diadem, or necklace. While the reigar wears the talarith , any weapon wielded by the reigar deals an extra 1d6 force damage when it hits. As an action, a reigar can use their talarith to summon a duplicate that looks just like the reigar. The duplicate obeys the reigar’s commands and uses the reigar’s statistics, except it is a Construct that doesn’t have a talarith of its own. The duplicate vanishes after 1 hour, or when it is reduced to 0 hit points. After summoning a duplicate, the reigar must finish a short or long rest before this property can be used again.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"usable only by the reigar who created t"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Talisman of Exemplary Healing","description":"Talisman of Exemplary Healing Wondrous item, rare (requires attunement by a bard, cleric, druid, paladin, or ranger) This circular talisman is made of silver and inset with small diamonds in the shape of a triangle. While wearing it, you can use a bonus action to expend a charge and maximize the number of hit points regained when casting a healing spell using a spell slot of 6th or lower level. The talisman has 3 charges that are replenished every day at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard, cleric, druid, paladin, or ranger"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Talisman of Precarious Beauty","description":"Talisman of Precarious Beauty Wondrous item, legendary A hauntingly beautiful trinket of fine silver shaped in a crescent moon. It has a loop that allows it to be worn on a chain around the user’s neck or wrist. A creature wearing this item gains a +4 bonus to their persuasion, deception, and performance checks, but failing one of those checks causes anyone the creature is trying to persuade, deceive, or impress, to instead regard them with intense suspicion and an irrational sense of dislike for the next 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Talisman of Pure Good","description":"Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of good alignment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Talisman of Pure Good","description":"Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment ) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin , you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges . If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Talisman of Pure Good","description":"Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Talisman of Pure Good"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Talisman of Skill","description":"Talisman of Skill Wondrous item Price: 1,000 gp These small talismans can be attached to any weapon and guides your attacks to hit the most vulnerable spots. The talisman may be attached to any weapon (ranged or melee) to give it a +1 bonus on Attack Rolls and Damage Rolls. Only one talisman can be in effect at a time on a weapon. The talisman may be removed and added to another weapon, but takes 1 minute to take effect.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Talisman of the Snow Queen","description":"Wondrous item, very rare (requires attunement) The coldly beautiful and deadly Snow Queen (see Tome of Beasts ) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: You have resistance to cold damage. You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts ). You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can’t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can’t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can’t be removed from the talisman except by the Snow Queen herself.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Talisman of the Sphere","description":"Talisman of the Sphere Wondrous item, legendary (requires attunement ) When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation , you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Talisman of the Sphere","description":"Talisman of the Sphere Wondrous item, legendary (requires attunement ) When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Talisman of the Sphere","description":"Wondrous Item, Legendary (Requires Attunement) While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation . In addition, when you start your turn in control of a Sphere of Annihilation , you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Talisman of the Sphere"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Talisman of the Steadfast Root","description":"Amulet, rare While wearing this amulet the bearer is immune to all time-altering effects including, but not limited to, Time Stop and Time Reverse . A creature wearing this talisman is considered anchored. The talisman is quite fragile. If at any time the bearer is knocked prone, falls, or takes any force, or bludgeoning damage, they must succeed on a DC 15 Dexterity saving throw. On a failure the amulet takes 1d4 points of damage. The amulet has 6 hp before it is shattered and destroyed.","properties":{"Category":"Items","Item Type":"Amulet","Item Rarity":"Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Talisman of Ultimate Evil","description":"Talisman of Ultimate Evil Wondrous item, legendary (requires attunement by a creature of evil alignment) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature of evil alignment"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Talisman of Ultimate Evil","description":"Talisman of Ultimate Evil wondrous item, legendary (requires attunement by a creature of evil alignment ) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin , you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges . If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wondrous Item, Neck","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Talisman of Ultimate Evil","description":"Wondrous Item, Legendary (Requires Attunement) This item symbolizes unrepentant evil. A creature that isn’t a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Talisman of Ultimate Evil"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Talking Doll","description":"Talking Doll Wondrous item, common (requires attunement ) While this doll is within 5 feet of you, you can spend a short rest telling it up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Talking Doll","description":"Talking Doll Wondrous Item, Common (Requires Attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Requires Attunement"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Talking Doll","description":"Wondrous Item, Common (Requires Attunement) While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your Attunement to the doll ends.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Talking Doll"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Talking Tablets","description":"Wondrous item, uncommon These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn’t understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Talking Torches","description":"Wondrous item, rare These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches . While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Talking Wand","description":"Talking Wand Wand, common While you are holding this wand, your voice and other sounds you produce are three times as loud as normal. House Phiarlan makes use of the thunderous amulet , a similar device that leaves the wearer’s hands free.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Talon","description":"Talon Melee weapon (martial, longsword) A +1 longsword in a silver-chased scabbard. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type : Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Tamer's Whip","description":"Weapon (whip), rare (requires attunement) This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll. When you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute. If the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tan Bag of Tricks","description":"Tan Bag of Tricks Wondrous item, uncommon This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature d8 Creature 1 Jackal 5 Black bear 2 Ape 6 Giant weasel 3 Baboon 7 Giant hyena 4 Axe beak 8 Tiger Weight: 0.5","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tan Bag of Tricks","description":"Bag of Tricks Wondrous item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points . The creature is friendly to you and your companions, and it acts on your turn . You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger","properties":{"Category":"Items","Subtype":"Wondrous","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tan Bag of Tricks","description":"Wondrous Item, Uncommon This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Tan Bag of Tricks 1d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe Beak 5 Black Bear 6 Giant Weasel 7 Giant Hyena 8 Tiger","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Tan Bag of Tricks"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tankard","description":"Tankard Adventuring gear (container) A tankard holds 1 pint of liquid. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tankard of Endless Ale","description":"Tankard of Endless Ale Wondrous Item, uncommon Weight: 2 lbs. This clear crystal mug is inscribed with dwarvish runes and is nearly indestructible. As an action, you can tap the bottom of the tankard on a bar or any hard surface and the tankard magically fills with 1 pint of hearty dwarven ale. Ale Geyser. You can use an action to speak a command word and the tankard produces 30 gallons of ale that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the tankard, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. This feature can be used up to 3 times a day.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Tankard of Sobriety","description":"Tankard of Sobriety Wondrous item, common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Tankard of Sobriety","description":"Wondrous Item, Common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Tankard of Sobriety"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tantan","description":"Tantan Musical instrument A tambourine, a popular instrument with halflings and humans south of the Dalelands.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Tarian Graddfeyd Ddraig","description":"Armor (shield), very rare (requires attunement) This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield’s dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can’t be used this way again until the next dawn. d6 Effect 1 Red . The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. 2 White . The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed savoe, or half as much damage and is not restrained on a successful one. 3 Blue . The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. 4 Black . The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. 5 Green . The target takes 4d6 poison damage and is poiosned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. 6 Shadow . The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwisde, the reduction lasts until the target finishes a short or long rest.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tarrobe","description":"Wondrous item, rare (requires attunement) Fossilised bones and oilcloth, a lipid-rich mesh of viscous crude oil and lipophilic fibres, forms the basis of this magical robe. In the same way the oil refracts light in rainbow hues, the cloth has a natural resistance to magic, occasionally sending spells ricocheting back at the caster. Oily Barrage. While you wear this robe, you can cast a variety of oil-based spells. This robe has 7 charges and regains 1d6 + 1 charges daily at dawn . You can expend charges to cast the following spells ( save DC 15 , +7 to hit ). Some spells are changed to be oil-based. Grease ( 1 charge ) Create or destroy oil ( 2 charges ; as create or destroy water , but oil instead of water) Mireball * ( 3 charges ; instead of mud, thick, rancid fat and oil are conjured) Spell Reflection. While you wear this robe, any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8 . On a 1-7 , you are affected as normal. On an 8 , you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tarrobe (legendary variant)","description":"Wondrous item, legendary (requires attunement) Fossilised bones and oilcloth, a lipid-rich mesh of viscous crude oil and lipophilic fibres, forms the basis of this magical robe. In the same way the oil refracts light in rainbow hues, the cloth has a natural resistance to magic, occasionally sending spells ricocheting back at the caster. Oily Barrage. While you wear this robe, you can cast a variety of oil-based spells. This robe has 7 charges and regains 1d6 + 1 charges daily at dawn . You can expend charges to cast the following spells ( save DC 15 , +7 to hit ). Some spells are changed to be oil-based. Grease ( 1 charge ) Create or destroy oil ( 2 charges ; as create or destroy water , but oil instead of water) Mireball * ( 3 charges ; instead of mud, thick, rancid fat and oil are conjured) Spell Reflection. While you wear this robe, any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8 . On a 1-7 , you are affected as normal. On an 8 , you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. Legendary variant: While you wear the robe you can speak and understand Terran. Increase the number of charges to 12 and the recharge to 1d8 + 4 . Add the bone cage * and conjure elemental ( tar elemental only) spells to the Oily Barrage property ( 5 charges each). The Spell Reflection property reflects a spell back on a roll of 7 or 8 (you are affected as normal on a 1-6 ). *See Appendix B","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Taser Ammo","description":"","properties":{"Category":"Items","Item Type":"Ranged Weapon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Tattoo of Absorption","description":"Wondrous Item (Tattoo), Rarity Varies (Requires Attunement) This magic tattoo wards against one of the following types of damage: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage. When you take damage of that type, the tattoo takes that damage instead. If this damage reduces the tattoo to 0 hit points, you take any remaining damage and the tattoo disappears. The tattoo’s hit points depend on the tattoo’s rarity, as shown in the Tattoo of Absorption table. Tattoo of Absorption Tattoo of ... Rarity Hit Points Absorption Common 10 Greater Absorption Uncommon 20 Superior Absorption Rare 50","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rarity Varies","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Death Ward","description":"Wondrous Item (Tattoo), Rare (Requires Attunement) The first time you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and the tattoo disappears. If the tattoo is still in effect when you are subjected to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you, and the tattoo disappears.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Devastation","description":"Wondrous Item (Tattoo), Uncommon (Requires Attunement) Before you make an attack, you can choose to make the attack roll with advantage, and the tattoo disappears. If you do, and the attack hits, it is a critical hit.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Freedom","description":"Wondrous Item (Tattoo), Uncommon (Requires Attunement) When spells and other magical effects would reduce your speed to 0 or cause you to be paralyzed or restrained, this effect is negated against you, and the tattoo disappears. You can also speak the tattoo’s command word as a bonus action to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Once you do so, the tattoo disappears.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Heroism","description":"Wondrous Item (Tattoo), Uncommon (Requires Attunement) When you become frightened, or when you speak the tattoo’s command word as a bonus action, you become imbued with bravery and the tattoo disappears. You gain temporary hit points equal to your character level and you are immune to being frightened for 1 minute.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Power","description":"Wondrous Item (Tattoo), Uncommon (Requires Attunement) When you cast a spell, you can choose to amplify the effects of that spell in one of the following ways: The spell takes effect as if it were cast using a spell slot one level higher than the one used to cast it. One target of the spell has disadvantage on the first saving throw it makes against the spell. Once used, the tattoo disappears.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Speed","description":"Wondrous Item (Tattoo), Rarity Varies (Requires Attunement) The tattoo has a number of charges, depending on its rarity, as shown on the Tattoo of Speed table below. You can expend 1 charge on your turn to gain the following benefits until the start of your next turn: Your speed is doubled. You gain a +2 bonus to AC. You have advantage on Dexterity saving throws. You gain an additional action on your turn, that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once all its charges have been expended, the tattoo disappears. Tattoo of Speed Tattoo of ... Rarity Charges Speed Common 1 Greater Speed Uncommon 3 Superior Speed Rare 7","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rarity Varies","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo of Spell Turning","description":"Wondrous Item (Tattoo), Rare (Requires Attunement) When you are the target of a spell or spell attack that targets only you, you can choose either to make your saving throw against that spell with advantage, or that the spell attack has disadvantage against you, and the tattoo disappears. If you successfully save against the spell or the spell attack misses you, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. If the spell requires concentration, it lasts until the end of the caster’s next turn, even if they choose not to maintain their concentration on it.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tattoo Set","description":"Tattoo Set Adventuring gear (artisan's tools) Tattoo needles are ordinarily part of a kit that includes needles, various pigments, and other tools used by tattoo artists in their work. Widespread not only in the Dragon Clan, tattoos are also prevalent among the Empire’s numerous criminal cartels, which use them both to identify members of specific cartels and to record individuals’ criminal exploits.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Taulmir, Meloria’s Bow","description":"Taulmir, Meloria’s Bow Weapon (Longbow), Artifact (requires attunement) A gift of Mother Nature to her daughter Meloria before the age of mortals, Taulmir is an ageless weapon made to defend mortalkind against horrors that defy the natural order. Since the rise of the warring gods, the bow had lain dormant in the form of a seemingly mundane seed, waiting for a spark of nature magic to reawaken. This magic bow grants a +3 bonus to attack and damage rolls made with it and deals an extra 2d8 piercing damage. It scores a critical hit on a roll of 19 or 20. Lifewood Weapon. Taulmir is made of eternally living wood and draws its power from Otherwood, the mystical realm of Nature. The bow is light enough to float on water, yet it is indestructible outside of Otherwood. Primeval Essence. While attuned to Taulmir, you have advantage on initiative rolls, and on saving throws against spells and other magical effects. Additionally, you are immune to disease, poison, and the poisoned condition, and have resistance to necrotic damage. Sharpleaf Arrows. While holding the bow, you can use a bonus action to create 20 sharpleaf arrows from the wood of the bow. These arrows ignore half cover and resistance to piercing damage. After 10 minutes, sharpleaf arrows bloom and transform into ordinary flowers. The Circle of Life. Taulmir is eternal and ever-living. While holding the bow, you can use an action to transform it into a plain-looking seed that is impervious to damage. If you plant this seed in dirt or sand and then water it, it sprouts a treant (CR 9) that is friendly to you after 1 minute. The treant holds Taulmir in its branches and will hand it back to you if asked. Once it gives you the bow, the treant transforms into an ordinary tree as its spirit returns to Otherwood.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Longbow)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Tavern Seed","description":"Wondrous Item, Uncommon A tavern seed must be used outdoors, and when thrown, it creates a small, snug tavern of stone and wood, roughly 40 feet by 20 feet, with a lower public floor and an upper floor devoted to the staff bedchambers, storage, and a single room for rent. The entire building takes on an outward style of architecture, materials, roofing, and appearance as suits the region where it stands. It has a staff of three: a cook, a bartender, and a servant, of a type typical of the region (so humans in a human realm, shadow fey in the Shadow Realm, goblins in the wastelands, and so on). Using a tavern seed in an existing settlement creates a snug tavern as normal, magically shifting two buildings to either side slightly to make room. The new structure is certainly notable and surprising to residents of the place. A tavern seed combined with a road seed always includes a set of warm, secure stables as well as the tavern building itself.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Tavern Tales Vol 1 - A Trip Away Inn","description":"Backgrounds Acrobat Clown Fortune Teller Tent Master Magic Items A Trip Away Inn Tablet Aboleth Orb Arbiter's Bible Arcane Opal Blood Rubies Conch of Poseidon Ewer of Yult Flip's Codex Horse Teeth Hypnotic Viol Lucky Dusty Rabbit's Foot Lute of the Trickster Ring of Telepathic Bond Seeing Stone Source Powder Sycorax's Opal Necklace Talisman of the Steadfast Root Magic Weapons Acid Arrow Acid Bolt Acid Bullet Ancestral Staff of House Ardelean Atreya the Silent Point Burden Bearer's Dagger Cold Arrow Cold Bolt Cold Bullet Doomguard Flame Arrow Flame Bolt Flame Bullet Grease Arrow Grease Bolt Grease Bullet Helena's Brand Orb of Ith Poison Dart Slow Arrow Slow Bolt Slow Bullet Yult Spear Poisons Calming Cantor Living Death Mark of the Arbiter Spells Diamond Wall Time Reverse Sub-Classes Owlbear Tamer Ranger Ink Devil Warlock Aspect of the Ink Devil","properties":{"Category":"Items"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Taxes","description":"Weapon (Light Hammer), Rare (Requires Attunement) This light hammer has a smooth, round pewter handle and a head made from a stack of copper coins. It is cold to the touch and surprisingly heavy for the hammer’s size. When you attune to this magic weapon, you gain the flaw “I am stingy with my money.” You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has 3 charges, and regains all expended charges when you finish a long rest. When you hit a creature with an attack using this weapon, you can expend 1 charge to cause 1d4 gold coins to fall to the ground with a distinctive ring. If you expend a charge when scoring a critical hit, a small purse filled with 4d6 gold pieces falls instead. When the coins fall, the target must make a DC 15 Wisdom saving throw. On a failed save, the target is distracted by the coins, immediately falling prone and spending their next turn trying to retrieve the coins. Encounter Ideas Privileged Predicament. A high-ranking gnome official named Hicktor hires the characters to find Taxes, which was stolen from their treasury. They promise to pay a handsome reward for finding the hammer and returning it. Rough Tax Bracket. A few exasperated townsfolk tell the party a tale of a local tax collector named Krohn (orog), known for his particularly cruel collection techniques. If someone can’t pay, he (literally) beats the money out of them using Taxes. The scared citizens offer the characters a reward for setting the tax collector straight. Avaricious Armorer. Tabitha, a dwarf blacksmith in town, works late into the night, using the hammer to amass a small fortune while keeping everyone within earshot of the store awake. Not only are the townsfolk fed up with the noise, but she’s also recently raised her rates to the point of being unaffordable.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Light Hammer)","Properties":"Light, thrown","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Taz's Zealous Retribution","description":"Wand, uncommon (optional attunement by a spellcaster) Component: construct lifespark A common field tool, the TZR, as it is referred to by FBI agents, is the creation of the Bureau’s very own inventor: Tazon Regalton. Designed primarily for incapacitating fleeing evil-doers, the TZR also packs a punch when necessary. Stun Baton. You can use this wand as a simple melee weapon with the finesse property, dealing 1 piercing damage on a hit. Once per turn when you hit a creature with an attack using the wand, you can cause it to discharge in one of the following ways: Sap. The creature must make a DC 13 Constitution saving throw. On a failure, its speed is reduced to 0 feet and it can’t take bonus actions or reactions until the end of its next turn. A creature immune to being stunned automatically succeeds on this saving throw. Zap. The creature takes an extra 2d8 lightning damage and can’t take reactions until the start of its next turn unless it is immune to being stunned. Optional Attunement. If you are a spellcaster, you can attune to this item, and you can use the Stunspell property while you remain attuned to it. OA: Stunspell. You know the hold person and lightning wave* spells, and you always have them prepared. While holding the wand, you can cast one of those spells without expending a spell slot, using your spell save DC. Once this property of the wand has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wand","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"optional attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Taz's Zealous Retribution (rare variant)","description":"Wand, uncommon (optional attunement by a spellcaster) Component: construct lifespark A common field tool, the TZR, as it is referred to by FBI agents, is the creation of the Bureau’s very own inventor: Tazon Regalton. Designed primarily for incapacitating fleeing evil-doers, the TZR also packs a punch when necessary. Stun Baton. You can use this wand as a simple melee weapon with the finesse property, dealing 1 piercing damage on a hit. Once per turn when you hit a creature with an attack using the wand, you can cause it to discharge in one of the following ways: Sap. The creature must make a DC 13 Constitution saving throw. On a failure, its speed is reduced to 0 feet and it can’t take bonus actions or reactions until the end of its next turn. A creature immune to being stunned automatically succeeds on this saving throw. Zap. The creature takes an extra 2d8 lightning damage and can’t take reactions until the start of its next turn unless it is immune to being stunned. Optional Attunement. If you are a spellcaster, you can attune to this item, and you can use the Stunspell property while you remain attuned to it. OA: Stunspell. You know the hold person and lightning wave* spells, and you always have them prepared. While holding the wand, you can cast one of those spells without expending a spell slot, using your spell save DC. Once this property of the wand has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d8. Add stunbolt * to the list of spells in the Stunspell property. Once you use the Stunspell property, roll a d6. If the result is equal to or lower than the spell’s level, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wand","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"optional attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Taz's Zealous Retribution (very rare variant)","description":"Wand, uncommon (optional attunement by a spellcaster) Component: construct lifespark A common field tool, the TZR, as it is referred to by FBI agents, is the creation of the Bureau’s very own inventor: Tazon Regalton. Designed primarily for incapacitating fleeing evil-doers, the TZR also packs a punch when necessary. Stun Baton. You can use this wand as a simple melee weapon with the finesse property, dealing 1 piercing damage on a hit. Once per turn when you hit a creature with an attack using the wand, you can cause it to discharge in one of the following ways: Sap. The creature must make a DC 13 Constitution saving throw. On a failure, its speed is reduced to 0 feet and it can’t take bonus actions or reactions until the end of its next turn. A creature immune to being stunned automatically succeeds on this saving throw. Zap. The creature takes an extra 2d8 lightning damage and can’t take reactions until the start of its next turn unless it is immune to being stunned. Optional Attunement. If you are a spellcaster, you can attune to this item, and you can use the Stunspell property while you remain attuned to it. OA: Stunspell. You know the hold person and lightning wave* spells, and you always have them prepared. While holding the wand, you can cast one of those spells without expending a spell slot, using your spell save DC. Once this property of the wand has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15 and the damage to 3d8. Add stunbolt * to the list of spells in the Stunspell property. Once you use the Stunspell property, roll a d6. If the result is equal to or lower than the spell’s level, this property can’t be used again until the next dawn. Very rare variant: Increase the DC to 16 and the damage to 4d8. Add the stunbolt * and hold monster spells to the list of spells in the Stunspell property. Once you use the Stunspell property to cast a spell, roll a d8. If the result is equal to or lower than the spell’s level, this property can’t be used again until the next dawn. *See Appendix A","properties":{"Category":"Items","Item Type":"Wand","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"optional attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Teapot of Soothing","description":"Wondrous item, rare This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tear of the Hamadryad","description":"Tear of the Hamadryad Uncommon wondrous item This teardrop-shaped piece of smooth amber is warm to the touch and grants its bearer a feeling of calmness and serenity. Property : Once per day, while clutching the tear of the hamadryad , you gain a 1d4 bonus to any saving throw or ability check.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Tears of the Dreamer","description":"Wondrous Item, Rarity Varies by Color This tear-shaped gemstone is roughly the size of an adult human’s palm. Though cold to the touch, it hums with mystical vitality, and fleeting images can be glimpsed along its surface. You may spend a short rest meditating on the images within, and during your meditation, you experience a memory held within the gem, as determined by the GM. When you complete the meditation, you gain a proficiency that lasts until you complete a long rest (as detailed in the Tears of the Dreamer table). Only one creature can gain the benefit of a particular gem at a time, and once a gem has granted its benefit, it cannot do so again until the next dawn. Additionally, the gem can be ground into a fine dust that can be used in place of the spell components of equivalent monetary value. Doing so destroys the gem. The worth of the gem dust is noted in the chart below. If the spell consumes the spell components, it instead consumes the equivalent value of dust.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Rarity Varies by Color"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Technician's Pack","description":"Technician's Pack Equipment pack Includes: backpack datapad flashlight micro-toolset plasma torch recording unit toolbag (large)","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Technique Scroll","description":"Scroll, Varies A technique scroll contains a step-by-step guide to executing a specific maneuver. While holding the scroll, you can perform the maneuver on it as a reaction provided you meet the maneuver’s prerequisites. Once the maneuver is performed, the instructions on the scroll fade and it crumbles into dust. The rarity of the scroll determines the maneuver’s save DC, as shown in the Technique Scroll table. If the maneuver contained on the scroll is one you already know, you can use this item when performing the maneuver to do so without using your reaction. When you do, you can choose to use your maneuver save DC in place of the saving throw DC determined by the rarity of the scroll. Rarity Save DC Common 13 Uncommon 15 Rare 17 Very Rare 18 Legendary 19","properties":{"Category":"Items","Item Type":"Scroll","Item Rarity":"Varies"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Technomagical Puzzle Box","description":"Mechanical Trap This decorative metal crate has dozens of interlocking rods, plates, and pressure points. Casual inspection of the mechanisms reveals the metallic rods secure most of the moveable parts, thereby preventing their manipulation. A successful DC 20 Disable Device check can remove the rods, or the PCs can break them off with a few carefully placed blows (AC 17, hp 10). Either approach, however, triggers an electrical surge that conjures a unique ball lightning effect (treat as a flaming sphere that deals lightning damage). This phenomenon aggressively pursues any living creature within 60 feet of the crate for 3 rounds. The trap resets on the next round, and the PCs must either disable it before further manipulating the crate’s locking mechanisms (DC 25 Dexterity check with thieves’ tools) or avoid triggering it by moving the parts in the correct order. The trap can be detected and disabled with successful Intelligence (Arcana) checks (DC 20 for both), or with a successful dispel magic ability check against DC 16. Solving the puzzle box requires a DC 25 Dexterity check with thieves’ tools. A successful DC 15 Intelligence (Investigation) check before the attempt grants advantage on the Dexterity check. Other PCs can attempt this Intelligence check by using the Help action, even if they are otherwise unable to open the lock on their own. In addition, several clicks, whirs, and pops emanate from the box’s interior as the PCs manipulate the mechanisms. 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While old-fashioned mages potter about with candles and arcane runes, the new blood embraces technology. This staff contains the latest in magic energy catalysts, allowing it to recycle and redirect residual magical energy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you cast a spell that deals lightning damage while holding this quarterstaff, roll a d6 and add the result to one lightning damage roll of that spell against one of its targets. Lightning Rod. When you or a creature within 20 feet of you takes lightning damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus as the staff absorbs the energy. Residual Charge. After you cast a spell that deals lightning damage or use the Lightning Rod property, purple crackling energy gathers at the tip of this quarterstaff. The next time you hit with a melee attack using this weapon within the next minute, you deal an extra 1d6 lightning damage to the target.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Technomancer Staff (legendary variant)","description":"Weapon (quarterstaff), rare (requires attunement) Component: elemental core of air A focus for pliers of electrical currents and lightning-based magic, this staff represents the evolution of wizardcraft and artifice. While old-fashioned mages potter about with candles and arcane runes, the new blood embraces technology. This staff contains the latest in magic energy catalysts, allowing it to recycle and redirect residual magical energy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you cast a spell that deals lightning damage while holding this quarterstaff, roll a d6 and add the result to one lightning damage roll of that spell against one of its targets. Lightning Rod. When you or a creature within 20 feet of you takes lightning damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus as the staff absorbs the energy. Residual Charge. After you cast a spell that deals lightning damage or use the Lightning Rod property, purple crackling energy gathers at the tip of this quarterstaff. The next time you hit with a melee attack using this weapon within the next minute, you deal an extra 1d6 lightning damage to the target. Very rare variant: Increase the attack and damage bonus to +2, the damage reduction of the Lightning Rod property to 2d10 + your proficiency bonus, and the d6s to d8s. Legendary variant: Increase the attack and damage bonus to +3, the damage reduction of the Lightning Rod property to 3d10 + your proficiency bonus, and the d6s to d10s.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Technomancer Staff (very rare variant)","description":"Weapon (quarterstaff), rare (requires attunement) Component: elemental core of air A focus for pliers of electrical currents and lightning-based magic, this staff represents the evolution of wizardcraft and artifice. While old-fashioned mages potter about with candles and arcane runes, the new blood embraces technology. This staff contains the latest in magic energy catalysts, allowing it to recycle and redirect residual magical energy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you cast a spell that deals lightning damage while holding this quarterstaff, roll a d6 and add the result to one lightning damage roll of that spell against one of its targets. Lightning Rod. When you or a creature within 20 feet of you takes lightning damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus as the staff absorbs the energy. Residual Charge. After you cast a spell that deals lightning damage or use the Lightning Rod property, purple crackling energy gathers at the tip of this quarterstaff. The next time you hit with a melee attack using this weapon within the next minute, you deal an extra 1d6 lightning damage to the target. Very rare variant: Increase the attack and damage bonus to +2, the damage reduction of the Lightning Rod property to 2d10 + your proficiency bonus, and the d6s to d8s.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Teeth of Dahlver-Nar","description":"Teeth of Dahlver-Nar Wondrous item, artifact (requires attunement ) The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life. Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later). If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below). Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table. Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted. Implanting Teeth. To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect. Recovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane. Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever. Teeth of Dahlver-Nar 1d20 Tale and Tooth Creatures Summoned Implanted Effect 1 The Staring Cats of Uldun-dar (ivory cat molar) 9 cats The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you. 2 Duggle’s Surprising Day (human molar) 1 commoner When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell lasts for 24 hours or until you break it. 3 The Golden Age of Dhakaan (golden goblin bicuspid) 10 goblins , 1 goblin boss When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest. 4 The Mill Road Murders (halfling canine) 3 green hags in a coven When you damage a target that hasn’t taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades. 5 Dooms of the Malpheggi (emerald lizardfolk fang) 1 lizardfolk queen and 4 lizardfolk You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. 6 The Stable Hand’s Secret (sweet-tasting human canine) 2 incubi When you make a Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn. 7 The Donkey’s Dream (rainbow-colored donkey molar) 1 unicorn The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.” 8 Beyond the Rock of Bral (silver mind flayer tooth) 2 mind flayers You gain telepathy out to 120 feet as described in the Monster Manual , and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks from constant whispers of memories and nearby minds. 9 The Disappearances of Half Hollow (vomerine tooth of a Large toad) 4 giant toads Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. 10 Legendry of Phantoms and Ghosts (obsidian human molar) 1 giant octopus , 1 mage , 1 specter As an action, you can use the tooth to cast the Evard’s black tentacles spell (DC 18). Once this property is used, it can’t be used again until the next dawn. 11 The Thousand Deaths of Jander Sunstar (yellowed vampire fang) 1 vampire You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can’t regain hit points. 12 Nightmares of Kaggash (twisted beholder tooth) 1 beholder As an action, you can cast the eyebite spell from the tooth. Once you use this action, it can’t be used again until the next dawn. Whenever you finish a long rest, roll a d20. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks. 13 Three Bridges to the Sky (lapis lazuli oni fang) 3 oni You gain a flying speed of 30 feet, and you can use the tooth to cast the detect magic spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of exhaustion that can’t be removed until you are attuned to three or more magic items. 14 The Claws of Dragotha (broken translucent fang) 1 adult red dracolich You can use the tooth to cast the create undead spell. Once this property is used, it can’t be used again until the next dawn. Each time you create an undead creature using the tooth, a skeleton , zombie , or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. 15 Ashes of the Ages and Eternal Fire (jade humanoid bicuspid) 1 dao , 1 djinni , 1 efreeti , 1 marid You can use the tooth to cast counterspell at 9th level. Once you use this property, it can’t be used again until the next dawn. Whenever you finish a long rest, if you haven’t used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by 2d10. If this reduces your hit point maximum to 0, you die. 16 Daughters of Bel (green steel pit fiend fang) 1 pit fiend You can use the tooth to cast dominate monster (DC 18). Once you use this property, it can’t be used again until the next dawn. You smell strongly of burning sulfur. 17 Why the Sky Screams (blue dragon fang) 1 ancient blue dragon You gain immunity to lightning damage and vulnerability to thunder damage. 18 The Last Tarrasque (jagged sliver of tarrasque tooth) 1 tarrasque (ignores you and your commands; appears for 1d4 rounds then vanishes) You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren’t damaged by a creature, moving as close as you can to the target if necessary. 19 Incendax’s Tooth (ruby-veined red dragon fang) 1 ancient red dragon You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of exhaustion. 20 Dahlver-Nar’s Tooth (dusty human molar) 1 priest As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention; the effect of any cleric spell would be appropriate. Once this property is used, it can’t be used again for 7 days. ","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Tektike Skin Armor","description":"Armor (Plate armor), legendary (requires attunement) Armor Class: 18 (plate armor) Starmetal Skin: While attuned to the armor, you have resistance to fire damage, immunity to poison damage, and advantage on saving throws against being frightened or charmed. Vengeful Spirit: Whenever the wearer of this armor suffers a Critical Hit, the armor retaliates against the attacker. They suffer 6 (1d12) force damage. Starfire: As a bonus action, you can call upon the meteoric armor to protect you. For the next minute you ignite with Starfire and your attacks deal an extra 1d12 force damage. Also, you gain resistance to slashing, piercing and bludgeoning damage. When the effect ends, you gain one level of exhaustion. Once you use this feature, you can't use it again until you finish a short or long rest. ","properties":{"Category":"Items","Expansion":29375,"Item Type":"Armor (Plate)","Item Rarity":"legendary","Requires Attunement":"requires attunement","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Telekinetic Band","description":"Telekinetic Band Utility, very rare (requires affinity) This circlet is worn around the head. While wearing it, you can use the telekinesis power at will, but you can target only objects that aren’t being worn or carried.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Telepathic Band","description":"Telepathic Band Utility, uncommon (requires affinity) This circlet is worn around the head. While wearing it, you can use it to activate the detect thoughts power as an action (save DC 13). As long as you maintain concentration on the power, you can use a bonus action to send a telepathic message to a creature you are focused on. The creature can reply--using a bonus action to do so--while your focus on it continues. While focusing on a creature with detect thoughts , you can spend an action to use the suggestion power (save DC 13) on that creature. Once used, the suggestion property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Telepathic Shard","description":"Psychic Shard Focus, varies (requires affinity) The standard version of this 6-inch-long, clear, crystal shard is a very rare item. While holding it you can expend an action to use it and activate the extended perception power (save DC 17). The following psychic shard variants are epic items and have additional properties. Mindsight Shard. You can use an action to activate the detect thoughts power (save DC 17) during your use of extended perception with the shard, targeting creatures you can see within 30 feet of the power’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if extended perception ends. Telepathic Shard. While using extended perception through the shard, you can communicate telepathically with creatures you can see within 30 feet of the power’s sensor. You can also use an action to activate the suggestion power (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if extended perception ends. Once used, the suggestion feature of the shard can’t be used again until you finish a long rest. Truesight Shard. While using extended perception through the shard, you have truesight with a radius of 120 feet centered on the power’s sensor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Teleport Snap-Stick","description":"Wondrous item, rare When you snap it in half, this 6-inch-long rune-inscribed stick teleports you and up to two additional Medium creatures touching you to a single location attuned to the stick during its creation. Each snap-stick is linked to a single location and is expended when used. Teleport snap-sticks are often given to non-spellcasting servants to return to their masters after assignments are completed or as a means to escape danger.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Teleportation Bomb","description":"By replacing your bomb’s explosive contents with a glowing etherite crystal, you can change it into a teleportation bomb. A teleportation bomb deals no damage and instead opens a rift in space, instantly teleporting you to its point of detonation. This effect fails if the bomb explodes more than 30 feet away from you.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Teleportation Tablet","description":"Teleportation Tablet Wondrous item, rare This clay tablet is eight inches long, four inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle. A creature that studies the sequence for 10 minutes can make a DC 21 Intelligence (Arcana) check, learning the circle’s destination on a success. You can use an action to break the tablet in half, turning it to dust. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. This teleportation circle has the characteristics of one created using the teleportation circle spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet. The teleportation circle created by the tablet disappears at the end of your next turn.","properties":{"Category":"Items","Item Type":"wondrous item"},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Telescope","description":"Type Bonus Weight Price x10 +2 12 lbs. 2,000 gp x50 +4 23 lbs 4,000 gp x250 +6 44 lbs. 8,000 gp This basic, semi-portable telescope allows the user to see greater detail on very distant objects. Telescopes can be built to a variety of specifications, but those most often used by adventuring stargazers are listed here. A telescope grants the listed bonus on Wisdom (Perception) checks to discern celestial bodies and on Intelligence checks to learn about the planets when used at night. A telescope can be used to look at either terrestrial or celestial objects. Distance penalties on Perception checks for viewing objects through the telescope are divided by the telescope’s magnification. 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After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, make a DC 17 Intelligence (Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that’s good for the campaign. Telescope Travel Mishaps d6 Mishap 1 The travelers appear adrift in the Astral Sea. 2 The travelers appear on a different plane of existence, determined randomly or chosen by the DM. 3 Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes 8d6 necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the Reincarnate spell. 4 A creature from the Astral Sea (such as a githyanki knight ) appears within 60 feet of the telescope. The DM decides its attitude. 5 The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination. 6 The travelers arrive at their intended destination, but they each appear coated in harmless slime.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Legendary"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Temper's Cauldron","description":"Wondrous item, very rare This 8-foot-diameter iron cauldron is embossed with arcane symbols and filled with a silvery liquid streaked with blood-red veins. Once per day, a Medium or smaller creature can be immersed in the liquid, permanently granting them the warborn template. The Cauldron never spills its contents, even if turned upside down. It weighs 400 pounds. WARBORN TEMPLATE Any Medium or smaller humanoid, giant, or monstrosity can become warborn. When a creature becomes warborn, it retains all its statistics except as noted below. Resistances . The warborn gains resistance to nonmagical piercing damage. Immunities . The warborn gains immunity to the frightened condition. New Ability: Death before Dishonor . A warborn creature’s body creates a lethal poison, killing the creature in 2 rounds, if the warborn is captured by enemies. Captured is considered having the paralyzed or restrained condition with no mobile allies nearby and battle having ended. The poison creation is an unconscious response of the warborn and cannot be prevented. Using magic that removes the poisoned condition before the 2-round time limit elapses permanently negates this effect. The magic must be applied after the effect is triggered, however. New Ability: Dedicated Loyalty . Warborn creatures have advantage on saving throws against being charmed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Temperate Blanket","description":"Wondrous Item, Common One side of this 5 feet by 5 feet magic leather blanket is made from the hide of a polar bear while the other is made from salamander skin. While wearing the blanket you can tolerate temperatures as low as −50° Fahrenheit (-45 °C) and as high as 120° Fahrenheit (50 °C) without any additional protection.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Temple sword","description":"Also called a sickle sword, the blade ends in a crescent-shaped curve.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, light"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Temple Sword","description":"Also called a sickle sword, the blade ends in a crescent-shaped curve.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Temporal Amulet","description":"Wondrous Item, Very Rare (Requires Attunement) This magic amulet has 3 charges and regains all expended charges daily at dawn. While wearing it, you can expend 1 charge as a reaction at the end of another creature’s turn. You magically appear in the spot you were at the start of that creature’s turn, regain any hit points you lost during the turn, and any conditions or effects that began on you since the start of that creature’s turn no longer affect you.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Temporal Totem","description":"Wondrous Item, Very Rare (Requires Attunement) This fist-sized totem is carved with strange glyphs. Spirit Sight As an Action, you can see into the Ethereal Plane and see magical auras as with the Detect Magic spell, until the start of your next turn. Quantum Synchronization As a Bonus Action, you can create a quantum link with one willing creature you can see within 60 feet, causing the following effects for you and that creature for the next 10 minutes: You can detect the other creature's thoughts and can communicate telepathically with it. You gain any skill, tool, and weapon proficiencies that the other creature has. When you cast a spell of 1st level or higher, the other creature can expend the spell slot used for the spell instead. Once used, this property can't be used again until the next dawn. Astral Projection As an Action, you can use the totem to cast the Astral Projection spell without using material components. The totem then crumbles and is destroyed.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Tenebrous Flail of Screams","description":"Weapon (flail), rare (requires attunement) The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven’s claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tenebrous Mantle","description":"Wondrous item, legendary (requires attunement) This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: You have advantage on Dexterity (Stealth) checks. You have resistance to necrotic damage. You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step , you are engulfed in the darkness of the cloak and emerge from the cloak’s darkness at your destination. You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition ) spell from it. The cloak can’t be used this way again until the following dusk.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tension","description":"Journeyman weapon property Components: Masterwork exotic ranged weapon that doesn’t have the Firearm or Thrown properties This weapon gains the Tension property. Tension. When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Tent","description":"Tent (two-person) Adventuring gear A simple and portable canvas shelter, a tent sleeps two. Weight: 20","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":20,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tent","description":"Adventuring Gear Weight: 20 lb. Cost: 2 GP A Tent sleeps up to two Small or Medium creatures.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Tent"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tent","description":"Tent (two-person) Adventuring gear A simple and portable canvas shelter, a tent sleeps two. Weight: 20","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tent (3-5 person)","description":"Tent (3-5 person) Miscellaneous gear Weight : 20","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tent of Luxury","description":"Tent of Luxury Wondrous item, rare This appears to be an ordinary canvas two-person tent. When you speak the command word, it pitches itself, and when you speak the command word again, it packs itself back up. While pitched, the interior of the tent is an extradimensional space that is 40 feet square. It contains fine silken beds, a small bathroom area, and a long table laden with a hearty feast. There is enough accommodation and food for 8 people, and the feast replenishes itself daily. The tent has AC 14 and 40 hit points. If it is destroyed, the contents of the tent are scattered around a 40-foot-radius area.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Tent of Warning","description":"Tent of Warning Wondrous item, uncommon This appears to be an ordinary canvas two-person tent. When you pitch the tent and speak the command word, the tent produces the sound of a hand bell for 10 seconds whenever a small or larger creature comes within 100 feet of the tent. When you speak the command word, you can designate creatures that won't set off the alarm. Packing up the tent cancels the effect.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Tent, Two-person","description":"Tent, Two-person Adventuring gear Price: 2 gp A simple and portable canvas shelter, a tent sleeps two.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Tentacle Armband of Shielding","description":"Tentacle Armband of Shielding Wondrous item, uncommon This silver band is carved in the shape of a tentacle and encircles your upper arm. While you wear this armband, you can cast the shield spell once per day. The shield takes the form of a translucent barrier of writhing tentacles. After you use this item, you can’t use it again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tentacle Rod","description":"Tentacle Rod Rod, rare (requires attunement ) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tentacle Rod","description":"Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Tentacle Rod"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tentacles","description":"Donor: Any creature with a Tentacles or Tendrils attack Slot: Arms You surgically replace or modify one or both of your arms with a flexible tentacle or tendril, which is a natural weapon that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your tentacle, and it has a reach of 10 feet. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the damage normal for an unarmed strike. Additionally, when you hit a target with your tentacle as part of the Attack action, you can use your bonus action to attempt to grapple the target.","properties":{"Category":"Items","Item Type":"Monstrous Graft","Properties":"Finesse"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Terrorasque Glaive","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"glaive","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Glaive (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"glaive","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Greataxe","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greataxe","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Greataxe (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greataxe","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Greatclub","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatclub","Properties":"Two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Greatclub (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatclub","Properties":"Two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Greatsword","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Greatsword (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Halberd","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"halberd","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Halberd (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"halberd","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Maul","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"maul","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Maul (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"maul","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Pike","description":"Weapon (any two-handed melee), rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour .","properties":{"Category":"Items","Expansion":23695,"Item Type":"pike","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Terrorasque Pike (very rare variant)","description":"Weapon (any two-handed melee), very rare (requires attunement) From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn. Terrorise . As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque , amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute . An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can’t do so again for 1 hour . Very rare variant: Increase the attack and damage bonus to +2 , the number of charges to 7 , the recharge to 1d6 + 1 , and Terrorise’s DC to 16 . Increase Ferocious Blow’s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property. Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack’s normal effects and is restrained for 1 minute . The creature can use its action to make a DC 16 Strength check , ending the restrained condition on a success.","properties":{"Category":"Items","Expansion":23695,"Item Type":"pike","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tetherhook","description":"Tetherhooks A tetherhook is a martial melee weapon with the Reach, Two-handed, and Special: Hookpull properties. It is comprised of a hook attached to a chain or strap and deals 1d8 piercing damage on a hit. Special: Hookpull. As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook’s reach. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. As part of the bonus action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the target 5 feet closer to you, as long as it isn’t fixed in place and it weighs less than your push, drag, or lift capacity.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Tetherhook)","Properties":"Reach, Two-handed, Special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thane’s Hauberk","description":"Armor (Breastplate), Rare (Requires Attunement by a Bard) The front and back of this steel breastplate are covered in sigils that crackle with lightning. You have a +1 bonus to AC while wearing this breastplate. Whenever you are struck by a melee attack while wearing the breastplate, you may use your reaction to expend one use of your uses of Bardic Inspiration. If you do, roll your Bardic Inspiration die twice: you reduce the damage of the attack by the result of the first roll, and the triggering target takes lightning damage equal to the result of the second roll.","properties":{"Category":"Items","Item Type":"Armor (Breastplate)","Item Rarity":"rare","Requires Attunement":"requires attunement by a bard"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"That-Which-Hungers Greatsword","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Greatsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3. Rare variant: Reduce the DC to 15 and the necrotic damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Greatsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Longsword","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Longsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3. Rare variant: Reduce the DC to 15 and the necrotic damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Longsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Rapier","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Rapier (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3. Rare variant: Reduce the DC to 15 and the necrotic damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Rapier (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Scimitar","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Scimitar (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3. Rare variant: Reduce the DC to 15 and the necrotic damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Scimitar (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Shortsword","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Shortsword (rare variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3. Rare variant: Reduce the DC to 15 and the necrotic damage to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"That-Which-Hungers Shortsword (uncommon variant)","description":"Weapon (any sword), very rare (requires attunement) Component: aberration brain A dark entity reaches out from within this blade that it calls home, its hungry voice echoing painfully in your head. As its gluttonous presence invades your mind, like a hundred slithering tentacles caressing your brain, one word rings out above the rest: “SUGAR”. This sword has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Aberrant Infection. When you hit a creature with an attack roll using this sword, you can expend 1 charge to force the creature to make a DC 16 Constitution saving throw. On a failed save, the target is infected with a portion of the entity in the blade for 1 minute. As a bonus action, you can deal 3d6 necrotic damage to an infected creature within 60 feet of you, and you regain hit points equal to half the damage taken. An infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sentience. That-which-hungers is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. This weapon communicates telepathically with its wielder and can read and understand Common and Deep Speech. Personality. That-which-hungers came to the Material Plane to feast on the souls of mortals, but found their corruption unpalatable, and soon discovered a superior alternative: sugar. It desires to taste as many different sweet treats as possible, and will put its power in the service of any wielder who enables its ravenous hunger. Uncommon variant: Reduce the DC to 13, the necrotic damage to 2d6, the charges to 3, and the recharge to 1d3.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Armor of Grief","description":"The Armor of Grief Armor (heavy) , rare This suit of chain mail and sword were the property of a very old elf traveling to the faerie realm in the hope of retiring there for eternity. He was too frail to continue carrying his armor, so he decided to leave it behind. The items carry some of the sadness that plagued the elf for leaving his children behind. The two items are fashioned of a beautiful silvery metal decorated with small leaves. They gleam brightly and are both very light (half the normal weight). Both are +1 magic items, with one small quirk: Whenever they are used in combat, the bearer must make a Dismay check. If the roll fails, a deep feeling of sadness will overcome the adventurer. This will not prevent him or her from fighting, but might cause them to sit down and weep after the fight is over. The feeling will pass after a few minutes. Dismay check: The new owner should roll against a difficulty of 8 the first time he or she picks up the items to see if they acquire a Dismay point. Further checks as described above will not result in additional Dismay gains. You have a +1 bonus to AC while wearing this armor . Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 Stealth: Disadvantage Weight: 27.5 Minimum Strength: 13","properties":{"Category":"Items","Expansion":30058,"Item Type":"Heavy Armor","Properties":"Stealth Disadvantage"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Art of Combat","description":"Wondrous Item, Fabled (5th-Level and Higher Properties Require Attunement by a Spellcaster) The Art of Combat is a journal filled with countless strategies concerning the marriage of might and magic. The bearer of this fabled tome is filled with the poise, ingenuity, and focus cultivated by generations of battle mages. While holding the book, you can use it as a spellcasting focus for your spells, and it functions as a spellbook for you. Additionally, if you fail a concentration check to maintain a spell while holding the book, you can choose to succeed instead. Once triggered, this property can’t be used again until you complete a long rest. When found, the book contains the following spells. Spells marked with an asterisk (*) appear in Chapter 5: 1st level: concussive punch*, Hemmen’s low blow* 2nd level: magic weapon, strafe* 3rd level: nimble dance* 4th level: bark bulwark*, mass disarm* 5th level: wreck* 6th level: thresh the battlefield* 7th level: phantasmal phalanx* Soldier’s Stratagem (Requires Attunement). As your level increases, you gain the following benefits while the grimoire is on your person. 5th level. You have advantage on initiative rolls. Whenever you roll initiative, you can choose to swap your initiative roll with a willing creature who also rolled initiative. You must do so before combat begins. 9th level. When an ally you can see takes damage from a creature’s weapon attack, you can use your reaction to make one weapon attack against that creature or move 10 feet directly toward that creature. 13th level. Once per long rest, you can push yourself beyond your normal limits and take one additional action on your turn. This feature can be used on the same turn as Action Surge if you have access to that feature. 17th level. When an ally you can see is reduced to 0 hit points but not killed outright, you can choose to enter a state of resolve. While in this state, any conditions affecting you end, and you can immediately expend any number of Hit Dice to recover hit points. Quirks of the Art of Combat. While attuned to the grimoire, you occasionally experience the emotions and attitudes of its previous owners, who have left their psychic imprint upon it. While you are not compelled to act on these feelings, you might randomly experience one of the quirks presented in the Quirks of the Art of Combat table. Quirks of the Art of Combat d8 Result 1 You obsessively polish your armor and sharpen your weapons. 2 You can’t stand to sit with your back to a door or other points of entry. 3 You are plagued by vivid wartime memories that aren’t yours. 4 You experience a flash of panic whenever you hear loud noises. 5 You quickly lose your patience with people who talk too much. 6 You have yet to meet a weapon you didn’t want to take home. 7 You always rise with the sun, even if you don’t want to. 8 You tend to use tactical language, even when discussing mundane subjects.","properties":{"Category":"Items","Expansion":24844,"Item Type":"Wondrous Item","Item Rarity":"Fabled ","Requires Attunement":"5th-Level and Higher Properties Require Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"The Art of Tea","description":"The Art of Tea Wondrous item, rare This weathered book is written in Common and illustrated with line art. It details the proper way of preparing, serving, and enjoying tea. When you use this book to complete a one hour tea ceremony ritual (which counts as light activity), you have advantage on saving throws against being charmed or frightened for the next 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"The Ashen Loop","description":"Ring, Covenant Item (requires attunement) This ring is made of the fused bones of several Dornish fighters who fought at the Fortress Wall during Izrador’s second invasion. The warriors were all killed in the same instant, consumed by the white-­hot dragonfire of one of the first dragons to appear out of the north. Although it was but a small loss, it was the first of many such slaughters that the dragons would perform against the Fortress Wall’s defenders, from the cold forests of the Veradeen to the edge of the Kaladruns. From within that first conflagration a ring of great magic was born: the ashen loop. The loop has had many owners over the years, and each has used it to further their particular quest or goal. Once the ring’s bearer loses purpose, however, he begins to feel a sadness whenever he wears it. Born of dragonfire, the ashen loop desires to be used and used well. It craves action and does not like to be worn on the hand of one who sits idle or has no purpose. The ring’s nature has ensured that it has passed from one warrior to the next, and it does not discriminate between them. The ring’s most recent owner was a gnome smuggler who used it to aid him in his clandestine business. He wielded the ring’s minor powers carefully, avoiding detection by the legates and guards that he regularly interacted with. Before he could awaken the greatest of its powers, however, he was caught, and the ring was taken with the rest of his things. It now resides with a band of bugbears that patrols the shores of the Eren River west of Zorgetch. They do not realize the treasure that they have, as none of the bugbears has put the ring on. The leader of the bugbears carries the ring in his pack, unaware of the power contained within the macabre treasure. Character Level Covenant Item Properties 1 You gain a +1 bonus to your Armor Class. 2-4 You and any objects you are carrying or wearing have immunity to non-magical fire damage. 5-10 You gain the ability to breathe dragon's fire. You can use an action to exhale fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. After you use this ability, you can't use it again until you complete a long rest. 11-16 You can any objects you are carrying or wearing have resistance to fire damage. In addition, the Armor Class bonus the Ashen Loop provides is increased to +2. 17+ Your dragon's breath burns with Xircxi's own fury. The DC of the Dexterity saving throw increases to 18 and the damage increases to 8d6 fire damage on a failed save and half as much on a successful one. In addition, you regain the use of the ability when you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"Covenant Item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"The Beast","description":"While the creature was greatly feared in life, the weapon fashioned from its skull is even more frightening in the right hands. Legend The essence of the great beast slain to create this maul is said to still inhabit the fearsome weapon. This becomes clearer as its wielder grows in stature. A nomadic chieftain once claimed a huge swath of the northern plains while bearing The Beast as his symbol of power. Location The maul is said to have been buried with its last wielder: the barbarian Damus. He forged an unheard-of alliance between the northern tribes, ruling the conglomeration through strength and fear. Damus controlled a vast territory for several years before finally suffering defeat. Encounter Ideas Beastly Bandits. The adventurers are asked to deal with a troublesome band of marauders whose leader wields The Beast . Tomb Raider. Stumbling upon a tribal crypt, the party uncovers ancient treasures. Peace Offering. A nomadic chieftain asks the adventurers to locate a weapon of legend so they can unite the northern tribes once more. Progression To progress the weapon from one rarity to another, the attuned wielder must reduce a creature to 0 hit points with an attack using The Beast . This creature must have a CR equal to or greater than the wielder’s current level (or CR if it doesn’t have levels). The weapon can be progressed only once between proficiency bonus increases. Statistics Weapon (Maul), Rarity Varies (Requires Attunement) The Beast deals piercing damage instead of the bludgeoning damage normal for a maul. The save DC for each of this magic weapon’s properties is equal to 8 + your proficiency bonus + your Strength modifier. Common . As a bonus action, you can speak the weapon’s command word, causing the maul to issue a deep-throated growl for 1 round. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Bleed. When you hit a creature other than an Undead or Construct with an attack using The Beast , the target bleeds, losing 1 hit point at the start of each of its turns. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Rare . The hit points lost due to bleeding increase to 1d4. Roar. The weapon gains the ability to emit a debilitating roar as a bonus action. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or have its weapon attacks that use Strength deal half damage for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it can’t be used again until you finish a long rest. Very Rare . The bonus to attack and damage rolls increases to +2, and the hit points lost due to bleeding increase to 1d6. Control the Beast. While holding this weapon, you can use an action to cast dominate beast . Once the spell has been cast, it can’t be cast this way again until you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3 and the hit points lost due to bleeding increase to 1d8. Fear the Beast. The first time you hit a creature with The Beast in a combat encounter, the weapon emanates an aura of fear in a 30-foot radius for 1 minute. A creature that enters this area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature is immune to this effect for 24 hours.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Beast (Common)","description":"The Beast Weapon (Maul), Common (Requires Attunement) The Beast deals piercing damage instead of the bludgeoning damage normal for a maul. The save DC for each of this magic weapon’s properties is equal to 8 + your proficiency bonus + your Strength modifier. As a bonus action, you can speak the weapon’s command word, causing the maul to issue a deep-throated growl for 1 round. Progression To progress the weapon from one rarity to another, the attuned wielder must reduce a creature to 0 hit points with an attack using The Beast . This creature must have a CR equal to or greater than the wielder’s current level (or CR if it doesn’t have levels). The weapon can be progressed only once between proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Beast (Legendary)","description":"The Beast Weapon (Maul), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Beast deals piercing damage instead of the bludgeoning damage normal for a maul. The save DC for each of this magic weapon’s properties is equal to 8 + your proficiency bonus + your Strength modifier. As a bonus action, you can speak the weapon’s command word, causing the maul to issue a deep-throated growl for 1 round. Bleed. When you hit a creature other than an Undead or Construct with an attack using The Beast , the target bleeds, losing 1d8 hit points at the start of each of its turns. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Roar. The weapon gains the ability to emit a debilitating roar as a bonus action. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or have its weapon attacks that use Strength deal half damage for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it can’t be used again until you finish a long rest. Control the Beast. While holding this weapon, you can use an action to cast dominate beast . Once the spell has been cast, it can’t be cast this way again until you finish a long rest. Fear the Beast. The first time you hit a creature with The Beast in a combat encounter, the weapon emanates an aura of fear in a 30-foot radius for 1 minute. A creature that enters this area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature is immune to this effect for 24 hours.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Beast (Rare)","description":"The Beast Weapon (Maul), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The Beast deals piercing damage instead of the bludgeoning damage normal for a maul. The save DC for each of this magic weapon’s properties is equal to 8 + your proficiency bonus + your Strength modifier. As a bonus action, you can speak the weapon’s command word, causing the maul to issue a deep-throated growl for 1 round. Bleed. When you hit a creature other than an Undead or Construct with an attack using The Beast , the target bleeds, losing 1d4 hit points at the start of each of its turns. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Roar. The weapon gains the ability to emit a debilitating roar as a bonus action. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or have its weapon attacks that use Strength deal half damage for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it can’t be used again until you finish a long rest. Progression To progress the weapon from one rarity to another, the attuned wielder must reduce a creature to 0 hit points with an attack using The Beast . This creature must have a CR equal to or greater than the wielder’s current level (or CR if it doesn’t have levels). The weapon can be progressed only once between proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Beast (Uncommon)","description":"The Beast Weapon (Maul), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. The Beast deals piercing damage instead of the bludgeoning damage normal for a maul. The save DC for each of this magic weapon’s properties is equal to 8 + your proficiency bonus + your Strength modifier. As a bonus action, you can speak the weapon’s command word, causing the maul to issue a deep-throated growl for 1 round. Bleed. When you hit a creature other than an Undead or Construct with an attack using The Beast , the target bleeds, losing 1 hit point at the start of each of its turns. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Progression To progress the weapon from one rarity to another, the attuned wielder must reduce a creature to 0 hit points with an attack using The Beast . This creature must have a CR equal to or greater than the wielder’s current level (or CR if it doesn’t have levels). The weapon can be progressed only once between proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Beast (Very Rare)","description":"The Beast Weapon (Maul), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The Beast deals piercing damage instead of the bludgeoning damage normal for a maul. The save DC for each of this magic weapon’s properties is equal to 8 + your proficiency bonus + your Strength modifier. As a bonus action, you can speak the weapon’s command word, causing the maul to issue a deep-throated growl for 1 round. Bleed. When you hit a creature other than an Undead or Construct with an attack using The Beast , the target bleeds, losing 1d6 hit points at the start of each of its turns. It can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Roar. The weapon gains the ability to emit a debilitating roar as a bonus action. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or have its weapon attacks that use Strength deal half damage for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it can’t be used again until you finish a long rest. Control the Beast. While holding this weapon, you can use an action to cast dominate beast . Once the spell has been cast, it can’t be cast this way again until you finish a long rest. Progression To progress the weapon from one rarity to another, the attuned wielder must reduce a creature to 0 hit points with an attack using The Beast . This creature must have a CR equal to or greater than the wielder’s current level (or CR if it doesn’t have levels). The weapon can be progressed only once between proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Bloody End","description":"The Bloody End Melee weapon (martial, morningstar), artifact (requires attunement) Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End . The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf. Dormant. The morningstar grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person , dominate person , or fear . Once a spell has been cast using the morningstar, that spell can’t be cast from it again until the next dawn. While holding the morningstar, you have advantage on Charisma (Intimidation) checks. Awakened. When the morningstar reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for spells cast from the morningstar increases to 15. When you reduce a creature to 0 hit points with an attack using The Bloody End , you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can’t be used again until the next dawn. When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Exalted. When the morningstar reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. Add dominate monster to the list of spells that can be cast from the morningstar. The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. Damage: 1d8 Damage Type: piercing Modifiers: Attack Rolls +3, Damage Rolls +3 Weight: 4","properties":{"Category":"Items","Item Type":"weapon (morningstar)","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"The Bloody End","description":"The Bloody End Weapon (morningstar), artifact (requires attunement) Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End . The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf. Dormant. The morningstar grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person , dominate person , or fear . Once a spell has been cast using the morningstar, that spell can’t be cast from it again until the next dawn. While holding the morningstar, you have advantage on Charisma (Intimidation) checks. Awakened. When the morningstar reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for spells cast from the morningstar increases to 15. When you reduce a creature to 0 hit points with an attack using The Bloody End , you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can’t be used again until the next dawn. When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Exalted. When the morningstar reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. Add dominate monster to the list of spells that can be cast from the morningstar. The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. Damage: 1d8 + 1/2/3 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"The Bloody End, Awakened","description":"The Bloody End Weapon (morningstar), artifact (requires attunement) Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End . The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf. Dormant. The morningstar grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person , dominate person , or fear . Once a spell has been cast using the morningstar, that spell can’t be cast from it again until the next dawn. While holding the morningstar, you have advantage on Charisma (Intimidation) checks. Awakened. When the morningstar reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for spells cast from the morningstar increases to 15. When you reduce a creature to 0 hit points with an attack using The Bloody End , you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can’t be used again until the next dawn. When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Damage: 1d8 + 2 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"The Bloody End, Dormant","description":"The Bloody End Weapon (morningstar), artifact (requires attunement) Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End . The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf. Dormant. The morningstar grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person , dominate person , or fear . Once a spell has been cast using the morningstar, that spell can’t be cast from it again until the next dawn. While holding the morningstar, you have advantage on Charisma (Intimidation) checks. Damage: 1d8 + 1 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"The Bloody End, Exalted","description":"The Bloody End Weapon (morningstar), artifact (requires attunement) Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End . The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf. Dormant. The morningstar grants the following benefits in its dormant state: You can speak, read, and write Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person , dominate person , or fear . Once a spell has been cast using the morningstar, that spell can’t be cast from it again until the next dawn. While holding the morningstar, you have advantage on Charisma (Intimidation) checks. Awakened. When the morningstar reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for spells cast from the morningstar increases to 15. When you reduce a creature to 0 hit points with an attack using The Bloody End , you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can’t be used again until the next dawn. When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Exalted. When the morningstar reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. Add dominate monster to the list of spells that can be cast from the morningstar. The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. Damage: 1d8 + 3 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"The Bloody Knife","description":"Weapon (dagger), Covenant Item (requires attunement) This knife was used by a halfling slave called Aio the Light Foot to take revenge upon the orc invaders that killed his family. As the body count of orcs killed in their sleep mounted, Aio’s rage and determination became a part of the blade itself. Though Aio was eventually captured and executed, he managed to train several fellow slaves in the ways of stealth, deception, and assassination, creating the first avenging knives. The Bloody Knife appears to be nothing more than a well-­made kitchen knife, but anyone who wields this dagger finds that it has several magical abilities. It is said that if its wielder ever dies (usually by execution at the hands of his masters in punishment for his crimes), the knife will mysteriously disappear, only to end up in the hands of halfling slave who is in a position to wreak havoc among the Shadow’s minions. Table B-­3: The Bloody Knife Character Level Covenant Item Properties 1 You have darkvision out to a range of 60 feet. In addition, while in darkness you are invisible to any creature that relies on darkvision to see you in the darkness. 2-4 You can cast the pass without trace spell, using the Bloody Knife as a spellcasting focus. Once you cast that spell with the Bloody Knife, you can't do so again until you finish a long rest. 5-10 You have advantage on attack rolls with the Bloody Knife against any creature that hasn't taken a turn in the combat yet. In addition, you can deal an extra 3d6 damage to one creature you hit with an attack using the Bloody Knife, if the target of the attack has not yet taken a turn in the combat. 11-16 You can cast the invisibility spell targeting only yourself, using the Bloody Knife as a spellcasting focus. Once you cast that spell with the Bloody Knife, you can't do so again until you finish a long or short rest. 17+ Once on each of your turns, when you deal damage with the Bloody Knife to a creature allied with the forces of the Shadow, the creature must make a DC18 Constitution saving throw, taking an extra 6d6 piercing damage on a failed save, or half as much extra damage on a successful one.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"Covenant Item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"The Bones (Common)","description":"Weapon (Longbow), Common (Requires Attunement) Common The Bones will not fire any arrows the wielder knocks, with the string simply refusing to draw. To the Bone. To make an attack with this magic weapon, you must choose to lose 1 hit point, which manifests a bone-shard arrow. This arrow deals 1d8 + 2 necrotic damage on a hit. Dead Echoes. As a bonus action, you can speak a command word, causing groans of the dead to emit from the bow for 1 minute. The sound is audible up to 60 feet away.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Bones (Legendary)","description":"Weapon (Longbow), Legendary (Requires Attunement) Common The Bones will not fire any arrows the wielder knocks, with the string simply refusing to draw. To the Bone. To make an attack with this magic weapon, you must choose to lose 1 hit point, which manifests a bone-shard arrow. This arrow deals 1d8 + 2 necrotic damage on a hit. Dead Echoes. As a bonus action, you can speak a command word, causing groans of the dead to emit from the bow for 1 minute. The sound is audible up to 60 feet away. Uncommon Blood Sacrifice. Prior to making an attack roll, you can choose to lose additional hit points when firing The Bones to increase the extra necrotic damage dealt on a hit. The damage increases by 2 for each additional hit point lost (up to a maximum of 2 hit points per attack). Rare When sacrificing hit points to activate Blood Sacrifice, the maximum number of hit points you can lose per attack increases to 3. Blood Mark. As a bonus action, you can choose to lose up to 2 hit points. When you do, you mark a target that you can see within the bow’s range. Each attack made using this weapon against a marked target gains a bonus to hit equal to the hit points lost this way for 1 minute. Very Rare When sacrificing hit points to activate Blood Sacrifice, the maximum number of hit points you can lose per attack increases to 4. Summon the Horde. As a bonus action, immediately after you hit with an attack using this weapon, you can choose to lose 10 hit points to summon 1d4 + 1 skeletons which appear in the nearest unoccupied spaces around your target. Each skeleton disappears after 1 minute or when it is reduced to 0 hit points and acts as if summoned per the animate dead spell. Once used, this property can’t be used again until you finish a long rest. Legendary When sacrificing hit points to activate Blood Sacrifice, the maximum number of hit points you can lose per attack increases to 5. In addition, when using Blood Mark, you can now sacrifice up to 4 hit points. Slay the Living. As a bonus action, you can choose to lose 40 hit points to manifest an arrow of slaying. You choose the type of creature associated with the arrow of slaying when you create it, but you must choose a non-Undead creature. If unused, the manifested arrow disappears after 12 hours. Unlike other arrows, this particular arrow of slaying can be fired from The Bones. You can use this property twice, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Bones (Rare)","description":"Weapon (Longbow), Rare (Requires Attunement) Common The Bones will not fire any arrows the wielder knocks, with the string simply refusing to draw. To the Bone. To make an attack with this magic weapon, you must choose to lose 1 hit point, which manifests a bone-shard arrow. This arrow deals 1d8 + 2 necrotic damage on a hit. Dead Echoes. As a bonus action, you can speak a command word, causing groans of the dead to emit from the bow for 1 minute. The sound is audible up to 60 feet away. Uncommon Blood Sacrifice. Prior to making an attack roll, you can choose to lose additional hit points when firing The Bones to increase the extra necrotic damage dealt on a hit. The damage increases by 2 for each additional hit point lost (up to a maximum of 2 hit points per attack). Rare When sacrificing hit points to activate Blood Sacrifice, the maximum number of hit points you can lose per attack increases to 3. Blood Mark. As a bonus action, you can choose to lose up to 2 hit points. When you do, you mark a target that you can see within the bow’s range. Each attack made using this weapon against a marked target gains a bonus to hit equal to the hit points lost this way for 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Bones (Uncommon)","description":"Weapon (Longbow), Uncommon (Requires Attunement) Common The Bones will not fire any arrows the wielder knocks, with the string simply refusing to draw. To the Bone. To make an attack with this magic weapon, you must choose to lose 1 hit point, which manifests a bone-shard arrow. This arrow deals 1d8 + 2 necrotic damage on a hit. Dead Echoes. As a bonus action, you can speak a command word, causing groans of the dead to emit from the bow for 1 minute. The sound is audible up to 60 feet away. Uncommon Blood Sacrifice. Prior to making an attack roll, you can choose to lose additional hit points when firing The Bones to increase the extra necrotic damage dealt on a hit. The damage increases by 2 for each additional hit point lost (up to a maximum of 2 hit points per attack).","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Bones (Very Rare)","description":"Weapon (Longbow), Very Rare (Requires Attunement) Common The Bones will not fire any arrows the wielder knocks, with the string simply refusing to draw. To the Bone. To make an attack with this magic weapon, you must choose to lose 1 hit point, which manifests a bone-shard arrow. This arrow deals 1d8 + 2 necrotic damage on a hit. Dead Echoes. As a bonus action, you can speak a command word, causing groans of the dead to emit from the bow for 1 minute. The sound is audible up to 60 feet away. Uncommon Blood Sacrifice. Prior to making an attack roll, you can choose to lose additional hit points when firing The Bones to increase the extra necrotic damage dealt on a hit. The damage increases by 2 for each additional hit point lost (up to a maximum of 2 hit points per attack). Rare When sacrificing hit points to activate Blood Sacrifice, the maximum number of hit points you can lose per attack increases to 3. Blood Mark. As a bonus action, you can choose to lose up to 2 hit points. When you do, you mark a target that you can see within the bow’s range. Each attack made using this weapon against a marked target gains a bonus to hit equal to the hit points lost this way for 1 minute. Very Rare When sacrificing hit points to activate Blood Sacrifice, the maximum number of hit points you can lose per attack increases to 4. Summon the Horde. As a bonus action, immediately after you hit with an attack using this weapon, you can choose to lose 10 hit points to summon 1d4 + 1 skeletons which appear in the nearest unoccupied spaces around your target. Each skeleton disappears after 1 minute or when it is reduced to 0 hit points and acts as if summoned per the animate dead spell. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"ammunition, heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Borealus","description":"The Borealus Staff, artifact (requires attunement) This legendary artifact was created by a powerful wizard, crafted from the finger of a towering, ancient elemental aspect of frost. It is so cold to the touch that it numbs any skin it comes into contact with, although an attuned character is immune to this effect. Gifts of the Rime. As long as you are attuned to the Borealus, you gain the following benefits: You are resistant to fire damage You are immune to cold damage You learn the ray of frost cantrip Breath of Winter. While holding the staff you can use your action to unleash an icy-cold blizzard from your open mouth. A 100-foot-cone of hoarfrost blasts forth in a direction of your choice, dealing 9d8 cold damage to all creatures within the cone if they fail a DC 18 Constitution saving throw, or half as much on a success. You can’t use this property again until the next dawn. Glacial Prison. By using your action to touch the staff to a surface, you can cause a barrier of ice to spring into existence from a point you can see along this surface within 200 feet of you. This effect is otherwise identical to a wall of ice spell cast at 6th level, with a DC 18 for all saving throws related to the effect. You can’t use this property again until 3 days have passed. Cruel Winds. Wherever the staff goes, a bitterly cold boreal wind accompanies it. The wind gusts intermittently within 30 feet of the attuned character and extinguishes all non-magical flames it comes into contact with. Destroying the Staff. The staff can be destroyed through exposure to flames from a fire elemental of equal power to the being it was crafted from. After centuries of exposure, it will melt away into nothing.","properties":{"Category":"Items","Item Type":"Staff","Requires Attunement":"Yes"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"The Brothers (Common)","description":"Weapon (Greataxe), Rarity Varies (Requires Attunement) Common While attuned to this magic weapon, you can read, speak, and write Dwarvish.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Brothers (Legendary)","description":"Weapon (Greataxe), Legendary (Requires Attunement) Common While attuned to this magic weapon, you can read, speak, and write Dwarvish. Uncommon The damage this weapon deals on a hit changes based on your alignment. Lawful. 1d6 acid damage and 1d6 slashing damage. Neutral. 1d4 acid damage, 1d4 lightning damage, and 1d4 slashing damage. Chaotic. 1d6 lightning damage and 1d6 slashing damage. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. This bonus increases against certain creatures, based on your alignment. Lawful. +3 against chaotic creatures. Neutral. +3 against lawful and chaotic creatures. Chaotic. +3 against lawful creatures. Very Rare Once per turn, when you hit a creature with an attack using this weapon, you can choose to deal additional damage based on your alignment. Lawful. +1d6 acid damage. Neutral. +1d4 acid damage and 1d4 lightning damage. Chaotic. +1d6 lightning damage. Legendary As an action, you can temporarily release one or both brothers’s spirits from the axe, based on your alignment. Lawful. Gvorik. Neutral. Both. Chaotic. Gvern. Each brother uses the gladiator stat block with these changes: Their type is Undead (Dwarf). They have resistance to acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. They are immune to necrotic and poison damage. They are immune to the following conditions: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious. Gvorik’s attacks deal acid damage and Gvern’s attacks deal lightning damage instead of their usual types. Each spirit appears in an unoccupied space you can see within 10 feet of you, obeys your commands, and acts after you on your turn. A spirit disappears after 1 minute or when it is reduced to 0 hit points. Once used, this property can’t be used again until you defeat a creature of the alignment opposing yours (or of either extreme, if neutral) with a CR equal to or greater than your level. Final Progression After summoning one or both brothers’ spirits at least once, whichever you summoned teaches you a ritual. If your alignment is lawful or chaotic, the ritual destroys one brother and frees the other. If you are neutral aligned, the ritual frees both brothers. You can perform the ritual as part of a long rest. If you do, you can no longer summon the spirits, and instead the bonus to attack and damage rolls made with this weapon increases to +3 and the bonus against creatures of certain alignments increases to +5.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Brothers (Rare)","description":"Weapon (Greataxe), Rare (Requires Attunement) Common While attuned to this magic weapon, you can read, speak, and write Dwarvish. Uncommon The damage this weapon deals on a hit changes based on your alignment. Lawful. 1d6 acid damage and 1d6 slashing damage. Neutral. 1d4 acid damage, 1d4 lightning damage, and 1d4 slashing damage. Chaotic. 1d6 lightning damage and 1d6 slashing damage. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. This bonus increases against certain creatures, based on your alignment. Lawful. +3 against chaotic creatures. Neutral. +3 against lawful and chaotic creatures. Chaotic. +3 against lawful creatures.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Brothers (Uncommon)","description":"Weapon (Greataxe), Uncommon (Requires Attunement) Common While attuned to this magic weapon, you can read, speak, and write Dwarvish. Uncommon The damage this weapon deals on a hit changes based on your alignment. Lawful. 1d6 acid damage and 1d6 slashing damage. Neutral. 1d4 acid damage, 1d4 lightning damage, and 1d4 slashing damage. Chaotic. 1d6 lightning damage and 1d6 slashing damage.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Brothers (Very Rare)","description":"Weapon (Greataxe), Very Rare (Requires Attunement) Common While attuned to this magic weapon, you can read, speak, and write Dwarvish. Uncommon The damage this weapon deals on a hit changes based on your alignment. Lawful. 1d6 acid damage and 1d6 slashing damage. Neutral. 1d4 acid damage, 1d4 lightning damage, and 1d4 slashing damage. Chaotic. 1d6 lightning damage and 1d6 slashing damage. Rare You gain a +1 bonus to attack and damage rolls made with this weapon. This bonus increases against certain creatures, based on your alignment. Lawful. +3 against chaotic creatures. Neutral. +3 against lawful and chaotic creatures. Chaotic. +3 against lawful creatures. Very Rare Once per turn, when you hit a creature with an attack using this weapon, you can choose to deal additional damage based on your alignment. Lawful. +1d6 acid damage. Neutral. +1d4 acid damage and 1d4 lightning damage. Chaotic. +1d6 lightning damage.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Cervelliere","description":"Wondrous item, uncommon This simple steel skullcap is adorned with plain steel rivets. While wearing this helm, your physical form changes to that of a gnome or svirfneblin. You can take a bonus action to revert to your normal form for a number of minutes equal to your Constitution score. You can use this ability again after a short or long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"The Closing Argument","description":"The Closing Argument Wondrous item, very rare This golden archangel’s feather exudes gravitas. The feather can be used as a quill that never runs out of bloodred ink. While you hold the quill, you have advantage on ability checks made to create and interpret contracts, deeds, and other official documentation, and you have advantage on ability checks made to conduct a legal dispute or negotiation. Additionally, when a creature (including you) uses The Closing Argument to sign a contract or other legal document, they can’t willingly break the terms of the contract while the document exists. This effect can’t control the actions of any creature who didn’t sign the contract, nor can it empower a signatory to perform impossible actions. When this quill is used to sign a legal document, it supplies ink for 5 minutes (allowing more than one creature to sign), then the ink ceases to flow and no creature can use it to sign a document until a month has passed. You say it’s “just a signature.” My good sir, what you believe is a mere scribble is actually your very soul on these pages. This ink is your blood. It is your bond. Try as you might, it will not break. Your choice has already been made. Not even dishonor can reverse it. Infernal Chancellor Lazivos","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"The Codicil of White","description":"The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable. A creature with the codicil in its possession has resistance to cold damage. The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers) and a poem called “Rime of the Frostmaiden”. The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"The Codicil of White","description":"The Codicil of White The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable. A creature with the codicil in its possession has resistance to cold damage. The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn ( frost fingers , described in this appendix) and a poem called “Rime of the Frostmaiden” (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at the DM's discretion.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"The Coiling Texts of Shattar-sin","description":"Wondrous item, rare (requires attunement) These two long vellum scrolls are inscribed with animated text in a long-dead language, and can be worn around the forearms as handwraps. While attuned to and wearing the Coiling Texts, you gain the following benefits: The Weight of Knowledge. The raw strength of the knowledge contained within the Coiling Texts is enough to enhance your attacks beyond their normal strength. Your unarmed attacks deal an additional 1d4 psychic damage. A Mind of Their Own. The Coiling Texts contain enough knowledge to give the scrolls themselves a limited form of sentience. While worn, the scrolls move gently around your arm like a pair of snakes, and once per round you may make an unarmed opportunity attack without expending a reaction, as the scrolls lash out independently of you. Consult the Texts. Once per day, recharging at dawn, you may focus your mind and consult the knowledge contained within the Coiling Texts to cast the legend lore spell without expending any material components. Wrought from the hide of an ancient leviathan and writ upon in a language none now know how to speak, the Coiling Texts of Shattar-sin hold a wealth of knowledge thought lost to time’s march – but hold it only for those with the required focus.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Animancer","book":"Enchiridion Vaz’kin’rai"},{"name":"The Crystalliser Light Hammer","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Light Hammer (rare variant)","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Light Hammer (very rare variant)","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon has the Reconfigure property. Reconfigure. As a bonus action while holding this weapon, you can speak its command word to cause its crystalline structure to change, transforming it into one of the following hammer weapons of your choice: A light hammer with the finesse property. A warhammer with the light property. A maul without the heavy property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Maul","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Maul (rare variant)","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Maul (very rare variant)","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon has the Reconfigure property. Reconfigure. As a bonus action while holding this weapon, you can speak its command word to cause its crystalline structure to change, transforming it into one of the following hammer weapons of your choice: A light hammer with the finesse property. A warhammer with the light property. A maul without the heavy property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Warhammer","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Warhammer (rare variant)","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Crystalliser Warhammer (very rare variant)","description":"Weapon (any hammer), uncommon Component: magical material - planar bismuth Planar bismuth is highly sought after by two very distinct groups: the chaotic fey are transfixed by its beautiful rainbow iridescence, while inhabitants of the lawful Outer Planes admire the orderly nature of its crystalline structure. Violent feuds tend to break out as these two factions vie for control of the rare crystals, which they often weaponise to battle one another. Crystal Seed. When you hit a creature with an attack using this hammer, you can implant a small piece of crystal within the target, which slowly grows to envelop it. For 1 minute, the target must make a DC 13 Strength saving throw at the start of each of its turns. On a failed save, the creature’s speed is reduced to 0 feet as crystals start to grow around its limbs. If the creature’s speed is already 0 feet from this effect, it becomes restrained instead, as the crystals begin to envelop the rest of its body. If the creature is already restrained by this effect, it becomes incapacitated and blinded as well, as the crystals form a full casing around it, and the creature has total cover against attacks and other effects originating from outside its crystal prison. After 1 minute, or if the creature succeeds on this saving throw a total of three times, the effect ends and the crystals shatter. Once this property of the hammer has been used, it can’t be used again until the next dawn. Rare variant: Increase the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon has the Reconfigure property. Reconfigure. As a bonus action while holding this weapon, you can speak its command word to cause its crystalline structure to change, transforming it into one of the following hammer weapons of your choice: A light hammer with the finesse property. A warhammer with the light property. A maul without the heavy property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Danse","description":"With the swift note of a violin, The Danse slices souls. Legend Bachthar was a mediocre violinist whose compositions never reached beyond the humble courts of Redhold. Perpetually envious, Bachthar made a pact with a night hag known as The Singing Sister. He agreed to deliver her the souls of five renowned musicians by slaying them with The Danse . In exchange, she enchanted Bachthar’s music to be irresistibly compelling. Bachthar’s malevolence was revealed before he could complete his task, however. Upon his death, his spirit fused with The Danse , now ferrying souls to The Singing Sister for eternity. Location The Danse is with The Singing Sister, who hides, disguised as a bureaucrat, in the court of Redhold. She is keen to entice an ambitious mortal to complete Bachthar’s task. Encounter Ideas Artistic Expression. The Singing Sister offers a boon for finding and assassinating an enigmatic and provocative political painter with The Danse . Invite-Only. The Baroness Thornfield plans to sacrifice an entire audience of well-known artists to The Danse at a private party. Court of the Dead. Redhold fell to The Singing Sister years ago and is now the domain of ghosts and ghouls trapped in a mockery of aristocracy. Can their souls be put to rest? Progression The Danse progresses when it ends the life of a sufficiently famous artist, determined by how widely known they are, as per the Progression Requirements table. Progression Requirements Rarity Victim’s Fame Uncommon Local Rare Regional Very rare Nationwide Legendary Worldwide Statistics Weapon (Rapier), Rarity Varies (Requires Attunement) Common . Each slice of The Danse is accompanied by a violin note. When you slay a creature with this rapier, you can make a Charisma (Performance) check. The slain creature must then make a Charisma saving throw, the DC of which is equal to the result of your Charisma (Performance) check. On a failed save, their soul is immediately delivered to The Singing Sister and cannot be revived until she releases it (which she can do willingly at any time). When the night hag dies, all her ensnared souls are released. Uncommon . Deadly Danse. As part of an attack with this rapier, you can cause it to ring with an eerie vibrato, animating all Small or Medium corpses within 60 feet as skeletons for 1 minute. The Deadly Danse ends early if your turn ends and you haven’t attacked a hostile creature with The Danse since your last turn. If you are proficient in the Performance skill, the skeletons gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, the skeletons share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Attack action, targeting the nearest creature (other than you), unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. You can only command two skeletons at a time with a single bonus action. If you are incapacitated, the skeletons can take any action of their choice, not just Dodge. Once a skeleton is destroyed or the Deadly Danse ends, it disintegrates. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Rare . You can now control up to four skeletons at once with your bonus action during the Deadly Danse and the property’s range increases to 90 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very Rare . The bonus to attack and damage rolls increases to +2, you can now control up to eight skeletons during the Deadly Danse, and the property’s range increases to 120 feet. Legendary . The bonus to attack and damage rolls increases to +3 and you can now control up to ten skeletons during the Deadly Danse.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Danse (Common)","description":"The Danse Weapon (Rapier), Common (Requires Attunement) Each slice of The Danse is accompanied by a violin note. When you slay a creature with this rapier, you can make a Charisma (Performance) check. The slain creature must then make a Charisma saving throw, the DC of which is equal to the result of your Charisma (Performance) check. On a failed save, their soul is immediately delivered to The Singing Sister and cannot be revived until she releases it (which she can do willingly at any time). When the night hag dies, all her ensnared souls are released. Progression The Danse progresses when it ends the life of a sufficiently famous artist, determined by how widely known they are, as per the Progression Requirements table. Progression Requirements Rarity Victim’s Fame Uncommon Local Rare Regional Very rare Nationwide Legendary Worldwide","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Danse (Legendary)","description":"The Danse Weapon (Rapier), Legenda ry (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. Each slice of The Danse is accompanied by a violin note. When you slay a creature with this rapier, you can make a Charisma (Performance) check. The slain creature must then make a Charisma saving throw, the DC of which is equal to the result of your Charisma (Performance) check. On a failed save, their soul is immediately delivered to The Singing Sister and cannot be revived until she releases it (which she can do willingly at any time). When the night hag dies, all her ensnared souls are released. Deadly Danse. As part of an attack with this rapier, you can cause it to ring with an eerie vibrato, animating all Small or Medium corpses within 120 feet as skeletons for 1 minute. The Deadly Danse ends early if your turn ends and you haven’t attacked a hostile creature with The Danse since your last turn. If you are proficient in the Performance skill, the skeletons gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, the skeletons share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Attack action, targeting the nearest creature (other than you), unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. You can only command ten skeletons at a time with a single bonus action. If you are incapacitated, the skeletons can take any action of their choice, not just Dodge. Once a skeleton is destroyed or the Deadly Danse ends, it disintegrates. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Danse (Rare)","description":"The Danse Weapon (Rapier), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Each slice of The Danse is accompanied by a violin note. When you slay a creature with this rapier, you can make a Charisma (Performance) check. The slain creature must then make a Charisma saving throw, the DC of which is equal to the result of your Charisma (Performance) check. On a failed save, their soul is immediately delivered to The Singing Sister and cannot be revived until she releases it (which she can do willingly at any time). When the night hag dies, all her ensnared souls are released. Deadly Danse. As part of an attack with this rapier, you can cause it to ring with an eerie vibrato, animating all Small or Medium corpses within 90 feet as skeletons for 1 minute. The Deadly Danse ends early if your turn ends and you haven’t attacked a hostile creature with The Danse since your last turn. If you are proficient in the Performance skill, the skeletons gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, the skeletons share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Attack action, targeting the nearest creature (other than you), unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. You can only command four skeletons at a time with a single bonus action. If you are incapacitated, the skeletons can take any action of their choice, not just Dodge. Once a skeleton is destroyed or the Deadly Danse ends, it disintegrates. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Progression The Danse progresses when it ends the life of a sufficiently famous artist, determined by how widely known they are, as per the Progression Requirements table. Progression Requirements Rarity Victim’s Fame Uncommon Local Rare Regional Very rare Nationwide Legendary Worldwide","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Danse (Uncommon)","description":"The Danse Weapon (Rapier), Uncommon (Requires Attunement) Each slice of The Danse is accompanied by a violin note. When you slay a creature with this rapier, you can make a Charisma (Performance) check. The slain creature must then make a Charisma saving throw, the DC of which is equal to the result of your Charisma (Performance) check. On a failed save, their soul is immediately delivered to The Singing Sister and cannot be revived until she releases it (which she can do willingly at any time). When the night hag dies, all her ensnared souls are released. Deadly Danse. As part of an attack with this rapier, you can cause it to ring with an eerie vibrato, animating all Small or Medium corpses within 60 feet as skeletons for 1 minute. The Deadly Danse ends early if your turn ends and you haven’t attacked a hostile creature with The Danse since your last turn. If you are proficient in the Performance skill, the skeletons gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, the skeletons share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Attack action, targeting the nearest creature (other than you), unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. You can only command two skeletons at a time with a single bonus action. If you are incapacitated, the skeletons can take any action of their choice, not just Dodge. Once a skeleton is destroyed or the Deadly Danse ends, it disintegrates. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Progression The Danse progresses when it ends the life of a sufficiently famous artist, determined by how widely known they are, as per the Progression Requirements table. Progression Requirements Rarity Victim’s Fame Uncommon Local Rare Regional Very rare Nationwide Legendary Worldwide","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Danse (Very Rare)","description":"The Danse Weapon (Rapier), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Each slice of The Danse is accompanied by a violin note. When you slay a creature with this rapier, you can make a Charisma (Performance) check. The slain creature must then make a Charisma saving throw, the DC of which is equal to the result of your Charisma (Performance) check. On a failed save, their soul is immediately delivered to The Singing Sister and cannot be revived until she releases it (which she can do willingly at any time). When the night hag dies, all her ensnared souls are released. Deadly Danse. As part of an attack with this rapier, you can cause it to ring with an eerie vibrato, animating all Small or Medium corpses within 120 feet as skeletons for 1 minute. The Deadly Danse ends early if your turn ends and you haven’t attacked a hostile creature with The Danse since your last turn. If you are proficient in the Performance skill, the skeletons gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, the skeletons share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Attack action, targeting the nearest creature (other than you), unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. You can only command eight skeletons at a time with a single bonus action. If you are incapacitated, the skeletons can take any action of their choice, not just Dodge. Once a skeleton is destroyed or the Deadly Danse ends, it disintegrates. You can use this property a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Progression The Danse progresses when it ends the life of a sufficiently famous artist, determined by how widely known they are, as per the Progression Requirements table. Progression Requirements Rarity Victim’s Fame Uncommon Local Rare Regional Very rare Nationwide Legendary Worldwide","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Demon's Heart","description":"The Demon’s Heart Wonderous item, rare This cold, smoothly polished black orb is crafted from obsidian, mined from the hardened magma of the nine hells. While holding the orb you can use your action cast the command (fiends only) spell.","properties":{"Category":"Items","Item Type":"Wonderous Item","Item Rarity":"rare"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"The Divider","description":"The Divider Weapon (Greataxe), Evolving Artifact (requires attunement) When the royal geomancers foresaw the downfall of Underking Varadun, the last defiant ruler of the deep dwarves, the Underking challenged the demigod Rolim the Technurge to arm his strongest defenders with weapons so powerful that could fight fate itself. Accepting the challenge, the Technurge opened his timeless vault and bestowed fabled weapons upon the Underking’s defenders, and then toiled over his enchanted anvil to create the Divider, a new artifact of mythical power for the Underking’s mightiest champion. Yet it was treachery that brought about the kingdom’s downfall as the champion turned the Divider against the Underking and seized the crown, plunging the realm into chaos. The Technurge watched in horror as his creations became instruments of betrayal and even sought to intervene, violating ancient pacts that forbade him from taking sides in wars between mortals. But not even a demigod could alter the kingdom’s fate. Disappointed and embittered, the Technurge condemned the new kingdom and broke the ancient pacts, claiming back his dangerous gifts and sealing them into his timeless vault once again. Tempered. While attuned to this weapon, it has the following properties: You gain a +1 bonus to attack and damage rolls made with this magic greataxe. The weapon ignores resistance to slashing damage and deals double damage to objects and structures. You can’t be disarmed of this weapon unless you are incapacitated. You must eat and drink twice the normal amount each day. Sharpened (level 11). After you reach level 11, the greataxe increases in power, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +2. Attacks with The Divider instantly destroy magical barriers, such as shield and wall of force . Your appetite grows. You must eat and drink five times the normal amount each day. Perfected (level 17). After you reach level 17, the greataxe achieves its full potential, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the gamemaster decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Your appetite is as legendary as your axe. You must eat and drink ten times the normal amount each day. Optional Rule: Story-Based Evolution The Divider is an evolving artifact that is typically found in its Tempered state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the greataxe’s evolution can be tied to significant events during the campaign, such as seeking Rolim the Technurge’s blessing or wielding it in glorious battle against a foe of tremendous power.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Greataxe)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"The Divider - Perfected","description":"The Divider Weapon (Greataxe), Evolving Artifact (requires attunement) When the royal geomancers foresaw the downfall of Underking Varadun, the last defiant ruler of the deep dwarves, the Underking challenged the demigod Rolim the Technurge to arm his strongest defenders with weapons so powerful that could fight fate itself. Accepting the challenge, the Technurge opened his timeless vault and bestowed fabled weapons upon the Underking’s defenders, and then toiled over his enchanted anvil to create the Divider, a new artifact of mythical power for the Underking’s mightiest champion. Yet it was treachery that brought about the kingdom’s downfall as the champion turned the Divider against the Underking and seized the crown, plunging the realm into chaos. The Technurge watched in horror as his creations became instruments of betrayal and even sought to intervene, violating ancient pacts that forbade him from taking sides in wars between mortals. But not even a demigod could alter the kingdom’s fate. Disappointed and embittered, the Technurge condemned the new kingdom and broke the ancient pacts, claiming back his dangerous gifts and sealing them into his timeless vault once again. Tempered. While attuned to this weapon, it has the following properties: You gain a +1 bonus to attack and damage rolls made with this magic greataxe. The weapon ignores resistance to slashing damage and deals double damage to objects and structures. You can’t be disarmed of this weapon unless you are incapacitated. You must eat and drink twice the normal amount each day. Sharpened (level 11). After you reach level 11, the greataxe increases in power, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +2. Attacks with The Divider instantly destroy magical barriers, such as shield and wall of force . Your appetite grows. You must eat and drink five times the normal amount each day. Perfected (level 17). After you reach level 17, the greataxe achieves its full potential, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the gamemaster decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Your appetite is as legendary as your axe. You must eat and drink ten times the normal amount each day. Optional Rule: Story-Based Evolution The Divider is an evolving artifact that is typically found in its Tempered state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the greataxe’s evolution can be tied to significant events during the campaign, such as seeking Rolim the Technurge’s blessing or wielding it in glorious battle against a foe of tremendous power.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Greataxe)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"The Divider - Sharpened","description":"The Divider Weapon (Greataxe), Evolving Artifact (requires attunement) When the royal geomancers foresaw the downfall of Underking Varadun, the last defiant ruler of the deep dwarves, the Underking challenged the demigod Rolim the Technurge to arm his strongest defenders with weapons so powerful that could fight fate itself. Accepting the challenge, the Technurge opened his timeless vault and bestowed fabled weapons upon the Underking’s defenders, and then toiled over his enchanted anvil to create the Divider, a new artifact of mythical power for the Underking’s mightiest champion. Yet it was treachery that brought about the kingdom’s downfall as the champion turned the Divider against the Underking and seized the crown, plunging the realm into chaos. The Technurge watched in horror as his creations became instruments of betrayal and even sought to intervene, violating ancient pacts that forbade him from taking sides in wars between mortals. But not even a demigod could alter the kingdom’s fate. Disappointed and embittered, the Technurge condemned the new kingdom and broke the ancient pacts, claiming back his dangerous gifts and sealing them into his timeless vault once again. Tempered. While attuned to this weapon, it has the following properties: You gain a +1 bonus to attack and damage rolls made with this magic greataxe. The weapon ignores resistance to slashing damage and deals double damage to objects and structures. You can’t be disarmed of this weapon unless you are incapacitated. You must eat and drink twice the normal amount each day. Sharpened (level 11). After you reach level 11, the greataxe increases in power, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +2. Attacks with The Divider instantly destroy magical barriers, such as shield and wall of force . Your appetite grows. You must eat and drink five times the normal amount each day. Perfected (level 17). After you reach level 17, the greataxe achieves its full potential, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the gamemaster decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Your appetite is as legendary as your axe. You must eat and drink ten times the normal amount each day. Optional Rule: Story-Based Evolution The Divider is an evolving artifact that is typically found in its Tempered state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the greataxe’s evolution can be tied to significant events during the campaign, such as seeking Rolim the Technurge’s blessing or wielding it in glorious battle against a foe of tremendous power.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Greataxe)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"The Divider - Tempered","description":"The Divider Weapon (Greataxe), Evolving Artifact (requires attunement) When the royal geomancers foresaw the downfall of Underking Varadun, the last defiant ruler of the deep dwarves, the Underking challenged the demigod Rolim the Technurge to arm his strongest defenders with weapons so powerful that could fight fate itself. Accepting the challenge, the Technurge opened his timeless vault and bestowed fabled weapons upon the Underking’s defenders, and then toiled over his enchanted anvil to create the Divider, a new artifact of mythical power for the Underking’s mightiest champion. Yet it was treachery that brought about the kingdom’s downfall as the champion turned the Divider against the Underking and seized the crown, plunging the realm into chaos. The Technurge watched in horror as his creations became instruments of betrayal and even sought to intervene, violating ancient pacts that forbade him from taking sides in wars between mortals. But not even a demigod could alter the kingdom’s fate. Disappointed and embittered, the Technurge condemned the new kingdom and broke the ancient pacts, claiming back his dangerous gifts and sealing them into his timeless vault once again. Tempered. While attuned to this weapon, it has the following properties: You gain a +1 bonus to attack and damage rolls made with this magic greataxe. The weapon ignores resistance to slashing damage and deals double damage to objects and structures. You can’t be disarmed of this weapon unless you are incapacitated. You must eat and drink twice the normal amount each day. Sharpened (level 11). After you reach level 11, the greataxe increases in power, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +2. Attacks with The Divider instantly destroy magical barriers, such as shield and wall of force . Your appetite grows. You must eat and drink five times the normal amount each day. Perfected (level 17). After you reach level 17, the greataxe achieves its full potential, gaining the following additional properties: The weapon’s bonus to attack and damage rolls increases to +3. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the gamemaster decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Your appetite is as legendary as your axe. You must eat and drink ten times the normal amount each day. Optional Rule: Story-Based Evolution The Divider is an evolving artifact that is typically found in its Tempered state and increases in power as its wearer gains levels. At the gamemaster’s discretion, the greataxe’s evolution can be tied to significant events during the campaign, such as seeking Rolim the Technurge’s blessing or wielding it in glorious battle against a foe of tremendous power.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Greataxe)","Item Rarity":"evolving artifact","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"The Emperor's Bracelet","description":"The Emperor's Bracelet This golden bracelet once belonged to the Carolingian emperor, Charles III. His nickname “Charles the Fat” was not actually appropriate because his magical bracelet prevented him from becoming too big. But it did not cure him from the addiction. The bracelet is approximately 6 centimeters (3 inches) wide and inscribed with the Latin words “Deus nobis concedit manducare” (God allows to eat) on the inside. It was created by one of Charles’ bishops using white magic. Anyone wearing this artifact will be able to eat as much as she or he wants, without ever gaining any weight. The unwanted side effect, however, is that the wearer will eventually starve – unless he or she is smart and only puts it on every other day or so.","properties":{"Category":"Items","Expansion":30058,"Item Type":"Wondrous Item"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Extractor","description":"Like a fisherman shucking an oyster, the Extractor pries away layers of armor to get to the meat inside. Legend The Extractor is a maul designed to pry heavily armored foes out of their proverbial shell. The spikes attached to the head of the maul hook and tear away bits and pieces of armor, occasionally creating gaping holes, leaving even the most well-armored adversary susceptible to attacks. Location The maul was last known to be owned by Osaris Bleed, an orc who travelled the realm while earning her wage as a freelance gladiator. Osaris was last seen leaving a large city after winning a pot of gold in the arena. That was several years ago. Some believe Osaris decided to retire. She often spoke about settling down, using her winnings to purchase lush land and build a farm. Encounter Ideas Disarming Defender. The adventurers hear of an orc woman defending a small village, her weapon shredding her foes’ armor. Shredding Scofflaws. The adventurers come upon a group of bandits; one carries The Extractor and Osaris’s journal. Farm Trouble. The adventurers stumble upon Osaris’s small farm while she is out tending to her crops. The maul hangs on a wall above a stone fireplace in her humble home, booby trapped with a poison darts trap (DC 17), activated when the maul is lifted from the mantle. Progression The Extractor progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases. Statistics Weapon (Maul), Rarity Varies (Requires Attunement) Common. Shuck the Oyster. When you score a critical hit with this magic weapon against a creature wearing magical or nonmagical ar­mor, roll a d6. On a 1, the armor is partially damaged and takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 offers no protection until it is repaired. Uncommon. Shuck the Oyster now reduces AC on a roll a 1 or a 2. You gain a +1 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1 piercing damage on a hit. Rare. Dig Deep. When you hit a creature that is wearing armor with an attack using this weapon, it deals an additional 1d6 piercing damage to the target. In addition, on a critical hit, the next attack against the target has advantage. Very Rare. The bonus to attack and damage rolls increases to +2 and the additional piercing damage dealt to armored creatures increases to 2d6. In addition, Shuck the Oyster automatically reduces AC on a critical hit. Legendary. The bonus to attack and damage rolls increases to +3 and Shuck the Oyster reduces an armored creature’s AC by 2.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Extractor (Common)","description":"The Extractor Weapon (Maul), Common (Requires Attunement) Shuck the Oyster. When you score a critical hit with this magic weapon against a creature wearing magical or nonmagical ar­mor, roll a d6. On a 1, the armor is partially damaged and takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 offers no protection until it is repaired. Progression The Extractor progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Extractor (Legendary)","description":"The Extractor Weapon (Maul), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1 piercing damage on a hit. Shuck the Oyster. When you score a critical hit with this magic weapon against a creature wearing magical or nonmagical ar­mor, the armor is partially damaged and takes a permanent and cumulative −2 penalty to the AC it offers. Armor reduced to an AC of 10 offers no protection until it is repaired. Dig Deep. When you hit a creature that is wearing armor with an attack using this weapon, it deals an additional 2d6 piercing damage to the target. In addition, on a critical hit, the next attack against the target has advantage.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Extractor (Rare)","description":"The Extractor Weapon (Maul), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1 piercing damage on a hit. Shuck the Oyster. When you score a critical hit with this magic weapon against a creature wearing magical or nonmagical ar­mor, roll a d6. On a 1 or 2, the armor is partially damaged and takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 offers no protection until it is repaired. Dig Deep. When you hit a creature that is wearing armor with an attack using this weapon, it deals an additional 1d6 piercing damage to the target. In addition, on a critical hit, the next attack against the target has advantage. Progression The Extractor progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Extractor (Uncommon)","description":"The Extractor Weapon (Maul), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1 piercing damage on a hit. Shuck the Oyster. When you score a critical hit with this magic weapon against a creature wearing magical or nonmagical ar­mor, roll a d6. On a 1 or 2, the armor is partially damaged and takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 offers no protection until it is repaired. Progression The Extractor progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Extractor (Very Rare)","description":"The Extractor Weapon (Maul), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1 piercing damage on a hit. Shuck the Oyster. When you score a critical hit with this magic weapon against a creature wearing magical or nonmagical ar­mor, the armor is partially damaged and takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 offers no protection until it is repaired. Dig Deep. When you hit a creature that is wearing armor with an attack using this weapon, it deals an additional 2d6 piercing damage to the target. In addition, on a critical hit, the next attack against the target has advantage. Progression The Extractor progresses as the creature who is attuned to it progresses. Whenever the creature’s Strength modifier increases, the weapon’s rarity also increases.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Hart's Crown","description":"The Golden Hart’s Crown lends you the strength of a mighty protector of the forests. Legend This elegant longbow was formed from the antlers of the Golden Hart, the legendary guardian of the Moonglow Forest. Some stories say it was fashioned from the hart’s antlers when he naturally shed them one spring; others that they were taken by force and the bow’s creation is the reason the forest fell to the King of Spiders and his court of cruel fey creatures. Many fey creatures immediately recognize the bow. This may inspire reverence or hatred, depending which version of its origin story they believe. Location The Golden Hart’s Crown is usually found in the world of the fey, though it changes hands frequently. On the night of the summer solstice, it is used in an archery display held at the court of Queen Elathra, in her palace deep in the fey realm. The longbow is sometimes loaned to fey visiting the mortal world on missions of great danger or importance. Encounter Ideas Trade Secret. A fey prince trades the bow to the characters for a sufficiently scintillating secret. That’s Ours! The characters find this clearly valuable bow trapped in a tree which has partially grown around it. The tree’s dryad and her two sisters are angry if the characters take it by force. Prize Fight. A spectral golden hart leads a character to a portal. If they go through, they find the longbow guarded by an ogre , who challenges them to a duel for ownership of the bow. Progression The Golden Hart’s Crown progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. Statistics Weapon (Longbow), Rarity Varies (Requires Attunement) Common . You can speak a command word to create the illusion of a glorious set of golden antlers growing from your head. The illusion lasts 1 minute or until you end it (no action required). Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. When interacting with Beasts native to forests, you make any associated Wisdom (Animal Handling) checks with advantage. Rare . The bonus to attack and damage rolls increases to +2. Call the Hart. As a bonus action, you summon the spirit of the Golden Hart, which uses the Golden Hart Spirit stat block. This stat block uses your proficiency bonus (PB) in several places. The creature disappears after 1 minute or when it drops to 0 hit points. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Once used, this property can’t be used again until you finish a long rest. Very Rare . You can use Call the Hart three times between long rests and the Golden Hart Spirit’s Ram attack deals an extra 1d6 radiant damage. Legendary . The bonus to attack and damage rolls increases to +3 and the Golden Hart Spirit summoned by Call the Hart disappears after 1 hour. In addition, you have advantage on saving throws to avoid being charmed or frightened and difficult terrain doesn’t cost you extra movement. Golden Hart Spirit (PB 2) Golden Hart Spirit (PB 3) Golden Hart Spirit (PB 4) Golden Hart Spirit (PB 5) Golden Hart Spirit (PB 6)","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Hart's Crown (Common)","description":"The Golden Hart's Crown Weapon (Longbow), Common (Requires Attunement) You can speak a command word to create the illusion of a glorious set of golden antlers growing from your head. The illusion lasts 1 minute or until you end it (no action required). Progression The Golden Hart’s Crown progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Hart's Crown (Legendary)","description":"The Golden Hart's Crown Weapon (Longbow), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When interacting with Beasts native to forests, you make any associated Wisdom (Animal Handling) checks with advantage. In addition, you have advantage on saving throws to avoid being charmed or frightened and difficult terrain doesn’t cost you extra movement. You can speak a command word to create the illusion of a glorious set of golden antlers growing from your head. The illusion lasts 1 minute or until you end it (no action required). Call the Hart. As a bonus action, you summon the spirit of the Golden Hart, which uses the Golden Hart Spirit stat block. This stat block uses your proficiency bonus (PB) in several places, and the Golden Hart Spirit’s Ram attack deals an extra 1d6 radiant damage. The creature disappears after 1 hour or when it drops to 0 hit points. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Once used, this property can be used three times between long rests.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Hart's Crown (Rare)","description":"The Golden Hart's Crown Weapon (Longbow), Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When interacting with Beasts native to forests, you make any associated Wisdom (Animal Handling) checks with advantage. You can speak a command word to create the illusion of a glorious set of golden antlers growing from your head. The illusion lasts 1 minute or until you end it (no action required). Call the Hart. As a bonus action, you summon the spirit of the Golden Hart, which uses the Golden Hart Spirit stat block. This stat block uses your proficiency bonus (PB) in several places. The creature disappears after 1 minute or when it drops to 0 hit points. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Once used, this property can’t be used again until you finish a long rest. Progression The Golden Hart’s Crown progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Hart's Crown (Uncommon)","description":"The Golden Hart's Crown Weapon (Longbow), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When interacting with Beasts native to forests, you make any associated Wisdom (Animal Handling) checks with advantage. You can speak a command word to create the illusion of a glorious set of golden antlers growing from your head. The illusion lasts 1 minute or until you end it (no action required). Progression The Golden Hart’s Crown progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Hart's Crown (Very Rare)","description":"The Golden Hart's Crown Weapon (Longbow), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When interacting with Beasts native to forests, you make any associated Wisdom (Animal Handling) checks with advantage. You can speak a command word to create the illusion of a glorious set of golden antlers growing from your head. The illusion lasts 1 minute or until you end it (no action required). Call the Hart. As a bonus action, you summon the spirit of the Golden Hart, which uses the Golden Hart Spirit stat block. This stat block uses your proficiency bonus (PB) in several places, and the Golden Hart Spirit’s Ram attack deals an extra 1d6 radiant damage. The creature disappears after 1 minute or when it drops to 0 hit points. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Once used, this property can be used three times between long rests. Progression The Golden Hart’s Crown progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Golden Scepter of the Ancients","description":"The Golden Scepter of the Ancients Rod, legendary (requires attunement) The scepter has a rounded head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. It also has the following additional properties: Rubbing the rounded head turns it into a crystal ball that allows the user to cast commune allowing them to ask 3 questions and seeing the answers as visions in the crystal ball. The crystal ball needs 1d6 days to recharge before it can be used again.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"The Hammer of Adrix","description":"Weapon (warhammer), very rare (requires attunement) 1d8 bludgeoning - versatile (1d10) You gain a +1 bonus to attack and damage rolls with this magic weapon and you have advantage on attack rolls against frightened creatures. Spells. The Hammer of Adrix has 5 charges. While holding it, you can use an action and expend 1 charge to cast the fear spell. Curse. This hammer is cursed and possessed by the vengeful spirit of a fallen paladin, Adrix, The Hammer. Becoming attuned to it extends the curse to you until you are targeted by a remove curse spell or similar magic. Casting remove curse does not remove the spirit from the weapon. As long as you remain cursed, you are unwilling to part with the hammer, keeping it within reach at all times. You also have disadvantage on Wisdom and Intelligence saving throws. Adrix and his allies were slain by Krexillius Kornath and Adrix’s spirit remained trapped within the hammer he once wielded. He blames himself for the deaths of his allies and will attempt to influence and goad anyone who wields the hammer into slaying Krexillius Kornath by any means. The curse drives the wielder to behave recklessly in their pursuit of this goal. Successfully slaying Krexiullius Kornath will both remove the curse, and allow the spirit of Adrix to achieve redemption and move on from this plane. Alternatively, casting banishment on the hammer forces the spirit of Adrix to leave it. The hammer then becomes a +1 weapon with no other properties. © Dean Spencer","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"The Horn of the Gods","description":"The Horn of the Gods Wondrous item, legendary The origins of this horn are unknown, though its last recorded location was in the Underworld. It can wake any sleeper, no matter how deep the sleep. Blowing the horn requires an action. It has a range of 1 mile when blown. The first time blown, anyone sleeping in range due to non-magical sleep wakens. If blown a second time, within a minute of the first, anyone sleeping in range, including because of magical sleep, wakens. If blown a third time, within a minute of the first, any creature petrified in range is no longer petrified, though they now have one level of exhaustion. Additional special events determined by the GM may occur on the third, or subsequent, uses of the horn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"The Incantations of Iriolarthas","description":"The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: 1st level: alarm, detect magic, identify, magic missile, shield, Tasha’s hideous laughter, thunderwave 2nd level: arcane lock, continual flame, invisibility, knock, levitate, Melf’s acid arrow, mirror image 3rd level: animate dead, bestow curse, clairvoyance, counterspell, dispel magic, fireball, glyph of warding 4th level: arcane eye, banishment, blight, dimension door, Evard’s black tentacles, phantasmal killer 5th level: Bigby’s hand, cloudkill, dominate person, planar binding, scrying, telekinesis 6th level: create undead, disintegrate, globe of invulnerability, move earth, Otto’s irresistible dance 7th level: create magen,* finger of death, prismatic spray, teleport 8th level: demiplane, dominate monster, mind blank, power word stun 9th level: blade of disaster,* power word kill","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"The Incantations of Iriolarthas","description":"The Incantations of Iriolarthas The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: 1st level: alarm , detect magic , identify , magic missile , shield , Tasha’s hideous laughter , thunderwave 2nd level: arcane lock , continual flame , invisibility , knock , levitate , Melf’s acid arrow , mirror image 3rd level: animate dead , bestow curse , clairvoyance , counterspell , dispel magic , fireball , glyph of warding 4th level: arcane eye , banishment , blight , dimension door , Evard’s black tentacles , phantasmal killer 5th level: Bigby’s hand , cloudkill , dominate person , planar binding , scrying , telekinesis 6th level: create undead , disintegrate , globe of invulnerability , move earth , Otto’s irresistible dance 7th level: create magen ,* finger of death , prismatic spray , teleport 8th level: demiplane , dominate monster , mind blank , power word stun 9th level: blade of disaster ,* power word kill *Described in this chapter.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"The Key","description":"The Key This silver coin depicts a crowned female on one side and a horned creature on the other. It is Maria’s personal key that was given to her by Kalliya. The key opens the door to the transition chamber that connects the Inferno and Purgatorio with the mortal world and with the Great Loom. It also allows travel directly between the Inferno and Purgatorio. Entering the chamber with this key is relatively easy as there are only a few symbols on the outer side of the door and the coin will fit exactly into a specific cavity in the rock. To open the door from the inside will require some careful examination, as the chamber walls are covered in intricate patterns, many with a three-dimensional effect. Ask for the appropriate Wisdom checks to succeed in finding the way in and out. Please note that this key does not open other transition chambers, e.g. those into the fae realm.","properties":{"Category":"Items","Expansion":30058,"Item Type":"Wondrous Item"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Lost Lantern of Leonara","description":"The Lost Lantern of Leonara Wondrous Item, legendary (requires attunement) The lantern has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: light (1 charge), dancing lights (1 charge), branding smite (2 charges), guiding bolt (1 charge), dawn (5 charges), wall of light (5 charges), sunbeam (6 charges), or sunburst (8 charges). Undead targets have disadvantage on saving throws against these spells. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the lantern blackens, turns to dust, and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"The Mandate of the Wode (Common)","description":"Weapon (Mace), Common (Requires Attunement by a Druid) This magic weapon has 5 charges. It regains 1d4 expended charges when you finish a long rest, or all charges if you are in a forest. Common Speak with Beasts. While attuned to this magic weapon, you can speak its command word, granting you the ability to comprehend and verbally communicate with Beasts for 1 minute. During this time, you also have advantage on Persuasion checks involving Beasts whose CR is less than your level. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"requires attunement by a druid"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Mandate of the Wode (Legendary)","description":"Weapon (Mace), Legendary (Requires Attunement by a Druid) This magic weapon has 5 charges. It regains 1d4 expended charges when you finish a long rest, or all charges if you are in a forest. Common Speak with Beasts. While attuned to this magic weapon, you can speak its command word, granting you the ability to comprehend and verbally communicate with Beasts for 1 minute. During this time, you also have advantage on Persuasion checks involving Beasts whose CR is less than your level. Once used, this property can’t be used again until you finish a long rest. Uncommon While holding this weapon, you can use a bonus action to expend 1 charge to cast the command spell, targeting a Beast. The spell is considered a druid spell for you and uses your druid spell save DC. Rare While holding this weapon, you can use an action to expend 1 or more charges to summon Beasts to aid you. You can summon a number of Beasts up to your proficiency bonus, and the total CR of the Beasts you summon must be less than or equal to the number of charges expended. Each Beast appears in an unoccupied space you can see within 30 feet. The Beasts are allies to you and your companions. In combat, they share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and use their move to avoid danger. Alternatively, when you use your Wild Shape, you can use a reaction to expend charges to activate this ability. If you summon any of the same type of Beast that you wild shaped into, hostile creatures must succeed on a Wisdom (Perception) check against your spell save DC to tell which Beast you are. Very Rare The weapon now has 7 charges. When you use charges to summon Beasts, the damage from their natural weapons is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. If you summon Beasts as a reaction to using Wild Shape, the damage from your natural weapons is also magical. Legendary The weapon now has 10 charges. When a Beast summoned by this weapon is reduced to 0 hit points, you can use your reaction to expend charges to summon another Beast of that type (if you have the necessary number of charges remaining).","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (mace)","Item Rarity":"legendary","Requires Attunement":"requires attunement by a druid"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Mandate of the Wode (Rare)","description":"Weapon (Mace), Rare (Requires Attunement by a Druid) This magic weapon has 5 charges. It regains 1d4 expended charges when you finish a long rest, or all charges if you are in a forest. Common Speak with Beasts. While attuned to this magic weapon, you can speak its command word, granting you the ability to comprehend and verbally communicate with Beasts for 1 minute. During this time, you also have advantage on Persuasion checks involving Beasts whose CR is less than your level. Once used, this property can’t be used again until you finish a long rest. Uncommon While holding this weapon, you can use a bonus action to expend 1 charge to cast the command spell, targeting a Beast. The spell is considered a druid spell for you and uses your druid spell save DC. Rare While holding this weapon, you can use an action to expend 1 or more charges to summon Beasts to aid you. You can summon a number of Beasts up to your proficiency bonus, and the total CR of the Beasts you summon must be less than or equal to the number of charges expended. Each Beast appears in an unoccupied space you can see within 30 feet. The Beasts are allies to you and your companions. In combat, they share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and use their move to avoid danger. Alternatively, when you use your Wild Shape, you can use a reaction to expend charges to activate this ability. If you summon any of the same type of Beast that you wild shaped into, hostile creatures must succeed on a Wisdom (Perception) check against your spell save DC to tell which Beast you are.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"requires attunement by a druid"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Mandate of the Wode (Uncommon)","description":"Weapon (Mace), Uncommon (Requires Attunement by a Druid) This magic weapon has 5 charges. It regains 1d4 expended charges when you finish a long rest, or all charges if you are in a forest. Common Speak with Beasts. While attuned to this magic weapon, you can speak its command word, granting you the ability to comprehend and verbally communicate with Beasts for 1 minute. During this time, you also have advantage on Persuasion checks involving Beasts whose CR is less than your level. Once used, this property can’t be used again until you finish a long rest. Uncommon While holding this weapon, you can use a bonus action to expend 1 charge to cast the command spell, targeting a Beast. The spell is considered a druid spell for you and uses your druid spell save DC.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a druid"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Mandate of the Wode (Very Rare)","description":"Weapon (Mace), Very Rare (Requires Attunement by a Druid) This magic weapon has 5 charges. It regains 1d4 expended charges when you finish a long rest, or all charges if you are in a forest. Common Speak with Beasts. While attuned to this magic weapon, you can speak its command word, granting you the ability to comprehend and verbally communicate with Beasts for 1 minute. During this time, you also have advantage on Persuasion checks involving Beasts whose CR is less than your level. Once used, this property can’t be used again until you finish a long rest. Uncommon While holding this weapon, you can use a bonus action to expend 1 charge to cast the command spell, targeting a Beast. The spell is considered a druid spell for you and uses your druid spell save DC. Rare While holding this weapon, you can use an action to expend 1 or more charges to summon Beasts to aid you. You can summon a number of Beasts up to your proficiency bonus, and the total CR of the Beasts you summon must be less than or equal to the number of charges expended. Each Beast appears in an unoccupied space you can see within 30 feet. The Beasts are allies to you and your companions. In combat, they share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and use their move to avoid danger. Alternatively, when you use your Wild Shape, you can use a reaction to expend charges to activate this ability. If you summon any of the same type of Beast that you wild shaped into, hostile creatures must succeed on a Wisdom (Perception) check against your spell save DC to tell which Beast you are. Very Rare The weapon now has 7 charges. When you use charges to summon Beasts, the damage from their natural weapons is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. If you summon Beasts as a reaction to using Wild Shape, the damage from your natural weapons is also magical.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a druid"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"The Marble Mallet","description":"Do no harm. Legend The Sisterhood of Unyielding Vigilance, a knightly order guarding a tear between the worlds of mortals and fiends, was gifted twenty-eight holy weapons, carved from a sacred mountain and trimmed in celestial brass. After five centuries of demonic incursions, most have been broken, corrupted, or stolen. This light hammer is one of the latter—when Knight Sister Bria Zolero retired from the front lines, she took it with her and used its healing magic to start a clinic in her hometown. But a weapon is not so easily separated from its war. Malevolent agents still scheme to seize and corrupt the holy weapon. Location Bria Zolero set up her clinic in a poor village or a poor district of a city. Though most of the clinic’s work is now done by her apprentices, Bria still carries the mallet herself and uses it to heal injured visitors. Encounter Ideas It Draws Old Foes. Bria’s clinic is attacked by fiends while the party is in the area. After they fend off the incursion, Bria realizes that the clinic will never be safe while the mallet is there, and gifts it to the party. It Draws Old Friends. Knight Sister Nisha Stormsworn, once one of Bria’s squires, is ordered to retrieve the weapon and Bria herself. The latter is to face judgment for her theft. Nisha hires the party to escort her, and during their travels, expresses discomfort at detaining Bria. It Draws Old Schemes. Cultists of Asmodeus kidnapped Bria and plan to corrupt both her and the mallet. The village or city the clinic is in hires the party to find Bria, knowing only that she mysteriously disappeared. Progression The Marble Mallet progresses to the next rarity level when it deals radiant damage to a Fiend with a CR equal to the weapon’s current bonus to attack and damage rolls against Fiends x 5. Statistics Weapon (Light Hammer), Rarity Varies (Requires Attunement) You gain a bonus to attack and damage rolls made with this magic weapon, which increases when attacking Fiends. These bonuses are based on the weapon’s rarity, as described in the following table. Weapon Bonuses Rarity Against Fiends Against Non-Fiends Common +1 +0 Uncommon +2 +0 Rare +3 +1 Very Rare +4 +2 Legendary +5 +3 Radiant Pool. While attuned to the weapon, you can draw upon its energy to heal allies or harm Fiends with sacred light. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to the weapon’s bonus to attack and damage rolls against Fiends x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, when you hit a Fiend with an attack using this weapon, you can deal radiant damage to that creature up to the maximum amount remaining in your pool.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Marble Mallet (Common)","description":"The Marble Mallet Weapon (Light Hammer), Common (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon when attacking Fiends. Radiant Pool. While attuned to the weapon, you can draw upon its energy to heal allies or harm Fiends with sacred light. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, when you hit a Fiend with an attack using this weapon, you can deal radiant damage to that creature up to the maximum amount remaining in your pool. Progression The Marble Mallet progresses to the next rarity level when it deals radiant damage to a Fiend with a CR equal to 5.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Marble Mallet (Legendary)","description":"The Marble Mallet Weapon (Light Hammer), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon, which increases to +5 when attacking Fiends. Radiant Pool. While attuned to the weapon, you can draw upon its energy to heal allies or harm Fiends with sacred light. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 25. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, when you hit a Fiend with an attack using this weapon, you can deal radiant damage to that creature up to the maximum amount remaining in your pool.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Marble Mallet (Rare)","description":"The Marble Mallet Weapon (Light Hammer), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when attacking Fiends. Radiant Pool. While attuned to the weapon, you can draw upon its energy to heal allies or harm Fiends with sacred light. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 15. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, when you hit a Fiend with an attack using this weapon, you can deal radiant damage to that creature up to the maximum amount remaining in your pool. Progression The Marble Mallet progresses to the next rarity level when it deals radiant damage to a Fiend with a CR equal to 15.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Marble Mallet (Uncommon)","description":"The Marble Mallet Weapon (Light Hammer), Uncommon (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon when attacking Fiends. Radiant Pool. While attuned to the weapon, you can draw upon its energy to heal allies or harm Fiends with sacred light. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 10. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, when you hit a Fiend with an attack using this weapon, you can deal radiant damage to that creature up to the maximum amount remaining in your pool. Progression The Marble Mallet progresses to the next rarity level when it deals radiant damage to a Fiend with a CR equal to 10.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Marble Mallet (Very Rare)","description":"The Marble Mallet Weapon (Light Hammer), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon, which increases to +4 when attacking Fiends. Radiant Pool. While attuned to the weapon, you can draw upon its energy to heal allies or harm Fiends with sacred light. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 20. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, when you hit a Fiend with an attack using this weapon, you can deal radiant damage to that creature up to the maximum amount remaining in your pool. Progression The Marble Mallet progresses to the next rarity level when it deals radiant damage to a Fiend with a CR equal to 20.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"The Moonshard","description":"Wondrous item, artifact (requires attunement) The Moonshard is a hand-sized piece of gray, pumice-like rock that could easily be ignored by those searching for valuables. It draws attention to itself, however, by producing a moonbeam-like glow that makes it an obvious thing of power. This cylinder of energy creates an interplay of light and shadow, always bisected by the artifact. The Moonshard concerns itself with cosmic balance. War, death, slavery, decay, these things are but catalysts for prosperity, birth, harmony and burgeoning life. It is the balance of these concepts and the cycle of the cosmos that must be preserved, and thus the Moonshard acts in subtle—often undetected—ways to maintain this balance. Only those devoted to balance in one form or another are ever granted the ability to handle—and draw power from— the Moonshard . Those Rybalkans who embrace an amalgam life—that is, part Vikmordere and part Klavekian—have come to revere the “word of balance” that the Moonshard is said to bestow on the region. Protected. The aura that protects the Moonshard harms any who attempt to handle it without its consent. The Moonshard will suppress the aura and indeed casts a benign suggestion (save DC 20) on anyone it wishes to pick it up. A creature touching the Moonshard without its consent must succeed on a DC 20 Constitution saving throw, taking 49 (9d10) necrotic damage and 49 (9d10) radiant damage on a failed roll, or half as much on a successful one. Only those the Moonshard favors are allowed to attune to the artifact. Spells. The bearer gains access to the following spells: private sanctum (cast with all six possible protections), guardian of faith (summoning two guardians per casting, one angelic, one demonic), enhance ability (as a bonus action), and legend lore (always providing a balanced perspective). Skills. The bearer makes all Intelligence, Wisdom, and Charisma skill checks with advantage while holding the Moonshard . Abandonment. Should the attuned bearer of the Moonshard act in such a way as to disrupt balance on a grand enough scale for the artifact to notice, it will abandon its bearer, ending the attunement. The Moonshard has a knack for ending attunement at just the right time for another worthy user to come into its possession. Destruction. The Moonshard appears fragile but is impervious to most damage. It can only be destroyed by leaving it in the exact center of the Material, Astral, or Ethereal Plane. When deposited at one of these locations, the artifact ceases moving as it senses it is at the point of planar balance and its work is done.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"The orb of Abjuration","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of Abjuration, represented by the color green, is associated with spells of protection and defense. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Abjuration: shield A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of Conjuration","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of Conjuration, represented by the color blue, is associated with spells of summoning and transportation. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Conjuration: fog cloud A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of Divination","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of Divination, represented by the color yellow, is associated with spells to see the future and uncover secrets. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Divination: augury A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of Enchantment","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of Enchantment, represented by the color purple, is associated with spells of mind-control. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Enchantment: heroism A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of Evocation","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of Evocation, represented by the color red, is associated with spells of destruction. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Evocation: magic missile A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of Necromancy","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of Necromancy, represented by the color black, is associated with spells that manipulate the dead. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Necromancy: false life A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of the Illusion","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of the Illusion, represented by the color white, is associated with spells that create illusions and those of deception. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Illusion: silent image A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The orb of the Transmutation","description":"Wondrous Item (artifact), requires attunement The orbs of the Wondermaker are powerful artifacts that contain concentrated magical energy from the divine realm of the Wondermaker, the god of magic. These orbs were created by the hierophant archmage lich deep sea-elf A'rvanshy, who discovered and channeled the magical essences of the dead fey dragon Xantharos. The lich searched for nodes of power that could be tapped to directly reach into the power of his god. Through divine guidance, he found that by extracting the magical essences of the fey dragon, he could achieve his goal. He located such nodes scattered all over the Calhay Sea and through high-magic rituals both arcane and divine, he formed them into eight orbs of raw magical power, one for each school of magic. By consuming the essence of these orbs, one can gain almost unlimited magical energy and control over a particular school of magic. A’rvanshy, being undead, found that the essence had little effect on him, but also realized that it could take its toll on the body and mind of living beings.. Through his experiments, A’rvanshy discovered that by infusing himself with an extremely high dose of the essence, he could become an avatar of a given school of magic for a short period of time. He considered this a blessing and a physical manifestation of the god of magic. A devoted believer and practising priest of the deity, A’rvanshy became an avatar of Necromancy to defeat the vast angelic armies of the Dark Star. The deep sea-elf lich and his people succeeded in repelling the onslaught of the dark angels before retreating to the deepest trenches of the sea. Each orb is associated with a specific school of magic. The orbs manifest as glowing 10-feet diameter spheres of swirling energy suspended in mid-air, each emitting a different color of light corresponding to its school of magic. The essences of the orbs are the key to mastering the magic of their respective schools, allowing users to perform incredible feats that would otherwise be impossible. The orb of the Transmutation, represented by the color brown, is associated with spells that alter the physical world. Though not sentient each orb is protected from being found and exploited. The artifacts utilise high level spells from their respective school of magic, which they are able to alter, extending their range, areas of effect, or durations as needed. The orbs of the Wondermaker can detect and target creatures within 1,000 feet. Each orb of the Wondermaker has a spell save of DC 21 and makes spell attacks with a +9 modifier. The orbs of the Wondermaker can't be a subject of divination magic or perceived through magical scrying sensors. Divination spells and effects don’t provide information about the orbs of the Wondermaker. The orbs are immovable and are impervious to all forms of damage. The only way of destroying an orb is with a wish spell. Attunement The essence of the orbs can be extracted only by those who withstand these defences and are able to bond to their energies. If a spellcaster touches the orb and focuses on bonding with it for ten minutes, they can attune to it and learn all of its powers. Once bonded, the creature learns all of its powers and becomes immune to all spells and effects generated by the orb. Any number of creatures can attune to an orb. Attuning to an orb doesn’t count against the maximum number of magic items to which a creature can attune. A creature can voluntarily end attunement by spending another short rest focusing on the item. Once attuned, the creature permanently gains the following boon specific to the orb to which it bonded: Boon of the Wondermaker. You gain insight into the core functioning of the given school of magi. You can cast a spell related to the given orb’s school of magic a number of times per day equal to your proficiency bonus without expending a spell slot or any kind of components. Orb of Transmutation: feather fall A creature that has gained all eight of the boons of the Wondermaker also gains the following boon: Boon of Limitless Power. Your eyes start to glow with all the colors of the spectrum. While in possession of the Boon, you can cast any spell up to 5th level without expending a spell slot or requiring any kind of component. Once you use this Boon, you must spend a long rest to be able to use it again. By sacrificing the Boon, you can manifest it as a prismatic essence in liquid form that fills a regular vial. A creature that consumes this essence can simultaneously cast up to three spells of 4th level or lower as an action. The spells must have creatures as targets, have a range other than self, and they cannot deal damage. When casting these spells, you may target any number of living creatures, choose any shape or size of area of effect, or any range. You can even add restrictions or exclusions based on alignment, creature type, or other criteria with your DM’s consent. You do not need to see the targets of these spells and creatures targeted do not need to be willing in order to be affected. You do not need to maintain concentration on the spells, which last until their maximum duration. Once the essence of the Boon of Limitless Power is consumed, it cannot be used again for one hundred years by any other creature. Extracting the Essence Casting a 5th or higher level spell from the respective school of magic on or in the area of an orb causes the orb to drip with its essence. As an action, a creature standing within 5 feet of the orb can collect one dose of this essence, a liquid that fills a normal sized vial. An orb can produce only one dose of essence every 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"The Pearl of the Deep","description":"The Pearl of the Deep Wondrous item Price: 15,000 gp This necklace has a large pearl on the end of a silver chain. While wearing the necklace, the wearer can breathe underwater as if it was air. Additionally, the wearer gains a swim speed equal to their normal Movement Speed, and has Advantage on any checks related to swimming.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"The Promethean Fire","description":"Weapon (spear), legendary (requires attunement) This spear was crafted from the Great Tree of Thylea and set ablaze with the fires of creation. When attuning with this item, you may transform it into any martial or simple weapon of your choice. The new weapon has all the same magical properties. Attack Bonus . Attacks made with this weapon have a +3 bonus to attack and damage rolls. Regardless of the form that this weapon takes, its damage type is fire. Radiant Light. The weapon radiates a blazing light out to 60 feet. This light is sunlight. Transmutation Spells . The weapon has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from this weapon have a save DC of 17. You can use this weapon to cast the following spells: awaken (3 charges), fabricate (2 charges), plant growth (2 charges), stone shape (2 charges).","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"The Rapture of Endless Impalments","description":"Mechanical trap Anyone moving within the chamber is struck by 1d4 piercing spears every round. Each spear makes a ranged attack with a bonus of +8, dealing 34 (4d6+20) piercing damage. The spines cross the chamber and drive into the floor opposite, trapping the prey, who may be subject to further attacks. 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You gain a +2 bonus to attack and damage rolls made with this magic weapon. Barbed Arrow. The Reaver has 2 charges. While attuned to this longbow, you can expend one of its charges and use the attack action to make a special ranged attack with a barbed arrow that is attached to a demonic chain. This attack has a normal range of 50 feet and a long range of 100 feet. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. On hit, the barbed arrow is embedded into the target, dealing an extra 1d6 piercing damage. If the target is a Large or smaller creature, that creature must succeed on a DC 17 Strength saving throw or be pulled to the longbow and impaled on its balance spike for an additional 2d6 piercing damage. The Reaver regains all expended charges daily at dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Longbow)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"The Shield of Sacred Flame","description":"The Shield of Sacred Flame Shield, rare (requires attunement) This shield has 3 charges, which you regain each day at dawn. When a spellcaster within 60 feet of you targets you with a spell or includes you in the area of a spell, you may expend a charge from the shield to cast counterspell as a reaction.","properties":{"Category":"Items","Expansion":21300,"Item Type":"Shield","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"The Soul of Dal Hali","description":"Wondrous Item, Covenant Item (requires attunement) The Sarcosan invasion came swift and hard to Eredane, although it slowed significantly when the horsemen attempted to invade the forest kingdom of Erethor. As the Sarcosans were contemplating a retreat from the elven wood, several scouting missions were sent north to gather information about the land and its defenders. A Sarcosan knight named Bejhi Awanhu led one such mission, which followed the Eren River all the way to the Ardune before heading back to the main Sarcosan line. On their way back, they were ambushed by a force of Danisil elves, who slaughtered the entire force of Sarcosans and sent their riderless horses back to the Sarcosan lines to serve as a warning. Bejhi Awanhu survived the attack, only barely, and found himself alone on the central plains with no food, too injured to make his way back to his army. It is said that a magic amulet is all that saved his life. It is here that legend has overshadowed reality. However, those who have claimed to possess his amulet in later years have seemed unusually hearty and hale. Table B-4: The Soul of Dal Hali Character Level Covenant Item Properties 1 You have advantage on Constitution saving throws to avoid exhaustion resulting from exposure to extreme cold and extreme heat. 2-4 You don't need to eat or drink. In addition, only four hours of a long rest must be spent sleeping in order for you to gain the benefits of completing a long rest. 5-10 Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. 11-16 At the end of a long rest, you may choose to do one of the following: Cure one disease affecting you. Neutralize one poison affecting you. Remove one level of exhaustion from yourself. End one of the following conditions that is affecting you: blinded, deafened, or poisoned. 17+ At the end of a short rest, after spending Hit Dice to regain hit points or choosing not to, you regain one Hit Die. In addition, after making a successful death saving throw you may spend one Hit Die to regain points equal to the number rolled plus the character’s Constitution modifier.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Covenant Item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"The Sword in the Stone Greatsword","description":"Weapon (any sword), uncommon (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Moderate Executive Power. As the owner of this mighty sword, you command respect and obedience… but the comically large boulder does detract from it a little. While carrying the sword, you have advantage on Charisma (Persuasion) checks made to convince others to perform tasks or favours for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed, Component: astral brain (unique - bonemonger)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Greatsword (legendary variant)","description":"Weapon (any sword), legendary (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Legendary variant: The sword deals its normal damage type, and deals an extra 1d6 radiant damage to each target it hits, instead of bludgeoning damage to the first target it hits on each of your turns. Instead of the Moderate Executive Power property, the item has the Supreme Executive Power property and the Conjure Watery Tart property. The sword is called the Sword out of the Stone instead of the Sword in the Stone. Supreme Executive Power. As the owner of the mighty sword, you command respect and obedience beyond compare, and no authority is higher than yours. While carrying the sword, you have advantage on Charisma (Persuasion) checks, Charisma saving throws, and saving throws made against spells of the Enchantment school of magic. Conjure Watery Tart. While holding this sword, you can cast the conjure elemental spell ( water elemental only). The elemental takes the shape of an elegant woman, and if your concentration on the spell is broken, it doesn’t turn hostile toward you and your companions, but instead spends the remainder of the spell’s duration following and berating you for perceived misuses of power. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greatsword","Properties":"Heavy, two-handed, Component: astral brain (unique - bonemonger)","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Longsword","description":"Weapon (any sword), uncommon (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Moderate Executive Power. As the owner of this mighty sword, you command respect and obedience… but the comically large boulder does detract from it a little. While carrying the sword, you have advantage on Charisma (Persuasion) checks made to convince others to perform tasks or favours for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10), Component: astral brain (unique - bonemonger)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone longsword (legendary variant)","description":"Weapon (any sword), legendary (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Legendary variant: The sword deals its normal damage type, and deals an extra 1d6 radiant damage to each target it hits, instead of bludgeoning damage to the first target it hits on each of your turns. Instead of the Moderate Executive Power property, the item has the Supreme Executive Power property and the Conjure Watery Tart property. The sword is called the Sword out of the Stone instead of the Sword in the Stone. Supreme Executive Power. As the owner of the mighty sword, you command respect and obedience beyond compare, and no authority is higher than yours. While carrying the sword, you have advantage on Charisma (Persuasion) checks, Charisma saving throws, and saving throws made against spells of the Enchantment school of magic. Conjure Watery Tart. While holding this sword, you can cast the conjure elemental spell ( water elemental only). The elemental takes the shape of an elegant woman, and if your concentration on the spell is broken, it doesn’t turn hostile toward you and your companions, but instead spends the remainder of the spell’s duration following and berating you for perceived misuses of power. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"longsword","Properties":"Versatile (1d10), Component: astral brain (unique - bonemonger)","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Rapier","description":"Weapon (any sword), uncommon (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Moderate Executive Power. As the owner of this mighty sword, you command respect and obedience… but the comically large boulder does detract from it a little. While carrying the sword, you have advantage on Charisma (Persuasion) checks made to convince others to perform tasks or favours for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse, Component: astral brain (unique - bonemonger)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Rapier (legendary variant)","description":"Weapon (any sword), legendary (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Legendary variant: The sword deals its normal damage type, and deals an extra 1d6 radiant damage to each target it hits, instead of bludgeoning damage to the first target it hits on each of your turns. Instead of the Moderate Executive Power property, the item has the Supreme Executive Power property and the Conjure Watery Tart property. The sword is called the Sword out of the Stone instead of the Sword in the Stone. Supreme Executive Power. As the owner of the mighty sword, you command respect and obedience beyond compare, and no authority is higher than yours. While carrying the sword, you have advantage on Charisma (Persuasion) checks, Charisma saving throws, and saving throws made against spells of the Enchantment school of magic. Conjure Watery Tart. While holding this sword, you can cast the conjure elemental spell ( water elemental only). The elemental takes the shape of an elegant woman, and if your concentration on the spell is broken, it doesn’t turn hostile toward you and your companions, but instead spends the remainder of the spell’s duration following and berating you for perceived misuses of power. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"rapier","Properties":"Finesse, Component: astral brain (unique - bonemonger)","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Scimitar","description":"Weapon (any sword), uncommon (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Moderate Executive Power. As the owner of this mighty sword, you command respect and obedience… but the comically large boulder does detract from it a little. While carrying the sword, you have advantage on Charisma (Persuasion) checks made to convince others to perform tasks or favours for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light, Component: astral brain (unique - bonemonger)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Scimitar (legendary variant)","description":"Weapon (any sword), legendary (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Legendary variant: The sword deals its normal damage type, and deals an extra 1d6 radiant damage to each target it hits, instead of bludgeoning damage to the first target it hits on each of your turns. Instead of the Moderate Executive Power property, the item has the Supreme Executive Power property and the Conjure Watery Tart property. The sword is called the Sword out of the Stone instead of the Sword in the Stone. Supreme Executive Power. As the owner of the mighty sword, you command respect and obedience beyond compare, and no authority is higher than yours. While carrying the sword, you have advantage on Charisma (Persuasion) checks, Charisma saving throws, and saving throws made against spells of the Enchantment school of magic. Conjure Watery Tart. While holding this sword, you can cast the conjure elemental spell ( water elemental only). The elemental takes the shape of an elegant woman, and if your concentration on the spell is broken, it doesn’t turn hostile toward you and your companions, but instead spends the remainder of the spell’s duration following and berating you for perceived misuses of power. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"scimitar","Properties":"Finesse, light, Component: astral brain (unique - bonemonger)","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Shortsword","description":"Weapon (any sword), uncommon (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Moderate Executive Power. As the owner of this mighty sword, you command respect and obedience… but the comically large boulder does detract from it a little. While carrying the sword, you have advantage on Charisma (Persuasion) checks made to convince others to perform tasks or favours for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light, Component: astral brain (unique - bonemonger)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword in the Stone Shortsword (legendary variant)","description":"Weapon (any sword), legendary (requires attunement by a creature with a Strength score of 16 or higher) Component: astral brain (unique - bonemonger) The Lady of the Lake, her arm clad in the purest shimmering samite, once bestowed a blade just like this one unto the rightful ruler of the land, that he might wield it in defence of the downtrodden and oppressed. This replica is just as good as the real thing… but its craftsman seems to have forgotten a tiny little detail. This sword, which deals bludgeoning damage instead of piercing or slashing damage, deals an extra 1d6 bludgeoning damage to the first target it hits on each of your turns. Legendary variant: The sword deals its normal damage type, and deals an extra 1d6 radiant damage to each target it hits, instead of bludgeoning damage to the first target it hits on each of your turns. Instead of the Moderate Executive Power property, the item has the Supreme Executive Power property and the Conjure Watery Tart property. The sword is called the Sword out of the Stone instead of the Sword in the Stone. Supreme Executive Power. As the owner of the mighty sword, you command respect and obedience beyond compare, and no authority is higher than yours. While carrying the sword, you have advantage on Charisma (Persuasion) checks, Charisma saving throws, and saving throws made against spells of the Enchantment school of magic. Conjure Watery Tart. While holding this sword, you can cast the conjure elemental spell ( water elemental only). The elemental takes the shape of an elegant woman, and if your concentration on the spell is broken, it doesn’t turn hostile toward you and your companions, but instead spends the remainder of the spell’s duration following and berating you for perceived misuses of power. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"shortsword","Properties":"Finesse, light, Component: astral brain (unique - bonemonger)","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"The Sword of Grief","description":"The Sword of Grief Melee weapon (martial, longsword), uncommon This suit of chain mail and sword were the property of a very old elf traveling to the faerie realm in the hope of retiring there for eternity. He was too frail to continue carrying his armor, so he decided to leave it behind. The items carry some of the sadness that plagued the elf for leaving his children behind. The two items are fashioned of a beautiful silvery metal decorated with small leaves. They gleam brightly and are both very light (half the normal weight). Both are +1 magic items, with one small quirk: Whenever they are used in combat, the bearer must make a Dismay check. If the roll fails, a deep feeling of sadness will overcome the adventurer. This will not prevent him or her from fighting, but might cause them to sit down and weep after the fight is over. The feeling will pass after a few minutes. Dismay check: The new owner should roll against a difficulty of 8 the first time he or she picks up the items to see if they acquire a Dismay point. Further checks as described above will not result in additional Dismay gains. You have a +1 bonus to attack and damage rolls made with this weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Slashing Properties: Versatile Weight: 1.5","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Tormentors Blade","description":"The Tormentor’s Blade Weapon (longsword), rare (requires attunement) Damage: 1d8+1 slashing Weight: 3 lbs. Properties: Versatile (1d10+1) You gain a +1 bonus to attack and damage rolls made with this magic longsword. Menacing Presence: While holding the Tormentor’s Blade, you gain advantage on Intimidation checks. Torturous Strikes: On a successful hit with the Tormentor's Blade, the target must make a Wisdom saving throw (DC 15), taking an additional 2d6 psychic damage on a failed save, or half as much damage on a successful one. This ability can be used once per turn. Shadow Veil: Once per day, you can command the Tormentor's Blade to shroud you in an eerie, protective shadowy aura. You gain advantage on Dexterity (Stealth) checks and resistance to all damage except radiant damage for 1 minute.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (longsword)","Properties":"Versatile (1d10+1)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"The Twins","description":"The Twins Melee weapon Price: 15,000 gp This pair of short swords were originally a single blade, but were magically separated during the Toverus Asunderland cataclysm. One glows red with heat while the other is frosted over and emits a faint blue hue. The Fire and Ice blades are considered light melee weapons. They use either your Dexterity or Strength on their Attack Bonus and Damage Bonus, and do 1d6 slashing damage. Each blade also does an extra 1d6 elemental damage on Damage Rolls (fire and ice damage respectively). Once per Long Rest the swords can be combined together into a single two-handed blade which then emits a blast of energy. Make an Attack Roll against all targets in a 5 ft by 30 ft line. You may use your melee Attack Bonus for this Attack Roll. Any target that is hit takes 4d6 force damage. Targets in range that are missed by the attack take half damage. After the attack the swords break apart again into two weapons. The swords cannot be further than 100 feet from each other. The instant that they are moved further apart than that, they both disappear and reappear in a space halfway between where they were located. Melee. Melee Weapons are used to attack enemies up close in hand-to-hand combat. Light. Light weapons can be wielded with finesse in one hand, leaving the other hand free to carry other essentials, like a torch or a shield. Small and light melee weapons can use either Strength (Str) or Dexterity (Dex) for the Attack Bonus and Damage Bonus, whichever is higher.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"The Uplifter","description":"Wondrous item, rare Component: elemental volatile mote of fire Devised by a pair of mischievous magical students, this firework has been banned from nearly all major learning institutions. Although its intricate magic produces a dazzling array of shapes and colours, its raw explosive power is such that many have taken to using it for more offensive purposes, and its name has taken on a much more literal meaning. Liftoff! While holding this firework, you can use an action to point it at a creature within 30 feet of you and speak its command word, causing a firework to shoot at the target. Make a ranged spell attack against the target (+7 to hit). On a hit, the target is lifted 30 feet up in a straight line by the firework. The firework then explodes in a shower of colourful sparks, and each creature within 15 feet of the target must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 4d6 thunder damage on a failed save, or half as much damage on a successful one. The creature lifted up by the firework automatically fails on this saving throw, then falls to the ground unless it can hold itself aloft. The firework explodes prematurely if the target hits another creature or an obstacle during its ascent.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Uplifter (uncommon variant)","description":"Wondrous item, rare Component: elemental volatile mote of fire Devised by a pair of mischievous magical students, this firework has been banned from nearly all major learning institutions. Although its intricate magic produces a dazzling array of shapes and colours, its raw explosive power is such that many have taken to using it for more offensive purposes, and its name has taken on a much more literal meaning. Liftoff! While holding this firework, you can use an action to point it at a creature within 30 feet of you and speak its command word, causing a firework to shoot at the target. Make a ranged spell attack against the target (+7 to hit). On a hit, the target is lifted 30 feet up in a straight line by the firework. The firework then explodes in a shower of colourful sparks, and each creature within 15 feet of the target must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 4d6 thunder damage on a failed save, or half as much damage on a successful one. The creature lifted up by the firework automatically fails on this saving throw, then falls to the ground unless it can hold itself aloft. The firework explodes prematurely if the target hits another creature or an obstacle during its ascent. Uncommon variant: Reduce the spell attack modifier to +5, the DC to 13, and the fire and thunder damage to 3d6 each.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Uplifter (very rare variant)","description":"Wondrous item, rare Component: elemental volatile mote of fire Devised by a pair of mischievous magical students, this firework has been banned from nearly all major learning institutions. Although its intricate magic produces a dazzling array of shapes and colours, its raw explosive power is such that many have taken to using it for more offensive purposes, and its name has taken on a much more literal meaning. Liftoff! While holding this firework, you can use an action to point it at a creature within 30 feet of you and speak its command word, causing a firework to shoot at the target. Make a ranged spell attack against the target (+7 to hit). On a hit, the target is lifted 30 feet up in a straight line by the firework. The firework then explodes in a shower of colourful sparks, and each creature within 15 feet of the target must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 4d6 thunder damage on a failed save, or half as much damage on a successful one. The creature lifted up by the firework automatically fails on this saving throw, then falls to the ground unless it can hold itself aloft. The firework explodes prematurely if the target hits another creature or an obstacle during its ascent. Uncommon variant: Reduce the spell attack modifier to +5, the DC to 13, and the fire and thunder damage to 3d6 each. Very rare variant: Increase the spell attack modifier to +8 and the DC to 16. You have a higher degree of control over the firework; when it hits a creature, the firework drags it up to 30 feet in a path of your choice (vertically, horizontally, or diagonally) before detonating.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"The Yogo Mask","description":"The Yogo Mask Wondrous item, legendary (requires a ttunement) One of the four Porcelain Masks of Iuchiban , the Yogo Mask is currently hidden below the streets of the City of Lies. This mask has the appearance of a young man’s emotionless face, marred by a vertical dueling scar. But the soft velvet inside the mask is sculpted to resemble an enraged version of the exterior, as though a reflection of the rage Yogo himself hid from the world when he succumbed to his curse. A Porcelain Mask of Iuchiban can be used to find one of the entrances to Iuchiban’s tomb, and can be used in conjunction with a Word of Power to open the door for a short while, allowing one or more people to enter. The Yogo Mask is a level 4 awakened and cursed item that automatically attunes itself to the creature that dons it (for information on awakened items, see Adventures in Rokugan ). Furthermore, when a creature dons the Yogo Mask , the mask seals itself to that creature’s face and cannot be removed. The mask remains attached until the wearer dies, enters the tomb of Iuchiban, or some other extraordinary event frees the wearer. Donning the mask is an act of submission to the corrupting forces of the Shadowlands. The mask vibrates with wicked energy and will only attach to a person’s face if they willingly submit to the mask’s influence. The wearer of the mask can inherently sense what direction one of the entrances to Iuchiban’s tomb is. When a door to the tomb is opened nearby, the mask will rip itself from the wearer’s face and disappear into the tomb, only to mysteriously reappear in a different location in Rokugan later. As a bonus action, the mask can shift its appearance to any face the wearer desires, including their own, as per the disguise self spell in the SRD. The mask also has the bound invocation Lord Moon’s gaze , which is cast through the mask’s eyes. When the wearer performs this invocation, they gain 3 additional favor to spend on empowerments (leftover favor is lost). Additionally, the mask knows the duelist’s Challenge of Steel class feature (see Adventures in Rokugan ) and grants it to the wearer. If the wearer already has the Challenge of Steel class feature, then danger dice assigned to the wearer’s opponent are upgraded to d8s (instead of d6s). Once per day, the wearer of the Yogo Mask must make a DC 16 Wisdom saving throw. The difficulty of this check is increased by 1 for each previous consecutive successful check the wearer has made (so if the wearer has succeeded at this check for two days in a row, the new DC for the third day would be 18). If a check is failed, the DC resets to 16. On a success, the wearer suffers 2d8 psychic damage as the mask rages against the wearer’s resistance. On a failure, the wearer reduces each of their Charisma, Intelligence, and Wisdom ability scores by 1 until they are able to remove the mask. This effect can happen any number of times, but no more than once per day. If the wearer kills a sentient creature, they may skip the Wisdom saving throw that day.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Theki Root","description":"Theki Root Adventuring gear This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. Cost: 3 gp per dose.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Thelarr","description":"Thelarr Musical instrument Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents’ delight or regret.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Thermal Cube","description":"This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Thermal Cube","description":"Thermal Cube Wondrous item, common This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Thermal Transmuter","description":"Wondrous Item, Rare (Requires Attunement) This device has a jagged crystal at its center. Thermal Transmutation The device has 3 charges and regains all expended charges daily at dawn. As an Action, you can expend 1 charge to produce one of these effects in a 20-foot-radius Sphere centered on the device for 1 minute or until you end the effect (no action required). Fog. The area is Heavily Obscured by dense fog. Heat Sink. You create a heat sink, causing the following effects: Fire damage dealt to targets in the area is reduced by 1d6 (to a minimum of 1). Cold damage dealt to targets in the area is increased by 1d6. A creature that starts its turn in the area must succeed on a DC 15 Constitution save or its speed is halved and it has Disadvantage on attack rolls until the end of its next turn. Superheat. You superheat the air, causing the following effects: Cold damage dealt to targets in the area is reduced by 1d6 (to a minimum of 1). Fire damage dealt to targets in the area is increased by 1d6. A creature that starts its turn in the area wearing or touching a metal object must succeed on a DC 15 Constitution save or take 1d6 Fire damage (this damage isn't increased) and have Disadvantage on attack rolls until the end of its next turn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Thermobaric Bomb","description":"By replacing your bomb’s explosive contents with a lower speed explosive, you can change it into a thermobaric bomb. A thermobaric bomb’s damage dice are d6s, and it explodes in a 10-foot radius.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Thermos","description":"Thermos Miscellaneous gear Holds 3 pints of liquid. Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Thieves' Breath","description":"","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Light, Thrown","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Thieves' Tools","description":"Thieves' Tools Tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Thieves' Tools","description":"Thieves' Tools Tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks . Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Thieves' Tools","description":"Thieves' Tools Adventuring gear This set of tools includes a small file, lock picks, a small mirror with a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Cost: 25 gp Weight: 1 lb","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Thieves' Tools","description":"Tools Ability: Dexterity Weight: 1 lb. Cost: 25 GP Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Thieves' Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Thieves' Tools","description":"Thieves' Tools Tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks . Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Thing, Large Agonizing","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Thing, Medium Hurtful","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Thing, Small Painful","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Third Carving (Drawn)","description":"Third Carving Eldritch Carving, rare, requires attunement The Third Carving is Mikha'el—The Left Hand of Creation, the herald of punishment. War broke out in heaven. From the throne came flashes of lightning, and rumblings and peals of thunder, and before the throne were burning seven torches of fire. Mikhaʾel and his angels fought against the dragon, and the dragon and his angels fought back. But he was not strong enough, and they lost their place in heaven. The great dragon was hurled down—that ancient serpent called the devil, who leads the whole world astray. He was hurled to the earth, and his angels with him. —Tome of Revelations When you roll initiative, you can choose to let the carving consume you for 1 minute (no action required). You gain the following benefits: Wings of Judgement. Wings sprout on your back, granting you a flying speed of 30 feet. You can only use this speed to move towards a hostile creature that you can see. Seraphic Blade. A blade of eldritch—or perhaps divine—energy appears in your hand. This blade is a magic weapon that has the finesse property and deals 1d6 fire and 1d6 psychic damage on a hit. Once you use this carving, you can’t do so again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Third Carving (Scarified)","description":"Third Carving Eldritch Carving, legendary, requires attunement The Third Carving is Mikha'el—The Left Hand of Creation, the herald of punishment. War broke out in heaven. From the throne came flashes of lightning, and rumblings and peals of thunder, and before the throne were burning seven torches of fire. Mikhaʾel and his angels fought against the dragon, and the dragon and his angels fought back. But he was not strong enough, and they lost their place in heaven. The great dragon was hurled down—that ancient serpent called the devil, who leads the whole world astray. He was hurled to the earth, and his angels with him. —Tome of Revelations The carving imbues you, permanently granting you the following benefits: Wings of Judgement. Wings sprout on your back, granting you a flying speed of 60 feet. You can only use this speed to move towards a hostile creature that you can see. Righteous Punishment. Creatures that raise their hand against you—a chosen one—must be punished. When you take damage from a creature you can see within 120 feet, you can use your reaction to emit a psychic shockwave in its direction. The attacking creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, it takes psychic damage equal to your character level. On a success, it takes half as much damage. As part of the same reaction, you can cause a creature that failed its saving throw to be stunned until the end of your next turn. Once you stun a creature in this way, you can’t do so again for one minute. Seraphic Blade. A blade of eldritch—or perhaps divine—energy appears in your hand. This blade is a magic weapon that has the finesse and thrown (range 60/120) properties, and it deals 1d8 fire and 1d8 psychic damage on a hit. Each time you throw the blade, it flies back to your hand after the attack. Alternatively, you can cause the blade to fuse with a magical weapon you are holding. If you do so, for the duration, you gain a +1 bonus to attack and damage rolls made with it, and you deal an extra 1d6 fire and 1d6 psychic damage on a hit.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"legendary","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Third Carving (Tattooed)","description":"Third Carving Eldritch Carving, very rare, requires attunement The Third Carving is Mikha'el—The Left Hand of Creation, the herald of punishment. War broke out in heaven. From the throne came flashes of lightning, and rumblings and peals of thunder, and before the throne were burning seven torches of fire. Mikhaʾel and his angels fought against the dragon, and the dragon and his angels fought back. But he was not strong enough, and they lost their place in heaven. The great dragon was hurled down—that ancient serpent called the devil, who leads the whole world astray. He was hurled to the earth, and his angels with him. —Tome of Revelations When you roll initiative, you can choose to let the carving consume you for 1 minute (no action required). You gain the following benefits: Wings of Judgement. Wings sprout on your back, granting you a flying speed of 60 feet. You can only use this speed to move towards a hostile creature that you can see. Righteous Punishment. Creatures that raise their hand against you—a chosen one—must be punished. When you take damage from a creature you can see within 120 feet, you can use your reaction to emit a psychic shockwave in its direction. The attacking creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, it takes psychic damage equal to your character level. On a success, it takes half as much damage. As part of the same reaction, you can cause a creature that failed its saving throw to be stunned until the end of your next turn. Once you stun a creature in this way, you can’t do so again until you finish a long rest. Seraphic Blade. A blade of eldritch—or perhaps divine—energy appears in your hand. This blade is a magic weapon that has the finesse and thrown (range 60/120) properties, and it deals 1d8 fire and 1d8 psychic damage on a hit. Each time you throw the blade, it flies back to your hand after the attack. Alternatively, you can cause the blade to fuse with a nonmagical weapon you are holding. If you do so, for the duration, you gain a +1 bonus to attack and damage rolls made with it, and you deal an extra 1d6 fire and 1d6 psychic damage on a hit.","properties":{"Category":"Items","Item Type":"Eldritch Carving","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Third Rod Piece","description":"Rod, Artifact Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law . The dukes used the rod to imprison Miska on the plane of Pandemonium. As a result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Se ven Parts . Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed below. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn. Rod Piece Spell Third Reverse Gravity (spell save DC 18)","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"Artifact"},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Thirsting Epee Sanguine","description":"Thirsting Épée Sanguine Trick weapon (longsword, greatsword), artifact (requires attunement) While attuned to this weapon, you gain the following benefits: You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 necrotic damage on a hit. When you hit a creature with blood with this weapon, the target takes an extra 1d8 necrotic damage. You are immune to poison and necrotic damage and the poisoned condition. You know the exact location of any creature with blood within a 30-foot radius, even if they are invisible or on the Ethereal plane. The weapon has the Lifestealing property. Lifestealing. In dire situations, the épée grants you the power to take the life of others. If you are reduced to one-quarter of your hit points or fewer, you can immediately use this property (no action required). Until the end of your next turn, whenever you deal damage using this weapon, you regain hit points equal to the damage dealt. Once this property of the weapon has been used, it can't be used again until the next dawn. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a vile longsword glowing with echoes of blood. In its transformed state, the weapon is a greatsword with an even more nefarious aspect. To transform this weapon, you must feed it blood. Each time you deal damage with this weapon to a creature that possesses blood, the épée gains 1 charge. The épée can hold up to 6 charges. Each charge lasts for 1 minute or until it is consumed. If this weapon has 1 or more charges, you can use your bonus action to transform it. Untransformed. You gain a 1d12 bonus to attack rolls you make with this weapon against creatures that are at their hit point maximum. In addition, the weapon has the Blood Shield property. Blood Shield. The épée forms a barrier of blood around you with the blood it has absorbed. You gain a +1 bonus to AC for each 2 charges within the épée. Transformed. You gain a 1d6 bonus to attack rolls you make with this weapon against creatures that are below their hit point maximum. In this form, the épée sanguine consumes 1 charge at the end of each of your turns, unless you've expended 1 or more charges that turn. It reverts back to its untransformed state if it loses all charges. When you hit a creature with an attack using the épée, you can expend 1 or more charges to unleash the blood accumulated in the blade: 1 Charge. You heal a number of hit points equal to the necrotic damage you dealt. 2 Charges. You deal an extra 2d8 necrotic damage and heal a number of hit points equal to the necrotic damage you dealt. 3 Charges. The target becomes bound in blood and must make a DC 18 Dexterity saving throw. On a failed save, it takes 4d6 necrotic damage and is restrained until the start of your next turn. On a successful save, it takes half as much damage and isn't restrained. 4 Charges. Blood covers the creature’s face and chokes it. The creature must make a DC 18 Dexterity saving throw. On a failed save, it takes 4d10 necrotic damage and is stunned until the start of your next turn. On a successful save, it takes half as much damage and isn’t stunned. *Roll20 Note: Add the Thirstin g Épée Sanguine (Longsword) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Thirsting Epee Sanguine (Longsword)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Thirsting Epee Sanguine to populate attacks in its untransformed form. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a vile longsword glowing with echoes of blood. In its transformed state, the weapon is a greatsword with an even more nefarious aspect. To transform this weapon, you must feed it blood. Each time you deal damage with this weapon to a creature that possesses blood, the épée gains 1 charge. The épée can hold up to 6 charges. Each charge lasts for 1 minute or until it is consumed. If this weapon has 1 or more charges, you can use your bonus action to transform it. Untransformed. You gain a 1d12 bonus to attack rolls you make with this weapon against creatures that are at their hit point maximum. In addition, the weapon has the Blood Shield property. Blood Shield. The épée forms a barrier of blood around you with the blood it has absorbed. You gain a +1 bonus to AC for each 2 charges within the épée.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Thirsting Scalpel","description":"Weapon (dagger), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Curse. This scalpel is cursed and contains a bearded devil’s essence. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scalpel, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven’t sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can’t heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil’s essence to leave it. The scalpel then becomes a +1 dagger with no other properties.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesee, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Thirsting Thorn","description":"Weapon (shortsword), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Curse. Made from the twisted wood of a corrupted treant, this living shortsword must be pruned regularly, as small branches grow from it whenever it draws blood. Made from one continuous piece of dark-colored wood, this single-edged blade occasionally haunts you with disturbing images of rotting forests. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesee, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Thorium Impaler","description":"Weapon (Spear or Trident), Rare (Requires Attunement) This weapon's tip is reinforced with thorium encased in a lead sheath that retracts when used to make an attack. It deals an extra 1d6 Radiant damage on a hit. Radiation Ward You have resistance to Radiant damage and Advantage on saves against Radiation Sickness and Acute Radiation Effects . Radioactive Burst The weapon has 3 charges and regains all expended charges daily at dawn. When you hit a creature with the weapon, you can expend 1 charge to release a burst of radiation. The target and each creature within 10 feet of it (including yourself) must make a DC 15 Constitution save. On a failure, the creature suffers an Acute Radiation Effect until the start of your next turn. On a failure by 5 or more, it also suffers Radiation Sickness .","properties":{"Category":"Items","Expansion":34474,"Item Type":"Weapon","Properties":"Thrown, Versatile","Item Rarity":"Rare","Requires Attunement":"Requires Attunement"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Thorn the Caustic Torment","description":"With one swing Thorn cleaves through enemies, leaving a pool of acid behind. Legend Thorn, the Caustic Torment’s origin is shrouded in mystery. Some say an archdruid was gifted the weapon by nature spirits to protect the land. Others say it was found embedded inside the stump of an ancient and sacred oak tree that had been cut down. While others claim it was created by four powerful shamans to an unknown end. Regardless of the truth, it seems to have passed hands between only those that would give their life for the nature around them. Location The halberd was last known to be owned by Bruth, a legendary bugbear gladiator dedicated to the spirits of nature. Many claim that Bruth has been present each time the wilds needed to be defended from encroaching civilization. They have punished those that killed innocent animals for sport, put a stop to any that would defile the land, and even helped rejuvenate ancient and sacred places that have been sickened or cursed. Encounter Ideas Hired Protection. The adventurers are hired to protect loggers as they cut down massive trees in an ancient forest. Bruth appears, warning them to leave. Lost our Way. The adventurers are lost in a jungle and Bruth appears to offer them aid. Death Giver. A dying Bruth stumbles out from the treeline. The bugbear quickly assesses the group and gives Thorn to the character they perceive to be the most attuned with nature. Their dying words, “Protect the land and those that rely on it.” Progression Thorn progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity. Statistics Weapon (Halberd), Rarity Varies (Requires Attunement) Common . You can cast acid splash from this magic weapon (save DC 11 + your proficiency bonus). Once cast, the spell can’t be cast this way again for 10 minutes. Uncommon . When you make an attack using this weapon, the target takes an extra 1d6 acid damage on a hit. Rare . You gain a +1 bonus to attack and damage rolls made with this weapon. Corrosion. When you hit a creature wearing nonmagical armor with an attack using Thorn , the armor is partially dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if it is reduced to an AC of 10. Very Rare . The bonus to attack and damage rolls increases to +2. Acid Lash. When you hit a creature with an attack using this weapon, each creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take 1d10 acid damage as a whip of acid lashes out. You can use this property twice, regaining all expended uses when you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3 and the save DC of Acid Lash increases to 19, and Corrosion can now dissolve magical armor. Acid Storm. As an action, you summon a 20-foot-radius storm cloud centered on the weapon, which pours acidic rain. Each creature in the area must make a DC 19 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one. You are immune to damage from this effect. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Thorn the Caustic Torment (Common)","description":"Thorn, the Caustic Torment Weapon (Halberd), Common (Requires Attunement) You can cast acid splash from this magic weapon (save DC 11 + your proficiency bonus). Once cast, the spell can’t be cast this way again for 10 minutes. Progression Thorn progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Thorn the Caustic Torment (Legendary)","description":"Thorn, the Caustic Torment Weapon (Halberd), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this weapon. When you make an attack using this weapon, the target takes an extra 1d6 acid damage on a hit. You can cast acid splash from this magic weapon (save DC 11 + your proficiency bonus). Once cast, the spell can’t be cast this way again for 10 minutes. Corrosion. When you hit a creature wearing armor with an attack using Thorn , the armor is partially dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if it is reduced to an AC of 10. Acid Lash. When you hit a creature with an attack using this weapon, each creature within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take 1d10 acid damage as a whip of acid lashes out. You can use this property twice, regaining all expended uses when you finish a long rest. Acid Storm. As an action, you summon a 20-foot-radius storm cloud centered on the weapon, which pours acidic rain. Each creature in the area must make a DC 19 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one. You are immune to damage from this effect. Once used, this property can’t be used again until you finish a long rest. Progression Thorn progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Thorn the Caustic Torment (Rare)","description":"Thorn, the Caustic Torment Weapon (Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. When you make an attack using this weapon, the target takes an extra 1d6 acid damage on a hit. You can cast acid splash from this magic weapon (save DC 11 + your proficiency bonus). Once cast, the spell can’t be cast this way again for 10 minutes. Corrosion. When you hit a creature wearing nonmagical armor with an attack using Thorn , the armor is partially dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if it is reduced to an AC of 10. Progression Thorn progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Thorn the Caustic Torment (Uncommon)","description":"Thorn, the Caustic Torment Weapon (Halberd), Uncommon (Requires Attunement) When you make an attack using this weapon, the target takes an extra 1d6 acid damage on a hit. You can cast acid splash from this magic weapon (save DC 11 + your proficiency bonus). Once cast, the spell can’t be cast this way again for 10 minutes. Progression Thorn progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Thorn the Caustic Torment (Very Rare)","description":"Thorn, the Caustic Torment Weapon (Halberd), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this weapon. When you make an attack using this weapon, the target takes an extra 1d6 acid damage on a hit. You can cast acid splash from this magic weapon (save DC 11 + your proficiency bonus). Once cast, the spell can’t be cast this way again for 10 minutes. Corrosion. When you hit a creature wearing nonmagical armor with an attack using Thorn , the armor is partially dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if it is reduced to an AC of 10. Acid Lash. When you hit a creature with an attack using this weapon, each creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take 1d10 acid damage as a whip of acid lashes out. You can use this property twice, regaining all expended uses when you finish a long rest. Progression Thorn progresses as the creature who is attuned to it progresses. Whenever the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Thornbow","description":"Weapon (Longbow), Uncommon (Requires Attunement) This magic longbow has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using the bow, you can expend 1 charge to deal an additional 2d8 piercing damage to the target. If you do, you lose 1d8 hit points. Hail of Thorns. When you roll a 20 on your attack roll using this magic longbow, a rain of thorns sprays from the arrow. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw. A creature takes 2d10 piercing damage on a failed save, or half as much on a successful one.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Thornbow Hand Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Hand Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Hand Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DCs to 16 and the damage of the Overgrown property to 5d8.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Heavy Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Heavy Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Heavy Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DCs to 16 and the damage of the Overgrown property to 5d8.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Light Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Light Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Light Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DCs to 16 and the damage of the Overgrown property to 5d8.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Longbow","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Longbow","description":"Weapon (any bow), rare (requires attunement) This magic weapon has 6 charges and regains 1d4 + 2 charges daily at dawn. As a bonus action, you can expend a charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramblestrike or Splinterstrike arrow. You can also spend three charges as an action to fire an Overgrowth Volley. Bramblestrike. On a hit, this magic arrow deals the weapon’s normal damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by magical vines for up to 1 minute. A restrained creature can use its action to make a DC 15 Strength check, freeing itself on a success. Splinterstrike. On a hit, this magic arrow deals the weapon’s normal damage, and then erupts in a storm of splinters and thorns. Each creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 1d10 piercing damage. Overgrowth Volley. Three thick-limbed, thorny arrows grow from the bow and fire at a point you choose that you can see within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell, dealing 4d8 damage instead of 7d8.","properties":{"Category":"Items","Item Type":"Weapon (any bow)","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Thornbow Longbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Longbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DCs to 16 and the damage of the Overgrown property to 5d8.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Shortbow","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Shortbow","description":"Weapon (any bow), rare (requires attunement) This magic weapon has 6 charges and regains 1d4 + 2 charges daily at dawn. As a bonus action, you can expend a charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramblestrike or Splinterstrike arrow. You can also spend three charges as an action to fire an Overgrowth Volley. Bramblestrike. On a hit, this magic arrow deals the weapon’s normal damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by magical vines for up to 1 minute. A restrained creature can use its action to make a DC 15 Strength check, freeing itself on a success. Splinterstrike. On a hit, this magic arrow deals the weapon’s normal damage, and then erupts in a storm of splinters and thorns. Each creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 1d10 piercing damage. Overgrowth Volley. Three thick-limbed, thorny arrows grow from the bow and fire at a point you choose that you can see within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell, dealing 4d8 damage instead of 7d8.","properties":{"Category":"Items","Item Type":"Weapon (any bow)","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Thornbow Shortbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornbow Shortbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: plant bark Unseelie fey—those with a love for the cold and ugly facets of the world—cultivate the malevolent syklthorn, a green-brown creeper with bright red thorns. Syklthorn is a carnivorous plant that snatches creatures who venture too close before eviscerating them with its bladelike thorns. Weapons made from this plant are just as bloodthirsty. This weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn. Sykl Arrow. As a bonus action, you can expend 1 charge to cause a thorny arrow to grow from the bow, choosing whether it is a Bramble or Splinter arrow. The next attack you make with the bow has additional effects on a hit, as described below: Bramble. The arrow transforms into grasping vines. The target of the attack must succeed on a DC 15 Strength saving throw or become restrained by the vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. Splinter. The arrow erupts in a storm of splinters and thorns. The target of the attack and each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Overgrown. As an action, you can expend 3 charges to cause three thick-limbed, thorny arrows to grow from the bow and fire them at a point within 120 feet of you. Where the arrows land, a mass of syklthorn brambles grow, creating an effect identical to the wall of thorns spell (save DC 15), except it deals 4d8 damage instead of the spell’s normal damage. Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DCs to 13. The weapon doesn’t have the Overgrown property. Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the DCs to 16 and the damage of the Overgrown property to 5d8.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thornish Nocturnal","description":"Wondrous item, rare (requires attunement) The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can’t be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Thought Bottle","description":"Thought Bottle Wondrous item, very rare (requires attunement) This flask is made of thick green glass and always appears empty inside. It can be used to store knowledge, memories, and even spells. While attuned to the bottle and holding it, you can store a bit of knowledge, memory, or spell in it. Storing a piece of knowledge requires an action, storing a spell requires you to cast the spell (the spell has no effect other than to be stored in the bottle when cast this way), and storing a memory requires an amount of time equal to the memory’s duration. While attuned to the bottle, you can touch it and use an action to speak a command word. Doing so allows you to determine the general contents contained within the bottle, but doesn’t provide access to specific knowledge, memories, or spells stored inside. In order to access a bottle’s contents, you must use an action while holding the bottle to enter a state of deep concentration (as though concentrating on a spell). While in this state, you are incapacitated and can’t move. You also automatically fail Dexterity saving throws. If you remain in this state until the end of your next turn, you recover one whole thought, memory, or spell stored within the bottle. Knowledge. Knowledge can include an idea or conclusion, such as a particular course of action or the answer to a problem or the name of a murderer, as well as passphrases and command words for magic items and effects. A piece of knowledge must be able to be phrased in a single sentence of 25 words or less. When you store knowledge in the bottle, it disappears from your mind, but you know the general contents of what you stored. Memories. One memory counts as your entire recollection of events lasting up to a single day. When you store a memory into the bottle, it disappears from your mind, but you know the general contents of what you stored (for example, “the night I first ventured into Dagult Neverember’s vault under the city of Waterdeep”). Spells. When you retrieve a spell, you know the spell, it doesn’t count against the number of spells you know or can prepare, and you can cast it using a spell slot as normal. Once you cast a spell retrieved from the bottle, you lose memory of it unless you can retrieve the same spell again or know it by some other means. The bottle can hold up to 12 thoughts worth of content. One thought is equivalent to a single piece of knowledge or up to 6 hours of continuous memory. Spells are more complex and each spell stored in the bottle takes up 3 thoughts worth of space per spell level. If your attunement to the bottle ends, the contents of the bottle are lost unless a wish spell or similar magic is used.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Thread of the Labyrinth","description":"Thread of the Labyrinth Wondrous Item, Rare (requires attunement) Woven from persistent illusions and given as a gift of love to a hero of ages past, this ball of magic thread allows you to navigate the mightiest of mazes and find your way when lost. While no creature is attuned to the thread, it is indistinguishable from an ordinary ball of thread. When a creature attunes to it, the thread’s true nature is revealed. While attuned, the thread is invisible to everyone except the creature attuned to it and creatures with truesight. Only the creature attuned to it and creatures with truesight can interact with it. Untangled Guidance. When unraveled at a specific point, the Thread of the Labyrinth allows you to retrace your way back to that point without a fault as long as you are on the same plane of existence. While attuned to the thread, you can use a bonus action to magically ravel it back into a ball. The thread can extend for a number of miles equal to your Wisdom modifier (minimum of one) and is impervious to tangling. Labyrinth Mastery. While attuned to the Thread of the Labyrinth, you have advantage on any ability checks related to navigating the interior of buildings, as well as any magic labyrinth created by maze or similar spells and effects.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Threads of Death","description":"Threads of Death Wondrous item, rare (requires attunement) This cloak resembles a burial shroud and emits an unsettling aura, granting you a +1 bonus to AC. Whenever you are hit with a melee weapon or spell attack while wearing this cloak, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. When you do, you take 1d6 psychic damage.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Threatening","description":"Legendary weapon property Components: Masterwork exotic melee weapon When you make an opportunity attack with a threatening weapon, you can do so without using your reaction. You can’t make more than one opportunity attack per turn.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Three-Dragon Ante Set","description":"Three-Dragon Ante Set Gaming set If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Three-Dragon Ante Set","description":"Tool (Gaming Set) Ability: Wisdom Weight: — Cost: 1 GP Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Three-Dragon Ante Set"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Three-Section Boots","description":"Wondrous item, uncommon (requires attunement) These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots’ command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Three-Section Boots","description":"Wondrous item, uncommon (requires attunement) These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots’ command word. For 1 hour, you gain the effects of the meld into stone , water walk , or wind walk spell, depending on the type of surface where you stepped. The boots can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Three-Section Staff","description":"Three-Section Staff Melee weapon (martial, staff) Another weapon of Yún Fēng Guó imported by the Dragon Clan through centuries of occasional association, the three-section staff consists of three wooden segments connected by short lengths of chain. Also called a coiling dragon staff, it can be used to deliver powerful strikes up close or at range, entrap weapons, or drive off foes with wide sweeps. Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Snaring: Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Two‐Handed: This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Bludgeoning Properties: Reach, Snaring (10), Two-Handed Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Snaring (10), Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Three-sided Cube","description":"Wondrous item, Weird, Rare This hag weird will only work for the hag that created it and a hag may only have one at a time. After a short but exhausting ritual, the hag places a dark green crystal pyramid in a cold iron cauldron. The visible pyramid represents what the hags call the “three-sided cube.” The pyramid at the bottom of the cauldron is the corner of a cube, with the rest of the cube residing in Hades. This weird has 3 charges and it and the cold iron cauldron will evaporate after the 3rd charge is expended. If the pyramid is removed from the cauldron it will also evaporate. As long as the hag is within one mile of the three sided cube, she can, as a reaction, reroll any one die roll that she choses. This can be a saving throw, attack roll, one die in a damage roll, etc. She can use this reaction once per turn, but each use reduces the amount of charges in a three sided cube by one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Threefold Arrow","description":"Threefold Arrow Weapon (arrow), rare This arrow has a thick brown shaft with blue and green feathers. Its shaft splits into three separate arrowheads, each tipped with a black metal head. You gain a +1 bonus to attack and damage rolls with this magic arrow. When launched, it splits into three separate arrows that target the same creature; you make a separate attack roll for each arrow. Once the arrow splits, it loses its enchantment.","properties":{"Category":"Items","Item Type":"Weapon (arrow)","Item Rarity":"rare"},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Throttler's Gauntlets","description":"Wondrous item, uncommon (requires attunement) These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can’t speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Throw Explosive","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Throwing Blade","description":"Throwing Blade Ranged weapon (simple) Damage : 1d4 Damage Type : piercing Properties : Finesse, thrown Range : 30/90 Weight : 0.25","properties":{"Category":"Items","Expansion":27051,"Item Type":"Ranged Weapon","Properties":"Finesse, thrown","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Throwing Dagger","description":"","properties":{"Category":"Items","Item Type":"Weapon (throwing dagger)","Properties":"Light, Thrown (60/180)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Throwing Dagger for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Light, Thrown (60/180)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Throwing Scarab","description":"Throwing Scarab Wondrous item, uncommon (requires attunement) Bred by the daelkyr Valaara, this bizarre symbiont burrows into the palm of its host, secreting razor-sharp chitin blades that can also be used as throwing weapons. When you attune to the scarab, it fuses with one of your hands, visible only as an iridescent, chitinous growth on your palm. For every attack you make as part of the Attack action on your turn, you can extrude a shard of razor-sharp chitin from the symbiont into your empty hand, using it for the attack. The shard counts as a magical simple melee weapon with which you are proficient. It has the finesse, light, and thrown properties (range 20/60), and deals 1d4 points of piercing damage and 1d4 points of acid damage on a hit. The shard dissolves as soon as it hits or misses its target. Symbiotic Nature. The scarab can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the scarab ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Thrown","description":"Apprentice weapon property Components: Masterwork melee weapon that doesn’t have the Two-Handed property This weapon gains the Thrown property with a normal range of 20 feet and a long range of 60 feet.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Thunder Knuckles","description":"Thunder Knuckles Melee weapon (simple, brass knuckles) , very rare (requires attunement) These brass knuckles are made of blue cobalt rings with a silver knuckle guard in the shape of a cloudbank. Once attuned, the cloudbank darkens and shifts constantly across the knuckles of its wearer, occasionally illuminating briefly as miniature lightning bolts harmlessly crackle within the clouds. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20 on the d20, it takes an additional 8 thunder damage and is knocked prone. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage : 1d4+2 Damage Type: Bludgeoning Properties: Light, Unarmed Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Thunderbolt Charger","description":"Wondrous item, rare (requires attunement) This magically propelled war chariot is fashioned to look like a blue dragon, complete with a blue dragon’s head, neck and wings that enclose the carriage from the two sides. This wondrous item has 10 charges and it regains 1d10 expended charges daily at dawn. The armored vehicle has a Strength score of 23, AC 18, 60 hit points, a damage threshold of 10, immunity to poison and psychic damage, and damage resistance to piercing and slashing damage. It has a speed of 60 ft. and can move on its own while controlled by a rider attuned to it. The rider gains half cover while positioned in the carriage of the magic chariot. The rider does not need vehicle proficiency to ride the chariot. As a bonus action, you can make one of the following melee attacks with the thunderbolt charger while riding it: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the thunderbolt charger moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Wheel Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., multiple targets within reach. Hit: 13 (2d6 + 6). The thunderbolt charger can attack targets with its wheel blades that are within 5 feet of it but only if it has moved during the same turn. You can use a bonus action and expend 1 charge to make the thunderbolt charger take to the air with a flying speed of 60 ft. for 1 round. You can use a bonus action and expend 3 charges to make the thunderbolt charger exhale lightning in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw , taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. You can use a bonus action and expend 6 charges to make the thunderbolt charger exhale lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw , taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Thunderbolt Trident","description":"Weapon (Trident), Rare (Requires Attunement) You have +1 to attack and damage rolls made with this magic trident, which has the finesse property. Chain Lightning. This trident has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack made with it, you can expend 1 charge to deal an extra 2d8 lightning damage to the target. Up to three bolts then leap from that target to as many as three other targets within 30 feet of it. A target must make a DC 15 Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse, Thrown, Versatile","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Thunderbringer (Common)","description":"Weapon (Maul), Common (Requires Attunement) Common While you are outdoors and holding this magic weapon, you can use a bonus action to call thick gray clouds overhead. The clouds disperse after 1 minute.","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Heavy, Two-handed","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Thunderbringer (Legendary)","description":"Weapon (Maul), Legendary (Requires Attunement) Common While you are outdoors and holding this magic weapon, you can use a bonus action to call thick gray clouds overhead. The clouds disperse after 1 minute. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon, which deals an extra 1d6 force damage to creatures made of metal or wearing metal armor. Rare Bring the Thunder. When you hit a target with this weapon and are outdoors, you can choose to call thunder overhead, casting the silence spell (no concentration required). The thunder’s own sound is not affected by the spell. Once used, you can’t use this property again until you finish a long rest. Very Rare The bonus to attack and damage rolls increases to +2 and the extra force damage dealt to creatures made of metal or wearing metal armor increases to 2d6. Legendary Thunderstruck! When you score a critical hit with Thunderbringer, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Heavy, Two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Thunderbringer (Rare)","description":"Weapon (Maul), Rare (Requires Attunement) Common While you are outdoors and holding this magic weapon, you can use a bonus action to call thick gray clouds overhead. The clouds disperse after 1 minute. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon, which deals an extra 1d6 force damage to creatures made of metal or wearing metal armor. Rare Bring the Thunder. When you hit a target with this weapon and are outdoors, you can choose to call thunder overhead, casting the silence spell (no concentration required). The thunder’s own sound is not affected by the spell. Once used, you can’t use this property again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Heavy, Two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Thunderbringer (Uncommon)","description":"Weapon (Maul), Uncommon (Requires Attunement) Common While you are outdoors and holding this magic weapon, you can use a bonus action to call thick gray clouds overhead. The clouds disperse after 1 minute. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon, which deals an extra 1d6 force damage to creatures made of metal or wearing metal armor.","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Heavy, Two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Thunderbringer (Very Rare)","description":"Weapon (Maul), Very Rare (Requires Attunement) Common While you are outdoors and holding this magic weapon, you can use a bonus action to call thick gray clouds overhead. The clouds disperse after 1 minute. Uncommon You gain a +1 bonus to attack and damage rolls made with this weapon, which deals an extra 1d6 force damage to creatures made of metal or wearing metal armor. Rare Bring the Thunder. When you hit a target with this weapon and are outdoors, you can choose to call thunder overhead, casting the silence spell (no concentration required). The thunder’s own sound is not affected by the spell. Once used, you can’t use this property again until you finish a long rest. Very Rare The bonus to attack and damage rolls increases to +2 and the extra force damage dealt to creatures made of metal or wearing metal armor increases to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (Maul)","Properties":"Heavy, Two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Thunderbuss","description":"Thunderbuss Ranged weapon (firearm, pistol), very rare This magic ranged weapon is a flared pistol with the storm rune engraved along the barrel. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is thunder instead of piercing, and it doesn’t have the loading property. Invoking the Rune. As a bonus action, you can invoke the weapon’s rune to launch a ball of energy to a point you can see within 30 feet of yourself. The energy then detonates into a 10-foot-radius sphere of turbulent wind and thunder centered on that point, and each creature in that sphere must make a DC 14 Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, and it can’t take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only. Once the rune has been invoked, it can’t be invoked again until the next dawn. Damage: 1d10 Damage Type: thunder Modifiers: Ranged Attacks +1, Ranged Damage +1 Range: 30/90 Weight: 3","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Thunderbuss","description":"Thunderbuss Ranged weapon Cost : 5,000 gp Damage : 2d6 piercing Weight : 12 lb. Properties : Ammunition (range 20/60), Loading, Two-handed When refining the coil rifle to a working condition, some enterprising engineers took the initial design and sought to improve upon it. Instead of using the coils to launch a ferromagnetic projectile directly, they created a crossbow-like device that used the energy of an attached vril battery to launch whatever happened to be at hand. You must plug the thunderbuss into a vril battery to fire it. Each shot fired uses 1 charge from the battery and destroys its ammunition. For ammunition, you may use a bonus action to jam a handful of any rigid, non-combustible, nonmagical material, such as pebbles, nails, or the like, into the receiver compartment.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Loading, Two-handed","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Thunderous Greatclub","description":"Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"Yes","Name":"Thunderous Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Thunderous Greatclub","description":"Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"simple","data-List":"false","Properties":"Two-Handed","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Simple Weapon, Yes","filter-Damage":"Thunder, Two-Handed","filter-Charges":"No","data-datarecords":"[{\"name\":\"Thunderous Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Thunderous Greatclub\\\",\\\"description\\\":\\\"While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried.\\\\nThe weapon has the following additional properties.\\\\nClap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage.\\\\nEarthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn.\\\",\\\"weight\\\":10,\\\"properties\\\":[\\\"Two-Handed\\\"],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Simple\\\",\\\"type\\\":\\\"Greatclub\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Thunderous Greatclub Attack\",\"parent\":\"Thunderous Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Thunderous Greatclub\\\",\\\"description\\\":\\\"The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried.\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\"}}\"},{\"name\":\"Thunderous Greatclub Damage\",\"parent\":\"Thunderous Greatclub Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Thunderous Greatclub Thunder Damage\",\"parent\":\"Thunderous Greatclub Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Thunder\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Thunderous Greatclub Attunement\",\"parent\":\"Thunderous Greatclub\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\"}\"},{\"name\":\"Thunderous Greatclub Strength Minimum\",\"parent\":\"Thunderous Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Ability Score\\\",\\\"ability\\\":\\\"Strength\\\",\\\"calculation\\\":\\\"Minimum\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":20}}\"},{\"name\":\"Thunderous Greatclub Clap of Thunder\",\"parent\":\"Thunderous Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Clap of Thunder\\\",\\\"description\\\":\\\"As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Strength\\\",\\\"saveFlat\\\":15,\\\"onFail\\\":\\\"Target has the Prone condition.\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Cone\\\",\\\"size\\\":\\\"30 ft\\\"}}\"},{\"name\":\"Thunderous Greatclub Clap of Thunder Damage\",\"parent\":\"Thunderous Greatclub Clap of Thunder\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"none\\\",\\\"damageType\\\":\\\"Thunder\\\",\\\"diceCount\\\":3,\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Thunderous Greatclub Earthquake\",\"parent\":\"Thunderous Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Earthquake (Attack)\\\",\\\"description\\\":\\\"As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"saveFlat\\\":20,\\\"onFail\\\":\\\"The creature has the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken.\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"50 ft\\\"}}\"},{\"name\":\"Thunderous Greatclub Earthquake Resource\",\"parent\":\"Thunderous Greatclub Attunement\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Earthquake\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":1},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Full\\\"}}}\"},{\"name\":\"Thunderous Greatclub Earthquake Fissure\",\"parent\":\"Thunderous Greatclub Attunement\",\"use\":\"Thunderous Greatclub Earthquake Resource\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Earthquake (Fissure)\\\",\\\"description\\\":\\\"Any creature on a spot where the fissure opens must succeed on a DC 20 Dexterity saving throw. Any structure on a spot where the fissure opens collapses into the fissure.\\\",\\\"save\\\":{\\\"saveAbility\\\":\\\"Dexterity\\\",\\\"saveFlat\\\":20,\\\"onFail\\\":\\\"Target falls into fissure\\\",\\\"onSucceed\\\":\\\"Target moves to fissure's edge\\\"},\\\"actionType\\\":\\\"Action\\\",\\\"aoe\\\":{\\\"shape\\\":\\\"Circle\\\",\\\"size\\\":\\\"10 ft\\\"}}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Thunderous Greatclub","Weight":10,"data-description":"While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried.\nThe weapon has the following additional properties.\nClap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage.\nEarthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Thunderous Kazoo","description":"Wondrous item, uncommon You can use an action to speak the kazoo’s command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn’t deafened or frightened. The kazoo can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Thunderstick","description":"Weapon (Club), Uncommon (Requires Attunement) This wooden club, crafted from a tree struck by lightning, has jagged black markings along its length. When you make a successful attack roll with this magic weapon, you can cast thunderwave (spell save DC 12) from the weapon. Once used, this property can’t be used again until you finish a short or long rest. Encounter Ideas Orcs. A group of young orcs have moved into the area, claiming territory. Their leader wields a thunderstick. Kobolds. A kobold tribe has “acquired” a thunderstick. They have incorporated the weapon into the falling-ceiling trap that guards their treasure room. Cleric. The adventurers are asked to stop a high elf priest named Geraldine who has moved into a sea cave and is making trouble for the local communities. She wields a thunderstick.","properties":{"Category":"Items","Item Type":"Weapon (Club)","Properties":"light","Item Rarity":"Uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Thurible of the Elder Deacon","description":"Weapon (flail), uncommon (requires attunement) Component: aberration fat This solid steel incense dispenser dangles at the end of a black metal chain. Heady perfume follows in the wake of the bearer of this weighty weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The flail has 3 charges and regains 1d3 expended charges daily at dawn. Gaseous Spells. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 13): fog cloud (1 charge), misty step (2 charges), and stinking cloud (3 charges). You can increase the spell slot level by one for each additional charge you expend.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thurible of the Elder Deacon (rare variant)","description":"Weapon (flail), uncommon (requires attunement) Component: aberration fat This solid steel incense dispenser dangles at the end of a black metal chain. Heady perfume follows in the wake of the bearer of this weighty weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The flail has 3 charges and regains 1d3 expended charges daily at dawn. Gaseous Spells. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 13): fog cloud (1 charge), misty step (2 charges), and stinking cloud (3 charges). You can increase the spell slot level by one for each additional charge you expend. Rare variant: Increase the DC to 15, the charges to 7, and the recharge to 1d4 + 3. Add cloudkill (5 charges) to the list of spells you can cast using the flail.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thurimbar Rod","description":"Thurimbar Rod Rod, common The Thurimbar rod is a magical instrument developed by the gnomes of Zilargo. While holding the rod, you can use an action to produce auditory illusions that unerringly replicate the sound of any instrument with which you’re proficient, with an effect similar to the minor illusion spell, with the sound emanating from the rod. To determine the quality of the performance, make a Charisma check with the musical instrument you’re replicating. If you are proficient with the Thurimbar rod itself, you can produce unearthly music unlike any natural instrument.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Tick Stop Watch","description":"Wondrous item, rare While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can’t be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tidecaller Trident","description":"Tidecaller Trident Melee weapon (martial, trident), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic trident. You also have advantage on attack rolls made with this weapon while underwater. This trident has 3 charges. You can expend 1 charge to cast Control Water (save DC 15) from the trident or 3 charges to cast Tsunami (save DC 15) from it instead. The trident regains 1d3 expended charges daily at dawn. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Tidecutter","description":"Weapon (longsword), uncommon (requires attunement) Component: elemental core of water With the sound of waves crashing violently against a rocky cliff, the sword’s blade rushes forth like the tide, inevitable and unstoppable. Not even tempered steel can resist its edge, which slices through obstacles like a hot knife through melted butter. This item appears to be a sword hilt stylized with tentacles. While grasping the hilt, you can use a bonus action to cause a blade of rushing water to spring forth, or make it disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the tidecutter. Water Lash. As an action, you can cause the sword’s blade to elongate into a lash and make a melee weapon attack using it against a target within 20 feet of you. On a hit, if the target is a Medium or smaller creature or an object that weighs 500 pounds or less, you can pull it up to 15 feet towards you. If the target is a fixed object or a Huge or larger creature, you can pull yourself up to 15 feet towards the target. Waterborne. When submerged in water, this longsword gains the reach property and the range of the Water Lash property increases to 30 feet. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tidecutter (legendary variant)","description":"Weapon (longsword), uncommon (requires attunement) Component: elemental core of water With the sound of waves crashing violently against a rocky cliff, the sword’s blade rushes forth like the tide, inevitable and unstoppable. Not even tempered steel can resist its edge, which slices through obstacles like a hot knife through melted butter. This item appears to be a sword hilt stylized with tentacles. While grasping the hilt, you can use a bonus action to cause a blade of rushing water to spring forth, or make it disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the tidecutter. Water Lash. As an action, you can cause the sword’s blade to elongate into a lash and make a melee weapon attack using it against a target within 20 feet of you. On a hit, if the target is a Medium or smaller creature or an object that weighs 500 pounds or less, you can pull it up to 15 feet towards you. If the target is a fixed object or a Huge or larger creature, you can pull yourself up to 15 feet towards the target. Waterborne. When submerged in water, this longsword gains the reach property and the range of the Water Lash property increases to 30 feet. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use the Water Lash property to pull a Large or smaller creature or an object that weighs 1,000 pounds or less. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the range of the Water Lash property to 30 feet (40 feet underwater). You can use the Water Lash property to pull Huge or smaller creatures, or objects up to 2,000 pounds in weight, up to 25 feet closer to you; or pull yourself up to 25 feet closer to a fixed object or Gargantuan creature. Legendary variant: You gain a +3 bonus to attack and damage rolls made with this magic weapon. Increase the range of the Water Lash property to 30 feet (40 feet underwater). You can use the Water Lash property to pull any creature, or objects up to 10,000 pounds in weight, up to 25 feet closer to you; or pull yourself up to 25 feet closer to a fixed object or Huge or larger creature. Gargantuan creatures are only pulled if they fail on a DC 17 Strength saving throw.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tidecutter (rare variant)","description":"Weapon (longsword), uncommon (requires attunement) Component: elemental core of water With the sound of waves crashing violently against a rocky cliff, the sword’s blade rushes forth like the tide, inevitable and unstoppable. Not even tempered steel can resist its edge, which slices through obstacles like a hot knife through melted butter. This item appears to be a sword hilt stylized with tentacles. While grasping the hilt, you can use a bonus action to cause a blade of rushing water to spring forth, or make it disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the tidecutter. Water Lash. As an action, you can cause the sword’s blade to elongate into a lash and make a melee weapon attack using it against a target within 20 feet of you. On a hit, if the target is a Medium or smaller creature or an object that weighs 500 pounds or less, you can pull it up to 15 feet towards you. If the target is a fixed object or a Huge or larger creature, you can pull yourself up to 15 feet towards the target. Waterborne. When submerged in water, this longsword gains the reach property and the range of the Water Lash property increases to 30 feet. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use the Water Lash property to pull a Large or smaller creature or an object that weighs 1,000 pounds or less.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tidecutter (very rare variant)","description":"Weapon (longsword), uncommon (requires attunement) Component: elemental core of water With the sound of waves crashing violently against a rocky cliff, the sword’s blade rushes forth like the tide, inevitable and unstoppable. Not even tempered steel can resist its edge, which slices through obstacles like a hot knife through melted butter. This item appears to be a sword hilt stylized with tentacles. While grasping the hilt, you can use a bonus action to cause a blade of rushing water to spring forth, or make it disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the tidecutter. Water Lash. As an action, you can cause the sword’s blade to elongate into a lash and make a melee weapon attack using it against a target within 20 feet of you. On a hit, if the target is a Medium or smaller creature or an object that weighs 500 pounds or less, you can pull it up to 15 feet towards you. If the target is a fixed object or a Huge or larger creature, you can pull yourself up to 15 feet towards the target. Waterborne. When submerged in water, this longsword gains the reach property and the range of the Water Lash property increases to 30 feet. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use the Water Lash property to pull a Large or smaller creature or an object that weighs 1,000 pounds or less. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the range of the Water Lash property to 30 feet (40 feet underwater). You can use the Water Lash property to pull Huge or smaller creatures, or objects up to 2,000 pounds in weight, up to 25 feet closer to you; or pull yourself up to 25 feet closer to a fixed object or Gargantuan creature.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tiger Blood","description":"Sangre-Tigre, rare A pool of crimson liquid forms on the top of this mushroom; the substance has the consistency and smell of real blood but is actually a natural attractant formed by the fungus to tempt various carnivorous creatures. No harm comes to its benign subjects, but if they attempt to eat or drink a part of the mushroom they take a number of spores with them. These spores mature in the belly of the creature and grow to twice their size before being excreted from the body with normal solid waste days later. Bloating Waste. There is a 5% cumulative chance per ounce of liquid consumed or mushroom eaten that one of the spores gets trapped in the digestive tract, doubling in size every 20 days; after 2–3 months the intestines swell and finally burst, causing the creature to die from toxicity unless the fungus is surgically removed—a procedure which requires a DC 20 Wisdom (Medicine) check. Blood Lore. Drow priestesses and matrons use sangre-tigre in ritualistic sacrifice, where the blood of an offspring is joined with the liquid produced by this fungus, and the essence drained into a scrying pool. The pool then reveals the near future, though its visions are subject to interpretation.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Tiger Claws","description":"Tiger Claws Melee weapon (simple, knuckle knives) , rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, this magic item has 3 charges. You can use your action and expend 1 or 2 charges to cast the polymorph spell on yourself, turning into a cat or tiger if you expended 1 charge or a saber-toothed tiger if you expended 2 charges. This item regains all expended charges at dawn. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike. Damage: 1d4+1 Damage Type: Slashing Properties: Light, Unarmed Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Unarmed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tiger Hook Swords","description":"Tiger Hook Swords Melee weapon (martial, sword) Usually wielded in pairs, tiger hook swords or gao were imported long ago from Yún Fēng Guó. These blades are flat, solid iron or steel roughly three feet long with several unique features. Their main blade has a hook at one end and a sharpened spike at the other. The grip is protected by a crescent-shaped hand guard with its points facing outward. Tiger hook swords can be used to slash or capture, making them a weapon with numerous uses in battle. In Rokugan, they are relatively rare, and are seen most often in the hands of duelists or bushi of the Dragon Clan. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Paired: When you engage in two-weapon fighting using two weapons that have the same name and the paired property, you can add your ability modifier to the damage of the second attack Snaring: Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon. Damage: 1d6 Damage Type: Slashing Properties: Light, Paired, Snaring (10) Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Paired, Snaring (10)"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Tiger Style Armlet","description":"Tiger Style Armlet Wondrous item, very rare This bronze armlet depicts a tiger pouncing on an unseen prey. While you’re wearing this wondrous item, you gain a +2 bonus to the attack and damage rolls of your unarmed strikes. In addition, your unarmed strikes score a critical hit on a roll of 19 or 20 on the d20.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tightrope Hand Crossbow","description":"Tightrope Crossbow Weapon (hand crossbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a construct or a plant creature, the target takes an extra 1d8 piercing damage. When you hit a target within normal range with an attack using this crossbow, you can affix the head of the bolt to your target by using your reaction to speak a command word. Once the bolt is affixed, a flat plane of 1-foot-wide, slightly shimmering force stretches between the projectile and the weapon. You can affix the crossbow to an unattended object or to the ground by using a bonus action to speak a second command word. You can walk across the plane of force without difficulty. Other creatures can walk across it by succeeding at a DC 12 Dexterity (Acrobatics) check. A creature that has a bolt affixed to it can pull it off by using its action and making a successful DC 16 Strength check. Once the crossbow has been affixed to an object or the ground, it can be removed from that anchor point only when you use a bonus action to speak the command word again.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition, Loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tightrope Heavy Crossbow","description":"Tightrope Crossbow Weapon (heavy crossbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a construct or a plant creature, the target takes an extra 1d8 piercing damage. When you hit a target within normal range with an attack using this crossbow, you can affix the head of the bolt to your target by using your reaction to speak a command word. Once the bolt is affixed, a flat plane of 1-foot-wide, slightly shimmering force stretches between the projectile and the weapon. You can affix the crossbow to an unattended object or to the ground by using a bonus action to speak a second command word. You can walk across the plane of force without difficulty. Other creatures can walk across it by succeeding at a DC 12 Dexterity (Acrobatics) check. A creature that has a bolt affixed to it can pull it off by using its action and making a successful DC 16 Strength check. Once the crossbow has been affixed to an object or the ground, it can be removed from that anchor point only when you use a bonus action to speak the command word again.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition, Heavy, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tightrope Light Crossbow","description":"Tightrope Crossbow Weapon (light crossbow), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a construct or a plant creature, the target takes an extra 1d8 piercing damage. When you hit a target within normal range with an attack using this crossbow, you can affix the head of the bolt to your target by using your reaction to speak a command word. Once the bolt is affixed, a flat plane of 1-foot-wide, slightly shimmering force stretches between the projectile and the weapon. You can affix the crossbow to an unattended object or to the ground by using a bonus action to speak a second command word. You can walk across the plane of force without difficulty. Other creatures can walk across it by succeeding at a DC 12 Dexterity (Acrobatics) check. A creature that has a bolt affixed to it can pull it off by using its action and making a successful DC 16 Strength check. Once the crossbow has been affixed to an object or the ground, it can be removed from that anchor point only when you use a bonus action to speak the command word again.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition, Loading, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Time Bomb","description":"Time Bomb Wondrous Item, uncommon Weight: 2 lbs. Time bombs are about the size of a dinner plate and are made of complex clockwork mechanisms beyond the comprehension of most mortal beings. As an action, you can place a time bomb and set it to go off at any time between 6 seconds (1 round) and 1 hour later. When the time bomb goes off, the bomb is destroyed and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. In addition, each creature within a 60 ft radius must succeed on a DC 15 Wisdom saving throw or be affected by the slow spell for 1 minute.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Time Peeper","description":"Wondrous item, uncommon Component: aberration eye Though the Bureau has many inspectors—magical magnifying glasses that help spot clues—Lenz is a unique creation. Usually the last inspector to be taken from the quartermaster’s stock, Lenz enjoys talking to new people. They rarely enjoy talking to it... Investigation. While looking through this magnifying glass, you have advantage on Investigation checks made to find clues and hidden messages within writing. Tracking. While looking through this magnifying glass, you can see the tracks of all creatures that travelled through the area in the last 24 hours as glowing imprints, unless such a creature’s passage was disguised by magic, and have advantage on ability checks made to identify the creatures that left those tracks. Sentience. Lenz is a sentient chaotic good magic item with an Intelligence of 10, Wisdom of 13, and Charisma of 17. It has hearing and darkvision out to 60 feet, and can speak and understand Common. Personality. Lenz is charismatic and slightly distracting, taking great joy in pointing out entirely obvious and irrelevant facts. While holding Lenz, you can make a DC 13 Charisma (Persuasion) check to ask it for extra help. On a success, its tips are helpful and grant you advantage on ability checks made to gather information on creatures, objects, and locations through observation for 10 minutes. On a failure, it gets distracted and starts telling a tale, such as the time it mistook a duck’s footprint for that of a venomous dire platypus, giving you disadvantage on the same ability checks for 10 minutes. Once Lenz has been successfully persuaded to help, any attempts to ask for help from it again before the next dawn automatically fail. Very rare variant, Time Peeper: Increase the DC to 16. While holding the magnifying glass, you can cast the scrying spell (save DC 16). Once this property of the item has been used, it can’t be used again until the next dawn. The magnifying glass has the Hindsight property. Hindsight. As an action, you can spin a small dial on the handle of the magnifying glass to activate it for 10 minutes, choosing a point in time up to 72 hours in the past. For the duration, whenever you look through the magnifying glass, you can see the space where you are as if you were at the same space at the chosen point in time. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Time Splitter Battleaxe","description":"Weapon (any axe), uncommon (requires attunement) The time splitter is just the tool for an almighty adventurer who’s always a little too slow to get where they need to be exactly in the nick of time. Harnessing the time dilative power of the dreamholder, this magic weapon lets its wielder swing back in time, or speed the flow of time for itself, allowing it to act more quickly. This magic weapon has 4 charges and regains 1d4 expended charges daily at dawn. Pause. As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge . Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now. Time Dilation. As a bonus action, you can tap into this weapon’s chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls 1d3 ; the result (which the GM keeps secret) is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can’t do so again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"battleaxe","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Time Splitter Battleaxe (rare variant)","description":"Weapon (any axe), rare (requires attunement) The time splitter is just the tool for an almighty adventurer who’s always a little too slow to get where they need to be exactly in the nick of time. Harnessing the time dilative power of the dreamholder, this magic weapon lets its wielder swing back in time, or speed the flow of time for itself, allowing it to act more quickly. This magic weapon has 4 charges and regains 1d4 expended charges daily at dawn. Pause. As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge . Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now. Time Dilation. As a bonus action, you can tap into this weapon’s chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls 1d3 ; the result (which the GM keeps secret) is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can’t do so again until the next dawn. Rare variant : Increase the number of charges to 9 and the recharge to 1d6 + 3 . Increase Time Dilation’s 1d3 to a 1d4 + 1 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"battleaxe","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Time Splitter Greataxe","description":"Weapon (any axe), uncommon (requires attunement) The time splitter is just the tool for an almighty adventurer who’s always a little too slow to get where they need to be exactly in the nick of time. Harnessing the time dilative power of the dreamholder, this magic weapon lets its wielder swing back in time, or speed the flow of time for itself, allowing it to act more quickly. This magic weapon has 4 charges and regains 1d4 expended charges daily at dawn. Pause. As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge . Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now. Time Dilation. As a bonus action, you can tap into this weapon’s chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls 1d3 ; the result (which the GM keeps secret) is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can’t do so again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"greataxe","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Time Splitter Greataxe (rare variant)","description":"Weapon (any axe), rare (requires attunement) The time splitter is just the tool for an almighty adventurer who’s always a little too slow to get where they need to be exactly in the nick of time. Harnessing the time dilative power of the dreamholder, this magic weapon lets its wielder swing back in time, or speed the flow of time for itself, allowing it to act more quickly. This magic weapon has 4 charges and regains 1d4 expended charges daily at dawn. Pause. As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge . Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now. Time Dilation. As a bonus action, you can tap into this weapon’s chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls 1d3 ; the result (which the GM keeps secret) is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can’t do so again until the next dawn. Rare variant : Increase the number of charges to 9 and the recharge to 1d6 + 3 . Increase Time Dilation’s 1d3 to a 1d4 + 1 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"greataxe","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Time Splitter Handaxe","description":"Weapon (any axe), uncommon (requires attunement) The time splitter is just the tool for an almighty adventurer who’s always a little too slow to get where they need to be exactly in the nick of time. Harnessing the time dilative power of the dreamholder, this magic weapon lets its wielder swing back in time, or speed the flow of time for itself, allowing it to act more quickly. This magic weapon has 4 charges and regains 1d4 expended charges daily at dawn. Pause. As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge . Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now. Time Dilation. As a bonus action, you can tap into this weapon’s chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls 1d3 ; the result (which the GM keeps secret) is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can’t do so again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"handaxe","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Time Splitter Handaxe (rare variant)","description":"Weapon (any axe), rare (requires attunement) The time splitter is just the tool for an almighty adventurer who’s always a little too slow to get where they need to be exactly in the nick of time. Harnessing the time dilative power of the dreamholder, this magic weapon lets its wielder swing back in time, or speed the flow of time for itself, allowing it to act more quickly. This magic weapon has 4 charges and regains 1d4 expended charges daily at dawn. Pause. As a bonus action, you can flip the axe around anti-clockwise in your hands, expending 1 charge . Until the end of your next turn, any creature or object that moves leaves a ghostly image of itself at the moment you activated this property. You can target this ghostly image with attacks, spells, and effects as if the creature were still in that space, though the effects appear on the target wherever it is now. Time Dilation. As a bonus action, you can tap into this weapon’s chronomantic magic, casting the haste spell on yourself (no concentration required). When you do so, the GM rolls 1d3 ; the result (which the GM keeps secret) is how many rounds the spell lasts (ending at the end of your turn). After you activate this property, you can’t do so again until the next dawn. Rare variant : Increase the number of charges to 9 and the recharge to 1d6 + 3 . Increase Time Dilation’s 1d3 to a 1d4 + 1 .","properties":{"Category":"Items","Expansion":23695,"Item Type":"handaxe","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Timepiece of Equilibrium","description":"Wondrous Item, Legendary (Requires Attunement) This magic timepiece is pieced together from adamantine, gold, and copper gears and plates. While carrying it, you gain the following benefits: You gain a +1 bonus to AC. You have advantage on initiative rolls. You have advantage on ability checks and saving throws you make to avoid being knocked Prone or moved against your will. Equilibrium Magic. The timepiece has 5 charges for the following properties and regains all expended charges daily at dawn: Spellcasting (1–4 Charges). As an action, you can expend charges to cast one of the following spells, requiring no material components (spell save DC 17): haste (1 charge), reverse gravity (3 charges), slow (1 charge), telekinesis (2 charges), or time stop (4 charges). Gravity Control (1 Charge). As a bonus action or as a reaction when you fall, you become unimpeded by gravity for 1 hour. For the duration, you gain a flying speed equal to your walking speed, and you can hover. Reverse Time (2 Charges). As a reaction when another creature ends its turn, you can reverse time for yourself to just before the creature’s turn started. You magically appear in the spot you were in when the turn started, you regain any hit points you lost during the turn, and any conditions or effects that began on you during the turn no longer affect you.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Timepiece of Tralizax","description":"Timepiece of Tralizax Wondrous item, legendary (requires attunement) This intricate clockwork timepiece is fashioned from a combination of electrum and brass and chiseled with minute runes. It always displays the correct time of day. Aside from that, you can use an action to have the timepiece accomplish one of the following tasks. Rewind Time. You can undo the effects that have occurred during the previous minute to yourself and all creatures or objects within 30 feet of you once per day. All conditions, magical effects, and injuries suffered by all eligible creatures and objects during that minute are treated as if they did not occur, though the timepiece does not bring dead creatures back to life. The effect also replenishes spent ammunition and expended charges from magic items, but not spell slots or special abilities of creatures with limited uses. Affected creatures are fully aware of what has transpired, so the rewinding of time might cause them to rethink their actions. Steal Time. You can point the timepiece at a creature within 30 feet once per day and force it to make a DC 17 Wisdom saving throw. On a failed save, the creature is frozen in time until the end of its next turn, and you gain an extra action and bonus action that you must use before the end of your current turn. While a creature is frozen in time, it is paralyzed and unconscious and cannot be harmed or interfered with in any way. The timepiece regains its special features at dawn if you choose for it to do so. You must make a DC 17 Wisdom saving throw whenever the timepiece recharges. On a failed save, you age one year.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Timepiece of Travel","description":"Timepiece of Travel Requires attunement While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will. Turn-by-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like. The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel , it cannot be used again until the next dawn. Get Away From It All. As an action, you can cast the teleport spell. Once you use this feature of the timepiece of trave l, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer , its magic might function sporadically or with unpredictable side effects, as determined by the DM.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Timeworn Timepiece","description":"Wondrous item, rare (requires attunement) This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature’s turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tin Can Breastplate","description":"Armor (Breastplate), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Breastplate)","Item Rarity":"uncommon"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Chain mail","description":"Armor (Chain mail), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Chain mail)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Chain Shirt","description":"Armor (Chain Shirt), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Chain Shirt)","Item Rarity":"uncommon"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Half plate","description":"Armor (Half plate), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Half plate)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Plate","description":"Armor (Plate), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Plate)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Ring mail","description":"Armor (Ring mail), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Ring mail)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Scale Mail","description":"Armor (Scale Mail), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Scale Mail)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tin Can Splint","description":"Armor (Splint), uncommon This armor is covered in weird gizmos and cogs connected to a series of metal plates. When a ranged weapon attack misses you, you can use your reaction to activate the defensive mechanisms and bounce the projectile back to the attacker. Once activated, the armor needs to be recharged before you can use this effect again, which can be done while completing a Short Rest.","properties":{"Category":"Items","Item Type":"Armor (Splint)","Item Rarity":"uncommon","Properties":"Stealth Disadvantage"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tincture of Moonlit Blossom","description":"Potion, very rare This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook ) is reduced by three levels. If you aren’t using the Midgard setting, you gain the effect of the greater restoration spell instead.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tinderbox","description":"Tinderbox Adventuring gear This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Tinderbox","description":"Tinderbox Adventuring gear This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tinderbox","description":"Tinderbox Adventuring gear This container holds flint, fire steel, and tinder used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. Cost: 5 sp Weight: 1 lb","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Tinderbox","description":"Tinderbox Adventuring gear Price: 1 gp This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—requires a Main Action. Lighting any other fire takes 1 minute.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Tinderbox","description":"Adventuring Gear Weight: 1 lb. Cost: 5 SP A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Bullseye Lantern , Hooded Lantern , or Torch —or anything else with exposed fuel—takes a Bonus Action . Lighting any other fire takes 1 minute.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Tinderbox"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tinderbox","description":"Tinderbox Adventuring gear This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tinderstrike","description":"Tinderstrike Weapon (dagger), legendary (requires attunement) A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. Fire Mastery. You gain the following benefits while you hold Tinderstrike : You can speak Ignan fluently. You have resistance to fire damage. You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn. Dance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can’t be used to perform the ritual again until the next dawn. Flaw. Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks without weighing the consequences.” Elemental Weapons Each of the four prophets who leads a cult of Elemental Evil is armed with a mighty elemental weapon. These potent objects are infused with the essences of the Princes of Elemental Evil. In addition to the weapon’s obvious usefulness in battle, they serve as keys that allow the prophets to channel the power of the elemental nodes and rip open the boundary between the planes. The weapons also bring out the worst in their wielders, twisting their minds toward evil ends. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4+2 Damage Type: Piercing Secondary Damage : 2d6 Secondary Damage Type : Fire Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Expansion":7390,"Item Type":"Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Tingelaw","description":"Weapon (Warhammer), Legendary (Requires Attunement) This warhammer is engraved with ancient runes denoting honor and judgment. It has the following properties: You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this hammer, you have advantage on Wisdom (Insight) checks made to discern lies. It has the thrown property with a normal range of 60 feet and a long range of 180 feet. Immediately after you make a ranged attack with this weapon, it returns to your hand. When a creature you can see deals damage to you or one of your allies, your attacks against the creature using this hammer deal an additional 1d8 force damage on a hit until the end of your next turn. Awakened. When Tingelaw reaches an Awakened state, it gains the following properties: The weapon's bonus to attack and damage rolls increases to +2. Once per turn, when Tingelaw returns to your hand after you hit a creature with a ranged attack with it, you can force that creature to make a DC 15 Charisma saving throw. On a failed save, the creature is magically teleported to an unoccupied space of your choice within 5 feet of you. Anointed. When Tingelaw reaches an Anointed state, it gains the following properties: The weapon's bonus to attack and damage rolls increases to +3. The saving throw DC for creatures to avoid being teleported by the hammer increases to 17. As an action, you can throw Tingelaw at a point you can see within 60 feet of you. When it reaches that point, the hammer releases a shockwave and each creature within 20 feet of it must make a DC 17 Constitution saving throw. On a failed save, a creature takes 4d8 force damage and is stunned until the end of your next turn. On a success, a creature takes only half as much damage and isn't stunned. The hammer then returns to your hand. Once used, this property can't be used again until the next dawn. Tingelaw Tingelaw is a legendary, runecarved hammer enchanted to act as a tool of justice – and vengeance. When wielded by a righteous avenger, Tingelaw may grow in power. Typically, Tingelaw will reach a more powerful state when it is used to bring down a particularly fearsome foe or a creature its wielder holds a deep grudge against, at the GM's discretion.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"Legendary"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Tinker's Glasses","description":"Wondrous Item, Uncommon These magic glasses have 3 charges and regain all expended charges daily at dawn. While wearing them, you can expend 1 charge as a bonus action to gain one of the following benefits for 10 minutes or until you take the glasses off: You have advantage on Wisdom (Perception) checks that rely on sight. You have advantage on Intelligence (Investigation) checks that rely on sight. You can see magical auras around any visible creature or object out to a range of 30 feet that bears magic, and you learn its school of magic, if any.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tinker's Medley","description":"Tinker’s Medley Weapon (Light Hammer), Uncommon (Requires Attunement) A small, well-worn hammer whose oak handle is covered in Gnomish words—mostly half-formed ideas for inventions, melting points for metal, and other artisan’s notes. One is a command word. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Gnomes gain a +2 bonus to attack and damage rolls. While attuned to this weapon, you have proficiency with smith’s tools. If you are already proficient in smith’s tools, you gain expertise instead, which means your proficiency bonus is doubled for any check you make using the tools. Mending. When you strike a broken object with this weapon and speak the command word written on the shaft, you cast mending on it. You can use this property three times, and regain all expended uses when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (light hammer)","Properties":"Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Tinker's Tools","description":"Tinker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 10","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Tinker's Tools","description":"Tinker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 10","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":10,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tinker's Tools","description":"Artisan's Tools Ability: Dexterity Weight: 10 lb. Cost: 50 GP Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket , Pistol , Bell , Bullseye Lantern , Flask , Hooded Lantern , Hunting Trap , Lock , Manacles , Mirror , Shovel , Signal Whistle , Tinderbox","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Tinker's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tinker's Tools","description":"Tinker's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 10","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Tinkertop Boltblaster 1000","description":"Tinkertop Boltblaster 1000 Weapon (hand crossbow), very rare (requires attunement) This strange contraption of gears, wires, and lacquered wood has a handle with a metal grip and crank. Its stock bears a flamboyant maker’s mark that reads: “Made in Hupperdook,” a city in Wildemount. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, you can immediately make another attack with this weapon after resolving the critical hit. When you roll a 1 on an attack roll made with this weapon, you must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage as some of its gears and wires spring loose. Damage : 1d6+1 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Expansion":20583,"Item Type":"Ranged Weapon","Properties":"Ammunition, Light, Loading, Range","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Tinytar","description":"Wondrous item, common (socketable) With the sentient tar of a tar elemental and a dose of enchantment magic, one can craft this friendly and amenable little helper. When applied to anything you can hold, the tinytar ensures you don’t accidentally drop it. Grippy. This small, magical phial contains an animate an d excitable tar. When applied to the handle of a weapon, shield or other held item, the first creature to hold that item can’t be disarmed of the item against its will. The creature can still sheathe or drop the item if it desires; the tinytar is very intuitive. As an action, you can hold the magical phial to the tinytar causing it to shlink back inside.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tipstaff","description":"Weapon (club), rare (requires attunement) To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Warrant. You can use an action to slip an officially issued warrant under the cords of the grip of this weapon. While it has a warrant in it, the weapon deals an extra 1d6 bludgeoning damage when you hit the creature listed in the warrant with this weapon. The tipstaff can have only one warrant in it at a time, and the warrant can name no more than three creatures.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Titan Feller Greatsword","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Greatsword (uncommon variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Greatsword (very rare variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13. Very rare variant: Increase the damage to 4d6 and the DC to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Longsword","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Longsword (uncommon variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Longsword (very rare variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13. Very rare variant: Increase the damage to 4d6 and the DC to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Rapier","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Rapier (uncommon variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Rapier (very rare variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13. Very rare variant: Increase the damage to 4d6 and the DC to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Scimitar","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Scimitar (uncommon variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Scimitar (very rare variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13. Very rare variant: Increase the damage to 4d6 and the DC to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Shortsword","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Shortsword (uncommon variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titan Feller Shortsword (very rare variant)","description":"Weapon (any sword), rare Component: giant bone It is fitting that these blades are fashioned from the jawbones of giants, for the sight of such a weapon makes the teeth of even the mightiest colossi chatter with fear. Originally built by a halfling clan determined to put an end to the tyranny of stature, these swords are undeniable proof that size isn’t a true measure of the power one wields. This weapon has 3 charges and regains all expended charges daily at dawn. Shadow of the Colossus. While holding this sword, you have advantage on ability checks made to climb onto and remain atop creatures larger than you, as well as ability checks made to avoid or escape being grappled by them. The Bigger They Are... As an action, you can expend 1 charge to make a special weapon attack with this sword against a creature larger than you. On a hit, the attack deals an extra 3d6 damage and the creature falls prone. In addition, each hostile creature that is larger than you, can see you, and is within 30 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. The target of the attack has disadvantage on this saving throw. Uncommon variant: Reduce the charges to 1 and the DC to 13. Very rare variant: Increase the damage to 4d6 and the DC to 16. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Titansbane, Blade of Talieus","description":"Weapon (longsword), legendary (requires attunement) Attacks made with this weapon have a +2 bonus to attack and damage rolls. When a giant or celestial is hit by this weapon, the creature takes an extra 2d6 necrotic damage. Gygans and cyclopes are also affected. Titansbane is sentient and wishes to be returned to its master. It was forged by Talieus, the ancient titan who pulls Lutheria’s barge. It was wielded against Sydon by Hergeron and then lost in the War of the Titans.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Item Rarity":"legendary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Titanstone Knuckles","description":"Titanstone Knuckles Wondrous item, legendary (requires attunement) Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian Grog Strongjaw, who continues to use them as he seeks worthy challengers across Tal’Dorei and Exandria. Dormant While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures. Awakened When the Titanstone Knuckles reach an awakened state, they gain the following properties: Your Strength score becomes 24. You can use an action to cast the enlarge/reduce spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can’t be used again until you finish a long rest. Exalted When the Titanstone Knuckles reach an exalted state, they gain the following properties: Your Strength score becomes 26. While you are under the effect of the enlarge/reduce spell cast by the gauntlets, you have resistance to cold, fire, lightning, and thunder damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Titanstone Knuckles, Awakened","description":"Titanstone Knuckles, Awakened Wondrous item, legendary (requires attunement) Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian Grog Strongjaw, who continues to use them as he seeks worthy challengers across Tal’Dorei and Exandria. Dormant While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures. Awakened When the Titanstone Knuckles reach an awakened state, they gain the following properties: Your Strength score becomes 24. You can use an action to cast the enlarge/reduce spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Titanstone Knuckles, Dormant","description":"Titanstone Knuckles, Dormant Wondrous item, legendary (requires attunement) Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian Grog Strongjaw, who continues to use them as he seeks worthy challengers across Tal’Dorei and Exandria. Dormant While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Titanstone Knuckles, Exalted","description":"Titanstone Knuckles, Exalted Wondrous item, legendary (requires attunement) Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian Grog Strongjaw, who continues to use them as he seeks worthy challengers across Tal’Dorei and Exandria. Dormant While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures. Awakened When the Titanstone Knuckles reach an awakened state, they gain the following properties: Your Strength score becomes 24. You can use an action to cast the enlarge/reduce spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can’t be used again until you finish a long rest. Exalted When the Titanstone Knuckles reach an exalted state, they gain the following properties: Your Strength score becomes 26. While you are under the effect of the enlarge/reduce spell cast by the gauntlets, you have resistance to cold, fire, lightning, and thunder damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Tobacco","description":"Natural intoxicant, Uncommon Tobacco is a broad green leaf that is dried and then rolled as a leaf cigar or broken down to be used as pipesmoke. Raw tobacco is poisonous to most humanoids and those eating it raw must succeed on a DC 8 Constitution saving throw or they gain the poisoned condition for 2d4 hours. When smoked it acts as an intoxicant. Tobacco has a low addiction chance and is a very weak intoxicant. A humanoid would have to have six doses in an hour to gain one intoxicated condition level. Initial. User will feel more alert and focused, resulting in a +1 to their initiative rolls for 1d6 minutes. Secondary Effect. User will have disadvantage on Constitution saving throws unless they make a DC 7 Constitution save. This will last for 10 minutes. Side Effect. An hour after the last dose of tobacco, the user will have a -1 modifier to their initiative rolls for 1 hour. Overdose. It is difficult to overdose on tobacco but those who succeed risk death. If a creature uses 12 doses of tobacco in one hour they must make a DC 10 Constitution saving throw or be reduced to 0 hit points. Conduct death saving throws as normal. Those that succeed at this saving throw are poisoned for 2d3 hours.","properties":{"Category":"Items","Item Type":"Intoxicant","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Tocken","description":"Tocken Musical instrument A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Toga Praetexta","description":"Wondrous item, uncommon This white, woolen cloth toga has broad purple stripes along its border, and it drapes fashionably across the body when worn. It has been purified by priests through ritual processions and sacrifices on the night of the new moon. While wearing the toga, you have proficiency in Charisma saving throws. Additionally, once per day, when you fail a Charisma check to influence a crowd of people, you may flourish your toga to impress the crowd and re-roll that check.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Token of Faith","description":"Token of Faith Spell catalyst, uncommon A trinket given to you by someone you’ve protected or helped, symbolizing their gratitude to you and faith in you. When you cast the shield of faith spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts its full duration without requiring your concentration and grants the target a +3 bonus to its AC, instead of +2.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tolvar's Staff","description":"Melee Weapon (Quarterstaff, Simple, Melee), Legendary (Requires Attunement by a Spellcaster) 1d6 bludgeoning (versatile 1d8) While wielding this weapon, you gain a +1 bonus to AC While attuned you gain a +1 bonus to your spell attack rolls and your spell save DC. Arcane Foundation: When you cast a spell that requires a saving throw, you can choose to channel the staff's power. If you do, the target has disadvantage on its saving throw against the spell. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain expended uses at dawn. Cantamen: You can inscribe up to three spells from your spellbook into the staff. These spells are considered prepared and do not count against the number of spells you can prepare each day. You can change the inscribed spells during a short or long rest. Tolvars Fury (3/day): When you deal damage to a single creature with a spell, you can choose to imbue it with energy from the staff. The target takes an extra 7 (2d6) force damage. Aura of the Ether: As an action, you can use the staff to create an aura that envelops you and your allies within 30 feet. The aura lasts for 1 minute or until you are incapacitated or stop wielding the staff. While the aura is active, every creature of your choice within it has advantage on saving throws against spells and other magical effects.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Quarterstaff)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tomb of Weeds","description":"Wondrous item, Weird, Legendary This large woven mat will only function if laid on dirt or sand. It looks to be made of old thorns and roots, functioning automatically if a living creature touches it with any exposed skin for more than a moment. The tomb of weeds will immediately grow thorns that penetrate the skin and as long as the creature does not pull back they will quickly become unconscious, lay down, and then on their next turn be wrapped completely in the roots and thorns: deposited ten feet under the mat. A conscious creature can easily resist this by moving away from the thorns. If the creature does not resist or get rescued then it is under the effects of a thorns of death and life spell for the next three hours (this spell is described in chapter 9). A hag will use this weird to escape or heal herself if need be. If she is ten feet underground and the mat is destroyed then she will die, so she will only do this outside of combat or keep the tomb of weeds in a hard to reach location. Once used, this tomb of weeds will not function again until it has been fed roughly nine hundred pounds of flesh over the next three weeks. This hag weird, could possibly be used by a creature other than a hag, but only a hag knows how to uproot a tomb of weeds without destroying it. Anyone else trying to move it, who does not succeed on a DC 20 Intelligence (Nature) check will destroy this weird. This weird will also be destroyed if it is not planted in a suitable spot before the next moon-rise.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Tomberd's Ladle","description":"I wonder what tastes worse, dwarven cooking or dwarven cooks? — Xanathar Tomberd's Ladle Wondrous item, rare This silver ladle was created by a dwarven cook named Tromberd, who acted as a cook for a successful adventuring party. As an acolyte of Moradin, Tromberd combined his divine, metalworking, and culinary skills to take his profession to new heights. He created a magical ladle that imbued the meals it made with magical healing properties. While the name and exploits of the adventuring company was lost to the ages, Tromberd’s magical ladle has survived and continues to serve astounding and magical meals. When the ladle is used to cook a pot of soup or stew for at least 2 hours of constant stirring, the meal becomes magical food that can feed up to 8 creatures. The meal must contain at least 20 gp worth of ingredients, including rare herbs and spices. If the meal is eaten as part of a long rest, the number of hit dice recovered by the creatures eating the meal at the end of the long rest increases by 2 (to the creature’s normal maximum). The creatures also gain 10 temporary hit points at the end of that long rest. Once used, the ladle’s magic can't be used again until a week passes. The creature who cooks the meal can't gain the magical benefits of the food.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Tombstone Amulet","description":"The tombstone amulet was crafted by the followers of the god of Life from the tombstone of Sarath, the legendary high priest of the Shining Light who banished the Dark Star. It grants you protection from the powers of the undead and death itself. You gain the following benefits: • If damage reduces you to 0 hit points, you can make a Constitution saving throw unless the damage is from a critical hit. The DC equals 10 or half the damage you take, whichever number is higher. On a success, you drop to 1 hit point instead. • You are automatically stable when reduced to 0 hit points. • You gain advantage on saving throws against effects that would kill you instantly or reduce you to 0 hit points. • You gain advantage on saving throws against necromancy spells and the special abilities of undead creatures. • If you die, the tombstone amulet immediately restores your life as per the raise dead spell. This ability can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"artifact ","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Tome of Clear Thought","description":"Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tome of Clear Thought","description":"Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score . The manual then loses its magic, but regains it in a century. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tome of Clear Thought","description":"Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Tome of Clear Thought"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tome of Clear Thought","description":"Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Tome of Clear Thought\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Tome of Clear Thought\\\",\\\"description\\\":\\\"This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Tome of Clear Thought","data-description":"This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tome of Enlightenment","description":"Tome of Enlightenment Wondrous item, legendary (requires attunement) This book is bound in covers of pale flesh and is marked with cuts and punctures seeping black blood. When you open the book, twisting, barbed black tentacles erupt from the pages. Make a DC 20 Dexterity saving throw (which you can choose to fail). On a failed save, the tentacles wrap around your head and plunge into your eye sockets, grasping at your brain, feasting on your memories and filling your mind with terrible and ecstatic visions. Successfully attuning to this item requires you to spend at least 1 hour communing with the tome while you are in this state. While you’re attuned to the tome, you have advantage on Intelligence (Arcana) checks, your Intelligence score is 20, and you gain telepathy out to a range of 120 feet. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you can’t end your attunement to the tome, and you must always keep it on your person. When you are attuned to this item, you become the preferred target of any aberrations, celestials, fiends, oozes, or undead within 100 feet of you. Additionally, you must spend 1 hour out of every 24 hours communing with the tome; if you fail to do so for an entire 24 hours, you must make a DC 20 Wisdom saving throw. On a failed save, you take 3d6 psychic damage. You must repeat this saving throw every hour until you spend 1 hour communing with the tome.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tome of Entrapment","description":"Tome of Entrapment Wondrous item, rare This thin, circular, leather-bound book can be used by the holder to trap a single creature inside its pages. When the book is empty (no creature trapped), an incantation appears on the first page. If the holder reads the incantation while pointing at a creature, the creature must make a DC 16 Constitution saving throw or be trapped. A trapped creature does not require food, water, or air while held by the book. The incantation is not a spell and can be read by anyone holding the book. A trapped creature must be released before the book can be used again. Once a creature is trapped, the incantation disappears from the first page and the phrase “Release Shirrba the Wish Giver” appears on the second page. The phrase always appears in the primary language of the book’s current holder. Any character holding the book and speaking the phrase aloud will release any trapped creature inside the book.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Tome of Ineffable Secrets","description":"Tome of Ineffable Secrets Wondrous item, legendary (requires attunement by a wizard) This deceptively thin tome with a rune- and sigil-inscribed cover is latched by three locks, none of which has a keyhole. Any spellcaster within 10 feet of it can feel the call of its hidden knowledge and extreme power. When you attempt to attune to the tome, you must make three ability checks in sequence, each of which are DC 20: Intelligence (Arcana), Intelligence (History), and Intelligence (Investigation). If you fail any of the ability checks, you fail to attune to the tome and you can’t attempt to attune to it again until 1 week passes. If you succeed on all three ability checks, you learn how to undo each of the latches and become attuned to the tome. Any creature you attempt to teach how to open the latches immediately forgets how to do so. The tome contains an infinite number of pages, with extradimensional portals on the inside covers facilitating the rotation of pages as you turn them. The pages contain encoded secrets in every language there ever was and shall be, and the symbols and letters are mixed in a seemingly random sequence unbroken by punctuation. If you are attuned to the tome, you are able to make some sense of the bounty of information the tome carries. While attuned to this item, you can use it as a spellbook containing every wizard spell and as an arcane focus. Spells you cast through the tome gain a +2 bonus to their spell attack rolls and spell save DC. As an action, you can force the tome to reveal all of its secrets to you. For 1 hour, your Intelligence score becomes 30. For the duration, you automatically succeed on any Intelligence check you make to recall or learn information or to find hidden objects, traps, or entrances. Once the hour expires, the tome vanishes to a hidden corner of the multiverse, your attunement to it ends, you forget it exists, and you become unable to ever attune to a tome of ineffable secrets again.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tome of Knowledge","description":"Wondrous item, rare This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tome of Leadership and Influence","description":"Tome of Leadership and Influence Wondrous item, very rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tome of Leadership and Influence","description":"Tome of Leadership and Influence Wondrous item, very rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score . The manual then loses its magic, but regains it in a century. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tome of Leadership and Influence","description":"Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Tome of Leadership and Influence"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tome of Leadership and Influence","description":"Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.","properties":{"Category":"Items","Theme":"Implements","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Tome of Leadership and Influence\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Tome of Leadership and Influence\\\",\\\"description\\\":\\\"This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. 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This deluge of information includes historical occurrences, the gods, and all things arcane, in addition to several spells. Unfortunately, the script is a shifting mire of letters that only the most astute can decipher. Knowledge from Beyond. Over the course of a minute, you can attempt to discern information from the broodmother’s memories. Make a DC 10 Intelligence check . On a success, you gain proficiency in Arcana , History , Nature , and Religion for the next 10 minutes . On a failure, you take psychic damage equal to your level. Shrouded Spells . In a similar manner, you can spend 10 minutes attempting to cast one of the following spells, requiring no material components and without expending a spell slot. At the end of the 10 minutes, make an Intelligence check. The DC equals 10 plus the spell’s level. On a success, you cast the spell. On a failure, you don’t cast the spell and you take psychic damage equal to twice the spell’s level. Identify (1st level) Augury (2nd level) Clairvoyance (3rd level) Optional Attunement . A wizard can attune to this item, which becomes augmented with the Knowing Tome property for the duration. OA: Knowing Tome . You can use this tome as a spellbook and an arcane focus. While you use it as your spellbook, you may cast the following spells as if you had them prepared: comprehend languages and detect thoughts .","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"uncommon","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tome of Living Memories (rare variant)","description":"Wondrous item, rare (optional attunement by a wizard) The pages of this book are littered with the shifting memories of all the aboleth broodmother’s eyes have seen. This deluge of information includes historical occurrences, the gods, and all things arcane, in addition to several spells. Unfortunately, the script is a shifting mire of letters that only the most astute can decipher. Knowledge from Beyond. Over the course of a minute, you can attempt to discern information from the broodmother’s memories. Make a DC 10 Intelligence check . On a success, you gain proficiency in Arcana , History , Nature , and Religion for the next 10 minutes . On a failure, you take psychic damage equal to your level. Shrouded Spells . In a similar manner, you can spend 10 minutes attempting to cast one of the following spells, requiring no material components and without expending a spell slot. At the end of the 10 minutes, make an Intelligence check. The DC equals 10 plus the spell’s level. On a success, you cast the spell. On a failure, you don’t cast the spell and you take psychic damage equal to twice the spell’s level. Identify (1st level) Augury (2nd level) Clairvoyance (3rd level) Optional Attunement . A wizard can attune to this item, which becomes augmented with the Knowing Tome property for the duration. OA: Knowing Tome . You can use this tome as a spellbook and an arcane focus. While you use it as your spellbook, you may cast the following spells as if you had them prepared: comprehend languages and detect thoughts . Rare variant: Add the following Shrouded Spells: Divination (4th level) Legend lore (5th level) When you cast spells from the Shrouded Spells property using this tome, it is the disembodied voice of Slkvol the broodmother that answers. The Knowing Tome property becomes augmented as follows: While you use this tome as your spellbook, you can prepare 1 additional wizard spell and you know the guidance cantrip, which is a wizard spell for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tome of Living Memories (very rare variant)","description":"Wondrous item, very rare (optional attunement by a wizard) The pages of this book are littered with the shifting memories of all the aboleth broodmother’s eyes have seen. This deluge of information includes historical occurrences, the gods, and all things arcane, in addition to several spells. Unfortunately, the script is a shifting mire of letters that only the most astute can decipher. Knowledge from Beyond. Over the course of a minute, you can attempt to discern information from the broodmother’s memories. Make a DC 10 Intelligence check . On a success, you gain proficiency in Arcana , History , Nature , and Religion for the next 10 minutes . On a failure, you take psychic damage equal to your level. Shrouded Spells . In a similar manner, you can spend 10 minutes attempting to cast one of the following spells, requiring no material components and without expending a spell slot. At the end of the 10 minutes, make an Intelligence check. The DC equals 10 plus the spell’s level. On a success, you cast the spell. On a failure, you don’t cast the spell and you take psychic damage equal to twice the spell’s level. Identify (1st level) Augury (2nd level) Clairvoyance (3rd level) Optional Attunement . A wizard can attune to this item, which becomes augmented with the Knowing Tome property for the duration. OA: Knowing Tome . You can use this tome as a spellbook and an arcane focus. While you use it as your spellbook, you may cast the following spells as if you had them prepared: comprehend languages and detect thoughts . Very rare variant: Add the following Shrouded Spells: Divination (4th level) Legend lore (5th level) Contact other plane (5th level) Find the path (6th level) When you cast spells from the Shrouded Spells property using this tome, it is the disembodied voice of Slkvol the broodmother that answers. The Knowing Tome property becomes augmented as follows: While you use this tome as your spellbook, you can prepare 2 additional wizard spells and you know the guidance cantrip, which is a wizard spell for you.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare ","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tome of Mystix","description":"Wondrous Item, Very Rare (Requires Attunement by a Spellcaster) This magical tome tingles with eldritch energy and is wrapped firmly in a silver chain. You gain a +1 bonus to your spell save DC and spell attacks while carrying it. Archmage's Favor. As an action, you can touch the tome's chain to either lock or unlock the tome. While unlocked and opened, you can use one of the following properties as a bonus action: Knowledge. You can address a question to the tome by speaking it or writing it on one of its blank pages. If the tome knows the answer (it has a +10 bonus to Arcana, History, Nature, and Religion checks using Intelligence), the tome provides the answer in cramped handwriting on its pages. Otherwise, the words \"I do not know” appear, and the tome refuses to answer any more questions until the next dawn. Power. You can ask the tome for a spell. If the spell is 8th-level or lower and on the Wizard spell list, it appears on the tome's pages. You can cast the spell from the book as if from a spell scroll, using the spell's casting time and your own spellcasting ability, and you must provide any material component that has a cost. The spell vanishes from the book's pages when cast; otherwise, it vanishes after 1 hour. Once used, this property can't be used again until the next dawn. A creature that attempts to use this property without being attuned to the Tome of Mystix is affected as by the Feeblemind spell (save DC 17). Sentience. The Tome of Mystix is a sentient, lawful evil object with an Intelligence of 20, Wisdom of 14, and Charisma of 14. It has hearing and Darkvision out to a range of 120 feet. The tome can read and understand Common, Elvish, and Undercommon, and communicates by forming words on its pages. The tome is arrogant and prideful. Malignant Spirit. The Tome of Mystix holds a sliver of the drow archmage Mystix' soul. Whenever the tome is used to create a spell, roll a d100. If the result is equal to or lower than the spell's level, the spirit breaks free and appears within 5 feet of the book. Mystix' spirit has the statistics of a ghost , except it has an Intelligence of 20, Wisdom of 14, and Charisma of 14, a proficiency bonus of +6, it is proficient with Intelligence and Wisdom saving throws, and it can cast any spell on the Wizard spell list of 8th level or lower once per day each, requiring no material components that don't have a cost (spell save DC 19, +11 to hit with spell attacks). The spirit's goal is to possess a body and escape with the Tome of Mystix . If brought to 0 hit points or separated from the tome by more than 120 feet, the spirit disappears back into the tome.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Very Rare","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Tome of Slaying (legendary)","description":"Tome of Slaying (legendary) Wondrous item, legendary (3 creature types) (requires attunement) This magical tome is an ancient leather-bound text containing the secrets to combating and destroying entire categories of foes. Each tome grants the knowledge of how to track and slay a number of creature types depending on the tome’s rarity, as well as granting its bearer special advantages to facing those creature types. While carrying the tome on your person, you gain the following benefits against creatures of the type(s) described in the tome: Your weapon attacks count as magical for the purpose of overcoming any resistance or immunity to nonmagical attacks and damage against such a creature. You have advantage on Intelligence checks to recall information about and Wisdom (Survival) checks to track such a creature. Once per turn when you miss an attack roll against such a creature, you can choose to reroll the attack. You must take the second roll, even if the roll is less than or equal to the original roll. The tome also grants you special abilities based on the creature type(s) listed within: Aberration. You have resistance to psychic damage, and you have advantage on saving throws against the Mind Blast and spells of aberrations. Celestial. You have resistance to radiant damage, and your spells and magical effects ignore the Magic Resistance trait of celestials. Construct. Your weapons count as being adamantine, and your spells and magical effects ignore the Immutable Form and Magic Resistance traits of constructs. Dragon. You have advantage on saving throws against being frightened, as well as against the breath weapons of dragons. Elemental. You don’t take damage from lava or other environmental hazards unless it is part of a creature’s attack or spell, and you have advantage on saving throws you make against the actions and spells of elementals. Fey. You have advantage on saving throws you make to resist being charmed, as well as on Intelligence checks you make to pierce the illusions of fey creatures. Additionally, you are immune to all forms of magical sleep. Fiend. You have resistance to fire, necrotic, or poison damage, your choice when you attune to the tome. Whenever you finish a long rest or roll initiative for a combat that includes a fiend, you can change this damage type. Additionally, you have advantage on saving throws you make to resist being poisoned by fiends. Giant. You have advantage on Dexterity (Stealth) checks, and the first time each turn that you deal damage to a giant, it takes an extra 1d12 damage of the same type. Monstrosity. You have resistance to acid, cold, fire, lightning, or poison damage, your choice when you attune to the tome. Whenever you finish a long rest or roll initiative for a combat that includes a monstrosity, you can change this damage type. Ooze. You have resistance to acid damage, and objects you’re wearing or carrying can’t be corroded by the effects of oozes. Plant. You have resistance to poison damage, and you have advantage on saving throws against being poisoned or put to sleep by the effects of plants. Undead. You have resistance to necrotic damage, and your hit point maximum and ability scores can’t be reduced by the spells or effects of undead. When giving a tome of slaying to an adventuring party, you can either choose the creature type(s) it describes or roll on this table a number of times depending on the tome’s rarity, rerolling repeats. Tome of Slaying d12 Creature Type 1 Aberration 2 Celestial 3 Construct 4 Dragon 5 Elemental 6 Fey 7 Fiend 8 Giant 9 Monstrosity 10 Ooze 11 Plant 12 Undead","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tome of Slaying (rare)","description":"Tome of Slaying (rare) Wondrous item, rare (1 creature type) (requires attunement) This magical tome is an ancient leather-bound text containing the secrets to combating and destroying entire categories of foes. Each tome grants the knowledge of how to track and slay a number of creature types depending on the tome’s rarity, as well as granting its bearer special advantages to facing those creature types. While carrying the tome on your person, you gain the following benefits against creatures of the type(s) described in the tome: Your weapon attacks count as magical for the purpose of overcoming any resistance or immunity to nonmagical attacks and damage against such a creature. You have advantage on Intelligence checks to recall information about and Wisdom (Survival) checks to track such a creature. Once per turn when you miss an attack roll against such a creature, you can choose to reroll the attack. You must take the second roll, even if the roll is less than or equal to the original roll. The tome also grants you special abilities based on the creature type(s) listed within: Aberration. You have resistance to psychic damage, and you have advantage on saving throws against the Mind Blast and spells of aberrations. Celestial. You have resistance to radiant damage, and your spells and magical effects ignore the Magic Resistance trait of celestials. Construct. Your weapons count as being adamantine, and your spells and magical effects ignore the Immutable Form and Magic Resistance traits of constructs. Dragon. You have advantage on saving throws against being frightened, as well as against the breath weapons of dragons. Elemental. You don’t take damage from lava or other environmental hazards unless it is part of a creature’s attack or spell, and you have advantage on saving throws you make against the actions and spells of elementals. Fey. You have advantage on saving throws you make to resist being charmed, as well as on Intelligence checks you make to pierce the illusions of fey creatures. Additionally, you are immune to all forms of magical sleep. Fiend. You have resistance to fire, necrotic, or poison damage, your choice when you attune to the tome. Whenever you finish a long rest or roll initiative for a combat that includes a fiend, you can change this damage type. Additionally, you have advantage on saving throws you make to resist being poisoned by fiends. Giant. You have advantage on Dexterity (Stealth) checks, and the first time each turn that you deal damage to a giant, it takes an extra 1d12 damage of the same type. Monstrosity. You have resistance to acid, cold, fire, lightning, or poison damage, your choice when you attune to the tome. Whenever you finish a long rest or roll initiative for a combat that includes a monstrosity, you can change this damage type. Ooze. You have resistance to acid damage, and objects you’re wearing or carrying can’t be corroded by the effects of oozes. Plant. You have resistance to poison damage, and you have advantage on saving throws against being poisoned or put to sleep by the effects of plants. Undead. You have resistance to necrotic damage, and your hit point maximum and ability scores can’t be reduced by the spells or effects of undead. When giving a tome of slaying to an adventuring party, you can either choose the creature type(s) it describes or roll on this table a number of times depending on the tome’s rarity, rerolling repeats. Tome of Slaying d12 Creature Type 1 Aberration 2 Celestial 3 Construct 4 Dragon 5 Elemental 6 Fey 7 Fiend 8 Giant 9 Monstrosity 10 Ooze 11 Plant 12 Undead","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tome of Slaying (very rare)","description":"Tome of Slaying (very rare) Wondrous item, very rare (2 creature types) (requires attunement) This magical tome is an ancient leather-bound text containing the secrets to combating and destroying entire categories of foes. Each tome grants the knowledge of how to track and slay a number of creature types depending on the tome’s rarity, as well as granting its bearer special advantages to facing those creature types. While carrying the tome on your person, you gain the following benefits against creatures of the type(s) described in the tome: Your weapon attacks count as magical for the purpose of overcoming any resistance or immunity to nonmagical attacks and damage against such a creature. You have advantage on Intelligence checks to recall information about and Wisdom (Survival) checks to track such a creature. Once per turn when you miss an attack roll against such a creature, you can choose to reroll the attack. You must take the second roll, even if the roll is less than or equal to the original roll. The tome also grants you special abilities based on the creature type(s) listed within: Aberration. You have resistance to psychic damage, and you have advantage on saving throws against the Mind Blast and spells of aberrations. Celestial. You have resistance to radiant damage, and your spells and magical effects ignore the Magic Resistance trait of celestials. Construct. Your weapons count as being adamantine, and your spells and magical effects ignore the Immutable Form and Magic Resistance traits of constructs. Dragon. You have advantage on saving throws against being frightened, as well as against the breath weapons of dragons. Elemental. You don’t take damage from lava or other environmental hazards unless it is part of a creature’s attack or spell, and you have advantage on saving throws you make against the actions and spells of elementals. Fey. You have advantage on saving throws you make to resist being charmed, as well as on Intelligence checks you make to pierce the illusions of fey creatures. Additionally, you are immune to all forms of magical sleep. Fiend. You have resistance to fire, necrotic, or poison damage, your choice when you attune to the tome. Whenever you finish a long rest or roll initiative for a combat that includes a fiend, you can change this damage type. Additionally, you have advantage on saving throws you make to resist being poisoned by fiends. Giant. You have advantage on Dexterity (Stealth) checks, and the first time each turn that you deal damage to a giant, it takes an extra 1d12 damage of the same type. Monstrosity. You have resistance to acid, cold, fire, lightning, or poison damage, your choice when you attune to the tome. Whenever you finish a long rest or roll initiative for a combat that includes a monstrosity, you can change this damage type. Ooze. You have resistance to acid damage, and objects you’re wearing or carrying can’t be corroded by the effects of oozes. Plant. You have resistance to poison damage, and you have advantage on saving throws against being poisoned or put to sleep by the effects of plants. Undead. You have resistance to necrotic damage, and your hit point maximum and ability scores can’t be reduced by the spells or effects of undead. When giving a tome of slaying to an adventuring party, you can either choose the creature type(s) it describes or roll on this table a number of times depending on the tome’s rarity, rerolling repeats. Tome of Slaying d12 Creature Type 1 Aberration 2 Celestial 3 Construct 4 Dragon 5 Elemental 6 Fey 7 Fiend 8 Giant 9 Monstrosity 10 Ooze 11 Plant 12 Undead","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Tome of Strahd","description":"Tome Of Strahd The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact and readable. If the characters acquire the Tome of Strahd and want to read these paragraphs, show the players the \"From the Tome of Strahd\" section. If Strahd sees, or learns from a minion, that the tome has fallen into the party's possession, all of his other objectives (see chapter 1, \"Into the Mists\") are put on hold until the book is recovered. When Strahd attacks, his preferred target is whoever has the tome. From the Tome of Strahd I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand. All goodness slipped from my life. I found my youth and strength gone, and all I had left was death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god’s grace or justice. I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Ravenloft. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both. From the families of the valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy,” and “treasure.” Her name was Tatyana, and I longed for her to be mine. I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! “Old One” was my name to her—“elder” and “brother” also. Her heart went to Sergei. They were betrothed. The date was set. With words she called me “brother,” but when I looked into her eyes they reflected another name: “death.” It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine. The death she saw in me turned her from me. And so I came to hate death—my death. My hate is very strong. I would not be called “death” so soon. I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood. I found Tatyana weeping in the garden east of the chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft, and I watched everything I ever wanted fall from my grasp forever. It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. I have studied much since then. “Vampyr” is my new name. I still lust for life and youth, and I curse the living that took them from me. Even the sun is against me. It is the sun and its light I fear the most, but little else can harm me now. Even a stake through my heart does not kill me, though it holds me from movement. But the sword, that cursed sword that Sergei brought! I must dispose of that awful tool! I fear and hate it as much as the sun. I have often hunted for Tatyana. I have even felt her within my grasp, but she escapes. She taunts me! She taunts me! What will it take to bend her love to me? I now reside far below Ravenloft. I live among the dead and sleep beneath the very stones of this hollow castle of despair. I shall seal shut the walls of the stairs that none may disturb me.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Tome of the Deep","description":"Tome Of The Deep Wondrous item, legendary (requires attunement by a spellcaster) You have resistance to cold damage while attuned to this tome, you can breathe underwater, and you have a swimming speed of 30 feet. The tome has 10 charges, While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: control water (4 charges), create or destroy water (1 charge), maelstrom (5 charges), tidal wave (3 charges), wall of water (3 charges), water breathing (3 charges), water walk (3 charges), watery sphere (4 charges), tsunami (8 charges). The tome regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the tome turns to water, pours through your fingers, and is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Tome of the Ethereal","description":"Tome of the Ethereal Wondrous item, rare (requires attunement) Lighter than it rightly should be, this book is always cold to the touch and blurs when seen in periphery. While holding the tome, you can see into the Ethereal Plane out to a range of 120 feet. In addition, the tome has 3 charges, and it regains all expended charges daily at dusk. When a creature you can see within 60 feet of you targets you with a power, a spell, or an attack while you aren’t on the Ethereal Plane, you can use your reaction to expend 1 charge and choose one of the following effects: You enter the Ethereal Plane, then return to the plane and the space you left at the start of your next turn. If that space is occupied, you return to the nearest unoccupied space of your choice. You teleport up to 60 feet to an unoccupied space you can see.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Tome of the Stilled Tongue","description":"Tome of the Stilled Tongue Wondrous item, legendary (requires attunement by a wizard ) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a wizard"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tome of the Stilled Tongue","description":"Wondrous Item, Legendary (Requires Attunement by a Wizard) This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it’s unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank. While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used again until the next dawn. Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Tome of the Stilled Tongue"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tome of Tongues","description":"Wondrous item, uncommon This book contains grammar and vocabulary for a specific language, and its words are charged with magic. If you spend 8 hours over a period of 2 days or fewer studying the book’s contents and practicing its guidelines, you learn to read, write, and speak whatever language it concerns. The tome then loses its magic forever.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Tome of Understanding","description":"Tome of Understanding Wondrous item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tome of Understanding","description":"Tome of Understanding Wondrous item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score . The manual then loses its magic, but regains it in a century. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tome of Understanding","description":"Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Tome of Understanding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tome of Understanding","description":"Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.","properties":{"Category":"Items","Theme":"Relics","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"One Use","data-datarecords":"[{\"name\":\"Tome of Understanding\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Tome of Understanding\\\",\\\"description\\\":\\\"This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\"}\"}]","filter-Attunement":"Very Rare","Name":"Tome of Understanding","data-description":"This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tonfa","description":"","properties":{"Category":"Items","Item Type":"Weapon (tonfa)","Properties":"Light","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Tongue of the Bard","description":"Wondrous item, uncommon (requires attunement) This shriveled bard's tongue clips to a character's coat or cloak by a brass pin, acting as a brooch or clasp (taking up space as any similar magic item would). While you wear it, you can cast the vicious mockery cantrip (save DC 15) from it at will.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Tonguelasher","description":"Weapon (Rapier), Very Rare When you hit a creature with an attack roll using this magic rapier, the target takes an extra 1d8 psychic damage and has disadvantage on the next saving throw it makes before the end of your next turn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Properties":"Finesse","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tongueworm","description":"Tongueworm Wondrous item, uncommon (requires attunement) This coil of muscle terminates in a sharp barb. When you attune to it, this daelkyr-bred tongueworm attaches to your throat and nestles under your tongue. You can use a bonus action to make an unarmed strike using the tongueworm , using your choice of Strength or Dexterity for the attack. On a hit, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike. In addition, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of your next turn. Symbiotic Nature. The tongueworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the tongueworm ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Wondrous item","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Tonic of Blandness","description":"Potion, common This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn’t to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn’t protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tonic of the Troubled Mind","description":"Potion, common This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Tools of the Master +1","description":"Tools of the Master Wondrous item (any artisan’s tool), uncommon (requires attunement by a character proficient with the tool) While using this tool as a spellcasting focus, you gain a +1 bonus to spell attack rolls. In addition, you can add this bonus to any ability check you make using this tool.","properties":{"Category":"Items","Item Type":"Wondrous item (any artisan’s tool)","Item Rarity":"uncommon"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Tools of the Master +2","description":"Tools of the Master Wondrous item (any artisan’s tool), rare (requires attunement by a character proficient with the tool) While using this tool as a spellcasting focus, you gain a +2 bonus to spell attack rolls. In addition, you can add this bonus to any ability check you make using this tool.","properties":{"Category":"Items","Item Type":"Wondrous item (any artisan’s tool)","Item Rarity":"rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Tools of the Master +3","description":"Tools of the Master Wondrous item (any artisan’s tool), very rare (requires attunement by a character proficient with the tool) While using this tool as a spellcasting focus, you gain a +3 bonus to spell attack rolls. In addition, you can add this bonus to any ability check you make using this tool.","properties":{"Category":"Items","Item Type":"Wondrous item (any artisan’s tool)","Item Rarity":"very rare"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Tooth Capsule","description":"A tooth capsule is a false tooth, or a cap that fits over a tooth, that contains a dose of a potion in pill form. (The pill loaded into a tooth capsule can’t be changed.) To activate the tooth capsule, you simply bite down on it as a bonus action and make a DC 10 Strength check. On a successful check, the capsule shatters and releases the pill, which you can then swallow, hold in your mouth, or spit out. Determining whether a tooth in someone else’s mouth is a tooth capsule takes a successful DC 15 Intelligence (Investigation) or Wisdom (Medicine) check. Obviously, the creature must be restrained, unconscious, paralyzed, or cooperative in order for the tooth to be examined. Tooth capsules containing poison are often used by spies and operatives of fanatical organizations who are willing to die rather than allow their secrets to be captured by their enemies. Tooth capsules are usually priced at 100 gp plus the cost of whatever potion they’re loaded with. The use of poison or other harmful potions in a tooth capsule is illegal in some places, and the black market price for one in such a place might be much higher.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Tooth Capsule","description":"A tooth capsule is a false tooth, or a cap that fits over a tooth, that contains a dose of a potion in pill form. (The pill loaded into a tooth capsule can’t be changed.) To activate the tooth capsule, you simply bite down on it as a bonus action and make a DC 10 Strength check. On a successful check, the capsule shatters and releases the pill, which you can then swallow, hold in your mouth, or spit out. Determining whether a tooth in someone else’s mouth is a tooth capsule takes a successful DC 15 Intelligence (Investigation) or Wisdom (Medicine) check. Obviously, the creature must be restrained, unconscious, paralyzed, or cooperative in order for the tooth to be examined. Tooth capsules containing poison are often used by spies and operatives of fanatical organizations who are willing to die rather than allow their secrets to be captured by their enemies. Tooth capsules are usually priced at 100 gp plus the cost of whatever potion they’re loaded with. The use of poison or other harmful potions in a tooth capsule is illegal in some places, and the black market price for one in such a place might be much higher.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Toothpick of the Wanderer","description":"Toothpick of the Wanderer Wondrous item, rare (requires attunement) This toothpick is gilded with silver. When carried between your teeth, this toothpick grants you advantage on Charisma (Intimidation) and Initiative rolls. In addition, you can use your bonus action to grant yourself advantage on a ranged weapon attack roll, but once you have used the toothpick in this way, you can’t do so again until dawn. When you would be reduced to 0 hit points, you can use your reaction to spit out the toothpick. If you do so, roll on hit die and add your proficiency modifier. Your hit points are set to the result of this roll instead of 0. If you use the toothpick in this way, it immediately vanishes, only to be discovered by another wanderer somewhere far away.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Toothsome Purse","description":"Wondrous item, uncommon (requires attunement) This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus. On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can’t reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn’t attuned to a creature lies dormant and doesn’t attack.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Topaz Annihilator","description":"Topaz Annihilator Ranged weapon (firearm), legendary (requires attunement) This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart. The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell. While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can't be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Two-Handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Topaz Despoiler Rod","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Rod (rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended. Rare variant: This item has the Entropic Shield property.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Rod (very rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended. Rare variant: This item has the Entropic Shield property. Entropic Shield. The negative energy in the topaz orb shapes itself into a magical barrier around you. While you have temporary hit points from this item, you gain a +1 bonus to AC. Very rare variant: Increase the temporary hit points gained with the Entrap Essence property to 10 and the maximum temporary hit points you can expend at once with the Induce Decay property to 5. This item has the Entropic Shield property.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Staff","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Staff (rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended. Rare variant: This item has the Entropic Shield property.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Staff (very rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended. Rare variant: This item has the Entropic Shield property. Entropic Shield. The negative energy in the topaz orb shapes itself into a magical barrier around you. While you have temporary hit points from this item, you gain a +1 bonus to AC. Very rare variant: Increase the temporary hit points gained with the Entrap Essence property to 10 and the maximum temporary hit points you can expend at once with the Induce Decay property to 5. This item has the Entropic Shield property.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Wand","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Wand (rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended. Rare variant: This item has the Entropic Shield property.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Despoiler Wand (very rare variant)","description":"Rod, staff, or wand, uncommon (requires attunement) Component: dragon (topaz) heart The articulated mechanical hand at the tip of this item sporadically animates with bursts of negative energy. The fingers fondly caress the flawless topaz orb fixed to the palm, which pulses hypnotically with a gentle, steady glow. Entrap Essence. While holding this item, you can absorb the last breath of a dying creature. When you reduce a Small or larger creature to 0 hit points, you gain 5 temporary hit points. Induce Decay. You can use this item to feed off of the imitation of life you shield yourself with in order to harm and destroy. When you hit a creature with an attack while you are holding this item, you can expend up to 3 temporary hit points to deal extra necrotic damage to the creature equal to the number of temporary hit points expended. Rare variant: This item has the Entropic Shield property. Entropic Shield. The negative energy in the topaz orb shapes itself into a magical barrier around you. While you have temporary hit points from this item, you gain a +1 bonus to AC. Very rare variant: Increase the temporary hit points gained with the Entrap Essence property to 10 and the maximum temporary hit points you can expend at once with the Induce Decay property to 5. This item has the Entropic Shield property.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Topaz Spell Gem","description":"Topaz Spell Gem Wondrous item, very rare (attunement optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting Ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. This spell gem's maximum level spell it can store is 6th level. The stored spell’s saving throw DC is 17 and its attack bonus is +10. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Very rare","Requires Attunement":"attunement optional"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Toppling Spear","description":"Toppling Spear Weapon (Spear), Rare A rounded hook protrudes from the butt-end of this metal spear. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The spear has 3 charges. When you hit a Large or smaller creature with an attack using this weapon, you can expend 1 charge to force the target to make a DC 15 Strength saving throw. On a failed save, the target is knocked prone. The spear regains all expended charges when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown, Versatile","Item Rarity":"rare"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Torc of the Comet","description":"Wondrous item, rare (requires attunement) This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus. On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Torch","description":"Torch Adventuring gear A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. Damage: 1 Damage Type: Fire Weight: 1","properties":{"Category":"Items","Range":"20/40","Damage":1,"Source":"5th Edition SRD","Weight":1,"Duration":"1 Hour","Item Type":"Adventuring Gear","data-List":"false","Damage Type":"Fire","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Torch","description":"Torch Adventuring gear A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. Damage: 1 Damage Type: Fire Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Torch","description":"Torch Adventuring gear This torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. Damage: 1 Damage Type: Fire Duration: 1 hour Cost: 1 cp Weight: 1 lb","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Torch","description":"Torch Adventuring gear Price: 1 gp A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Torch","description":"Torch Melee weapon (simple, torch) Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Damage: 1d4 Damage Type : Fire Properties: Special Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Torch","description":"Adventuring Gear Weight: 1 lb. Cost: 1 CP A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Torch"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Torch","description":"Torch Adventuring gear A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. Damage: 1 Damage Type: Fire Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Torch of Bloodletting","description":"Torch of Bloodletting Melee weapon (simple, torch), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Damage: 1d4 Damage Type: Fire Properties: Special Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Torch of Defense","description":"Torch of Defense Melee weapon (simple, torch), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. AC: 1 Damage: 1d4 Damage Type: Fire Properties: Special, Defensive Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Torch of Ignition","description":"Torch of Ignition Wondrous item, uncommon While you’re holding the torch, you can use your bonus action to cause it to light or extinguish. While lit, the torch’s flame can be covered or hidden, but not smothered or quenched. The flame still gives off heat and can be used to set flammable objects that aren’t being worn or carried alight. The torch’s flame doesn’t require oxygen to function.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Torch of Inverted Probability","description":"Torch of Inverted Probability Melee weapon (simple, torch), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Torch. When you deal damage with a lit torch, you do not add an ability modifier to the damage. When you deal damage with an unlit torch, its damage type changes from fire to bludgeoning. Damage: 1d4 Damage Type: Fire Properties: Special Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Special","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Torch of Shadows","description":"Torch of Shadows Wondrous item, uncommon (requires attunement) When you use an action to activate this torch it burns in a blackish flame and emits darkness in a 20-foot radius and reduces bright light to dim light for an additional 20 feet. The torch burns for up to 8 hours or until you use an action to douse it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Torcs of the Tower","description":"Created by Master Arlen the Constructor at the order of King Razmyrel Melkar the True, the six Torcs of the Tower were crafted to provide a counter to the powers of the magical academy and as a failsafe mechanism so the Arcane Tower could be recalled from the Astral Plane if needed. Each bracelet was entrusted to one of the six founders of the Red Cloak Lawgivers to be arbiters of their rightful use. Over the past centuries, the true function of the torcs has become shrouded in the past. Some have been handed down through the generations, some have become lost, and some have turned up in the hands of those who have no inkling of their true natures. The torcs are keyed to one another, and their wearers can sense the direction to a nearby torc of the tower’s location, as long as that object is within 1 hex distance in any direction on the map of the Kingdom of Aglarion. If the object is in motion, the wearer knows the direction of its movement. The torcs each have unique properties, but they can be used together in conjunction to recall the Arcane Tower to the Material Plane from the Astral plane. This use of the torcs does not require attunement. Adamantine. Once per day as a reaction, you can activate the torc and gain resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine for 3 rounds. Mithral. Once per day as a reaction, you can activate the torc to grant you AC. For 3 rounds, your AC can’t be less than 21, regardless of what kinds of armor you are wearing. Silver . Once per day as a reaction, you can activate the torc and gain resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t silver for 3 rounds. Iron. Once per day as a reaction, you can activate the torc and gain fire absorption for 1 round. Whenever you are subjected to fire damage, you take no damage and instead regain a number of hit points equal to the fire damage dealt. Clay. Once per day as a reaction, you can activate the torc and gain lightning absorption for 1 round. Whenever you are subjected to lightning damage, you take no damage and instead regain a number of hit points equal to the lightning damage dealt. Stone. Once per day as a reaction, you can activate the torc and gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 3 rounds.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Torpor","description":"Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way. Cost: 600 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Torpor"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Torpor (Ingested)","description":"Torpor Adventuring gear (poison, ingested) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tortuga Cannon","description":"Wondrous item, rare Component: dragon (dragon turtle) heart When the fire of a drake-kin meets the briny depths of the ocean, seas broil and kelp writhes with draconic ferocity. Fashioned from the scales of a dragon turtle, this sleeve-like device can produce jets of water with the force of a cannon, scalding and entangling its target. This item has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Hydro Cannon. As an action while holding this device, you can expend 1 charge to shoot a jet of highly-pressurised water at a creature you can see within 10 feet of you. The creature must succeed on a DC 15 Strength saving throw or take 6d6 bludgeoning damage, be pushed up to 20 feet directly away from you, and fall prone. When you use this property, you can press a button hidden on the inside of the sleeve and expend 1 additional charge to modify the water jet in one of the ways below: Steam Blast. The water erupting from the cannon is boiling hot. The target must also make a DC 15 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. Entangling Kelp. The water erupting from the cannon contains magically-reinforced strands of kelp, which wrap themselves around the target’s body. If the target fails the saving throw against the cannon, it is also restrained until the end of its next turn. The target or another creature within reach of it can use its action to make a DC 15 Strength check, freeing the target on a success.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tortuga Cannon (uncommon variant)","description":"Wondrous item, rare Component: dragon (dragon turtle) heart When the fire of a drake-kin meets the briny depths of the ocean, seas broil and kelp writhes with draconic ferocity. Fashioned from the scales of a dragon turtle, this sleeve-like device can produce jets of water with the force of a cannon, scalding and entangling its target. This item has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Hydro Cannon. As an action while holding this device, you can expend 1 charge to shoot a jet of highly-pressurised water at a creature you can see within 10 feet of you. The creature must succeed on a DC 15 Strength saving throw or take 6d6 bludgeoning damage, be pushed up to 20 feet directly away from you, and fall prone. When you use this property, you can press a button hidden on the inside of the sleeve and expend 1 additional charge to modify the water jet in one of the ways below: Steam Blast. The water erupting from the cannon is boiling hot. The target must also make a DC 15 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. Entangling Kelp. The water erupting from the cannon contains magically-reinforced strands of kelp, which wrap themselves around the target’s body. If the target fails the saving throw against the cannon, it is also restrained until the end of its next turn. The target or another creature within reach of it can use its action to make a DC 15 Strength check, freeing the target on a success. Uncommon variant: Reduce the charges to 7, the recharge to 1d4 + 3, the DCs to 13, the damage of the Steam Blast property to 2d6, and the damage of the Hydro Cannon property to 4d6. The Entangling Kelp modification requires 2 charges to use","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Tortuga Cannon (very rare variant)","description":"Wondrous item, rare Component: dragon (dragon turtle) heart When the fire of a drake-kin meets the briny depths of the ocean, seas broil and kelp writhes with draconic ferocity. Fashioned from the scales of a dragon turtle, this sleeve-like device can produce jets of water with the force of a cannon, scalding and entangling its target. This item has 8 charges and regains 1d6 + 2 expended charges daily at dawn. Hydro Cannon. As an action while holding this device, you can expend 1 charge to shoot a jet of highly-pressurised water at a creature you can see within 10 feet of you. The creature must succeed on a DC 15 Strength saving throw or take 6d6 bludgeoning damage, be pushed up to 20 feet directly away from you, and fall prone. When you use this property, you can press a button hidden on the inside of the sleeve and expend 1 additional charge to modify the water jet in one of the ways below: Steam Blast. The water erupting from the cannon is boiling hot. The target must also make a DC 15 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. Entangling Kelp. The water erupting from the cannon contains magically-reinforced strands of kelp, which wrap themselves around the target’s body. If the target fails the saving throw against the cannon, it is also restrained until the end of its next turn. The target or another creature within reach of it can use its action to make a DC 15 Strength check, freeing the target on a success. Uncommon variant: Reduce the charges to 7, the recharge to 1d4 + 3, the DCs to 13, the damage of the Steam Blast property to 2d6, and the damage of the Hydro Cannon property to 4d6. The Entangling Kelp modification requires 2 charges to use Very rare variant: Increase the charges to 12, the recharge to 1d10 + 2, and the DCs to 16.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Torture Tincture","description":"Wondrous item, very rare Component: monstrosity poison gland This two-inch-tall phial of oily liquid has a decidedly untrustworthy air to it. Using its bandage scarf, it can climb up any surface, before depositing a dose of poison in whatever vessel, meal, or concoction its wielder chooses. Stories say such a magical contraption was used to poison a king who’d locked himself in a high tower, and that this was the origin of the veinworm plague. Venomous Intentions. As an action while holding the torture tincture, you can speak the command phrase “Poison please”. This miniscule glass bottle creeps into life for the next minute. It is a Tiny construct with AC 13, 40 hit points, walking and climbing speeds of 30 feet, a Strength score of 1, a Dexterity score of 20, proficiency in the Stealth skill (+7 bonus), immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It contains one dose of torpor poison and regains an expended dose daily at dawn. The DC for the poison is 16 when administered by the torture tincture. The torture tincture takes its turn immediately after yours. As part of the action to summon it, and as a bonus action on subsequent turns, you can command it to deposit a poison in a vessel, food, or drink as its action on its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Torture Tincture (rare variant)","description":"Wondrous item, very rare Component: monstrosity poison gland This two-inch-tall phial of oily liquid has a decidedly untrustworthy air to it. Using its bandage scarf, it can climb up any surface, before depositing a dose of poison in whatever vessel, meal, or concoction its wielder chooses. Stories say such a magical contraption was used to poison a king who’d locked himself in a high tower, and that this was the origin of the veinworm plague. Venomous Intentions. As an action while holding the torture tincture, you can speak the command phrase “Poison please”. This miniscule glass bottle creeps into life for the next minute. It is a Tiny construct with AC 13, 40 hit points, walking and climbing speeds of 30 feet, a Strength score of 1, a Dexterity score of 20, proficiency in the Stealth skill (+7 bonus), immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It contains one dose of torpor poison and regains an expended dose daily at dawn. The DC for the poison is 16 when administered by the torture tincture. The torture tincture takes its turn immediately after yours. As part of the action to summon it, and as a bonus action on subsequent turns, you can command it to deposit a poison in a vessel, food, or drink as its action on its next turn. Uncommon variant: Replace the torpor poison with assassin’s blood poison. Reduce the DC to 13 and the hit points to 10. Rare variant: Replace the torpor poison with malice poison. Reduce the DC to 15 and the hit points to 20.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Torture Tincture (uncommon variant)","description":"Wondrous item, very rare Component: monstrosity poison gland This two-inch-tall phial of oily liquid has a decidedly untrustworthy air to it. Using its bandage scarf, it can climb up any surface, before depositing a dose of poison in whatever vessel, meal, or concoction its wielder chooses. Stories say such a magical contraption was used to poison a king who’d locked himself in a high tower, and that this was the origin of the veinworm plague. Venomous Intentions. As an action while holding the torture tincture, you can speak the command phrase “Poison please”. This miniscule glass bottle creeps into life for the next minute. It is a Tiny construct with AC 13, 40 hit points, walking and climbing speeds of 30 feet, a Strength score of 1, a Dexterity score of 20, proficiency in the Stealth skill (+7 bonus), immunity to poison and psychic damage, immunity to all conditions except grappled and restrained, and it can’t attack. If it drops to 0 hit points, it loses its magic and is destroyed. It contains one dose of torpor poison and regains an expended dose daily at dawn. The DC for the poison is 16 when administered by the torture tincture. The torture tincture takes its turn immediately after yours. As part of the action to summon it, and as a bonus action on subsequent turns, you can command it to deposit a poison in a vessel, food, or drink as its action on its next turn. Uncommon variant: Replace the torpor poison with assassin’s blood poison. Reduce the DC to 13 and the hit points to 10.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Torture Tools","description":"Torture Tools Artisan's Tools Cost: 50 gp/Weight: 10 lb This satchel contains various small implements that can bludgeon, cut, and pierce in ways designed to maximize pain. Meant to extract the truth, many use these tools with far more nefarious intentions. Proficiency with these tools grants the following benefits: Exhaustion. Using these tools for 1 hour on a restrained creature causes them to gain 1 level of exhaustion, after which you must make a Dexterity (torture tools) check. The DC is equal to 20 - the creature’s Constitution modifier. On a failure, the creature takes 10 points of your choice of bludgeoning, piercing, or slashing damage. Intimidation. When you make an Intimidation check against a creature whom you used these tools against, you gain a bonus equal to your proficiency bonus + twice the level of exhaustion the creature has.","properties":{"Category":"Items"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Toshio's communication ring","description":"Toshio's Communication Ring Rare, wondrous item, (requires attunement) These rings are made in pairs and have a direct connection to their twin. When both rings are attuned to by separate creatures, the wearer can use the ring to communicate with its twin and anything said by the wearer is transmitted telepathically to the wearer of its twin. Both rings are able to do this, but one must speak verbally into the ring for the message to be sent. The twin of Toshio’s ring is held by Nocturne. So long as it possesses the other ring, it can also use the connection to harm a creature attuned to the ring with its baleful power, spending an action to cause that creature to suffer the bleeding condition (see New Conditions in Adventures in Rokugan ).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Adventures in Rokugan GMs Kit"},{"name":"Totem","description":"Totem Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Druidic Focus","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Totem","description":"Totem Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Totem of Enmity","description":"Wondrous item, rare This wooden rod is engraved with evil symbols and hateful curses in all languages. As an action, you can break the rod while speaking the name of a creature you are familiar with to swear vengeance against that creature. You indefinitely have advantage on attack rolls against the named creature. This effect ends if you break another totem of enmity or the creature dies.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Totem of Seraphs","description":"Wondrous Item, Rare (Requires Attunement) This magic totem is roughly one foot long and carved with Celestial glyphs. You have advantage on death saving throws while attuned to this magical totem. Physical Restoration. As an action while holding the totem, you can cast the greater restoration or lesser restoration spell from it, requiring no material components. Once used, this property can’t be used again until the next dawn. Sacred Aura. As an action, you can lodge the totem in the ground to create an aura in a 30-foot radius centered on the totem. The aura lasts for 1 minute or until the totem is moved or targeted by a dispel magic spell. A creature can attempt to move the totem by taking an action to make a DC 15 Strength (Athletics) check and succeeding. The aura has the following effects: Creatures friendly to you have advantage on saving throws to avoid or end the Charmed or Frightened conditions on themselves while within the aura. Fiends and Undead creatures are affected as by the bane spell while within the aura. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Totem of Weavebending","description":"Wondrous Item, Rare (Requires Attunement) This totem is roughly one foot long and carved with arcane symbols sacred to the God of Magic. Magical Restoration. As an action while holding the totem, you can cause yourself or a willing creature you can see within 30 feet of you to regain a spell slot of 5th level or lower. Once used, this property can’t be used again until the next dawn. Weavebending Aura. As an action, you can lodge the totem in the ground to create an aura in a 30-foot radius centered on the totem. The aura lasts for 1 minute or until the totem is moved or targeted by a dispel magic spell. A creature can attempt to move the totem by taking an action to make a DC 15 Strength (Athletics) check and succeeding. The aura has the following effects: When a creature friendly to you casts a spell of 1st level or higher while within the aura, the spell takes effect as if it was cast using a spell slot one level higher. When a creature hostile to you casts a spell of 1st level or higher while within the aura, it must make a saving throw using its spellcasting ability with a DC of 10 + the spell’s level. On a failure, the creature takes 1d6 Psychic damage per level of the spell. If the save fails by 5 or more, the spell also fails. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Toxin Filter","description":"Toxin Filter Utility, rare (requires affinity) This 3-inch diameter device adheres to your skin and secretes a specialized antitoxin. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Toy Raiders Set","description":"Toy Raiders Set Wondrous item, legendary (requires attunement) Thonir’s family used to collect special carved toy warriors for him so that he might play out large-scale battles as a child. Once Thonir’s set was complete Mirgal enchanted it for him. But over the years the toy warriors were lost, and the magic faded. Each warrior is the size of a child’s thumb and when a warrior is found, it has a glum expression on its face. If at least twelve warriors are reunited, the set’s magic returns and this item can be attuned to. At this point each soldier grins broadly. Thereafter, if any piece is separated by more than 200 feet from the rest, the warriors once again become sad. Each warrior can be used, much like a magical charge. When expended, the warrior “dies”—it takes on a stricken expression, its tongue hanging out of its mouth. 1d4 warriors are ‘brought back to life’ each dawn. The soldiers can be expended in the following ways: As an action, a steed is conjured as if the phantom steed spell was cast (requires 3 warriors). As a reaction to an attack that damages the attuned or any ally within 10 feet, the target ignores that damage (requires 9 warriors). As a reaction to seeing an enemy, the user can use the toy warriors as a distraction. That enemy is automatically surprised (requires 6 warriors). As a reaction to hitting an enemy with an attack or a damaging spell, the user adds 1d6 force damage for each warrior they expend.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Tracking Dart","description":"Weapon (dart), common When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can’t benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, Thrown","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Traitor's Tabard","description":"Traitor's Tabard Wondrous item, common (requires attunement) When the fog of war is at its thickest, soldiers know to attack anyone wearing the enemy’s colors or emblems. The traitor’s tabard is a finely tailored piece of clothing that can be worn over armor. As an action, the creature wearing the tabard can change the color and crest on the tabard to anything they want.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Trans-bow-ter","description":"Trans-bow-ter Weapon (Shortbow), Rare (Requires Attunement) Black stars of various shapes and sizes adorn this shortbow, which is constructed from a piece of white oak. You can attack twice, instead of once, with this weapon whenever you take the Attack action on your turn, if you can’t already. Shift-Shot. As an action, you can make an attack against a creature using this weapon. On a hit, the target must make a DC 16 Charisma saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save, the target teleports to an unoccupied space of your choice that you can see within this weapon’s range. Once used to successfully teleport a target, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Transient Absorption Field","description":"Transient Absorption Field Utility (limited), rare When you use an action to activate this small device, it emits an energy shield that grants you resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. The device itself disintegrates once its activated. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Translator Module","description":"This small silver pin can be affixed to any article of clothing. While wearing it, a creature can use an action to cast the comprehend languages spell from it at will.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Translator Module","description":"Translator Module Utility, uncommon This device has an adhesive lead that attaches to the head, either at the temple or behind at the base of the neck. Applying or removing it requires an action. When you use this device, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be within 10 feet of the words that you are reading. You can read up to 300 words a minute. This implant doesn’t decode secret messages in a text or identify any symbol that isn’t part of a written language.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Translux Candle","description":"Wondrous item, very rare Component: aberration fat Translux candlewax is refined from the rendered fat of planes-travelling beings. This wax is poured in the centre of a permanent teleportation circle under the light of the stars, causing the resulting candle to become locked to that teleportation circle. When found, a translux candle has 1d4 + 2 charges. Homebound. As an action, you can light the candle, expending 1 charge and causing it to cast a dim, purple light in a 10-foot-radius sphere. This light slowly brightens over the course of a minute. At the end of the minute, an eruption of glowing purple sigils forms a teleportation circle in the lit area. The circle appears on initiative 20 of the 10th round after the candle was lit and lasts until initiative 20 of the following round. Each creature in the area when the circle forms, or that moves into the area while the circle is active, is teleported to the destination teleportation circle where the candle was crafted. When the teleportation circle ends, the candle also teleports to the destination circle. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s Strength (Athletics) or Dexterity (Acrobatics). If the candle is snuffed out before the minute elapses, the teleportation circle never forms, and any expended charges are wasted.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Translux Candle (legendary variant)","description":"Wondrous item, very rare Component: aberration fat Translux candlewax is refined from the rendered fat of planes-travelling beings. This wax is poured in the centre of a permanent teleportation circle under the light of the stars, causing the resulting candle to become locked to that teleportation circle. When found, a translux candle has 1d4 + 2 charges. Homebound. As an action, you can light the candle, expending 1 charge and causing it to cast a dim, purple light in a 10-foot-radius sphere. This light slowly brightens over the course of a minute. At the end of the minute, an eruption of glowing purple sigils forms a teleportation circle in the lit area. The circle appears on initiative 20 of the 10th round after the candle was lit and lasts until initiative 20 of the following round. Each creature in the area when the circle forms, or that moves into the area while the circle is active, is teleported to the destination teleportation circle where the candle was crafted. When the teleportation circle ends, the candle also teleports to the destination circle. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s Strength (Athletics) or Dexterity (Acrobatics). If the candle is snuffed out before the minute elapses, the teleportation circle never forms, and any expended charges are wasted. Rare variant: Reduce the charges to 1d4. Legendary variant: Increase the charges to 2d4 + 1. When you first light the candle, you can designate any number of creatures which can use the teleportation circle. Any creatures not designated can’t be teleported by it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Translux Candle (rare variant)","description":"Wondrous item, very rare Component: aberration fat Translux candlewax is refined from the rendered fat of planes-travelling beings. This wax is poured in the centre of a permanent teleportation circle under the light of the stars, causing the resulting candle to become locked to that teleportation circle. When found, a translux candle has 1d4 + 2 charges. Homebound. As an action, you can light the candle, expending 1 charge and causing it to cast a dim, purple light in a 10-foot-radius sphere. This light slowly brightens over the course of a minute. At the end of the minute, an eruption of glowing purple sigils forms a teleportation circle in the lit area. The circle appears on initiative 20 of the 10th round after the candle was lit and lasts until initiative 20 of the following round. Each creature in the area when the circle forms, or that moves into the area while the circle is active, is teleported to the destination teleportation circle where the candle was crafted. When the teleportation circle ends, the candle also teleports to the destination circle. A creature can use its action to snuff out a candle within its reach that isn’t being held by another creature. If the candle is held by another creature, the creature trying to snuff out the candle must succeed on a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the holding creature’s Strength (Athletics) or Dexterity (Acrobatics). If the candle is snuffed out before the minute elapses, the teleportation circle never forms, and any expended charges are wasted. Rare variant: Reduce the charges to 1d4.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Transmuter's Robe","description":"Wondrous Item, Rare (Requires Attunement) When you fail a saving throw against an effect that would alter your form while wearing this magic robe, you can choose to succeed instead. Transmuter’s Boon. The robe has 3 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to gain one of the following benefits for 1 minute or until you use this property again: You gain 2d12 temporary hit points. Your speed is doubled and your jump distance is tripled. You gain advantage on Strength, Dexterity, and Constitution saving throw and ability checks. You gain advantage on Intelligence, Wisdom, and Charisma saving throws and ability checks.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Transmuter's Stone","description":"Wondrous Item, Rare (Requires Attunement) While carrying this magic orb, you gain one of the following benefits: Darkvision out to a range of 60 ft. Proficiency in one saving throw of your choice. Resistance to one damage type of your choice. You can change which benefit you gain from the stone whenever you finish a short or long rest.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Traveler's clothes","description":"Traveler's clothes Adventuring gear (clothing) Weight: 4","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Traveler's Clothes","description":"Traveler's clothes Adventuring gear (clothing) Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Clothing","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Traveler's Clothes","description":"Adventuring Gear Weight: 4 lb. Cost: 2 GP Traveler’s Clothes are resilient garments designed for travel in various environments.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Traveler's Clothes"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Traveler's Clothes","description":"Traveler's clothes Adventuring gear (clothing) Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Traveling Clothes","description":"Traveling Clothes Clothes Traveling clothes ordinarily consist of roughspun garments designed to resist wear and tear. They can be anything from robes to a kimono or jacket and leggings, and are often accentuated with a hat or cloak. Regional variants often have accommodations for climate, helping keep the traveler warm or cool in harsh environments. The wearer has advantage on Constitution saving throws made due to the environment. Weight: 10","properties":{"Category":"Items","Item Type":"Clothes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Traveling Clothes","description":"Traveling Clothes Clothing (miscellaneous gear) Weight : 4","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Traveller's Pocket Watch","description":"Price 1,000 gp; Weight 1 lb. This bulky, key-wound, pocket-sized clock has three faces, each with its own hour hand. Each face can be wound and calibrated separately to account for up to three different time zones (for local use) or even different day lengths (for interstellar use). 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When a creature takes damage from the arrow, they are restrained by vines that sprout from the shaft. A creature can make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check as an action, freeing themself or another creature restrained by the arrow within their reach on a success. Once a treant arrow restrains a creature or if the treant used to make the arrow dies, it becomes a mundane arrow.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant's Bane Battleaxe","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Cutlass","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Estoc","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Greataxe","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Greatsword","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Handaxe","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Light, Thrown","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Katana","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Finesse, Versatile (1d10)","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Khopesh","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Finesse, Light, Trip","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Longsword","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Machete","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Special","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Rapier","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Scimitar","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Treant's Bane Shortsword","description":"Weapon (any axe or sword), rare If you hit a Plant with this weapon, the Plant takes an extra 2d6 damage of the weapon’s type. This weapon ignores the damage threshold of objects made of wood, vines, or other naturally grown materials.","properties":{"Category":"Items","Item Type":"Weapon (any axe or sword)","Properties":"Finesse, Light","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Trebuchet","description":"Trebuchet Huge object Armor Class : 15 Hit Points : 150 Damage Immunities : poison, psychic A trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A trebuchet typically hurls a heavy stone. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different effects. Trebuchet Stone. Ranged Weapon Attack : +5 to hit, range 300/1,200 ft. (can’t hit targets within 60 feet of it), one target. Hit : 44 (8d10) bludgeoning damage.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Trebuchet","description":"Huge Object Armor Class: 15 Hit Points: 150 Trebuchet Stone (Requires Load and Aim). Ranged Attack Roll: +5, range 300/1,200 ft. (can’t hit targets within 60 feet of itself). Hit: 44 (8d10) Bludgeoning damage. A Trebuchet is a catapult that throws its payload in a high arc so it can hit targets behind walls. Loading a Trebuchet requires two Utilize actions, and aiming it requires two more Utilize actions. Then a crew member can take the Trebuchet Stone action.","properties":{"Category":"Items","Item Type":"Siege Equipment","Properties":"Range 300/1200","Item Rarity":"No","Name":"Trebuchet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Tree Stride Amulet","description":"Tree Stride Amulet Requires attunement by an undead While wearing it, you can use an action to expend one charge and cast the tree stride spell from it. You can also bring along one creature of your size or smaller when you move between trees using that spell. You must be grappling the creature to do so. This amulet has 3 charges, and regains 1 expended charge daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"Requires attunement by an undead"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Treebleed Bucket","description":"Wondrous item, uncommon This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak ( potion of resistance ), rowan ( potion of healing ), willow ( potion of animal friendship ), and holly ( potion of climbing ). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Treebleed Bucket","description":"Wondrous item, uncommon This combination sap bucket and tap is used to extract sap from certain trees, after which the sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). A treebleed bucket has 20 charges. When its charges are expended, the bucket and tap become nonmagical.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Treefeller","description":"Treefeller Weapon (any axe), rare You gain a +1 bonus to the attack and damage rolls made with this magic weapon. When you deal damage to a plant creature with this weapon, you deal an additional 1d6 necrotic damage. While you are wielding this magic item, you have advantage on all Charisma (Intimidation) checks you make against plant creatures. When used to fell a mundane tree, it takes no more than three chops with this weapon, regardless of the size of the tree. Modifiers: Melee Attacks +1, Melee Damage +1","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Treefeller Battleaxe","description":"Treefeller Battleaxe Melee weapon (martial, battleaxe), rare You gain a +1 bonus to the attack and damage rolls made with this magic weapon. When you deal damage to a plant creature with this weapon, you deal an additional 1d6 necrotic damage. While you are wielding this magic item, you have advantage on all Charisma (Intimidation) checks you make against plant creatures. When used to fell a mundane tree, it takes no more than three chops with this weapon, regardless of the size of the tree. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Treefeller Greataxe","description":"Treefeller Greataxe Melee weapon (marital, greataxe), rare You gain a +1 bonus to the attack and damage rolls made with this magic weapon. When you deal damage to a plant creature with this weapon, you deal an additional 1d6 necrotic damage. While you are wielding this magic item, you have advantage on all Charisma (Intimidation) checks you make against plant creatures. When used to fell a mundane tree, it takes no more than three chops with this weapon, regardless of the size of the tree. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d12 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Two-Handed Weight: 7","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Treefeller Handaxe","description":"Treefeller Handaxe Melee weapon (simple, handaxe), rare You gain a +1 bonus to the attack and damage rolls made with this magic weapon. When you deal damage to a plant creature with this weapon, you deal an additional 1d6 necrotic damage. While you are wielding this magic item, you have advantage on all Charisma (Intimidation) checks you make against plant creatures. When used to fell a mundane tree, it takes no more than three chops with this weapon, regardless of the size of the tree. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Trekker's Helmet","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this magic helmet, your proficiency bonus is doubled for any ability check you make that uses the Survival skill. In addition, when you make a Strength or Dexterity ability check, you can choose to gain advantage on the roll. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Trick Shot Mirror, Ricocheting","description":"Wondrous item, rarity varies (requires attunement) A trick shot mirror is a round, steel-framed hand mirror with no handle, but its 5-inch diameter makes it easy to hold. A trick shot mirror comes in different styles, but each allows you to adjust the trajectory of an attack or spell. Each mirror has 3 charges, and it regains all expended charges daily at dawn. Ricocheting Trick Shot Mirror (Uncommon). While holding the mirror, you can use an action to expend 1 of the mirror’s charges and cause the mirror to fly from your hand and float in an unoccupied space within 60 feet of you for 1 minute. When you make a ranged attack, you determine your line of sight as if you were in your space or the mirror’s space. You must be able to see the mirror to do so. The mirror doesn’t extend the range of your attack, and you still have disadvantage on the attack roll if you attack a target outside of your weapon’s or spell’s normal range. You can use a bonus action to command the mirror to fly back to your open hand. Spellbending Trick Shot Mirror (Rare). While holding the mirror and casting a spell that forms a line, you can expend 1 or more of the mirror’s charges to focus part of the spell into the mirror and change the angle of the line. Choose one space along the line. The line bends at a 90-degree angle in the space in the direction of your choice. This bend doesn’t extend the length of the line, but it could redirect the line in such a way as to hit a creature previously not within the line’s area of effect. For each charge you expend, you can bend the line in an additional space.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trick Shot Mirror, Spellbending","description":"Wondrous item, rare (requires attunement) A trick shot mirror is a round, steel-framed hand mirror with no handle, but its 5-inch diameter makes it easy to hold. A trick shot mirror comes in different styles, but each allows you to adjust the trajectory of an attack or spell. Each mirror has 3 charges, and it regains all expended charges daily at dawn. Spellbending Trick Shot Mirror (Rare). While holding the mirror and casting a spell that forms a line, you can expend 1 or more of the mirror’s charges to focus part of the spell into the mirror and change the angle of the line. Choose one space along the line. The line bends at a 90-degree angle in the space in the direction of your choice. This bend doesn’t extend the length of the line, but it could redirect the line in such a way as to hit a creature previously not within the line’s area of effect. For each charge you expend, you can bend the line in an additional space.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trickster's Boots","description":"These soft, black leather boots appear to be well-worn but are otherwise nondescript. Bards, rogues, and tricksters of all kinds often pray to unscrupulous gods, asking for ways to perpetrate greater and more daring deeds without getting caught. Occasionally, such prayers are answered. On one such occasion, Teegum, a particularly resourceful gnome rogue, prayed to the trickster gods for the means to pull off the perfect heist. The next morning, he awoke to find a pair of mysterious, black boots on the floor next to his bed. Teegum smiled, knowing at once his prayers had been answered! That very night, the gnome successfully burglarized the royal treasury vaults of Orpesh. Over the next few months, he committed many more crimes, each seemingly more extravagant and daring than the last—heists that would live on in legend and song. Teegum stole the crown jewels of Ipn-tha; he replaced the golden eggs of the Holy Eagle of Bol with exact replicas then sold the originals for a fabulous sum; he strolled undetected into a secret meeting of the great banking consortium of Dalthoon and left with the contents of each member’s coin purse. No trap could stop him! Before long, he was fabulously wealthy and had earned quite a reputation. Unfortunately, there was one important lesson Teegum, like many criminals, con men, and tricksters needed to learn the hard way. Luck is a two-way street and the gods of deceit also play tricks on their worshippers. It was a lesson the gnome learned late one rainy, ale-soaked night at the point of a poisoned dagger. Grasping frantically at the burning wound in his gut, the last thing Teegum saw before his eyes closed forever was a dagger-wielding thief pulling off his magic boots and running into the dreary night. Wondrous item, fabled (5th-level and higher properties require attunement) While you wear these boots, your steps make no sound, regardless of the surface you are moving across. Trickster’s Boon (Requires Attunement). As your level increases, you gain the following benefits while you wear these boots. 5th level. You have advantage on Dexterity (Stealth) checks that rely on moving silently, and you can’t be targeted by any divination magic or perceived through magical scrying sensors. In addition, you can use an action to cast the disguise self spell from the boots. Once used, the boots can’t be used in this way again until the next dawn. 9th level. You have advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks and on Dexterity checks made to pick locks or disable traps. In addition, you can use an action to cast the find traps spell from the boots at will. 13th level. You can cast the dimension door spell from the boots as an action. Once used, the boots can’t be used in this way again until the next dawn. 17th level. You can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the boots are removed, until you attack or cast a spell, or until you use a bonus action to become visible again.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trickster's Boots","description":"Wondrous Item, Common These boots are usually shaped with a bright leather: red, orange, or purple. While wearing these boots, you can leave the tracks of any other creature in the snow, as you choose, including animal, monster, or even dragon tracks. You can also leave tracks resembling footgear you have seen or worn in the past. Attempts to follow these tracks are made normally.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Trickster's Eye","description":"Poison, uncommon Made of a toxic but occasionally recreational plant, this poison enhances focus and perceptual acuity to a breaking point, overwhelming the mind with sensory information. A creature hit by a weapon coated in this poison must make a DC 13 Wisdom saving throw or be affected by the poison for 1 minute. While under the influence of this poison, a creature gains a +5 bonus to Wisdom (Perception) checks, but has disadvantage on attack rolls, saving throws against pain-inducing effects (such as the agonizing eternity * or vile incantation * spells) or effects that deal psychic damage, and ability checks other than Wisdom (Perception) checks.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Uncommon"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Trickster's Eye\r Poison, uncommon","description":"","properties":{"Category":"Items","Item Type":"Made of a toxic but occasionally recreational plant\r this poison enhances focus and perceptual acuity to\r a breaking point, overwhelming the mind with sensory\r information. A creature hit by a weapon coated\r in this poison must make a DC 13 Wisdom saving\r throw or be affected by the poison for 1 minute.\r While under the influence of this poison, a creature\r gains a +5 bonus to Wisdom (Perception) checks,\r but has disadvantage on attack rolls, saving throws\r against pain-inducing effects (such as the agonizing\r eternity* or vile incantation* spells) or effects that\r deal psychic damage, and ability checks other than\r Wisdom (Perception) checks."},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Trickster’s Sap","description":"Poison, rare This sap has been treated to simply feel like water. However, a creature that comes into contact with this sap and is exposed to sunlight within 1 hour of contact must succeed on A DC 16 Constitution saving throw or be blinded for 1 hour. A successful saving throw reduces the duration to one minute. The creature can make a new saving throw to end the effect by washing its eyes with water as an action.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Poison","Item Rarity":"Rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Trident","description":"Trident Melee weapon (martial, trident) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Trident","description":"Trident Melee weapon (martial, trident) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Martial, Trident","Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Alternate Damage":"1d8","Alternate Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Trident","description":"Trident Melee weapon (martial, trident) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Trident","description":"Martial Melee Weapon Damage: 1d8 Piercing Properties: Thrown ( Range 20/60), Versatile (1d10) Mastery: Topple Weight: 4 lb. Cost: 5 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"None","Name":"Trident"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Trident","description":"Trident Melee weapon (martial, trident) Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Trident +1","description":"Trident +1 Melee weapon (martial, trident), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Trident +1","description":"Trident +1 Melee weapon (martial, trident), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Trident +1","description":"Trident +1 Melee weapon (martial, trident), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +1, Weapon Damage +1","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Trident +1","description":"Trident +1 Melee weapon (martial, trident), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Trident +1","description":"Weapon (Trident), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Trident +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Trident +1","description":"Weapon (Trident), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Trident +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Trident +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"405 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Trident\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Trident +1 Attack\",\"parent\":\"Trident +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Trident +1 Damage\",\"parent\":\"Trident +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Trident +1 Attack (Thrown)\",\"parent\":\"Trident +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +1 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Trident +1 Damage (Thrown)\",\"parent\":\"Trident +1 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Trident +1 Attack (Two-handed)\",\"parent\":\"Trident +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Trident +1 Damage (Two-handed)\",\"parent\":\"Trident +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Topple","Name":"Trident +1","Weight":4,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Trident +2","description":"Trident +2 Melee weapon (martial, trident), rare You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Trident +2","description":"Trident +2 Melee weapon (martial, trident), rare You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+2 (1d8+2) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +2, Weapon Damage +2","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Trident +2","description":"Weapon (Trident), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Trident +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Trident +2","description":"Weapon (Trident), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Trident +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Trident +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Trident\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Trident +2 Attack\",\"parent\":\"Trident +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Trident +2 Damage\",\"parent\":\"Trident +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Trident +2 Attack (Thrown)\",\"parent\":\"Trident +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +2 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Trident +2 Damage (Thrown)\",\"parent\":\"Trident +2 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Trident +2 Attack (Two-handed)\",\"parent\":\"Trident +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Trident +2 Damage (Two-handed)\",\"parent\":\"Trident +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Topple","Name":"Trident +2","Weight":4,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Trident +3","description":"Trident +3 Melee weapon (martial, trident), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Trident +3","description":"Trident +3 Melee weapon (martial, trident), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","Modifiers":"Weapon Attacks +3, Weapon Damage +3","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Trident +3","description":"Weapon (Trident), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Trident +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Trident +3","description":"Weapon (Trident), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Trident +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Trident +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":4,\\\"properties\\\":[\\\"Thrown\\\",\\\"Versatile\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Trident\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Trident +3 Attack\",\"parent\":\"Trident +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Trident +3 Damage\",\"parent\":\"Trident +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Trident +3 Attack (Thrown)\",\"parent\":\"Trident +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +3 (Thrown)\\\",\\\"range\\\":\\\"20/60\\\",\\\"attack\\\":{\\\"type\\\":\\\"Ranged\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Trident +3 Damage (Thrown)\",\"parent\":\"Trident +3 Attack (Thrown)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Trident +3 Attack (Two-handed)\",\"parent\":\"Trident +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Trident +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Trident +3 Damage (Two-handed)\",\"parent\":\"Trident +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Topple","Name":"Trident +3","Weight":4,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Trident for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Trident of Agonizing Paralysis","description":"Weapon (trident), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Trident of Bloodletting","description":"Trident of Bloodletting Melee weapon (martial, trident), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Trident of Certain Death","description":"Trident of Certain Death Weapon (trident), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Trident of Defense","description":"Trident of Defense Melee weapon (martial, trident), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile, Defensive Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Trident of Fish Command","description":"Trident of Fish Command Melee weapon (martial, trident) , uncommon This trident is a magic weapon. It has 3 charges . While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Subtype":"Trident, Martial","Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Item Rarity":"Uncommon","Secondary Damage":"1d8","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Trident of Fish Command","description":"Trident of Fish Command Melee weapon (martial, trident), uncommon (requires attunement ) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Trident of Fish Command","description":"Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Trident of Fish Command"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Trident of Fish Command","description":"Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile","Item Rarity":"Yes","filter-Lists":"Melee Weapon, Martial Weapon, Yes","filter-Damage":"Thrown","filter-Charges":"No","data-datarecords":"[{\"name\":\"Trident of Fish Command\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Trident of Fish Command\\\",\\\"description\\\":\\\"This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. 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While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Trident of Inverted Probability","description":"Trident of Inverted Probability Melee weapon (martial, trident), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: piercing Properties: Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Trident of the Electric Eel","description":"Weapon (trident), uncommon (requires attunement) Component: pouch of dragon (blue) teeth Imbued with the natural lightning-based magic of the eelfolk, this brass-headed, magical trident is enchanted to never succumb to the corrosive nature of the briny sea. Dinglehopper. As an action, you can command this weapon to magically shrink down to the size of a common oyster fork, known as a dinglehopper, or to return to its normal size. Discharge. Once on each of your turns when you make an attack using this weapon, you can speak its command word as a bonus action, causing it to emit a burst of lightning. On a hit, the target and each creature within 5 feet of it (or within 10 feet of it while underwater), including you, must succeed on a DC 13 Dexterity saving throw or take 1d6 lightning damage. Lightning. As an action while holding this weapon, you can cast the lightning bolt spell (save DC 13). Once you do so, the Discharge and Lightning properties can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Trident of the Electric Eel (rare variant)","description":"Weapon (trident), uncommon (requires attunement) Component: pouch of dragon (blue) teeth Imbued with the natural lightning-based magic of the eelfolk, this brass-headed, magical trident is enchanted to never succumb to the corrosive nature of the briny sea. Dinglehopper. As an action, you can command this weapon to magically shrink down to the size of a common oyster fork, known as a dinglehopper, or to return to its normal size. Discharge. Once on each of your turns when you make an attack using this weapon, you can speak its command word as a bonus action, causing it to emit a burst of lightning. On a hit, the target and each creature within 5 feet of it (or within 10 feet of it while underwater), including you, must succeed on a DC 13 Dexterity saving throw or take 1d6 lightning damage. Lightning. As an action while holding this weapon, you can cast the lightning bolt spell (save DC 13). Once you do so, the Discharge and Lightning properties can’t be used again until the next dawn. Rare variant: Increase the DCs to 15, the damage to 1d10, and the level at which lightning bolt is cast to 5th level.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Trident of the Electric Eel (very rare variant)","description":"Weapon (trident), uncommon (requires attunement) Component: pouch of dragon (blue) teeth Imbued with the natural lightning-based magic of the eelfolk, this brass-headed, magical trident is enchanted to never succumb to the corrosive nature of the briny sea. Dinglehopper. As an action, you can command this weapon to magically shrink down to the size of a common oyster fork, known as a dinglehopper, or to return to its normal size. Discharge. Once on each of your turns when you make an attack using this weapon, you can speak its command word as a bonus action, causing it to emit a burst of lightning. On a hit, the target and each creature within 5 feet of it (or within 10 feet of it while underwater), including you, must succeed on a DC 13 Dexterity saving throw or take 1d6 lightning damage. Lightning. As an action while holding this weapon, you can cast the lightning bolt spell (save DC 13). Once you do so, the Discharge and Lightning properties can’t be used again until the next dawn. Rare variant: Increase the DCs to 15, the damage to 1d10, and the level at which lightning bolt is cast to 5th level. Very rare variant: Increase the DCs to 16 and the damage to 2d8. Replace lightning bolt with chain lightning (save DC 16).","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Trident of the Sharklord","description":"Weapon (trident), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This magic weapon has 6 charges and it regains 1d6 expended charges daily at dawn. While holding it, you can use an action and expend 2 charges to gain the effects of water breathing for 1 hour. You can expend 3 charges to gain the blood frenzy trait for 1 hour. You can expend 4 charges to summon a giant shark, which appears in a space you chose within 30 feet of you and obeys your telepathic commands for 1 minute or until it is reduced to 0 hit points, after which time it disappears.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Trident of the Vortex","description":"Weapon (trident), very rare (requires attunement) This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool . While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trident of the Yearning Tide","description":"Weapon (trident), very rare (requires attunement) The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trident of Throne's Command","description":"Trident of Throne's Command Melee Weapon (martial, trident), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Trident of Warning","description":"Weapon (Trident), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Trident of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Trident Polearm","description":"Trident Polearm Melee Weapon (martial, trident) The trident is a long, triple-headed spear generally associated with fishermen and the sea. On land, the trident is a formidable polearm with exceptional reach that can pierce, trap, and control opponents. Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Piercing Properties: Thrown, Versatile Range: 10/30 Weight: 5","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown, Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Trillimac","description":"Trillimac A trillimac is a mushroom that grows to a height of four to five feet, and has a broad gray-green cap and a light gray stalk. The cap’s leathery surface can be cut and cleaned for use in making maps, hats, and scrolls (its surface takes on dyes and inks well). The stalk can be cleaned, soaked in water for an hour, then dried to make a palatable food akin to bread. Each trillimac stalk provides 1d6 + 4 pounds of food.","properties":{"Category":"Items"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Trimauler","description":"The Trimauler shows unrelenting cruelty to its enemies and selfless kindness to its friends. Legend The Trimauler is an ancient trident with an obsidian handle, its three prongs fashioned from the pilfered teeth of an adolescent dragon turtle. It was forged millennia ago by merfolk for their champion Phrygia, whom legend described as a warrior as compassionate as they were fearsome. The orange and red scarf tied to the Trimauler is a remnant from the dress of their lover, Locria, and is said to have healing properties. The material never gets wet, even when submerged in water. Location When Phrygia died, their trident was buried with them, deep inside a cavern leagues beneath the waves. Its location is thought to be lost to time, though the disgruntled dragon turtle whose teeth were used to fashion the weapon knows where her missing teeth are buried. Encounter Ideas Tomb Hunters. The party are hired to accompany a group of deep-sea archaeologists in search of Phrygia’s tomb, where they find the trident hung above the urn containing the merfolk’s ashes. Belly Treasure. The party is swallowed by a gargantuan aquatic beast and finds the trident lodged in the leviathan’s belly. Superstition. While the party is visiting a fishing town, the trident washes up on shore and alarms the superstitious townsfolk. Progression The Trimauler progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity. Statistics Weapon (Trident), Rarity Varies (Requires Attunement) Common . Trimauler’s Touch . The trident has 3 charges. As an action, you can expend a charge to restore 1d4 + 1 hit points to all creatures of your choice within 10 feet of you. The trident regains all expended charges when you finish a long rest. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hit points restored by Trimauler’s Touch increase to 2d4 + 2. Rare . The hit points restored by Trimauler’s Touch increase to 3d4 + 3, and it can now affect creatures up to 20 feet away from you. Very Rare . The bonus to attack and damage rolls increases to +2, and the hit points restored by Trimauler’s Touch increase to 4d4 + 4. Legendary . The bonus to attack and damage rolls increases to +3, the hit points restored by Trimauler’s Touch increase to 5d4 + 5, and it can now affect creatures up to 30 feet away from you.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Trimauler (Common)","description":"Trimauler Weapon (Trident), Common (Requires Attunement) Trimauler’s Touch . The trident has 3 charges. As an action, you can expend a charge to restore 1d4 + 1 hit points to all creatures of your choice within 10 feet of you. The trident regains all expended charges when you finish a long rest. Progression The Trimauler progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Trimauler (Legendary)","description":"Trimauler Weapon (Trident), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. Trimauler’s Touch . The trident has 3 charges. As an action, you can expend a charge to restore 5d4 + 5 hit points to all creatures of your choice within 30 feet of you. The trident regains all expended charges when you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Trimauler (Rare)","description":"Trimauler Weapon (Trident), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Trimauler’s Touch . The trident has 3 charges. As an action, you can expend a charge to restore 3d4 + 3 hit points to all creatures of your choice within 20 feet of you. The trident regains all expended charges when you finish a long rest. Progression The Trimauler progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Trimauler (Uncommon)","description":"Trimauler Weapon (Trident), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Trimauler’s Touch . The trident has 3 charges. As an action, you can expend a charge to restore 2d4 + 2 hit points to all creatures of your choice within 10 feet of you. The trident regains all expended charges when you finish a long rest. Progression The Trimauler progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Trimauler (Very Rare)","description":"Trimauler Weapon (Trident), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Trimauler’s Touch . The trident has 3 charges. As an action, you can expend a charge to restore 4d4 + 4 hit points to all creatures of your choice within 20 feet of you. The trident regains all expended charges when you finish a long rest. Progression The Trimauler progresses as the creature who is attuned to it progresses. As the creature’s proficiency bonus increases, so does the weapon’s rarity.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown, Versatile","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Trip","description":"Apprentice weapon property Components: Masterwork martial or exotic melee weapon This weapon gains the Trip property. Trip. You can make a shove attempt against any creature within this weapon’s reach. Furthermore, you have advantage on ability checks you make to shove a creature using this weapon.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Trip sphere","description":"This apple-sized iron sphere contains gunpowder in an alchemical solution. As an action, you can throw this sphere up to 30 feet. It detonates with concussive force on impact and is destroyed. Each creature within 5 feet of where the sphere landed must succeed on a DC 10 Dexterity saving throw or be knocked prone.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Triplate Suit","description":"Made from an alloy of three metals, this suit provides a good amount of protection, particularly to blaster shots, while leaving the wearer relatively unencumbered.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Medium Armor","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Troll Gut Rope","description":"Troll Gut Rope Wondrous item, uncommon This 50-foot-long rope is woven from wet, rubbery troll intestines and is very pungent. You can command this rope to grow to any length up to 350 feet, and it reverts to its original length after 12 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Troll Rod","description":"Weapon (mace), uncommon (requires attunement) This uncouth pommel has a troll’s arm attached—still living—to one end. As a bonus action, you can issue it commands in the troll dialect of Giant to pick up items, drop them, or make a fist (typical command words include “grabbit,” “leggo,” and “maik’a’fist.”) If closed into a fist, the rod acts as a magic mace, and you have a +1 bonus to attack and damage rolls made using it.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Troll Skin Armor","description":"Armor (leather or hide), rare (requires attunement) While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trollblood Infusion","description":"Potion, rare An enchanted syringe of troll’s blood, this “potion” causes the user to temporarily gain the enhanced regenerative qualities of a troll. For one minute after injection, the recipient regains 2d8 hit points at the start of each of its turns. Additionally, as an action, it may make a Constitution saving throw with a bonus of +8 (or with advantage if its own bonus is higher) to heal from an Injury it suffers from. If it succeeds, the lasting effect of the Injury lasts for half the usual time, and the effect of the infusion ends.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Trollsblood Elixir","description":"Potion, very rare This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn’t function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Trollskin","description":"Master armor property Components: Masterwork suit of exotic medium armor This suit of armor is made of or lined with troll hide. While wearing this armor, you can use a bonus action to regain hit points equal to 1d10 + your craftsman level. Once you use this property, you can’t do so again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Master armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Trowel (weapon)","description":"Trowel (weapon) Unusual weapon (martial, trowel) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light: A light weapon is small and easy to handle, making it ideal for use fighting with two weapons. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Finesse, Light"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Truck Pickup","description":"","properties":{"Category":"Items"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Truck/Pickup","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"True-Ice Shards Dagger","description":"Weapons (dagger), artifact (requires attunement) Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus . They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed. You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does 1d8 cold damage instead of its regular damage. When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does 1d6 cold damage instead of its regular damage. Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time. Random Properties. The True-Ice Shards have the following random properties: 2 major beneficial properties 2 minor detrimental properties 1 major detrimental property Sub-Zero. Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards , rather than double. After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest. The Best Defense. As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls. Mental Command . While attuned to the True-Ice Shards, you can use an action to cast the Detect Thoughts spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails. As long as you maintain concentration, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and concentration continue. Omniscient. You can use the True-Ice Shards to cast a variety of divination spells. Locate Animals or Plants, Locate Creature, and Locate Object may be cast at will, and don’t have a maximum range. Other limitations of the spells still apply, and they can’t detect subjects on other planes of existence. Additionally, you may cast Scrying (with a spell save DC of 20) and Find the Path . Once either spell is cast, you must finish a long rest before casting either of them again. Destroying the Shards. While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown (range 20/60)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"True-Ice Shards Rapier","description":"Weapons (rapier), artifact (requires attunement) Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus . They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed. You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does 1d8 cold damage instead of its regular damage. When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does 1d6 cold damage instead of its regular damage. Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time. Random Properties. The True-Ice Shards have the following random properties: 2 major beneficial properties 2 minor detrimental properties 1 major detrimental property Sub-Zero. Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards , rather than double. After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest. The Best Defense. As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls. Mental Command . While attuned to the True-Ice Shards, you can use an action to cast the Detect Thoughts spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails. As long as you maintain concentration, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and concentration continue. Omniscient. You can use the True-Ice Shards to cast a variety of divination spells. Locate Animals or Plants, Locate Creature, and Locate Object may be cast at will, and don’t have a maximum range. Other limitations of the spells still apply, and they can’t detect subjects on other planes of existence. Additionally, you may cast Scrying (with a spell save DC of 20) and Find the Path . Once either spell is cast, you must finish a long rest before casting either of them again. Destroying the Shards. While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Truesight Shard","description":"Psychic Shard Focus, varies (requires affinity) The standard version of this 6-inch-long, clear, crystal shard is a very rare item. While holding it you can expend an action to use it and activate the extended perception power (save DC 17). The following psychic shard variants are epic items and have additional properties. Mindsight Shard. You can use an action to activate the detect thoughts power (save DC 17) during your use of extended perception with the shard, targeting creatures you can see within 30 feet of the power’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if extended perception ends. Telepathic Shard. While using extended perception through the shard, you can communicate telepathically with creatures you can see within 30 feet of the power’s sensor. You can also use an action to activate the suggestion power (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if extended perception ends. Once used, the suggestion feature of the shard can’t be used again until you finish a long rest. Truesight Shard. While using extended perception through the shard, you have truesight with a radius of 120 feet centered on the power’s sensor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"focus","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Truestrike Crossbow","description":"Weapon (Any Crossbow), Rare (Requires Attunement) This magic crossbow has 3 charges and regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge and set the crossbow’s sight on a target you can see within 60 feet. For 1 minute or until you choose a new target, you have advantage on ranged attack rolls against it using this weapon. In addition, you ignore half cover and three-quarters cover when making ranged attacks against the target with this crossbow. If the target becomes invisible or heavily obscured, you can see it as if it was fully visible.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Weapon","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Truth Serum","description":"Ingested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie. Cost: 150 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Truth Serum"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Truth serum (Ingested)","description":"Truth Serum Adventuring gear (poison, ingested) A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tub-Boat","description":"Tub-Boat Vehicle Tub-boats are small, barrel-shaped, circular vessels five to six feet in diameter, designed for one operator who steers by oar. Sturdy and cheap to build, they serve as additional vessels for families in many fishing villages across Rokugan, and as single-person landing craft aboard some Mantis vessels.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Tuba (or any large brass instrument)","description":"Tuba (Or Any Large Brass Instrument) Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Weight : 5","properties":{"Category":"Items","Expansion":27051,"Item Type":"Item","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tunic of the Witch (Cursed)","description":"Tunic of the Witch (Cursed) Wondrous item, rare (requires attunement) This magical item, which can be worn under armor, grants a +1 AC bonus. However, while worn, any ironwood witch within 100 feet can see and hear everything happening to the wearer. In addition, a witch may use their Control Thrall ability on the wearer. Removing this tunic requires a remove curse spell.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Turbofan Fanjet","description":"","properties":{"Category":"Items","Expansion":27053},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Turbofan/Fanjet","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Turtle Mace","description":"Yeah, this looks like it will hurt someone. Legend The head of the Turtle Mace is the last surviving piece of a diorama sculpted by the late Cameron Penmann depicting a dragon turtle devouring a fishing fleet. The head was ripped from its museum display and shoved onto the end of a broken javelin by an angry patron during an altercation with an animated dinosaur skeleton. The patron kept their new weapon, unaware that Penmann’s spirit would seek revenge. Location The Turtle Mace is currently in transit across the ocean to a weaponry museum. Encounter Ideas Kindred Call. While crossing the ocean, Penmann’s spirit calls to a dragon turtle who tails the ship and gets dangerously close. Restoration Piece. A gnome possessed by Penmann’s ghost is melting stolen statues down to recreate the destroyed diorama. They use the Turtle Mace to get their way. Highest Bidder. The Turtle Mace is being auctioned at a museum to support a town rebuilding after a behir attack. Progression The Turtle Mace progresses whenever time is taken to restore the full model. By spending 8 hours and a certain amount of bronze, a creature proficient with smith’s tools or tinker’s tools can make a Dexterity check to attempt to increase the weapon’s rarity. The DC for this check and the amount of bronze required depends on the desired rarity and is outlined in the table below. On a success, the weapon’s rarity increases by one step. On a failure, you lose half the value of the materials and must try again. The weapon’s rarity can’t be increased by more than one step in the same week. Turtle Mace Progression Table Rarity Material Cost DC Uncommon 500 gp 13 Rare 2,000 gp 15 Very Rare 7,500 gp 17 Legendary 10,000 gp 20 Statistics Weapon (Mace), Rarity Varies (Requires Attunement) Common . Push. Once per turn, when you hit a creature with this magic weapon, the target must succeed on a DC 10 Strength saving throw or be pushed back 5 feet. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. The save DC for Push increases to 13 and creatures are now pushed back 10 feet on a failed Strength saving throw. Rare . The save DC for Push increases to 15. Steam Cloud. This weapon has 1 charge which is regained when you finish a long rest. As part of an attack you make with the Turtle Mace , you can expend 1 charge to create a concentrated cloud of steam in a 5-foot radius around you. Each creature in the area (other than you) must make a DC 15 Constitution saving throw, taking 2d12 fire damage on a failed save, or half as much on a successful one. Additionally, the area is heavily obscured until the end of your next turn. Very Rare . The bonus to attack and damage rolls increases to +2 and the save DC for all properties increases to 17. Creatures who fail their Strength saving throw against Push are now pushed back 15 feet. Steam Cloud’s damage increases to 3d12, and its total number of charges increases to 2. It regains all expended charges when you finish a long rest. Legendary . The bonus to attack and damage rolls increases to +3 and the save DC for all properties increases to 19. Steam Cloud’s radius increases to 10 feet, its damage increases to 4d12 damage, and its total number of charges increases to 3.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"varies","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Turtle Mace (Common)","description":"Turtle Mace Weapon (Mace), Common (Requires Attunement) Push. Once per turn, when you hit a creature with this magic weapon, the target must succeed on a DC 10 Strength saving throw or be pushed back 5 feet. Progression The Turtle Mace progresses whenever time is taken to restore the full model. By spending 8 hours and 500 gp of bronze, a creature proficient with smith’s tools or tinker’s tools can make a DC 13 Dexterity check to attempt to increase the weapon’s rarity. On a success, the weapon’s rarity increases by one step. On a failure, you lose half the value of the materials and must try again. The weapon’s rarity can’t be increased by more than one step in the same week.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"common","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Turtle Mace (Legendary)","description":"Turtle Mace Weapon (Mace), Legendary (Requires Attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. Push. Once per turn, when you hit a creature with this magic weapon, the target must succeed on a DC 19 Strength saving throw or be pushed back 15 feet. Steam Cloud. This weapon has 3 charges which is regained when you finish a long rest. As part of an attack you make with the Turtle Mace , you can expend 1 charge to create a concentrated cloud of steam in a 10-foot radius around you. Each creature in the area (other than you) must make a DC 19 Constitution saving throw, taking 4d12 fire damage on a failed save, or half as much on a successful one. Additionally, the area is heavily obscured until the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Turtle Mace (Rare)","description":"Turtle Mace Weapon (Mace), Rare (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Push. Once per turn, when you hit a creature with this magic weapon, the target must succeed on a DC 15 Strength saving throw or be pushed back 10 feet. Steam Cloud. This weapon has 1 charge which is regained when you finish a long rest. As part of an attack you make with the Turtle Mace , you can expend 1 charge to create a concentrated cloud of steam in a 5-foot radius around you. Each creature in the area (other than you) must make a DC 15 Constitution saving throw, taking 2d12 fire damage on a failed save, or half as much on a successful one. Additionally, the area is heavily obscured until the end of your next turn. Progression The Turtle Mace progresses whenever time is taken to restore the full model. By spending 8 hours and 7,500 gp of bronze, a creature proficient with smith’s tools or tinker’s tools can make a DC 17 Dexterity check to attempt to increase the weapon’s rarity. On a success, the weapon’s rarity increases by one step. On a failure, you lose half the value of the materials and must try again. The weapon’s rarity can’t be increased by more than one step in the same week.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Turtle Mace (Uncommon)","description":"Turtle Mace Weapon (Mace), Uncommon (Requires Attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Push. Once per turn, when you hit a creature with this magic weapon, the target must succeed on a DC 13 Strength saving throw or be pushed back 10 feet. Progression The Turtle Mace progresses whenever time is taken to restore the full model. By spending 8 hours and 2,000 gp of bronze, a creature proficient with smith’s tools or tinker’s tools can make a DC 15 Dexterity check to attempt to increase the weapon’s rarity. On a success, the weapon’s rarity increases by one step. On a failure, you lose half the value of the materials and must try again. The weapon’s rarity can’t be increased by more than one step in the same week. ","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Turtle Mace (Very Rare)","description":"Turtle Mace Weapon (Mace), Very Rare (Requires Attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Push. Once per turn, when you hit a creature with this magic weapon, the target must succeed on a DC 17 Strength saving throw or be pushed back 15 feet. Steam Cloud. This weapon has 2 charges which is regained when you finish a long rest. As part of an attack you make with the Turtle Mace , you can expend 1 charge to create a concentrated cloud of steam in a 5-foot radius around you. Each creature in the area (other than you) must make a DC 17 Constitution saving throw, taking 3d12 fire damage on a failed save, or half as much on a successful one. Additionally, the area is heavily obscured until the end of your next turn. Progression The Turtle Mace progresses whenever time is taken to restore the full model. By spending 8 hours and 10,000 gp of bronze, a creature proficient with smith’s tools or tinker’s tools can make a DC 20 Dexterity check to attempt to increase the weapon’s rarity. On a success, the weapon’s rarity increases by one step. On a failure, you lose half the value of the materials and must try again. The weapon’s rarity can’t be increased by more than one step in the same week.","properties":{"Category":"Items","Item Type":"Weapon (mace)","Item Rarity":"very rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Turtle's Shelter","description":"Armor (Shield), Common (Requires Attunement) This magic shield is crafted from the shell of a giant tortoise. While wearing it, your speed is reduced by 5 feet but spells and other magical effects can't otherwise reduce your speed. Moreover, you have disadvantage on Initiative rolls but treat any roll of 9 or lower as a 10.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Twilight Cap","description":"Videre Spongos, common Twilight caps form the backbone of the funglet diet, and the mushroom is a commodity in those markets that reach the Upperworld. Vision Enhancer. A character who eats twilight caps at least once a day for a week gains darkvision to 120 feet as long as the character maintains this diet. Spell Component. Incorporating twilight caps as a material component into a spell that modifies vision, such as blindness, causes the spell’s targets to make saving throw rolls with disadvantage.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Twilighter","description":"Survival always comes at a cost; with this halberd, ensure that cost is taken from someone else. Legend The Twilighter is so named for that transitional period between night and day, or as others see it, between life and death. It was forged by a powerful lich as a gift for one of his warlocks. No one quite remembers the warlock’s name, let alone the lich’s. Though the particulars of its origin are lost to time, the Twilighter is well-known for tempting its wielders to toy with the forces of life and death for their own gain, often at the expense of others. Location Many seek the Twilighter for its ability to siphon energy from its victims for its wielder. The adventurers won’t find this item in a long-abandoned tomb or adorned on a wall. The Twilighter demands use. Encounter Ideas Champion’s Weapon. In the city there is a fighting tournament, and its champion owes his hundred-round winning streak to his trusty halberd that glows a malevolent purple. Hour of Need. The princess of a kingdom under attack believes this halberd of legend can somehow save her people. Lich-Sake. A lich keeps this halberd close, hoping to lure the perfect protégé to his cause by offering it as a gift. Progression The Twilighter progresses as the creature attuned to it casts more necromancy spells. Once the weapon progresses, it can’t do so again until the attuned creature’s proficiency bonus increases. Rarity Necromancy Spells Cast Uncommon 30 Rare 70 Very rare 120 Legendary 180 Statistics Weapon (Halberd), Rarity Varies (Requires Attunement by a Creature That Can Cast at Least One Spell) Common . Life for Death. When you cast a necromancy spell of 1st-level or higher, you gain a number of temporary hit points equal to the spell’s level. Uncommon . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Rare . The bonus to attack and damage rolls increases to +2, and the number of temporary hit points gained from Life for Death is now twice the spell’s level. Very Rare . The weapon deals an additional 1d6 necrotic damage on a hit. Legendary . The bonus to attack and damage rolls increases to +3, and the additional necrotic damage increases to 2d6.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"varies","Requires Attunement":"Requires Attunement by a Creature That Can Cast at Least One Spell"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Twilighter (Common)","description":"Twilighter Weapon (Halberd), Common (Requires Attunement by a Creature That Can Cast at Least One Spell) Life for Death. When you cast a necromancy spell of 1st-level or higher, you gain a number of temporary hit points equal to the spell’s level. Progression The Twilighter progresses after the creature attuned to it casts 30 necromancy spells. Once the weapon progresses, it can’t do so again until the attuned creature’s proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"common","Requires Attunement":"Requires Attunement by a Creature That Can Cast at Least One Spell"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Twilighter (Legendary)","description":"Twilighter Weapon (Halberd), Legendary (Requires Attunement by a Creature That Can Cast at Least One Spell) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The weapon deals an additional 2d6 necrotic damage on a hit. Life for Death. When you cast a necromancy spell of 1st-level or higher, you gain a number of temporary hit points equal to twice the spell’s level.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"legendary","Requires Attunement":"Requires Attunement by a Creature That Can Cast at Least One Spell"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Twilighter (Rare)","description":"Twilighter Weapon (Halberd), Rare (Requires Attunement by a Creature That Can Cast at Least One Spell) You gain a +2 bonus to attack and damage rolls made with this magic weapon. Life for Death. When you cast a necromancy spell of 1st-level or higher, you gain a number of temporary hit points equal to twice the spell’s level. Progression The Twilighter progresses after the creature attuned to it casts 120 necromancy spells. Once the weapon progresses, it can’t do so again until the attuned creature’s proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"rare","Requires Attunement":"Requires Attunement by a Creature That Can Cast at Least One Spell"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Twilighter (Uncommon)","description":"Twilighter Weapon (Halberd), Uncommon (Requires Attunement by a Creature That Can Cast at Least One Spell) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Life for Death. When you cast a necromancy spell of 1st-level or higher, you gain a number of temporary hit points equal to the spell’s level. Progression The Twilighter progresses after the creature attuned to it casts 70 necromancy spells. Once the weapon progresses, it can’t do so again until the attuned creature’s proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"uncommon","Requires Attunement":"Requires Attunement by a Creature That Can Cast at Least One Spell"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Twilighter (Very Rare)","description":"Twilighter Weapon (Halberd), Very Rare (Requires Attunement by a Creature That Can Cast at Least One Spell) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The weapon deals an additional 1d6 necrotic damage on a hit. Life for Death. When you cast a necromancy spell of 1st-level or higher, you gain a number of temporary hit points equal to twice the spell’s level. Progression The Twilighter progresses after the creature attuned to it casts 180 necromancy spells. Once the weapon progresses, it can’t do so again until the attuned creature’s proficiency bonus increases.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, Reach, Two-Handed","Item Rarity":"very rare","Requires Attunement":"Requires Attunement by a Creature That Can Cast at Least One Spell"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Twin Moons","description":"Twin Moons Melee weapon (simple, dagger), very rare (requires attunement) These twin, crescent-shaped daggers are silvered and expertly balanced for throwing. When thrown, each of these magic weapons has a short range of 60 feet and a long range of 120 feet. When you are attuned to these daggers, you can draw or stow both daggers when you would normally be able to draw or stow only one. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with these daggers. You can use your bonus action to recall one of these daggers as long as you hold its twin. A recalled dagger reaches your hand at the end of your turn. If you somehow lose these daggers while attuned to them, you can perform a minute-long ritual that will summon the pair of daggers to your hands. When you throw one of these daggers, you can choose one of the following options: Full Moon—The dagger glows brightly and deals an extra 1d6 radiant damage. Crescent Moon— The dagger automatically returns to your hand at the end of your turn. No Moon—The dagger becomes invisible until the end of your turn, providing your attack with advantage unless the target can see the dagger while it is invisible. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 60/120 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Twin Sai of the Gale","description":"Twin Sai of the Gale Melee weapon (martial, two sai), legendary (requires attunement) These identical sai are enchanted to be wielded together, allowing you to strike and weave through enemies like the wind. You gain a +3 bonus to attack and damage rolls made with these magic weapons, and you can draw or stow both weapons simultaneously when you would normally be able to draw or stow only one. While wielding both weapons, you have a flying speed equal to your base walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. When you make an attack against a creature with one of the sai, you can make an extra attack against the target using the other sai. This ability can be used no more than once against a single target during any given turn but can be used against multiple different targets during that turn, provided you have enough attacks. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d4 Damage Type: Bludgeoning Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Defensive, Light Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Twinblade","description":"Twinblades Twinblades are martial melee weapons; double-bladed polearms that rely on the user’s dexterity to keep them in constant motion. They deal 2d4 slashing damage on a hit and have the Finesse and Two-handed properties. They also have the Special: Whirl property. Special: Whirl. If you are proficient with the twinblade, you can use a bonus action to attempt to whirl the weapon. Make a DC 15 Dexterity check. On a success, you gain a +2 bonus to your AC until the start of your next turn, the whirling blades acting as a barrier against attacks. On a failure, that bonus is only a +1 .","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Twinbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (twinbow)","Properties":"Ammunition (100/400), Heavy, Twinshot, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Twinshot","description":"Journeyman weapon property Components: Masterwork exotic ranged weapon This weapon gains the Twinshot property. Twinshot. Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within this weapon's range.","properties":{"Category":"Items","Item Type":"Journeyman weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Twinspawn Maulhammer","description":"Weapon (maul), rare (requires attunement) Component: aberration bone Made of the fossilised remains of a Deep One’s spawn, the holes within this double-headed maul sparkle with illusory motes of light. As a bonus action while holding this weapon, you can separate this maul into two warhammers, or convert them back to a maul. You gain a +2 bonus to attack and damage rolls made with either form of this magic weapon. Duplicate. When you separate the warhammers, or as a bonus action when they’re already separated, you can cause one of the warhammers to float in the grasp of an illusory double of yourself for 1 minute. When you create the illusion, and as bonus action on each of your turns, you can move the duplicate and hammer up to 20 feet to a point you can see and make a melee weapon attack against a target within 5 feet of the hammer. Use your Charisma modifier for attack and damage rolls made in this way. The duplicate can’t be harmed, though it can be dispelled by a dispel magic spell or similar magic. A creature that succeeds on a DC 15 Intelligence (Investigation) check or that physically interacts with the duplicate perceives that it is illusory and that the weapon is floating. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Twinspawn Maulhammer - Warhammer Form","description":"Weapon (maul), rare (requires attunement) Component: aberration bone Made of the fossilised remains of a Deep One’s spawn, the holes within this double-headed maul sparkle with illusory motes of light. As a bonus action while holding this weapon, you can separate this maul into two warhammers, or convert them back to a maul. You gain a +2 bonus to attack and damage rolls made with either form of this magic weapon. Duplicate. When you separate the warhammers, or as a bonus action when they’re already separated, you can cause one of the warhammers to float in the grasp of an illusory double of yourself for 1 minute. When you create the illusion, and as bonus action on each of your turns, you can move the duplicate and hammer up to 20 feet to a point you can see and make a melee weapon attack against a target within 5 feet of the hammer. Use your Charisma modifier for attack and damage rolls made in this way. The duplicate can’t be harmed, though it can be dispelled by a dispel magic spell or similar magic. A creature that succeeds on a DC 15 Intelligence (Investigation) check or that physically interacts with the duplicate perceives that it is illusory and that the weapon is floating. Once this property of the weapon has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Twinspawn Maulhammer - Warhammer Form (uncommon variant)","description":"Weapon (maul), rare (requires attunement) Component: aberration bone Made of the fossilised remains of a Deep One’s spawn, the holes within this double-headed maul sparkle with illusory motes of light. As a bonus action while holding this weapon, you can separate this maul into two warhammers, or convert them back to a maul. You gain a +2 bonus to attack and damage rolls made with either form of this magic weapon. Duplicate. When you separate the warhammers, or as a bonus action when they’re already separated, you can cause one of the warhammers to float in the grasp of an illusory double of yourself for 1 minute. When you create the illusion, and as bonus action on each of your turns, you can move the duplicate and hammer up to 20 feet to a point you can see and make a melee weapon attack against a target within 5 feet of the hammer. Use your Charisma modifier for attack and damage rolls made in this way. The duplicate can’t be harmed, though it can be dispelled by a dispel magic spell or similar magic. A creature that succeeds on a DC 15 Intelligence (Investigation) check or that physically interacts with the duplicate perceives that it is illusory and that the weapon is floating. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the attack and damage bonus to +1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Twinspawn Maulhammer (uncommon variant)","description":"Weapon (maul), rare (requires attunement) Component: aberration bone Made of the fossilised remains of a Deep One’s spawn, the holes within this double-headed maul sparkle with illusory motes of light. As a bonus action while holding this weapon, you can separate this maul into two warhammers, or convert them back to a maul. You gain a +2 bonus to attack and damage rolls made with either form of this magic weapon. Duplicate. When you separate the warhammers, or as a bonus action when they’re already separated, you can cause one of the warhammers to float in the grasp of an illusory double of yourself for 1 minute. When you create the illusion, and as bonus action on each of your turns, you can move the duplicate and hammer up to 20 feet to a point you can see and make a melee weapon attack against a target within 5 feet of the hammer. Use your Charisma modifier for attack and damage rolls made in this way. The duplicate can’t be harmed, though it can be dispelled by a dispel magic spell or similar magic. A creature that succeeds on a DC 15 Intelligence (Investigation) check or that physically interacts with the duplicate perceives that it is illusory and that the weapon is floating. Once this property of the weapon has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the attack and damage bonus to +1 and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Twisted Claw","description":"Twisted Claw Wondrous item, very rare (requires attunement) This small silver sculpture is shaped like a twisted beast’s claw. You can use your action to point the claw at a target you can see within 60 feet of you. The target must make a DC 15 Constitution saving throw or become incapacitated with excruciating pain for 1 minute on a failed save. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. Once used, the claw can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Two Cat Chariot","description":"Two Cat Chariot Wondrous item, very rare This ornate chariot has carvings of frolicking cats along its surface. The chariot is large enough to hold three riders, but the two harnesses are sized for a cat-sized creature. When two cats are secured to the cat-sized harnesses, the runes and sigils on the wooden chariot’s surface ignite, glowing with an eldritch blue. Each time activated in this manner, the chariot’s rider must make a DC 15 Wisdom (Animal Handling) check. If successful, the cats transform into lions (with the Fey property and able to fly the chariot at a speed of 60) and the cats will obey directions from the riders. If either cat takes damage, they attempt to land on their next turn and ignore any further direction until the next time they are activated. Once they land, they turn back into normal cats. Once activated, the chariot cannot be activated again until after a long rest is finished.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Two-Birds Sling","description":"Two-Birds Sling Ranged weapon (simple, sling), rare You have a +1 bonus to attack and damage rolls made with this weapon. When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Damage: 1d4 Damage Type: bludgeoning Properties: Ammunition Modifiers: Attack Rolls +1, Damage Rolls +1 Range: 30/120","properties":{"Category":"Items","Expansion":5432,"Item Type":"Weapon ","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Two-Handed","description":"Apprentice weapon property Components: Masterwork weapon that doesn’t have the Finesse, Foregrip, Light, Thrown, or Versatile properties This weapon gains the Two-Handed property and its damage die increases by one step. Additionally, if it is a ranged weapon, its normal range increases by 50 feet and its long range increases accordingly.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Two-Person Tent","description":"Two-Person Tent Adventuring gear A simple and portable canvas shelter, a tent sleeps two. Weight: 20","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Two-Way Communicator","description":"Two-Way Communicator Miscellaneous gear Includes two small earpieces or wrist devices with a range of 150 miles. Up to twenty of these devices can be linked to the same frequency. Weight : 2","properties":{"Category":"Items","Expansion":27051,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tyrant's Whip","description":"Weapon (whip), uncommon This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Ullathar","description":"Ullathar Elder Rune of Passage Bane Effect: The target must succeed on a Wisdom saving throw or be restrained for 24 hours. Boon Effect: For the next 24 hours, the target gains the following benefits: The effects of the freedom of movement spell The ability to cast the knock spell at will, requiring no components","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Ultra Healing Ampoule","description":"Healing Ampoule Compound, varies You regain hit points when you imbibe or are injected with this red, liquid compound. The number of hit points depends on the compound’s potency label, as shown on the following table. Label Rarity HP Regained Healing Common 2d4 + 2 Super healing Uncommon 4d4 + 4 Hyper healing Rare 8d4 + 8 Ultra healing Very rare 10d4 + 20","properties":{"Category":"Items","Expansion":27053,"Item Type":"compound","Item Rarity":"very rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Umber Beans","description":"Wondrous item, uncommon These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature’s attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock’s talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can’t attack that creature. d10 Creature 1 Dretch 2-3 2 Shadows 4-6 Chuul 7-8 Vrock 9 Hezrou or Psoglva Demon 10 Remorhaz or Voidling","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Umber Beans","description":"Wondrous item, common These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature’s attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock’s talons. A creature with truesight or a creature that uses its action to examine the illusion can determine that it is an illusion with a successful DC 15 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can’t attack that creature. d10 Creature 1 Dretch 2-3 2 Shadows 4-6 Chuul 7-8 Vrock 9 Hezrou or Psoglav Demon 10 Remorhaz or Voidling","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Umbra's Claw","description":"Wondrous Item, Very Rare (Requires Attunement) This claw is made from darksteel inscribed with profane glyphs. While wearing the claw, it counts as a simple melee weapon with the finesse property. You are proficient with it and it deals 1d8 slashing damage on a hit. It has the following magical properties: You have blindsight out to a range of 10 feet while wearing this claw. When you hit a creature with an attack roll using the claw, the creature becomes cursed for 1 minute or until you curse another creature in this way. While cursed by the claw, the creature takes 1d4 necrotic damage at the start of each of its turns. The target can then make a DC 15 Constitution saving throw, ending the effect on itself on a success. Awakened. When the claw reaches an Awakened state, it gains the following properties: The range of your blindsight extends to 30 feet. The DC to end the claw's curse increases to 17 and the necrotic damage dealt by it increases to 1d8. When you hit a creature that is currently cursed by this weapon with another attack using the claw, the curse grows in strength. After you hit it with a second attack, the cursed target can't regain hit points. After you hit it with a third attack, the target must also roll a d4 and subtract it from any attack roll or ability check it makes while cursed in this way. Umbra's Lamentations This pair of malignant weapons are made of dark leather and metal imbued with infernal magic. Separate, each is dangerous and fearsome – but when combined as they were destined to be, their fell magic awakens, making them deadlier still. If a character is attuned to both claw and cloak , both become Awakened and gain various improvements.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Properties":"Finesse","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Umbra's Mantle","description":"Wondrous Item, Very Rare (Requires Attunement) This magic cloak is infused with shadow and brimstone. It has the following magical properties: While wearing this cloak in dim light or darkness, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is also dim light or darkness. As an action, you can transform your shadow into a shadowmire shade . The shade takes its turn in combat directly after yours and obeys your telepathic commands (no action required). While your shadow is transformed in this way, you must make a DC 13 Constitution saving throw at the start of each of your turns. On a failed save, you suffer one level of exhaustion. The shade remains until it is reduced to 0 hit points or you dismiss it as a bonus action. When it disappears, you regain your shadow. All levels of exhaustion suffered by this property are removed once you finish a short or long rest. Awakened. When the cloak reaches an Awakened state, it gains the following properties: While wearing this cloak in dim light or darkness, you have advantage on ability checks and saving throws that use Strength or Dexterity. When you use the cloak to teleport, you can cause a cloud of shadowy smoke to surround you in a 5-foot-radius sphere where you appear. The cloud heavily obscures the area. A strong wind disperses the cloud, which otherwise remains there until the start of your next turn. Umbra's Lamentations This pair of malignant weapons are made of dark leather and metal imbued with infernal magic. Separate, each is dangerous and fearsome – but when combined as they were destined to be, their fell magic awakens, making them deadlier still. If a character is attuned to both claw and cloak , both become Awakened and gain various improvements.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Umbral Armor","description":"Armor (Light, Medium, Or Heavy), Rare This armor is a dull gray, marked with flecks of gold or silver and sometimes filigreed in luminous purple swirls. While wearing this armor, you emit a trail of shadows that obscures your passage, wiping away tracks and hiding your movement. All attempts to track you are made with disadvantage, and all ranged attacks against you are also made with disadvantage. However, bright light (such as from sunlight or the daylight spell) negates both effects and makes this armor easy to see. In these conditions, all attacks made against you gain a +2 to the attack roll.","properties":{"Category":"Items","Item Type":"Light, Medium or Heavy Armor"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Umbral Band","description":"Ring, uncommon (requires attunement) This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Umbral Chopper","description":"Weapon (any axe), rare (requires attunement) This simple axe looks no different from a standard forester’s tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn’t reduced. Darkness . While carrying this axe, you can use an action to cast the darkness spell from it. Once used, this property can’t be used again until the next sunset.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Umbral Lantern","description":"Wondrous item, rare This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Umbral Staff","description":"Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness *, douse light *, and shadow blindness * spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: become nightwing * (6 charges), black hand * (4 charges), black ribbons * (1 charge), black well * (6 charges), cloak of shadow * (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing * (5 charges), dark path * (2 charges), darkbolt * (2 charges), encroaching shadows * (6 charges), night terrors * (4 charges), shadow armor * (1 charge), shadow hands * (1 charge), shadow puppets * (2 charges), or slither * (2 charges). You can also use an action to cast the claws of darkness *, douse light *, or shadow blindness * spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition . At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"legendary","Requires Attunement":"requires attunement by a Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Umbrasand Armor","description":"Created by the thieves’ guilds of Tar-Jurani, the Umbrasand Armor is designed to help rogues. Umbrasand is a pitch black material magically created from desert sand. When a masterwork leather armor is rubbed with Umbrasand for eight hours, it is slowly imbued with the sand’s properties. Armor of a lesser quality would be destroyed in the process. The leather turns pitch black, and dark mists constantly surround the armor. The mists grant magical protection, increasing the armor class, as well as granting advantage on Stealth saving throws to avoid visual detection. As an action, the wearer can expand these mists into a sphere with a five to ten feet radius centered on the armor. While light exists normally within the area of effect, allowing the wearer to see, it is blocked from leaving the sphere. For the caster, this means they cannot see beyond the area of effect. From the outside, the effect resembles a Darkness spell. Expanding and retracting the dark mists as an action can be repeated indefinitely. There is no time limit on how long the mists can stay expanded. Base Armor Class: 14 Luay kneeled in front of the door, his lock pick slowly moving in the keyhole. The night was extraordinarily dark, thick clouds hiding the emerald moon. The glowing light of the Flamegazer Halfling’s body provided him with enough illumination to see what he was doing. He tried to calm himself. Breaking into a prison was stupid and dangerous, but who else was supposed to free his friends? Then he felt it. The first lock mechanism had moved, and the door was almost open. Just a few more seconds… but then he heard the voices. Two of the guards had just come out the front entrance. He quickly moved away from the door, deeper into the dark alleyway. There was nothing to hide behind, but he had his Umbrasand Armor. Luay whispered the command word, and the sphere of darkness spread around him. Everything beyond five feet away from him was hidden behind a pitch black orb of magic. The guards came closer, their armor giving away every step they made. They approached the entrance to the alley. “Hey, wait”, one of them said. Luay silently cursed, and reached for his dagger. “What’s up?” “That alley… it’s strange. It’s so dark over there.” “Seriously?” The other guard sneered. “It’s a dark alley on a dark night. Don’t be paranoid. Come on, I’m hungry.” A few more seconds passed. Then the guards moved on. Luay took a deep breath. Yes, he loved his Umbrasand Armor. He wasn’t proud about how he acquired it, but he’d never give it away again.","properties":{"Category":"Items","Expansion":17295,"Item Type":"Light Armor","Item Rarity":"rare"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Umbrasilk Cloak","description":"Wondrous item, uncommon (requires attunement) Silver thread dances across the sheer black surface of this cloak like shadowy liquid. When worn, the cowl of the cloak descends entirely over your face, cloaking you in the safety of darkness and hiding your identity, but allowing you to see normally through the sheer fabric to a range of 30 feet. You ignore disadvantage from Sunlight Sensitivity.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Umbrella","description":"Umbrella Adventuring gear Normally made of wicker and silk, umbrellas keep both the sun and the rain off of those who carry them. Stories tell of umbrellas being used as improvised weapons by masters of the sword.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Umbrella (weapon)","description":"Umbrella (weapon) Unusual weapon (martial, umbrella) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Unarmed","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Unarmed Strike","description":"Unarmed Strike Melee weapon Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-‐‑butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Damage: 1 Damage Type: Bludgeoning","properties":{"Category":"Items","Damage":1,"Source":"5th Edition SRD","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Unarmed Strike","description":"Unarmed Strike Melee weapon Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-‐‑butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Damage: 1 Damage Type: Bludgeoning","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Unbound Epee Solaire","description":"Unbound Épée Solaire Trick weapon (greatsword, shortsword), artifact (requires attunement) The method to create the Épée Solaire is a tight-lipped secret, involving harnessing the power of the sun, a method that only devout followers of the Radiant One can grasp. As time went on, the sun faded from the skies of Luyarnha, replaced by a never ending night, and so, the creation of this weapon became impossible. This Épée Solaire was bathed in the blood of the sun, unleashing its potential. While attuned to this weapon, you gain the following benefits: You are proficient with greatswords and shortswords. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 radiant damage on a hit. When you hit an aberration or undead with it, the extra radiant damage increases to 2d8. You have advantage on saving throws against madness. The weapon’s blade emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. You can summon or extinguish the light at will (no action required). Each creature of your choice in the light has resistance to radiant damage. This weapon has the Deflective Light property. Deflective Light. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to cause a burst of sunlight to flare before the attacker, imposing disadvantage on the attack roll and transforming the weapon. An attacker that can't be blinded is immune to this property. Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the blade is a metallic greatsword glowing with light. In its transformed state, the weapon is two shortswords emitting the same glow. Untransformed. While wielding this greatsword, your senses are pushed to their limit. You gain a +1 bonus to AC and saving throws. In addition, the weapon has the Light of Judgment property. Light of Judgment. As a bonus action, you can unleash judgment upon the heretics. The blade’s light is summoned for the next minute or until you fall unconscious or transform the weapon. You and all hostile creatures within the bright light immediately take 2d8 radiant damage. In addition, for the duration, you deal an extra 2d8 radiant damage whenever you damage a creature with the épée, and radiant damage you deal ignores resistance to radiant damage. Transformed. When you engage in two-weapon fighting with these shortswords, you can add your ability modifier to the damage of the second attack. In addition, this weapon gains the Sunscorch property. Sunscorch. Whenever you hit a creature two times in a turn with these shortswords, the accumulated solar energy detonates. Each creature in a 15-foot radius must make a DC 17 Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. *Roll20 Note: Add the Unbound Épée Solaire (Greatsword) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Unbound Epee Solaire (Greatsword)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Unbound Epee Solaire to populate attacks in its untransformed form. While attuned to this weapon, you gain the following benefits: You are proficient with greatswords and shortswords. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d8 radiant damage on a hit. When you hit an aberration or undead with it, the extra radiant damage increases to 2d8. You have advantage on saving throws against madness. The weapon’s blade emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. You can summon or extinguish the light at will (no action required). Each creature of your choice in the light has resistance to radiant damage. This weapon has the Deflective Light property. Deflective Light. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to cause a burst of sunlight to flare before the attacker, imposing disadvantage on the attack roll and transforming the weapon. An attacker that can't be blinded is immune to this property. Untransformed. While wielding this greatsword, your senses are pushed to their limit. You gain a +1 bonus to AC and saving throws. In addition, the weapon has the Light of Judgment property. Light of Judgment. As a bonus action, you can unleash judgment upon the heretics. The blade’s light is summoned for the next minute or until you fall unconscious or transform the weapon. You and all hostile creatures within the bright light immediately take 2d8 radiant damage. In addition, for the duration, you deal an extra 2d8 radiant damage whenever you damage a creature with the épée, and radiant damage you deal ignores resistance to radiant damage. ","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Unbreakable Arrow","description":"Unbreakable Arrow Ammunition, common This arrow can’t be broken, except when it is within an antimagic field.","properties":{"Category":"Items","Expansion":6,"Item Type":"Ammunition","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Uncharged Claw","description":"Uncharged Claw Trick weapon, rare (requires attunement) While attuned to this weapon, you have resistance to lightning damage. Trick Weapon. As a bonus action, if you've taken lightning damage or spent a hit die since the start of your last turn, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the claw is a sinewy leather gauntlet, made from the muscle and hide of a galvanized prowler. In its transformed state, the claw surges with electrical energy, merging with its wearer's forearm and turning into a monstrous claw. Untransformed. The bestial hide feeds off of you in exchange for power; you have advantage on initiative rolls. In addition, this gauntlet devours your life force. When you hit with a melee attack, you can spend a hit die to deal an extra 1d6 lightning damage. The gauntlet has 2 charges and regains all expended charges daily at dawn. When you take lighting or thunder damage, you can use your reaction to expend 1 charge to instead take no damage and regain 1 hit die. Transformed. The gauntlet merges with your form, turning your hand into an aberrant claw that you cannot be disarmed of. This claw changes the damage of your unarmed strikes to 1d8, the damage type to slashing, and you can use your Dexterity or Strength modifier for the attack and damage rolls made with it. In addition, when you hit with a melee attack using this claw, you can spend a hit die to deal an extra 1d8 lightning damage. The claw is too unwieldy to use for delicate handling, such as activating intricate mechanisms (like the trigger of a firearm) or picking locks with thieves' tools. The uncharged claw can be turned into a galvanized claw by crushing the live heart of a galvanized prowler with it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"undefined -- 32048","description":"","properties":{"Category":"Items","Expansion":32048},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Underpants of Wonder","description":"Underpants of Wonder Wondrous Item, rare (requires attunement) Weight: ¼ lb. The bard / spy Jamis Bundino wore magic underwear to aid their top secret missions. While wearing the underpants, you gain the following benefits: You have advantage on Charisma (Persuasion) checks. You can cast Alter Self once per day without expending a spell slot. You can cast Enlarge / Reduce once per day without expending a spell slot. Gender Swap. As an action, you can transform to another gender, though none of your statistics change. This transformation lasts until you decide to reverse it.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Undertaker's Cloak","description":"Wondrous item, uncommon Component: undead (mummy) rancid fat Mort I. Fiéd had learned one thing whilst under his father’s tutelage; in this world, corpses don’t always stay corpses. When the dead start rising, you want someone to have your back. Someone… or something. Grave’s Embrace. Trailing from your back, ragged scraps of cloth and bandage float in an ethereal wind, even on the calmest of days. As an action, you can speak the cloak’s first command word, causing shreds of it to pull away and begin entangling a Large or smaller creature you can see within 10 feet of you. The target must succeed on a DC 13 Strength saving throw or become restrained for 10 minutes. A creature restrained in this way takes 1d6 necrotic damage at the start of each of its turns as it desiccates. A creature can use its action to make a DC 13 Strength check, breaking the restraints and freeing itself or another creature within its reach on a success. As a bonus action, you can speak a second command word, releasing the target and ending the effects as the scraps of cloth fall lifelessly to the ground. Once this property has been used, it can’t be used again until the next dawn, at which point the cloak regrows.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Undertaker's Cloak (legendary variant)","description":"Wondrous item, uncommon Component: undead (mummy) rancid fat Mort I. Fiéd had learned one thing whilst under his father’s tutelage; in this world, corpses don’t always stay corpses. When the dead start rising, you want someone to have your back. Someone… or something. Grave’s Embrace. Trailing from your back, ragged scraps of cloth and bandage float in an ethereal wind, even on the calmest of days. As an action, you can speak the cloak’s first command word, causing shreds of it to pull away and begin entangling a Large or smaller creature you can see within 10 feet of you. The target must succeed on a DC 13 Strength saving throw or become restrained for 10 minutes. A creature restrained in this way takes 1d6 necrotic damage at the start of each of its turns as it desiccates. A creature can use its action to make a DC 13 Strength check, breaking the restraints and freeing itself or another creature within its reach on a success. As a bonus action, you can speak a second command word, releasing the target and ending the effects as the scraps of cloth fall lifelessly to the ground. Once this property has been used, it can’t be used again until the next dawn, at which point the cloak regrows. Rare variant: Increase the DC to 15 and the damage to 2d6. A restrained creature has vulnerability to fire damage. Very rare variant: Increase the DC to 16 and the damage to 3d6. A restrained creature has vulnerability to fire damage. Legendary variant: Increase the DC to 18 and the damage to 4d6. A restrained creature has vulnerability to fire damage. The Grave’s Embrace property can be used twice, regaining all expended uses daily at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Undertaker's Cloak (rare variant)","description":"Wondrous item, uncommon Component: undead (mummy) rancid fat Mort I. Fiéd had learned one thing whilst under his father’s tutelage; in this world, corpses don’t always stay corpses. When the dead start rising, you want someone to have your back. Someone… or something. Grave’s Embrace. Trailing from your back, ragged scraps of cloth and bandage float in an ethereal wind, even on the calmest of days. As an action, you can speak the cloak’s first command word, causing shreds of it to pull away and begin entangling a Large or smaller creature you can see within 10 feet of you. The target must succeed on a DC 13 Strength saving throw or become restrained for 10 minutes. A creature restrained in this way takes 1d6 necrotic damage at the start of each of its turns as it desiccates. A creature can use its action to make a DC 13 Strength check, breaking the restraints and freeing itself or another creature within its reach on a success. As a bonus action, you can speak a second command word, releasing the target and ending the effects as the scraps of cloth fall lifelessly to the ground. Once this property has been used, it can’t be used again until the next dawn, at which point the cloak regrows. Rare variant: Increase the DC to 15 and the damage to 2d6. A restrained creature has vulnerability to fire damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Undertaker's Cloak (very rare variant)","description":"Wondrous item, uncommon Component: undead (mummy) rancid fat Mort I. Fiéd had learned one thing whilst under his father’s tutelage; in this world, corpses don’t always stay corpses. When the dead start rising, you want someone to have your back. Someone… or something. Grave’s Embrace. Trailing from your back, ragged scraps of cloth and bandage float in an ethereal wind, even on the calmest of days. As an action, you can speak the cloak’s first command word, causing shreds of it to pull away and begin entangling a Large or smaller creature you can see within 10 feet of you. The target must succeed on a DC 13 Strength saving throw or become restrained for 10 minutes. A creature restrained in this way takes 1d6 necrotic damage at the start of each of its turns as it desiccates. A creature can use its action to make a DC 13 Strength check, breaking the restraints and freeing itself or another creature within its reach on a success. As a bonus action, you can speak a second command word, releasing the target and ending the effects as the scraps of cloth fall lifelessly to the ground. Once this property has been used, it can’t be used again until the next dawn, at which point the cloak regrows. Rare variant: Increase the DC to 15 and the damage to 2d6. A restrained creature has vulnerability to fire damage. Very rare variant: Increase the DC to 16 and the damage to 3d6. A restrained creature has vulnerability to fire damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Undine Plate","description":"Armor (plate), rare (requires attunement) This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don’t have disadvantage on Dexterity (Stealth) checks while underwater. Seawater Shield . While wearing this armor, you can use a bonus action to surround yourself in a sheath of seawater until the start of your next turn. While sheathed in seawater, you have resistance to fire damage, and you are heavily obscured from melee and ranged attacks against you. The seawater doesn’t obscure your vision. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unerring Dowsing Rod","description":"Wondrous item, rare This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unerring Dowsing Rod","description":"Wondrous Item, Rare This gnarled willow root is worn and smooth. The wood is dark from long centuries spent absorbing the living darkness of the Shadow Realm. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source and then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in the Shadow Realm, where fresh water is much more difficult to find, it directs you to bodies of water, but it might also direct you toward homes with freshwater barrels or to creatures with containers of fresh water on them.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Unfurling Shieldwall","description":"Unfurling Shieldwall Shield, very rare (requires attunement) This is a +2 shield with two additional features, each activated by speaking a different command word. When a feature is used, neither feature can be used again until a short or long rest is completed.Unfurled Shield. When the first command is given, two additional shields unfurl from either side of the shield. Any ally standing behind or beside the wielder and staying no further than 5 feet away from the wielder, gains the benefits of three-quarters cover (+5 bonus to AC and Dexterity saving throws). Archer’s Wall. When the second command is given the shield must be released and set on the ground as numerous small shields unfurl and fan out in all directions. They create a U-shaped wall, 10 feet long, 10 feet high, and 5 feet wide, with arrow slits every few feet. There is room for two Medium-sized creatures to use ranged weapons behind this wall. Anyone standing behind the wall has total cover.","properties":{"Category":"Items","Item Type":"Shield","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Unguent of Recovery","description":"Wondrous item, very rare This small, beautifully lacquered clay urn is filled with a powerful healing salve. When full, an urn holds 10 doses of the unguent, and when found usually contains 2d4+2 doses. During a long rest, a creature proficient in Medicine may apply this salve to a creature recovering from an Injury or lasting effect. When the recovering creature finishes its long rest, the time required to recover from that Injury or lasting effect is halved, down to a minimum of one rest remaining. The unguent may be applied to multiple Injuries or lasting effects, using a new dose for every new Injury or lasting effect.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Unicorn Horn Cudgel","description":"The horn of a unicorn that has been fashioned into a weapon retains some of the magical properties of the legendary celestial. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The cudgel has 3 charges. While attuned to it, you can expend 1 charge to heal 11 (2d8 + 2) hit points, cure a disease, or neutralize a poison. You can expend multiple charges to heal and/or remove multiple conditions affecting the target. You can expend 2 charges to teleport a willing creature you touch up to 1 mile away to a space that is familiar to you. Additionally, while attuned to the cudgel, on a critical hit, you can choose to teleport the target up to 30 ft. from you to a space that is familiar to you. This ability does not expend a charge. The unicorn horn cudgel regains 1d3 expended charges at dawn.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (club)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unicorn Pendant","description":"Unicorn Pendant Wondrous item, legendary (requires attunement) This pendant is made from pure gold and is shaped like the head of a unicorn. While wearing this item, you are immune to being charmed, paralyzed, or poisoned, and you have advantage on saving throws against spells and other magical effects. The pendant has 10 charges. While wearing it, you can use an action to expend 1 or more of its charges to cast one of the following spells: teleport (7 charges), dispel evil and good (5 charges), protection from energy (3 charges), or cure wounds (1 charge). The pendant regains 1d8 + 2 charges daily at dawn. I have been called both “good” and “evil” so many times that the labels barely mean anything to me. Still, if any creature in the multiverse is pure, innocent, and noble, it is a unicorn. And even a unicorn can disrupt the Balance.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Unicorn's Horn","description":"Weapon (Dagger), Uncommon (Requires Attunement) This magical dagger was crafted from a unicorn’s horn. Unicorn’s Magic. This dagger has 3 charges for the following properties and regains all expended charges daily at dawn: Dazzle (1 Charge). As an action, you create a dazzling display of rainbow-colored sparkles in a 20-foot radius around you. Each other creature in the area that can see you must succeed on a DC 15 Constitution saving throw or be Blinded until the start of your next turn. For the next minute, creatures in the area can’t benefit from being Invisible as shimmering sparkles swirl around in the air. Restore (3 Charges). As an action, a creature you touch with the blade regains 2d8 hit points and is affected as by the lesser restoration spell. Shimmer (1 Charge). As a bonus action, you create a magical field around yourself or another creature you can see within 60 feet. The target gains a +2 bonus to AC until the end of your next turn.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Universal Access Device","description":"Universal Access Device Utility, rare This handheld device has 7 charges. While holding it, you have proficiency with a hacker’s kit. As an action, you can expend 1 of its charges to activate the black hat power as a rank 5 power. The device regains 1d6 + 1 expended charges when you finish a long rest. If you expend the device’s last charge, roll a d20. On a 1, the device burns out and becomes useless.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Universal Knocker","description":"Wondrous item, uncommon You can use your action to hold this brass door knocker against an object to cast the knock spell targeting the object. The knocker can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Universal Solvent","description":"Universal Solvent Wondrous item, legendary This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Universal Solvent","description":"Universal Solvent Wondrous item, legendary This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue .","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Universal Solvent","description":"Wondrous Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue .","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Universal Solvent"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Universal Translator","description":"This handheld device, a necessity for distant voyages, translates any spoken language. While you hold it, you can understand any spoken language you hear. Moreover, any creature that knows at least one language and can hear you can understand what you say.","properties":{"Category":"Items","Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Unluck Blade","description":"Unluck Blade Weapon (any sword), very rare (requires attunement) This sword superficially resembles a luck blade , but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a −1 penalty to all saving throws. Distorted Wish. The sword has 1d4 −1 charges. While holding it, you can use an action and expend 1 charge to cast the wish spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast wish from the sword, this property can’t be used again until the next dusk. The sword loses this property if it has no charges. Unluck. If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can’t be used again until the next dusk. Modifiers: Melee Attacks +1, Melee Damage +1","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Unluck Greatsword","description":"Unluck Greatsword Melee weapon (martial, greatsword), very rare (requires attunement) This sword superficially resembles a luck blade , but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a −1 penalty to all saving throws. Distorted Wish. The sword has 1d4 −1 charges. While holding it, you can use an action and expend 1 charge to cast the wish spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast wish from the sword, this property can’t be used again until the next dusk. The sword loses this property if it has no charges. Unluck. If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can’t be used again until the next dusk. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Heavy, Two-Handed Weight: 6","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Unluck Longsword","description":"Unluck Longsword Melee weapon (martial, longsword), very rare (requires attunement) This sword superficially resembles a luck blade , but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a −1 penalty to all saving throws. Distorted Wish. The sword has 1d4 −1 charges. While holding it, you can use an action and expend 1 charge to cast the wish spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast wish from the sword, this property can’t be used again until the next dusk. The sword loses this property if it has no charges. Unluck. If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can’t be used again until the next dusk. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Unluck Rapier","description":"Unluck Rapier Melee weapon (martial, rapier), very rare (requires attunement) This sword superficially resembles a luck blade , but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a −1 penalty to all saving throws. Distorted Wish. The sword has 1d4 −1 charges. While holding it, you can use an action and expend 1 charge to cast the wish spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast wish from the sword, this property can’t be used again until the next dusk. The sword loses this property if it has no charges. Unluck. If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can’t be used again until the next dusk. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Unluck Scimitar","description":"Unluck Scimitar Melee weapon (martial, scimitar), very rare (requires attunement) This sword superficially resembles a luck blade , but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a −1 penalty to all saving throws. Distorted Wish. The sword has 1d4 −1 charges. While holding it, you can use an action and expend 1 charge to cast the wish spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast wish from the sword, this property can’t be used again until the next dusk. The sword loses this property if it has no charges. Unluck. If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can’t be used again until the next dusk. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Unluck Shortsword","description":"Unluck Shortsword Melee weapon (martial, shortsword), very rare (requires attunement) This sword superficially resembles a luck blade , but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade . You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a −1 penalty to all saving throws. Distorted Wish. The sword has 1d4 −1 charges. While holding it, you can use an action and expend 1 charge to cast the wish spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast wish from the sword, this property can’t be used again until the next dusk. The sword loses this property if it has no charges. Unluck. If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can’t be used again until the next dusk. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Finesse, Light Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Unmarked Grave Greatsword","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Greatsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Greatsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6. Very rare variant: The sword deals 1d6 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 16 and the psychic damage to 3d6. A creature frightened by the apparition has disadvantage on the saving throws it makes to end the effect if the apparition is within 20 feet of it.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Longsword","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Longsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Longsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6. Very rare variant: The sword deals 1d6 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 16 and the psychic damage to 3d6. A creature frightened by the apparition has disadvantage on the saving throws it makes to end the effect if the apparition is within 20 feet of it.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Rapier","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Rapier (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Rapier (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6. Very rare variant: The sword deals 1d6 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 16 and the psychic damage to 3d6. A creature frightened by the apparition has disadvantage on the saving throws it makes to end the effect if the apparition is within 20 feet of it.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Scimitar","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Scimitar (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Scimitar (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6. Very rare variant: The sword deals 1d6 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 16 and the psychic damage to 3d6. A creature frightened by the apparition has disadvantage on the saving throws it makes to end the effect if the apparition is within 20 feet of it.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Shortsword","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Shortsword (rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unmarked Grave Shortsword (very rare variant)","description":"Weapon (any sword), uncommon (requires attunement) Component: undead ethereal ichor The phantasmal limbs that reach from the centre of this stone blade are eerily familiar to those who look upon its ethereal green depths. However, any morbid curiosity induced in observers is quickly curtailed by the frigid chill that emanates from the sword; the closer one gets to the weapon, the stronger the presence of the vengeful unresting who lurk on the other side of the shimmering rift. This sword deals an extra 1d4 necrotic damage to the first target it hits on each turn, as ghostly hands angrily claw at anything within reach. Familiar Apparition. As an action, you can target a humanoid you can see within 60 feet of you, causing a ghostly apparition to emerge from the rift in the blade into a space within 5 feet of you. The apparition resembles the target, but bears wounds and disfigurements suggesting how it might die. It doesn’t occupy its space, and other creatures can move through it normally. When the apparition first emerges, the target must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. A creature frightened in this way takes 2d6 psychic damage at the start of each of its turns if the apparition is within 20 feet of it and it can see the apparition. You can use a bonus action on each of your turns to move the apparition up to 20 feet to a space you can see. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The apparition disappears when the target is no longer frightened of it, or if it’s ever more than 60 feet away from you. Once this property of the sword has been used, it can’t be used again until the next dawn. Rare variant: The sword deals 1d4 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 15 and the psychic damage to 3d6. Very rare variant: The sword deals 1d6 necrotic damage to each target it hits, instead of only the first target each turn. Increase the DC to 16 and the psychic damage to 3d6. A creature frightened by the apparition has disadvantage on the saving throws it makes to end the effect if the apparition is within 20 feet of it.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Unquiet Dagger","description":"Weapon (dagger), very rare (requires attunement by a spellcaster of evil alignment) Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster of evil alignment"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unraveling Ammunition","description":"Weapon (Ammunition), Rare This magic ammunition hums with arcane energy. When you make a ranged weapon attack using the ammunition, the attack ignores any bonuses to the target's AC gained from spells or other magical effects. When you hit a creature with a ranged weapon attack using the ammunition, any spell of 5th level or lower on the target ends and it takes 1d8 Force damage for each spell ended this way. In addition, the first time the target attempts to cast a spell of 1st level or higher before the end of its next turn, it must make a Constitution saving throw with a DC of 10 + the spell's level. On a failure, the casting fails and the action is wasted, though any spell slot used to cast the spell isn't expended. Once the piece of ammunition hits a target, it is no longer magical.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Weapon","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Unremarkable Garb","description":"Unremarkable Garb Clothes Most commoners own only a few sets of clothes, which might include rough-spun trousers, smocks, or robes, worn with simple shoes or sandals. There are of course significant variances by region—wide-brimmed hats are commonly worn by people in hotter parts of Rokugan to shelter the wearer from the sun, while coats of woven fur or animal skin are necessary for survival in the harsh mountains. Unremarkable garb can also take the form of humble pilgrim’s robes worn by traveling ascetics or the simple but finely-made robes worn by court attendants who see to the needs of nobles and samurai alike. The wearer has advantage on checks to blend into a crowd in any populated area, and others have disadvantage on checks to notice them as standing out from the crowd. At the GM’s discretion, the correct type of unremarkable garb might be required to gain this benefit in a particular area. Weight: 5","properties":{"Category":"Items","Item Type":"Clothes"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Unseelie Staff","description":"Staff, rare (requires attunement by a druid, sorcerer, warlock, or wizard) This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement by a Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unstable Bombard, Mindshatter","description":"Potion, rarity varies These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unstable Bombard, Murderous","description":"Potion, rarity varies These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unstable Bombard, Sloughide","description":"Potion, rarity varies These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Unstable Crumbler","description":"Unstable Crumbler Trick weapon (cannon, maul), rare (requires attunement) While holding this weapon, your attacks and spells deal double damage to structures, and fire damage you take is reduced by an amount equal to your Constitution modifier (minimum of 1). Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the crumbler is a roaring cannon with smoke coming out of its mouth. In its transformed state, the handle extends, turning the cannon into a highly unstable and destructive maul. As part of this bonus action, you can do the following: When transforming the cannon into a maul, you can shoot at your feet, even if the cannon isn't loaded, using the deflagration to propel yourself and jump up to 30 feet in any direction. This jump doesn't cost you any movement. When transforming the maul into a cannon, you can reload the cannon and retain its unstable force. If you load it in this way, the next time you hit with an attack with the cannon attack on your turn will push you back 30 feet in a straight line. Untransformed. The unstable crumbler heats up cannonballs, transforming them into infernal ammunition. Whenever you roll a 15 or higher on the d20 when making an attack roll with this weapon, the cannonball becomes overheated and explodes on impact. When the cannonball explodes in this way, it is considered an explosive cannonball. Transformed. Whenever you roll a 18 or higher on the d20 while making an attack roll with this weapon, the maul's head detonates, causing an effect that acts as the fireball spell (DC 15) centered on the target. If you succeed on this saving throw, you take no damage. *Roll20 Note: Add the Unstable Crumbler (Cannon) to your sheet for full functionality.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Unstable Crumbler (Cannon)","description":"*Roll20 Note: This weapon should be added to a character sheet with the Unstable Crumbler to populate attacks in its untransformed form. Firearms. Firearms were created out of a dire need to fight the scourge. They all include silver in their construction, and as such, the projectiles they fire are considered silvered for the purposes of overcoming resistances and immunities. Some firearm and ammunition properties require your target to make a saving throw to avoid the effects. The saving throw DC is calculated as follows: Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier Artillery. You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can be fired once before it must be reloaded with an action. Booming. The deflagration from firing this weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Firing this weapon makes it impossible to go undetected; you automatically fail Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on Perception checks against you. Concussive. These weapons bludgeon as much as they pierce. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning damage. For instance, if a creature is immune to piercing damage and has no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance to all physical damage applies as normal. Explosive Cannonball: On a hit, each creature within 10 feet of the target must make a Dexterity saving throw against your Firearm save DC or take 2d8 fire damage. If the weapon misses, the ammunition fails to detonate.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Artillery (range 120/240), Booming, Concussive, Two-Handed","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Upas sap","description":"Contact This rare poison is harvested from vines found in deep jungles. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is suffocating and unable to breathe, speak, or cast spells with verbal components as its throat swells. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Urchin Flail","description":"Weapon (flail), uncommon (requires attunement) Component: beast stinger A sphere of dark purple bristling with needle-sharp spines is connected to a driftwood shaft by a rusted chain. Urchin Nature. This magic weapon deals piercing damage instead of bludgeoning damage. You can use it to make a ranged weapon attack (range 20/60) called a spikeshot, which uses your Strength modifier for attack and damage rolls and deals 1d6 piercing damage. Spikey Death Balls. As an action while holding this weapon, you can fire all the flail’s spikes at a point you can see within 60 feet of you, where they blossom into a field of squirming, darting, baby urchins. On land, you cover a square up to 15 feet on a side with these spike balls. Underwater, you fill a cube up to 15 feet on a side. When a creature enters this area for the first time on its turn or starts its turn there, it must make a DC 13 Dexterity saving throw. A creature moving through the area at half speed makes this saving throw with advantage. On a failed save, a creature takes 4d4 piercing damage and its speed is reduced by 10 feet until it takes an action to remove the urchins. On a successful save, it takes half as much damage and its speed isn’t reduced. Once this property of the weapon has been used, the weapon loses its Urchin Nature and Spikey Death Balls properties until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Urchin Flail (rare variant)","description":"Weapon (flail), uncommon (requires attunement) Component: beast stinger A sphere of dark purple bristling with needle-sharp spines is connected to a driftwood shaft by a rusted chain. Urchin Nature. This magic weapon deals piercing damage instead of bludgeoning damage. You can use it to make a ranged weapon attack (range 20/60) called a spikeshot, which uses your Strength modifier for attack and damage rolls and deals 1d6 piercing damage. Spikey Death Balls. As an action while holding this weapon, you can fire all the flail’s spikes at a point you can see within 60 feet of you, where they blossom into a field of squirming, darting, baby urchins. On land, you cover a square up to 15 feet on a side with these spike balls. Underwater, you fill a cube up to 15 feet on a side. When a creature enters this area for the first time on its turn or starts its turn there, it must make a DC 13 Dexterity saving throw. A creature moving through the area at half speed makes this saving throw with advantage. On a failed save, a creature takes 4d4 piercing damage and its speed is reduced by 10 feet until it takes an action to remove the urchins. On a successful save, it takes half as much damage and its speed isn’t reduced. Once this property of the weapon has been used, the weapon loses its Urchin Nature and Spikey Death Balls properties until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the area of the Spikey Death Balls property to 20 feet on a side, the damage to 4d6, and the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Urchin Flail (very rare variant)","description":"Weapon (flail), uncommon (requires attunement) Component: beast stinger A sphere of dark purple bristling with needle-sharp spines is connected to a driftwood shaft by a rusted chain. Urchin Nature. This magic weapon deals piercing damage instead of bludgeoning damage. You can use it to make a ranged weapon attack (range 20/60) called a spikeshot, which uses your Strength modifier for attack and damage rolls and deals 1d6 piercing damage. Spikey Death Balls. As an action while holding this weapon, you can fire all the flail’s spikes at a point you can see within 60 feet of you, where they blossom into a field of squirming, darting, baby urchins. On land, you cover a square up to 15 feet on a side with these spike balls. Underwater, you fill a cube up to 15 feet on a side. When a creature enters this area for the first time on its turn or starts its turn there, it must make a DC 13 Dexterity saving throw. A creature moving through the area at half speed makes this saving throw with advantage. On a failed save, a creature takes 4d4 piercing damage and its speed is reduced by 10 feet until it takes an action to remove the urchins. On a successful save, it takes half as much damage and its speed isn’t reduced. Once this property of the weapon has been used, the weapon loses its Urchin Nature and Spikey Death Balls properties until the next dawn. Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. Rare variant: Increase the area of the Spikey Death Balls property to 20 feet on a side, the damage to 4d6, and the DC to 15. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: Increase the area of the Spikey Death Balls property to 25 feet on a side, the damage to 4d8, and the DC to 16. You gain a +2 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"Weapon (flail)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Uriel's Feather","description":"Uriel's Feather Uriel’s mighty wings carry a spell that will awe every being and will prevent them from being attacked in Hell. Even one feather will increase a mortal’s Charisma by 2 and his/her Intimidation and Domination skills by a total of 4.","properties":{"Category":"Items","Expansion":30058,"Item Type":"Wondrous Item"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Urn of Purification","description":"Urn of Purification Wondrous item, uncommon This copper urn holds up to 5 gallons of liquid. If you fill it with any sort of drink and replace the lid, after 1 hour, the drink is purified and rendered free of poison and disease.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Urutuk","description":"This long-handled axe is balanced for close fighting and throwing. Kurgun dwarves often wield one in each hand, using them to lash out at their foes in a berserker rage. Urutuks use the weapon profile of a handaxe.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Utaku Steed","description":"Utaku Steed Mounts The Blessed Steeds of the Utaku are the finest among Unicorn horses. Powerful, intelligent, and willful, these horses reject all unworthy riders. They are primarily used by the Utaku Battle Maidens, the most skilled and valorous bushi of the Unicorn Clan who comprise their most legendary heavy cavalry unit. The profile for these creatures is provided in the NPC Appendix .","properties":{"Category":"Items","Item Type":"Mounts"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Uthariel's Diadem (Level 1)","description":"This beautiful and exquisitely jeweled headband is wrought from delicately interwoven strands of gold and silver. Uthariel ascended to the throne on her nineteenth birthday, after the sudden death of her father, the king. Because of her age, Uthariel feared there would be those who wished to take her power from her. She knew she would need to use all of her assets and skills to ensure she remained in power. Uthariel’s greatest assets were her great cunning and charm, and she used these to orchestrate alliances, eliminate rivals, and ensure outcomes that benefited her and her crown. Yet, with each new alliance or conquest, the young queen grew more uneasy. She was convinced an assassin or plot to dethrone her lay around every corner, and she prayed to the gods in hopes they might keep her safe. In response, they enchanted her royal diadem with great protective powers. Uthariel rejoiced, feeling suddenly invincible. One evening during a formal dinner, the Queen learned a new lady-in-waiting had joined her court. Uthariel was enchanted by the girl’s beauty and immediately set about charming her. Later that night, as the two retired to a private room, the young girl innocently remarked at the delicate beauty of Uthariel’s diadem. The queen studied the young woman intently, but she could find no hint of deception or ill will. She then allowed the lady-in-waiting to try on the diadem. As the two embraced, the lady-in-waiting stealthily flicked at the ring she wore, revealing a tiny needle, which she quickly pricked into the back of Uthariel’s neck. Uthariel gasped. Her legs grew weak, and she fell to the floor, twitching as the poison quickly coursed through her. The last thing Uthariel saw before darkness took her was the young woman, still wearing the diadem, hurry across the chamber and slip quietly out a side door. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing this diadem, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks. Deceiver’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wearing the diadem. 5th level. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Creatures can telepathically communicate with you only if you allow it. In addition, you can use an action to cast the zone of truth spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC and saving throws. In addition, you can use an action to cast the detect thoughts (DC equal to 8 + your proficiency bonus + your Intelligence modifier) from it at will. 13th level. You now gain a +2 bonus to AC and saving throws, instead of +1. In addition, you have truesight out to a range of 15 feet. 17th level. You now gain a +3 bonus to AC and saving throws, instead of +2. In addition, you can use an action to cast the foresight spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Uthariel's Diadem (Level 13)","description":"This beautiful and exquisitely jeweled headband is wrought from delicately interwoven strands of gold and silver. Uthariel ascended to the throne on her nineteenth birthday, after the sudden death of her father, the king. Because of her age, Uthariel feared there would be those who wished to take her power from her. She knew she would need to use all of her assets and skills to ensure she remained in power. Uthariel’s greatest assets were her great cunning and charm, and she used these to orchestrate alliances, eliminate rivals, and ensure outcomes that benefited her and her crown. Yet, with each new alliance or conquest, the young queen grew more uneasy. She was convinced an assassin or plot to dethrone her lay around every corner, and she prayed to the gods in hopes they might keep her safe. In response, they enchanted her royal diadem with great protective powers. Uthariel rejoiced, feeling suddenly invincible. One evening during a formal dinner, the Queen learned a new lady-in-waiting had joined her court. Uthariel was enchanted by the girl’s beauty and immediately set about charming her. Later that night, as the two retired to a private room, the young girl innocently remarked at the delicate beauty of Uthariel’s diadem. The queen studied the young woman intently, but she could find no hint of deception or ill will. She then allowed the lady-in-waiting to try on the diadem. As the two embraced, the lady-in-waiting stealthily flicked at the ring she wore, revealing a tiny needle, which she quickly pricked into the back of Uthariel’s neck. Uthariel gasped. Her legs grew weak, and she fell to the floor, twitching as the poison quickly coursed through her. The last thing Uthariel saw before darkness took her was the young woman, still wearing the diadem, hurry across the chamber and slip quietly out a side door. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing this diadem, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks. Deceiver’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wearing the diadem. 5th level. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Creatures can telepathically communicate with you only if you allow it. In addition, you can use an action to cast the zone of truth spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC and saving throws. In addition, you can use an action to cast the detect thoughts (DC equal to 8 + your proficiency bonus + your Intelligence modifier) from it at will. 13th level. You now gain a +2 bonus to AC and saving throws, instead of +1. In addition, you have truesight out to a range of 15 feet. 17th level. You now gain a +3 bonus to AC and saving throws, instead of +2. In addition, you can use an action to cast the foresight spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Uthariel's Diadem (Level 17)","description":"This beautiful and exquisitely jeweled headband is wrought from delicately interwoven strands of gold and silver. Uthariel ascended to the throne on her nineteenth birthday, after the sudden death of her father, the king. Because of her age, Uthariel feared there would be those who wished to take her power from her. She knew she would need to use all of her assets and skills to ensure she remained in power. Uthariel’s greatest assets were her great cunning and charm, and she used these to orchestrate alliances, eliminate rivals, and ensure outcomes that benefited her and her crown. Yet, with each new alliance or conquest, the young queen grew more uneasy. She was convinced an assassin or plot to dethrone her lay around every corner, and she prayed to the gods in hopes they might keep her safe. In response, they enchanted her royal diadem with great protective powers. Uthariel rejoiced, feeling suddenly invincible. One evening during a formal dinner, the Queen learned a new lady-in-waiting had joined her court. Uthariel was enchanted by the girl’s beauty and immediately set about charming her. Later that night, as the two retired to a private room, the young girl innocently remarked at the delicate beauty of Uthariel’s diadem. The queen studied the young woman intently, but she could find no hint of deception or ill will. She then allowed the lady-in-waiting to try on the diadem. As the two embraced, the lady-in-waiting stealthily flicked at the ring she wore, revealing a tiny needle, which she quickly pricked into the back of Uthariel’s neck. Uthariel gasped. Her legs grew weak, and she fell to the floor, twitching as the poison quickly coursed through her. The last thing Uthariel saw before darkness took her was the young woman, still wearing the diadem, hurry across the chamber and slip quietly out a side door. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing this diadem, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks. Deceiver’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wearing the diadem. 5th level. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Creatures can telepathically communicate with you only if you allow it. In addition, you can use an action to cast the zone of truth spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC and saving throws. In addition, you can use an action to cast the detect thoughts (DC equal to 8 + your proficiency bonus + your Intelligence modifier) from it at will. 13th level. You now gain a +2 bonus to AC and saving throws, instead of +1. In addition, you have truesight out to a range of 15 feet. 17th level. You now gain a +3 bonus to AC and saving throws, instead of +2. In addition, you can use an action to cast the foresight spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Uthariel's Diadem (Level 5)","description":"This beautiful and exquisitely jeweled headband is wrought from delicately interwoven strands of gold and silver. Uthariel ascended to the throne on her nineteenth birthday, after the sudden death of her father, the king. Because of her age, Uthariel feared there would be those who wished to take her power from her. She knew she would need to use all of her assets and skills to ensure she remained in power. Uthariel’s greatest assets were her great cunning and charm, and she used these to orchestrate alliances, eliminate rivals, and ensure outcomes that benefited her and her crown. Yet, with each new alliance or conquest, the young queen grew more uneasy. She was convinced an assassin or plot to dethrone her lay around every corner, and she prayed to the gods in hopes they might keep her safe. In response, they enchanted her royal diadem with great protective powers. Uthariel rejoiced, feeling suddenly invincible. One evening during a formal dinner, the Queen learned a new lady-in-waiting had joined her court. Uthariel was enchanted by the girl’s beauty and immediately set about charming her. Later that night, as the two retired to a private room, the young girl innocently remarked at the delicate beauty of Uthariel’s diadem. The queen studied the young woman intently, but she could find no hint of deception or ill will. She then allowed the lady-in-waiting to try on the diadem. As the two embraced, the lady-in-waiting stealthily flicked at the ring she wore, revealing a tiny needle, which she quickly pricked into the back of Uthariel’s neck. Uthariel gasped. Her legs grew weak, and she fell to the floor, twitching as the poison quickly coursed through her. The last thing Uthariel saw before darkness took her was the young woman, still wearing the diadem, hurry across the chamber and slip quietly out a side door. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing this diadem, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks. Deceiver’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wearing the diadem. 5th level. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Creatures can telepathically communicate with you only if you allow it. In addition, you can use an action to cast the zone of truth spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC and saving throws. In addition, you can use an action to cast the detect thoughts (DC equal to 8 + your proficiency bonus + your Intelligence modifier) from it at will. 13th level. You now gain a +2 bonus to AC and saving throws, instead of +1. In addition, you have truesight out to a range of 15 feet. 17th level. You now gain a +3 bonus to AC and saving throws, instead of +2. In addition, you can use an action to cast the foresight spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Uthariel's Diadem (Level 9)","description":"This beautiful and exquisitely jeweled headband is wrought from delicately interwoven strands of gold and silver. Uthariel ascended to the throne on her nineteenth birthday, after the sudden death of her father, the king. Because of her age, Uthariel feared there would be those who wished to take her power from her. She knew she would need to use all of her assets and skills to ensure she remained in power. Uthariel’s greatest assets were her great cunning and charm, and she used these to orchestrate alliances, eliminate rivals, and ensure outcomes that benefited her and her crown. Yet, with each new alliance or conquest, the young queen grew more uneasy. She was convinced an assassin or plot to dethrone her lay around every corner, and she prayed to the gods in hopes they might keep her safe. In response, they enchanted her royal diadem with great protective powers. Uthariel rejoiced, feeling suddenly invincible. One evening during a formal dinner, the Queen learned a new lady-in-waiting had joined her court. Uthariel was enchanted by the girl’s beauty and immediately set about charming her. Later that night, as the two retired to a private room, the young girl innocently remarked at the delicate beauty of Uthariel’s diadem. The queen studied the young woman intently, but she could find no hint of deception or ill will. She then allowed the lady-in-waiting to try on the diadem. As the two embraced, the lady-in-waiting stealthily flicked at the ring she wore, revealing a tiny needle, which she quickly pricked into the back of Uthariel’s neck. Uthariel gasped. Her legs grew weak, and she fell to the floor, twitching as the poison quickly coursed through her. The last thing Uthariel saw before darkness took her was the young woman, still wearing the diadem, hurry across the chamber and slip quietly out a side door. Wondrous item, fabled (5th-level and higher properties require attunement) While wearing this diadem, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks. Deceiver’s Bane (Requires Attunement). As your level increases, you gain the following benefits while wearing the diadem. 5th level. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Creatures can telepathically communicate with you only if you allow it. In addition, you can use an action to cast the zone of truth spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn. 9th level. You gain a +1 bonus to AC and saving throws. In addition, you can use an action to cast the detect thoughts (DC equal to 8 + your proficiency bonus + your Intelligence modifier) from it at will. 13th level. You now gain a +2 bonus to AC and saving throws, instead of +1. In addition, you have truesight out to a range of 15 feet. 17th level. You now gain a +3 bonus to AC and saving throws, instead of +2. In addition, you can use an action to cast the foresight spell from the diadem. Once used, the diadem can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Utility Knife Multitool","description":"Roll20 Note: This page is read only and will not function with drag-and-drop as similar pages within this category This is a pocket-sized foldable knife that often includes a range of other handy tools incorporated into the design. They are enough to take care of many simple jobs. They are not intended for fighting but could be used as a weapon in a pinch.","properties":{"Category":"Items"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Uul'kur (Dream Key)","description":"Uul’kur (Dream Key) Wondrous item, common This iron token is inlaid with a sliver of a Siberys dragonshard. Most are worn as brooches, but others take the form of coins or keys. While an uul’kur is a common magic item, the secret of their creation is known only to the chot’uul monks of the Heirs of Dhakaan, and they are largely unknown in the Five Nations. When you sleep with an uul’kur on your person, you remain fully lucid when you dream, and when you wake, you clearly remember everything that transpired. If you understand the workings of the uul’kur , you can use an action to bind it to your dreams until dawn the next day. While bound, any creature who sleeps with this token on its person shares your dream instead of creating its own, provided you are asleep at the same time. Kra’uul: Dreambound Items The chot’uul monks, who guard the dreams of Dhakaan, craft objects that are drawn to Dal Quor with a dreamer. When you dream, your kra’uul objects accompany you. The physical object remains with your body in Eberron, but the idea of it travels with you and you can use it while exploring Dal Quor. Any kra’uul made of an otherwise-mundane object is a common magic item. Kra’uul made of other magic items are the same rarity as the standard version. While the techniques of crafting kra’uul objects are known only to the chot’uul, the DM can introduce other dreambound objects. A cursed sword might follow its bearer even into dreams, while a powerful artifact could be even more glorious when seen in Dal Quor.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Vac Suit","description":"This bulky outfit is a commonly worn when a creature needs to enter a vacuum. It has the sealed property (see “ Armor and Shields ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"Light Armor","Properties":"Sealed"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Vagabond's Cup","description":"Vagabond’s Cup Wondrous item, uncommon This wooden tankard is banded in brass and has a solid brass handle. When you place your hand on the handle of this tankard and say the phrase, “Please let me wet my parched throat,” it fills to the brim with liquid. Roll a d10 and refer to the Vagabond’s Cup table to see what type of liquid has filled the cup. Once you have used the cup, you can’t do so again for 1 hour. VAGABOND’S CUP d10 Beverage 1–2 Clean, cold water 3 Wine 4 Goat’s milk 5 Scalding hot water that tastes of peppermint. When you drink this, you recover 1 Hit Die. 6 Vinegar 7 Ale 8 Murky brackish water 9 Bitter, hot, dark beverage. When you drink this, you have advantage on the first initiative check you make within the next four hours. 10 Mead","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Vajra Scepter","description":"Weapon (Mace), Rare (Requires Attunement) When you hit with an attack using this magic mace, the target takes an extra 1d8 Thunder damage. Thunderous Blast. This mace has 3 charges and regains all expended charges daily at dawn. As a bonus action when you hit with an attack roll using the mace, you can cause it to emit a thunderous boom audible out to 300 feet. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed back 5 feet, knocked Prone, and until the start of your next turn, the creature can’t take reactions, and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Mace)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Valkyrie's Bite","description":"Weapon (scimitar), rare (requires attunement) This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vampire Blade","description":"Weapon (longsword, shortsword, or dagger), very rare (requires attunement) This serrated weapon has an enchanted channel, which causes blood it collects to flow into a vial in the hilt. This weapon functions as a +1 weapon . Whenever you inflict an Injury with this weapon, the weapon gains 1 charge, up to a maximum of 5 charges, which are lost when you finish a long rest. While the weapon has at least 3 charges, it functions as a +2 weapon , and whenever you hit a creature with an attack made using the weapon you may expend one charge to deal an additional 2d8 damage and gain temporary hit points equal to the damage dealt by the weapon’s damage dice (ie. 3d8+2 for a one-handed longsword). While the weapon has 5 charges, it functions as a +3 weapon , deals an additional 1d8 damage, and whenever you inflict an Injury with the weapon you ignore all damage loss. If you kill a creature with this weapon while it has 5 charges, it loses 3 charges and you gain temporary hit points equal to half the creature’s maximum hit points. These temporary hit points last until you finish a long rest.","properties":{"Category":"Items","Expansion":28072,"Item Type":"Weapon","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vampire Fang","description":"Vampire Fang Spell catalyst, very rare The fang of a vampire can be used to augment the effects of spells that drain the life force of others. When you cast the vampiric touch or vampiric weapon UAH spell, you can choose to allow the spell to consume this spell catalyst. When you do, the number of hit points regained from the spell is doubled for the spell’s duration.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"very rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Vampire Hunter's Case","description":"","properties":{"Category":"Items","Expansion":29025,"Item Type":"Tool","Item Rarity":"Standard"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Vampire Torc","description":"Vampire Torc Wondrous item, legendary (requires attunement) A blood-red ruby is embedded in this black iron torc. When you hit with a melee attack while wearing this item, you regain hit points equal to half the amount of damage dealt, to a maximum of 20 hit points per round. While wearing the torc, you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Vampiric","description":"Master weapon property Components: Masterwork exotic weapon This weapon deals an extra 1d4 necrotic damage on a hit. When you hit a hostile creature with this weapon, you regain hit points equal to the extra necrotic damage dealt by this property.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Vampiric Syringe","description":"Weapon (crossbow ammunition, syringe pistol/rifle ammunition), rare You can load your crossbow or syringe pistol/rifle with these syringes. The syringe has two sharp tips instead of a needle, resembling the fangs of a vampire. On a hit, the target takes 2d6 blood damage, and its hit point maximum is reduced by an amount equal to half of the blood damage dealt. This reduction lasts until the target finishes a long rest. The syringes come in packs of five. Once it hits a target, the syringe is no longer magical.","properties":{"Category":"Items","Item Type":"Weapon (crossbow ammunition, syringe pistol/rifle ammunition)","Item Rarity":"rare"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Van SUV","description":"","properties":{"Category":"Items"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Van/SUV","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Vanarion the Harp","description":"Vanarion the Harp Wondrous Item, Artifact (requires attunement by a non-evil bard) This exquisitely crafted harp houses the soul of legendary dark elf bard Vanarion who sought to spread love and beauty to the Overworld. Persecuted by evil forces, Vanarion had to channel his essence into his unbreakable harp to avoid certain death. A creature that attempts to play Vanarion without his consent must succeed on a DC 20 Wisdom saving throw or take 3d8 psychic damage. Magic Repertoire. You can use an action to play Vanarion and cast one of the spells from Vanarion’s Spell List below. Once Vanarion has been used to cast a spell, he can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Vanarion maintains concentration on any spells cast from his spell list that require concentration so that you don’t have to. Vanarion’s Spell List. Cure wounds (5th level), darkness , faerie fire , fly , invisibility , irresistible dance , levitate , protection from evil and good , telekinesis . Sentience. Vanarion is a sentient chaotic good harp with an Intelligence of 14, a Wisdom of 8, and a Charisma of 20. He has hearing and darkvision out to a range of 120 feet. He can communicate telepathically with any creature he can see within 60 feet of him. His telepathic messages ring melodic and pleasant. Vanarion knows Common, Draconic, Dwarvish, and Elvish. Personality. Vanarion honestly believes he was the most talented bard that has ever existed. In his new life as an unbreakable harp, he seeks to aid and guide bards who would fight to make the world a better place. Optional Rule: Signature Songs, Signature Spells At the gamemaster’s discretion, Vanarion’s Magical Repertoire may expand to include more spells as the attuned character earns Vanarion’s trust and performs heroic deeds with him. These extra spells may include the attuned character’s most frequently used spells or any other story-appropriate spell. At the height of his power, Vanarion’s Magical Repertoire may include true polymorph and wish . Adventure Hook: Vanarion’s Second Tour At the gamemaster’s discretion, player characters may find a way to restore Vanarion to life as a dark elf once more. Doing so turns the harp into a conventional magical instrument with the unbreakable minor property but creates a powerful and loyal bard ally. Restoring Vanarion to life as a dark elf includes persuading him that he will be safe from the evil forces that pursued him before and he won’t suffer a fate worse than being a sentient item, and might involve the use of true resurrection , wish , or divine intervention.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement by a non-evil bard"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Vanguard Armor","description":"Designed for tactical reconnaissance and law-enforcement, this suit consists of a full-body synthetic mesh layered with a reinforced ceramic chestplate with arm and leg guards.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Medium Armor"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Vardatch","description":"This crude, brutal weapon, with a name that translates to “cleaver” in the Orcish tongue, is a heavy, broad-bladed sword with a blunt edge and a serrated edge. It is sturdy, heavy, and cheap to produce. Built on the same principle as the vardatch, but even larger, the greater vardatch is favored by oruk shock troopers and by those orcs who disdain shields in favor of killing power. Vardatches use the weapon profile of a battleaxe.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Variable","description":"Apprentice weapon property Components: Masterwork exotic ranged weapon with the Blaster property This weapon has a variable power cell. As a bonus action, you can change the damage type of the blaster to cold, fire, lightning, necrotic radiant, or back to its normal damage type.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Veil of Illusory Armor","description":"Veil of Illusory Armor Wondrous Item, Rare (requires attunement) This sheer and almost lightless veil has been imbued with strong illusion magic by crafty caravan halflings. While wearing this veil, you can use an action to cast the disguise self spell from it at will. The spell ends if the veil is removed. Illusory Armor. If you are wearing no armor and use the Veil of Illusory Armor to appear as if you are wearing nonmagical armor, the veil’s magic subtly alters your appearance so that you are harder to hit by those affected by its illusion. Any creature who targets you with an attack while you wear the illusory armor must first make an Intelligence saving throw against your spell save DC (or 8 + your proficiency bonus if you are not a spellcaster). On a failed save, the creature treats you as if you wore the armor projected by the illusion and you have the effective AC of the particular armor you are projecting for that creature. The creature makes the saving throw with disadvantage if you project the illusion of light armor and with advantage if you project the illusion of heavy armor. Enemies can repeat the saving throw each time they attack you. To discern that you are not really wearing armor, a creature can also use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC (or 8 + your proficiency bonus if you are not a spellcaster). A creature that discerns the illusory armor for what it is sees it as a vague image superimposed on you and becomes immune to this effect for the next 24 hours.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Vengeful Coat","description":"Wondrous item, rare (requires attunement) This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat’s magic ceases to function until you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Venom","description":"Master weapon property Components: Masterwork exotic weapon This weapon deals an extra 1d8 poison damage on a hit.","properties":{"Category":"Items","Item Type":"Master weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Venom Bomb","description":"A venom bomb deals poison damage instead of fire damage, its damage dice are d8s, and it requires a Constitution saving throw instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on the next Strength, Dexterity, or Constitution saving throw it makes before the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Venom Sac","description":"Donor: Any creature with a natural weapon or trait that can deal poison damage or cause a creature to become poisoned Slot: Internal You have installed a gland that secretes poison from your body. As a bonus action, you can coat a weapon you are holding or a natural weapon, if you have one, in basic poison. The save DC for the poison equals 8 + your Constitution modifier + your proficiency bonus. Once you use this ability, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Venom Vial","description":"Venom Vial Ninja Tools You coat a weapon of your choice in a unique poison you have brewed from multiple toxins. The next successful attack with the weapon also forces the target to make a Constitution saving throw. On a failure, it takes 1d6 poison damage and suffers the poisoned condition for 1 minute. If the creature succeeds, it takes half damage instead. An enemy poisoned this way may make a constitution saving throw at the end of their turns to end this effect. A vial of poison has enough liquid to be used three times. The poison loses its potency if applied to a weapon and not used for 4 hours, and becomes ineffective. Damage: 1d6 Damage Type: Poison Use Time: 1 Action Range: Self","properties":{"Category":"Items","Item Type":"Ninja Tools"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Venomous Draught of Healing","description":"Potion, very rare You shrug off the effects of short-term madness and regain hit points as a potion of supreme healing (10d4 + 20), but this potion’s sickly green liquid entices you to drink more than you need. With each drink, a character must succeed on a DC 15 Constitution saving throw. On a failed roll, the character can only take actions that further its goal of finding and drinking another draught. This effect persists until the character makes a successful saving throw, or until 10 minutes have passed. The DC to resist drinking another draught increases by +1 for each failed saving throw, to a maximum of DC 20.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"very rare"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Venomous Fangs","description":"Wondrous item, uncommon (requires attunement) These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM’s discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs. Poisoned Bite. You can use an action to cause the fangs to fill with a green poison. The poison remains active for 1 minute or until an attack using these fangs hits a creature. That creature must succeed on a DC 13 Constitution saving throw or take 2d4 poison damage and become poisoned until the end of its next turn. The fangs can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vent Tape","description":"This durable adhesive tape is useful for any application that involves sticking two things together. While more creative minds might use large quantities of vent tape for other uses, most people use it for quick repairs and to affix flashlights to blasters in a pinch. A single roll of vent tape contains 60 feet of 2-inch wide tape.","properties":{"Category":"Items","Expansion":9634,"Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Venthir’s Smart Wizard Hat","description":"Venthir’s Smart Wizard Hat Wondrous Item, Uncommon (requires attunement) Originally a gift to a beloved teacher of the arcane, this semi-sentient and undeniably stylish wizard hat has been imbued with elegant divination magic. While attuned to this hat, you can use an action to mentally ask the hat a yes-no question about the results of a specific course of action that you plan to take within the next 10 minutes. The gamemaster chooses from the following possible predictions: • Affirmative. The hat answers “yes” to your question. • Negative. The hat answers “no” to your question. • Non-committal. The hat refuses to answer, or its answer is uncertain. Instead of a direct “yes” or “no”, the hat may choose to give its answer with varying degrees of confidence. For example, instead of “yes” it may reply “most likely” if it’s somewhat uncertain, or “yes definitely” if it’s confident about its prediction. The hat’s divination magic does not consider any possible circumstances that might change the outcome, such as the casting of spells or the loss or gain of a companion. If you ask the hat four or more times before completing your next long rest, there is a cumulative 25 percent chance for each question after the third that you get a non-committal answer. The gamemaster makes this roll in secret. Orelyn on Venthir’s Smart Wizard Hat “Ah yes, my master’s iconic purple hat,” Orelyn says as she gently pinches the hat’s rim. “You might be interested to know that this is not quite as unique as it might appear. I know for a fact that my colleagues and Master Venthir’s former pupils, the twin trickster mages Ferion and Feranis, have crafted no less than three Smart Wizard Hats that are almost identical, save for a miniscule variation in the shade of purple. Before you ask, no, I cannot say if Master Venthir once wore this particular one…”","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Ventilating Lungs","description":"Ventilating Lungs Wondrous item, rare (requires attunement ) These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic. Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons. As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can’t be used again until the next dawn. If your attunement to the lungs ends, your original lungs reappear.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Ventilation Unit D-20","description":"Wondrous item, rare (requires attunement) A magically-refilling reservoir of ooze is contained within this icosahedral helmet. Two chemicals are distilled from the ooze, piped through the tubes, and mixed together into an oxygen analogue, allowing its wearer to breathe in otherwise impossible conditions. Breathe Easy. While wearing this helmet, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapours that you inhale (such as the stinking cloud effect, inhaled poisons, and the breath weapons of some dragons, but not contact toxins like cloudkill ). Biomantic Overload. While wearing this helmet, you can use a bonus action to ingest the chemicals in it before they are combined into a gas, causing your body to go into a mutated state of enhanced adaptability for 1 minute . During this time, immediately after you take damage from any source, you gain resistance to that damage type. This resistance lasts until you take damage of another type (at which point you gain resistance to that new damage type) or until the effect ends. If you take damage of multiple types simultaneously, the damage type to which you become resistant is determined randomly (GM’s discretion). Once this property of the helmet has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ventroni Lense","description":"Ventroni Lense Wondrous item Price: 1,500 gp A complex-looking monocle with several different lenses that can be lowered. The main lens has a red hue. The outer ring has an engraving reading “Dr. Ventroni” on it. A character may look through the lens as a Bonus Action. They are able to discern any magical illusion or shapeshifting that a creature may be using, revealing its true form.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Venus Fool's Trap","description":"Wondrous item, rare (requires attunement) Component: pouch of plant leaves Brutal and unnatural magic can be used to transform a living plant creature into a garment. Made from a shapeshifting species of carnivorous plants, this red and green cloak pulses, moving around your body of its own accord. Yet the metamorphosis is far from perfect; this cloak constantly hungers for flesh. Lunch Break. As an action, you can put the cloak on a flat, nonmagical surface up to 5 feet wide and 10 feet long. It adapts to the surface and matches its appearance. If a creature uses its action to examine the area the cloak is in, the creature can spot the hidden carnivorous item with a successful DC 15 Wisdom (Perception) check. If a creature enters the space occupied by the cloak, it must make a DC 15 Dexterity saving throw, taking 3d10 piercing damage on a failed save, or half as much damage on a successful one. Afterwards, or if a creature that has spotted the item uses its action to make a DC 15 Dexterity check, the cloak shifts and detaches from the surface. You automatically succeed on this check. Take-Out. When a creature enters a space within 10 feet of you, you can use your reaction to have the cloak pounce and wrap around the creature if the cloak is within 10 feet of you. The creature must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or become grappled (escape DC 15) by the cloak. A Gargantuan creature automatically succeeds on this check. While grappled in this way, the creature is restrained and takes 2d10 acid damage at the end of each of its turns. When a creature frees itself, the cloak falls to the ground and moves 10 feet closer to you at the start of each of your turns, until it reaches you. Once this property of the cloak has been used, it can’t be used again until the next dawn. Curse. The cloak must feast on the corpse of at least one Small or larger creature every 24 hours. Failing to do so causes it to slowly digest you during a long rest. When you finish a long rest, you recover one less Hit Die and take 2d6 acid damage upon waking up. Removing the cloak fails to end the curse and it always seems to find its way back to you by the end of a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Venus Fool's Trap (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of plant leaves Brutal and unnatural magic can be used to transform a living plant creature into a garment. Made from a shapeshifting species of carnivorous plants, this red and green cloak pulses, moving around your body of its own accord. Yet the metamorphosis is far from perfect; this cloak constantly hungers for flesh. Lunch Break. As an action, you can put the cloak on a flat, nonmagical surface up to 5 feet wide and 10 feet long. It adapts to the surface and matches its appearance. If a creature uses its action to examine the area the cloak is in, the creature can spot the hidden carnivorous item with a successful DC 15 Wisdom (Perception) check. If a creature enters the space occupied by the cloak, it must make a DC 15 Dexterity saving throw, taking 3d10 piercing damage on a failed save, or half as much damage on a successful one. Afterwards, or if a creature that has spotted the item uses its action to make a DC 15 Dexterity check, the cloak shifts and detaches from the surface. You automatically succeed on this check. Take-Out. When a creature enters a space within 10 feet of you, you can use your reaction to have the cloak pounce and wrap around the creature if the cloak is within 10 feet of you. The creature must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or become grappled (escape DC 15) by the cloak. A Gargantuan creature automatically succeeds on this check. While grappled in this way, the creature is restrained and takes 2d10 acid damage at the end of each of its turns. When a creature frees itself, the cloak falls to the ground and moves 10 feet closer to you at the start of each of your turns, until it reaches you. Once this property of the cloak has been used, it can’t be used again until the next dawn. Curse. The cloak must feast on the corpse of at least one Small or larger creature every 24 hours. Failing to do so causes it to slowly digest you during a long rest. When you finish a long rest, you recover one less Hit Die and take 2d6 acid damage upon waking up. Removing the cloak fails to end the curse and it always seems to find its way back to you by the end of a long rest. Very rare variant: Increase all DCs to 16, the damage of Lunch Break to 4d10, and the damage of Take-Out to 3d10. Medium or smaller creatures have disadvantage on ability checks to avoid or escape the cloak’s grapple.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verdant Elixir","description":"Potion, uncommon Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the “enlarge” effect of the enlarge/reduce spell (no concentration required).","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Verdure Battleaxe","description":"Weapon (any axe), rare (requires attunement) Component: fey (Bramble Queen) heart Oddly light and perilously sharp, these axes are often a first choice for pranksters and mischief-makers. Little can compare to the joy of watching a foe flail pathetically in the air before plummeting back to earth, or the satisfying crunch that often follows. This axe has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Rising Leaves. As a bonus action while holding this weapon, you can expend 1 charge and swing it in the air to conjure a whirlwind of leaves in the space of a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw. On a failed save, the creature is lifted 30 feet straight up into the air, after which it falls normally. A creature can choose to fail this saving throw. Falling Leaves. While holding this weapon, you can cast the feather fall spell at will, targeting only yourself. The spell ends early if you let go of the axe.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verdure Battleaxe (very rare variant)","description":"Weapon (any axe), rare (requires attunement) Component: fey (Bramble Queen) heart Oddly light and perilously sharp, these axes are often a first choice for pranksters and mischief-makers. Little can compare to the joy of watching a foe flail pathetically in the air before plummeting back to earth, or the satisfying crunch that often follows. This axe has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Rising Leaves. As a bonus action while holding this weapon, you can expend 1 charge and swing it in the air to conjure a whirlwind of leaves in the space of a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw. On a failed save, the creature is lifted 30 feet straight up into the air, after which it falls normally. A creature can choose to fail this saving throw. Falling Leaves. While holding this weapon, you can cast the feather fall spell at will, targeting only yourself. The spell ends early if you let go of the axe. Very rare variant: Increase the charges to 8, the recharge to 1d6 + 2, and the DC to 16. You can target up to 5 creatures, as normal, when you use the axe to cast the feather fall spell.","properties":{"Category":"Items","Item Type":"Weapon (battleaxe)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verdure Greataxe","description":"Weapon (any axe), rare (requires attunement) Component: fey (Bramble Queen) heart Oddly light and perilously sharp, these axes are often a first choice for pranksters and mischief-makers. Little can compare to the joy of watching a foe flail pathetically in the air before plummeting back to earth, or the satisfying crunch that often follows. This axe has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Rising Leaves. As a bonus action while holding this weapon, you can expend 1 charge and swing it in the air to conjure a whirlwind of leaves in the space of a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw. On a failed save, the creature is lifted 30 feet straight up into the air, after which it falls normally. A creature can choose to fail this saving throw. Falling Leaves. While holding this weapon, you can cast the feather fall spell at will, targeting only yourself. The spell ends early if you let go of the axe.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verdure Greataxe (very rare variant)","description":"Weapon (any axe), rare (requires attunement) Component: fey (Bramble Queen) heart Oddly light and perilously sharp, these axes are often a first choice for pranksters and mischief-makers. Little can compare to the joy of watching a foe flail pathetically in the air before plummeting back to earth, or the satisfying crunch that often follows. This axe has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Rising Leaves. As a bonus action while holding this weapon, you can expend 1 charge and swing it in the air to conjure a whirlwind of leaves in the space of a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw. On a failed save, the creature is lifted 30 feet straight up into the air, after which it falls normally. A creature can choose to fail this saving throw. Falling Leaves. While holding this weapon, you can cast the feather fall spell at will, targeting only yourself. The spell ends early if you let go of the axe. Very rare variant: Increase the charges to 8, the recharge to 1d6 + 2, and the DC to 16. You can target up to 5 creatures, as normal, when you use the axe to cast the feather fall spell.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verdure Handaxe","description":"Weapon (any axe), rare (requires attunement) Component: fey (Bramble Queen) heart Oddly light and perilously sharp, these axes are often a first choice for pranksters and mischief-makers. Little can compare to the joy of watching a foe flail pathetically in the air before plummeting back to earth, or the satisfying crunch that often follows. This axe has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Rising Leaves. As a bonus action while holding this weapon, you can expend 1 charge and swing it in the air to conjure a whirlwind of leaves in the space of a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw. On a failed save, the creature is lifted 30 feet straight up into the air, after which it falls normally. A creature can choose to fail this saving throw. Falling Leaves. While holding this weapon, you can cast the feather fall spell at will, targeting only yourself. The spell ends early if you let go of the axe.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verdure Handaxe (very rare variant)","description":"Weapon (any axe), rare (requires attunement) Component: fey (Bramble Queen) heart Oddly light and perilously sharp, these axes are often a first choice for pranksters and mischief-makers. Little can compare to the joy of watching a foe flail pathetically in the air before plummeting back to earth, or the satisfying crunch that often follows. This axe has 6 charges and regains 1d4 + 2 expended charges daily at dawn. Rising Leaves. As a bonus action while holding this weapon, you can expend 1 charge and swing it in the air to conjure a whirlwind of leaves in the space of a creature you can see within 30 feet of you, forcing it to make a DC 15 Strength saving throw. On a failed save, the creature is lifted 30 feet straight up into the air, after which it falls normally. A creature can choose to fail this saving throw. Falling Leaves. While holding this weapon, you can cast the feather fall spell at will, targeting only yourself. The spell ends early if you let go of the axe. Very rare variant: Increase the charges to 8, the recharge to 1d6 + 2, and the DC to 16. You can target up to 5 creatures, as normal, when you use the axe to cast the feather fall spell.","properties":{"Category":"Items","Item Type":"Weapon (handaxe)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Verminous Snipsnaps","description":"Wondrous item, uncommon This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar’s label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Verminous Snipsnaps","description":"Wondrous item, uncommon This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar’s label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Verminshroud","description":"Verminshroud Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the verminshroud , requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the verminshroud , you can transform into a giant wasp . Exalted. While wearing the verminshroud in its exalted state, you gain the following benefits: You gain a climbing speed equal to your walking speed. Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. When you cast the polymorph spell using the verminshroud , you can transform into a giant scorpion .","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Verminshroud","description":"Verminshroud Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the verminshroud , requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the verminshroud , you can transform into a g iant wasp . Exalted. While wearing the verminshroud in its exalted state, you gain the following benefits: You gain a climbing speed equal to your walking speed. Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. When you cast the polymorph spell using the verminshroud , you can transform into a giant scorpion .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Verminshroud, Awakened","description":"Verminshroud, Awakened Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the verminshroud , requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the verminshroud , you can transform into a giant wasp . For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Verminshroud, Awakened","description":"Verminshroud Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the verminshroud , requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the verminshroud , you can transform into a g iant wasp .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Verminshroud, Dormant","description":"Verminshroud, Dormant Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Verminshroud, Dormant","description":"Verminshroud Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Verminshroud, Exalted","description":"Verminshroud, Exalted Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the verminshroud , requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the verminshroud , you can transform into a giant wasp . Exalted. While wearing the verminshroud in its exalted state, you gain the following benefits: You gain a climbing speed equal to your walking speed. Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. When you cast the polymorph spell using the verminshroud , you can transform into a giant scorpion . For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Verminshroud, Exalted","description":"Verminshroud Wondrous item, legendary (requires attunement) This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. Dormant. While wearing the verminshroud in its dormant state, you gain the following benefits: You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. As an action, you can use the verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can’t be used again until the next dawn. Awakened. While wearing the verminshroud in its awakened state, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the insect plague spell (save DC 15) from the verminshroud , requiring no material components. This property can’t be used again until the next dawn. When you cast the polymorph spell using the verminshroud , you can transform into a g iant wasp . Exalted. While wearing the verminshroud in its exalted state, you gain the following benefits: You gain a climbing speed equal to your walking speed. Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. When you cast the polymorph spell using the verminshroud , you can transform into a giant scorpion . Damage : 1d6 Damage Type : piercing Properties: unarmed strike Weight : 2","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Versatile","description":"Apprentice weapon property Components: Masterwork melee weapon that doesn’t have the Light or Two-Handed properties This weapon gains the Versatile property. While being wielded in two hands, its damage die increases by one step.","properties":{"Category":"Items","Item Type":"Apprentice weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Versatile Armor","description":"Versatile Armor Armor (light or medium), varies (requires affinity) This armor is super-lightweight, functional, and maximizes its utility for any given scenario. This armor gains the Covert, Environmental, and Silenced properties (see Armor Upgrade Properties). Exceptional. You have a +1 bonus to AC while wearing this armor. Superior. When the armor reaches this grade, it gains the following properties. The bonus to AC increases to +2. You have a swimming and climbing speed equal to your walking speed. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +3. You have advantage to initiative rolls and burst saves while wearing this armor.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Verses of Vengeance","description":"Armor (shield), rare (requires attunement by a cleric or paladin) This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield’s normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield’s bonus to your AC until the start of your next turn. Verse of Vengeance. As a reaction when a creature hits you with a melee attack or when you hit a creature with the tome, you can shout a verse of vengeance, and the target takes 1d4 radiant damage. Such verses include, “ Surrender and know divine mercy! ”, “ Repent! The hour of judgment is upon you! ”, “ Confess and be purged from your unrighteousness! ”, or similar verse appropriate to your deity.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement by a cleric or paladin"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vessel of Deadly Venoms","description":"Wondrous item, rare Originally created by the Serpent Masters of Lignas, this small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to command the vessel to produce one of three types of poison, which pours from the mouth of the snake. The word “blade” yields a dose of serpent venom, enough to coat a single weapon. The word “consume” creates a dose of assassin’s blood, an ingested poison. The word “spit” produces a stream of poison that is expelled at a creature of your choice within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn’t poisoned. Poisons created by the vessel must be used within 1 hour or they become inert. Once you have used the vessel, it can’t be used again until the next dawn. Different versions of the vessel containing other standard poisons may exist, at the GM’s discretion.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Vessel of Deadly Venoms","description":"Wondrous item, rare This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake’s mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin’s blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn’t poisoned. Once used, the vessel can’t be used to create poison again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vessel of Entropy","description":"Vessel of Entropy Wondrous Item, Artifact Myth has it that an ancient god defeated and bound an unmentionable evil in an indestructible vessel to protect mortals from its corrupting influence. As ages passed and the god slumbered, mortals found the vessel lying forgotten in an abandoned temple and sought to use its dark power. Any creature can use their action to either open or close the vessel. While the vessel is open, the unmentionable evil bound within acts on an initiative count 20. On the vessel’s turn, the gamemaster rolls on the table below to determine the effect it produces. All effects that directly affect creatures, affect all creatures in a radius of 60 feet centered on the vessel. Multiple effects may be active at once, and the vessel does not need to maintain concentration for any effects it produces. When the vessel is closed, any effects it produced while open remain active unless stated otherwise. d10 Effect 1 Creatures must succeed on a DC 20 Constitution saving throw or be poisoned for 1d4 hours. 2 Creatures are afflicted by a random disease from the contagion spell (save DC 20). 3 Creatures are afflicted by a flesh to stone spell (save DC 20). 4 Creatures must succeed on a DC 20 Wisdom saving throw or be afflicted by a short-term madness. 5 Creatures must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion. 6 The vessel casts mirage arcane centered on itself, creating bizarre and dangerous landscapes. This effect ends when the vessel is closed. 7 Creatures are afflicted by a random curse from the bestow curse spell cast at 9th level (save DC 20). 8 1d4 hostile wraiths appear in unoccupied spaces within 60 feet of the vessel. 9 The vessel casts earthquake centered on itself. This effect ends when the vessel is closed. 10 Creatures must succeed on a DC 20 Charisma saving throw or be magically pulled inside the vessel. Creatures can use their action to climb out of the vessel as long as it is open. If the vessel is closed, creatures inside are devoured by the unmentionable evil and can be restored to life only by a wish spell. Adventure Hook: Vessel of Entropy Orelyn, an introverted dark elf archaeologist and wizard, has discovered the location of the Vessel of Entropy, a powerful artifact with the potential to do tremendous damage. Now, she is looking for heroes who would be brave enough to find it before it falls into the wrong hands. Orelyn is secretive and smart. She approaches the adventurers using magical means, either by sending them a telepathic message or a letter written with illusory script , asking them to meet her in an empty cave just outside the city the adventurers are currently in. When adventurers visit the cave, you may use, read out loud, or paraphrase Orelyn’s narrative text below: Orelyn on Vessel of Entropy As you approach the cave, a dainty dark elf woman in adventuring gear appears through the shadows. “Greetings. Please do not be alarmed. I called you here,” she says softly. As she approaches you, several tiny motes of light begin to dance around her. “I have crucial information about a dangerous magic artifact, and I need dependable and clever allies to recover it before it falls into the wrong hands. Can I trust you with this?” She looks you straight in the eye, trying to discern your reaction, perhaps aided by magic. A moment later, she looks away and you may discern her cheeks turning slightly darker. “Well, I hope I can, because if my research is correct — and it usually is — the artifact in question is able to raze entire cities. Ancient dwarven texts refer to it as the ‘Vessel of Entropy’ and it seems that it caused the destruction of at least two deep dwarven cities in the past.” She unrolls a scroll with ancient diagrams and the image of what looks like a box. “This is what we seek. Unfortunately, I am not the only person who discovered this. A group of chthonians and their cultists are looking for the vessel as we speak, so we must hurry! I have a map for you, and I can also give you a copy of my research, which you might find useful…” Her voice trails off and she looks to the side. A moment later, she continues: “Finally, I could also be convinced to accompany you myself… if you like. I am quite capable, and my knowledge might be of help.” She takes one step closer to you and offers you the scroll along with a stone-grey book. “So, can I rely on you?” Key Points: Orelyn can accompany the adventurers and use her magic to aid them as long as they remain friendly and agree to help her get rid of the vessel. Her spells include detect magic , identify , remove curse , telepathic bond , true seeing and others. A rival group, led by a chthonian mastermind (any level-appropriate aberration) and several cultists also hunts for the vessel. In the past, the vessel has been used by cultists to destroy deep dwarven cities in the Sunken World, as well as human and orcish settlements on the Overworld. The vessel can either be found in the ruins of a city destroyed by its earthquake effect, inside an enormous mirage arcane illusion if it’s still open, in the possession of a giant or another monster that doesn’t know of its value, or in the hands of the aforementioned cultists, if they beat the adventurers to it. If you wish to challenge adventurers, consider creating a combat encounter during which the vessel is opened, or have them find the vessel open and some of its effects active. Aftermath If adventurers seek to use the vessel for evil, Orelyn tries to take it from them by magic means, including the instant summons spell (she avoids violence), and use plane shift to escape. If adventurers help secure the vessel and remain on good terms with Orelyn after the quest is over, she invites them to her magnificent cave for a relaxing dark elven party!","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"artifact"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Vest of Kevlaar","description":"Vest of Kev’laar Wondrous Item, rare Weight: ¼ lb. You gain a +1 bonus to AC while you wear this vest, which requires no armor proficiency. In addition, you have resistance to piercing damage from nonmagical weapons while you wear this vest. The great spellweaver Alistair Kev’laar created these lightweight vests that can be worn under clothes or armor. Many have been passed down through generations of noble families.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Vest of Missile Protection","description":"Vest of Missile Protection Wondrous item, rare (requires attunement) While wearing this black damask vest, you have resistance to damage from ranged weapon attacks.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Vestments of Power","description":"Vestments of Power Wondrous item, legendary (requires attunement by a cleric) These religious garments are made from fine linen and embroidered with purple, scarlet, and golden thread. You gain these benefits while wearing them: Your spell save DC, spell attack bonus, and AC each increase by 2. You have advantage on saving throws against spells and other magical effects. When you fall, you descend 60 feet per round and take no damage from falling. You have resistance to fire damage. You can stand on and move across any liquid surface as if it were solid ground.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a cleric"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Vestments of the Bleak Shinobi","description":"Armor (padded), uncommon (requires attunement) This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Veteran's Cane","description":"Veteran's Cane Wondrous item, common When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Veteran's Cane","description":"Wondrous Item, Common As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Veteran's Cane"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vial","description":"Vial Adventuring gear A vial can hold up to 4 ounces of liquid. Weight: -","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Vial","description":"Vial Adventuring gear (container) A vial can hold up to 4 ounces of liquid. Weight: -","properties":{"Category":"Items","Source":"5th Edition SRD","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vial","description":"Adventuring Gear Weight: — Cost: 1 GP A Vial holds up to 4 ounces.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Vial"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Vial","description":"Vial Adventuring gear (container) A vial can hold up to 4 ounces of liquid. Weight: -","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Vial of Bloodboil Poison","description":"Potion, Very Rare This vial contains 3 doses of bloodboil poison. As an action, you can apply one dose of the poison to a weapon or a piece of ammunition you're holding. The first time you hit a creature with the poisoned weapon or ammunition within the next minute, the creature must succeed on a DC 15 Wisdom saving throw or be affected as by the Dominate Monster spell for 1 hour or until you lose your concentration, as if concentrating on a spell. The target can repeat the saving throw whenever it takes damage, ending the effect on a success.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Vial of Dread Poison","description":"Potion, Uncommon This vial contains 3 doses of dread poison. As an action, you can apply one dose of this poison to a weapon or a piece of ammunition you're holding. The first time you hit a creature with the poisoned weapon or ammunition within the next minute, the creature takes 2d6 Psychic damage and must succeed on a DC 13 Constitution saving throw or be Frightened for 1 hour. While Frightened in this way, the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Vial of Greed","description":"Wondrous item, rare (requires attunement) This small glass vial can stockpile resources for use in the future. Once stored, resources last for 1 century before vanishing. As an action you make the vial store any number of the following resources, which are magically consumed and converted into a violet-colored liquid: Up to 31 days of food and/or drink. The flavors are lost, instead becoming tasteless. Up to 7 days of alcohol. The flavors are lost, instead becoming tasteless. Up to 5 magic scrolls that affect a single creature. The target of the spell is you, and if the spell requires concentration, you can concentrate. Up to 5 magic potions. No more than 2 duplicate potions can be stored at a time. You may have more than one kind of resource in the vial, up to the limits expressed above. You can use a bonus action to consume one day of food (or alcohol) or activate one scroll or magic potion. If activating a magic scroll, the effects of that scroll must end before you can activate another scroll from the Vial of Greed .","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Vial of Phase Poison","description":"Potion, Uncommon This vial contains 3 doses of phase poison. As an action, you can apply one dose of this poison to a weapon or a piece of ammunition you're holding. The first time you hit a creature with the poisoned weapon or ammunition within the next minute, the creature takes 2d8 Force damage and must succeed on a DC 13 Charisma saving throw or disappear into the Ethereal Plane until the end of its next turn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Vial of Spell Conduit Poison","description":"Potion, Rare This vial contains 3 doses of spell conduit poison. As an action, you can apply one dose of this poison to a weapon or a piece of ammunition you're holding. The first time you hit a creature with the poisoned weapon or ammunition within the next minute, the creature must succeed on a DC 15 Constitution saving throw or become hypersensitive to magic. For 1 hour, the creature has disadvantage on saving throws against spells and other magical effects and the first time each turn it takes damage from a spell, it takes an extra 1d8 of that damage.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Vial of Spiders","description":"Wondrous Item, Common This palm-sized vial is filled with exactly 888 tiny spiders. The spiders magically obey the verbal commands of the last person to open the vial. Too small to harm Tiny or larger creatures, the spiders have little use in combat, but can be used as sentries, to creep people out, or to keep a small house clear of insects. New spiders grow in the bottle at night, so that 888 spiders always exist at a time.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Common"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Vial of Sunlight","description":"Wondrous item, rare (requires attunement) This crystal vial is filled with water from a spring high in the Cloudwall Mountains and has been blessed by priestesses of Lada. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. Once used, the vial can’t be activated again until the next dawn.","properties":{"Category":"Items","Expansion":5315,"Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Vial of Sunlight","description":"Wondrous item, rare (requires attunement) This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vial of Sunlight","description":"This crystal vial is filled with water from a spring high in the Cloudwall Mountains and has been blessed by priestesses of Lada. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. Once used, the vial can’t be activated again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Vial of Unraveling Poison","description":"Potion, Rare This vial contains 3 doses of unraveling poison. As an action, you can apply one dose of this poison to a weapon or a piece of ammunition you're holding. The first time you hit a creature with the poisoned weapon or ammunition within the next minute, the creature takes 2d8 Force damage and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 minute. While Poisoned in this way, the creature can't cast spells and any spells or magic effects on it, as well as the magical properties of each non-Artifact magic item it is carrying, are suppressed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Potion","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Vibrotech Module","description":"This device can be applied to any melee weapon. When the weapon is drawn, its handle sends out high-frequency micro-vibrations through the weapon’s business end. You have a +1 bonus to damage rolls made with this weapon.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Vicious Battleaxe","description":"Vicious Battleaxe Melee weapon (martial, battleaxe), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Damage: 1d8 (1d10) Damage Type : Slashing Properties: Versatile Weigh t: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Battleaxe","description":"Weapon (Battleaxe), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Vicious Battleaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Blowgun","description":"Vicious Blowgun Ranged weapon (martial, blowgun), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack , you treat the weapon as an improvised weapon (see \" Improvised Weapons \" later in the section). Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1 Damage Type: Piercing Properties: Loading, Range Range: 25/100 Weight: 1","properties":{"Category":"Items","Range":"25/100","Damage":1,"Source":"5th Edition SRD","Weight":1,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Loading, Range","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Blowgun","description":"Weapon (Blowgun), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Vicious Blowgun"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Club","description":"Vicious Club Melee weapon (simple, club) , rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Damage: 1d4 Damage Type: Bludgeoning Properties: Light Weight: 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Light","Damage Type":"Bludgeoning","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Club","description":"Weapon (Club), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Vicious Club"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Dagger","description":"Vicious Dagger Melee weapon (simple, dagger), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Light, Range, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":1,"Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Light, Range, Thrown","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Dagger","description":"Weapon (Dagger), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light, Thrown","Item Rarity":"No","Name":"Vicious Dagger"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Dart","description":"Vicious Dart Ranged weapon (simple, dart), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Piercing Properties: Finesse, Range, Thrown Range: 20/60 Weight: 0.25","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":0.25,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Finesse, Range, Thrown","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Dart","description":"Weapon (Dart), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Vicious Dart"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Flail","description":"Vicious Flail Melee weapon (martial, flail), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Damage : 1d8 Damage Type : bludgeoning Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Flail","description":"Weapon (Flail), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Vicious Flail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Glaive","description":"Vicious Glaive Melee weapon (martial, glaive), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Glaive","description":"Weapon (Glaive), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Vicious Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Greataxe","description":"Vicious Greataxe Melee weapon (martial, greataxe) , rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":7,"Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Greataxe","description":"Weapon (Greataxe), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Vicious Greataxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Greatclub","description":"Vicious Greatclub Melee weapon (simple, greatclub) , rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type : Bludgeoning Properties : Two-Handed Weight : 10","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","data-List":"false","Properties":"Two-Handed","Damage Type":"Bludgeoning","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Greatclub","description":"Weapon (Greatclub), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Vicious Greatclub"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Greatsword","description":"Vicious Greatsword M elee weapon (martial, greatsword), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Greatsword","description":"Weapon (Greatsword), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Vicious Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Halberd","description":"Vicious Halberd Melee weapon (martial, halberd), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d10 Damage Type : Slashing Properties : Heavy, Reach, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Halberd","description":"Weapon (Halberd), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Vicious Halberd"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Hand Crossbow","description":"Vicious Hand Crossbow Ranged weapon (martial, hand crossbow) , rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d6 Damage Type : Piercing Properties : Light, Loading, Range Range : 30/120 Weight : 3","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Light, Loading, Range","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Hand Crossbow","description":"Weapon (Hand Crossbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"No","Name":"Vicious Hand Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Handaxe","description":"Vicious Handaxe Melee weapon (simple, handaxe) , rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d6 Damage Type : Slashing Properties : Light, Range, Thrown Range : 20/60 Weight : 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Light, Range, Thrown","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Handaxe","description":"Weapon (Handaxe), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading","Item Rarity":"No","Name":"Vicious Handaxe"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Heavy Crossbow","description":"Vicious Heavy Crossbow Ranged weapon (martial, heavy crossbow), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon . Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18","properties":{"Category":"Items","Range":"100/400","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Heavy, Loading, Range, Two-Handed","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Heavy Crossbow","description":"Weapon (Heavy Crossbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Loading, Two-Handed","Item Rarity":"No","Name":"Vicious Heavy Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Javelin","description":"Vicious Javelin Melee weapon (simple, javelin), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Piercing Properties: Range, Thrown Range: 30/120 Weight: 2","properties":{"Category":"Items","Range":"30/120","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Javelin","description":"Weapon (Javelin), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown (Range 30/120)","Item Rarity":"No","Name":"Vicious Javelin"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Lance","description":"Vicious Lance Melee weapon (martial, lance), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d12 Damage Type: Piercing Properties: Reach, Special Weight: 6","properties":{"Category":"Items","Damage":"1d12","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","data-List":"false","Properties":"Reach","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Lance","description":"Weapon (Lance), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed (unless mounted)","Item Rarity":"No","Name":"Vicious Lance"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Light Crossbow","description":"Vicious Light Crossbow Ranged weapon (simple, light crossbow), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320 Weight: 5","properties":{"Category":"Items","Range":"80/320","Damage":"1d8","Source":"5th Edition SRD","Weight":5,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Loading, Range, Two-Handed","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Light Crossbow","description":"Weapon (Light Crossbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Vicious Light Crossbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Light Hammer","description":"Vicious Light Hammer Melee weapon (simple, light hammer), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Thrown Range: 20/60 Weight: 2","properties":{"Category":"Items","Range":"20/60","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Light, Range, Thrown","Damage Type":"Bludgeoning","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Light Hammer","description":"Weapon (Light Hammer), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Thrown","Item Rarity":"No","Name":"Vicious Light Hammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Longbow","description":"Longbow Ranged weapon (martial, longbow ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver , case , or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon . A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: Piercing Properties: Ammunition, Heavy, Range, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Range":"150/600","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Heavy, Range, Two-Handed","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Longbow","description":"Weapon (Longbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Heavy, Two-Handed","Item Rarity":"No","Name":"Vicious Longbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Longsword","description":"Vicious Longsword Melee weapon (martial, longsword ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Longsword","description":"Weapon (Longsword), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Vicious Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Mace","description":"Vicious Mace Melee weapon (simple, mace),rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Damage: 1d6 Damage Type: Bludgeoning Weight: 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","data-List":"false","Damage Type":"Bludgeoning","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Mace","description":"Weapon (Mace), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Item Rarity":"No","Name":"Vicious Mace"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Maul","description":"Vicious Maul Melee weapon (martial, maul), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage: 2d6 Damage Type: Bludgeoning Properties: Heavy, Two-Handed Weight: 10","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":10,"Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Bludgeoning","Secondary Damage":"2d6","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Maul","description":"Weapon (Maul), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Vicious Maul"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Morningstar","description":"Vicious Morningstar Melee weapon (martial, morningstar) When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Damage: 1d8 Damage Type: Piercing Weight: 4","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","data-List":"false","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Morningstar","description":"Weapon (Morningstar), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Item Rarity":"No","Name":"Vicious Morningstar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Musket","description":"Weapon (Musket), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading, Two-Handed","Item Rarity":"No","Name":"Vicious Musket"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Pike","description":"Vicious Pike Melee weapon (martial, pike), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Heavy, Reach, Two-Handed Weight: 18","properties":{"Category":"Items","Damage":"1d10","Source":"5th Edition SRD","Weight":18,"Item Type":"Melee Weapon","data-List":"false","Properties":"Heavy, Reach, Two-Handed","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Pike","description":"Weapon (Pike), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Vicious Pike"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Pistol","description":"Weapon (Pistol), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Loading","Item Rarity":"No","Name":"Vicious Pistol"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Quarterstaff","description":"Vicious Quarterstaff Melee weapon (simple, quarterstaff ) When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Bludgeoning Properties : Versatile Weight : 4","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d8","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Quarterstaff","description":"Weapon (Quarterstaff), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"Simple","Properties":"Versatile (1d8)","Item Rarity":"No","Name":"Vicious Quarterstaff"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Rapier","description":"Vicious Rapier Melee weapon (martial, rapier ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Damage : 1d8 Damage Type : Piercing Properties : Finesse Weight : 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Rapier","description":"Weapon (Rapier), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Finesse","Item Rarity":"No","Name":"Vicious Rapier"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Scimitar","description":"Vicious Scimitar Melee weapon (martial, scimitar ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Scimitar","description":"Weapon (Scimitar), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Vicious Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Shortbow","description":"Vicious Shortbow Ranged weapon (simple, shortbow ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Ammunition . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d6 Damage Type : Piercing Properties : Ammunition, Range, Two-Handed Range : 80/320 Weight : 2","properties":{"Category":"Items","Range":"80/320","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Range, Two-Handed","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Shortbow","description":"Weapon (Shortbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Two-Handed","Item Rarity":"No","Name":"Vicious Shortbow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Shortsword","description":"Vicious Shortsword Melee weapon (martial, shortsword ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6 Damage Type : Piercing Properties : Finesse, Light Weight : 2","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Light","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Shortsword","description":"Weapon (Shortsword), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Vicious Shortsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Sickle","description":"Vicious Sickle Melee weapon (simple, sickle) , rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d4 Damage Type : Slashing Properties : Light Weight : 2","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Light","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Sickle","description":"Weapon (Sickle), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Light","Item Rarity":"No","Name":"Vicious Sickle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Sling","description":"Vicious Sling Ranged weapon (simple, sling), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver , case , or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage : 1d4 Damage Type : Bludgeoning Properties : Range Range : 30/120","properties":{"Category":"Items","Range":"30/120","Damage":"1d4","Source":"5th Edition SRD","Weight":0,"Item Type":"Ranged Weapon","data-List":"false","Properties":"Range","Damage Type":"Bludgeoning","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Sling","description":"Weapon (Sling), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Ammunition (Range 30/120; Bullet)","Item Rarity":"No","Name":"Vicious Sling"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Spear","description":"Vicious Spear Melee weapon (simple, spear), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6 (1d8) Damage Type : Piercing Properties : Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Spear","description":"Weapon (Spear), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"simple","Properties":"Versatile","Item Rarity":"No","Name":"Vicious Spear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Trident","description":"Vicious Trident Melee weapon (martial, trident), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 (1d8) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Range":"20/60","Damage":"1d6","Source":"5th Edition SRD","Weight":4,"Item Type":"Melee Weapon","data-List":"false","Properties":"Range, Thrown, Versatile","Damage Type":"Piercing","Secondary Damage":"1d8","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Trident","description":"Weapon (Trident), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"No","Name":"Vicious Trident"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious War Pick","description":"Vicious War Pick Melee weapon (martial, war pick), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Damage: 1d8 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Damage Type":"Piercing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] piercing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious War Pick","description":"Weapon (War Pick), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Vicious War Pick"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Warhammer","description":"Vicious Warhammer Melee weapon (martial, warhammer ), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d10","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] bludgeoning damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Warhammer","description":"Weapon (Warhammer), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Vicious Warhammer"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Weapon","description":"Vicious Weapon Weapon (any), rare When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Vicious Weapon (Template)","description":"Weapon (Any Simple or Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vicious Whip","description":"Vicious Whip Melee weapon (martial, whip), rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Reach","Damage Type":"Slashing","data-Weapon Description":"When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 [[2d6]] slashing damage.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vicious Whip","description":"Weapon (Whip), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Vicious Whip"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Victory Banner","description":"Wondrous item, very rare (requires attunement) This small banner is mounted on a short haft and can be attached to a backpack, saddle, or similar equipment. The banner has 3 charges. It regains all expended charges daily at dawn. You can expend 1 of its charges to give yourself advantage on weapon attacks for 1 minute. When you roll a 20 on an attack roll made with a weapon, you can expend 1 charge to move up to your speed without provoking opportunity attacks. You must be within 5 feet of the banner to expend any of its charges.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"(requires attunement)"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Vidrefacte","description":"Wondrous item, artifact (requires attunement) This item looks like an enormous, flawless, carved gem, its many facets scintillating with color. When a living creature dies near a Vidrefacte, its soul is transformed into energy the gem absorbs and stores for later use. Living creatures who enter the Vidrefacte die as their body and soul is absorbed by the gem. A Gift. A Vidrefacte is a creation of the vidre, a race of crystalline humanoids from the deep Underworld. The vidre feed on the life force energy of sentient beings. As a pact of non-aggression with humanoid settlements, the vidre will gift a Vidrefacte to the settlement’s leader. Often the leader is ignorant of the Vidrefacte’s true purpose and use, thinking it only a powerful gift to symbolize the pact. In truth, the souls that power the Vidrefacte are channeled into the vidre themselves, sustaining them and powering their own magics. Attunement. A non-vidre who attunes themselves to the artifact gains some control over the stored energy within a Vidrefacte. Though the energy of the artifact still feeds the vidre, an attuned user can use the stored soul energy to cast any spell, though the energy required to cast the spell is contingent on several factors. Soul Energy. Each soul a Vidrefacte absorbs translates the creatures Hit Dice into soul energy. An attuned user spends soul energy Hit Dice to cast spells from a Vidrefacte without the need for material components. The amount of soul energy required is equal to the spell’s level, plus any modifiers as shown on the Soul Energy Modifiers table. The vidre consume half of all soul energy absorbed by a Vidrefacte, though an attuned user of great power could potentially wrest more energy for their own purposes, at the GM’s discretion. Soul Energy Modifiers Factor Modifier spell is a higher level than user can cast HD x3 spell is not known to user HD x2 spell is not a transmutation spell HD x2 spell has a costly material component HD x3 Undead Soul Energy. The soul energies of the undead are also absorbed into a Vidrefacte, but theirs is not an energy that can feed the vidre. Undead soul energy is useful only for powering spells. Should a Vidrefacte absorb more undead soul energy than living, the vidre connected to a Vidrefacte begin to starve and the power of a Vidrefacte is disrupted. During this time, it may be possible to destroy a Vidrefacte through alternate means. Destruction. A Vidrefacte is the beating heart of the cabal of vidre who created it; only they can reabsorb it into themselves, effectively destroying it. However, if the power of a Vidrefacte is disrupted—perhaps by filling it with undead energies, or perhaps by another means devised by the GM—it could be destroyed as any gem sculpture could.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vielle of Weirding and Warding","description":"Wondrous item, rare (requires attunement) The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw. Spells. The vielle has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While playing it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15) from it: banishment (4 charges), contact other plane (5 charges), magic circle (3 charges), or protection from evil and good (1 charge).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vigilant Mug","description":"Wondrous item, common An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp’s eyes turn red when poison or poisonous material is placed or poured inside the mug.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vigor Armor","description":"Vigor Armor Armor (any), varies (requires affinity) This armor grants the user great stamina and endurance. While wearing this armor, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. Exceptional. Your Constitution score is 19 while you wear this armor. It has no effect on you if your Constitution is already 19 or higher without it. Superior. You have a +1 bonus to AC while wearing this armor. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. You have advantage on death saving throws.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Vile Razor","description":"Weapon (dagger), rare (requires attunement) This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vine Manacles","description":"Vine Manacles Wondrous Item, Rare Used by intrepid paladins of Nature who hunt down agents of destruction, these thorny restraints can bind any target of large size or smaller. Escaping the Vine Manacles requires a successful DC 25 Dexterity check and breaking them requires a successful DC 25 Strength check. Vine Manacles can’t be unlocked, but they can be removed by the creature who placed them on the target. The manacles have 50 hit points. If they are damaged, they regain 1 hit point per minute. If the Vine Manacles are reduced to 0 hit points, they wither, leaving behind a spore. If the spore is planted on fertile soil, it will sprout a new set of Vine Manacles at the next dawn.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Vintner's Chalice","description":"Wondrous item, uncommon (requires attunement) Any fluid substance poured into this magical chalice can be purified and rendered free of poison and disease, as long as you slowly wave the chalice, carefully smell the substance, and then taste it with a classy and concentrated look.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Viol","description":"Viol Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Musical Instrument","Item Type":"Adventuring Gear","data-List":"false","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Viol","description":"Tool (Musical Instrument) Ability: Charisma Weight: 1 lb. Cost: 30 GP Utilize: Play a known tune (DC 10), or improvise a song (DC 15)","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Viol"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Viol","description":"Viol Musical instrument If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Viper's Blade","description":"Weapon (Rapier), Rare (Requires Attunement) When you hit with an attack roll using this rapier, the target takes an extra 1d8 poison damage. Before making an attack roll with it, you can use a bonus action to extend your reach for that attack by 5 feet. Viper's Malice. When you hit a creature with an attack using this rapier, you can force that creature to make a DC 15 Constitution saving throw. On a failed save, the target is blinded until the end of your next turn. On a successful save, you are blinded until the end of your next turn.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Properties":"Finesse","Item Rarity":"Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Viridian Deceiver Glaive","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Glaive (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Glaive (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (glaive)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Halberd","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Halberd (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Halberd (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (halberd)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Lance","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Lance (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Lance (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (lance)","Properties":"Reach, special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Pike","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Pike (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Pike (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (pike)","Properties":"Heavy, reach, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Quarterstaff","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Quarterstaff (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Quarterstaff (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (quarterstaff)","Properties":"Versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Spear","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Spear (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Spear (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Trident","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Trident (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Trident (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (trident)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Twinblade","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Twinblade (uncommon variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Viridian Deceiver Twinblade (very rare variant)","description":"Weapon (any polearm), rare (requires attunement) Component: pouch of dragon (green) scales This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant. This magic weapon deals an extra 1d4 poison damage to any target it hits. Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you don't choose a creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn. Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn. Uncommon variant: Reduce the DC to 13. This polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of any target it hits. The Breath of Betrayal property targets a single creature of your choice within 30 feet of you, instead of each creature within 20 feet of you. Very rare variant: Increase the DC to 16 and the extra damage on a hit to 1d6. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage on a success.","properties":{"Category":"Items","Item Type":"Weapon (Twinblade)","Properties":"Finesse, Two-handed, Special","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Virtual Helm Interface","description":"SIM Interface Augment (head), uncommon The standard version of this cortical implant is an uncommon augment. As an action, you can activate or deactivate the implant, which functions as either a SIM unit or a SIM AR adapter. You can switch between these two functions as a bonus action. The following SIM interface variants are rare augments and have additional properties. SIMreal. This interface also functions as a SIMreal recorder (see “ Lifestyles in Play ”). A micro-port at the base of your skull is used to house the recorder’s data chip. Virtual Helm Interface. This interface has the added function of a virtual helm and can be linked to one vehicle of your choice (see “ Vehicle Options ”).","properties":{"Category":"Items","Expansion":27053,"Item Type":"augment","Item Rarity":"rare"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Viscous Symbiote","description":"Wondrous item, rare (requires attunement) While unworn, this item appears as a puddle of viscous tar and bone shards. When you attune to this amorphous ooze, it slides up your arms, enhancing them with an extra-cutaneous layer of malleable, oily muscle. Armhancements. While attuned to this item, whenever you make an ability check that uses Strength, you can treat a d20 roll of 7 or lower as an 8 . Malleable Skin. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Viscous Symbiote (legendary variant)","description":"Wondrous item, rare (requires attunement) While unworn, this item appears as a puddle of viscous tar and bone shards. When you attune to this amorphous ooze, it slides up your arms, enhancing them with an extra-cutaneous layer of malleable, oily muscle. Armhancements. While attuned to this item, whenever you make an ability check that uses Strength, you can treat a d20 roll of 7 or lower as an 8 . Malleable Skin. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Very rare variant: You gain 3 temporary hit points at the start of each of your turns. Add the Claws property. Claws. Protruding from your tar-coated hands are long claws; natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. Legendary variant: You gain 5 temporary hit points at the start of each of your turns. Add the Claws, Mask, and Reactive Tentacles properties. Mask. This oily symbiote can react to danger, enhancing your senses. As a reaction when initiative is rolled, you can command the oil to cover your face for the next minute . For the duration, you have advantage on initiative checks and Dexterity saving throws , and gain blindsight out to 30 feet . After you activate this ability, you can’t do so again until the following dawn. Reactive Tentacles. Your symbiote protects you from incoming blows. Whenever you are the target of a melee attack by an attacker you can see within 10 feet of you, you can use your reaction to make a melee attack ( +9 to hit ) against that attacker immediately after its attack concludes. This attack deals 2d8 piercing damage on a hit.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Viscous Symbiote (very rare variant)","description":"Wondrous item, rare (requires attunement) While unworn, this item appears as a puddle of viscous tar and bone shards. When you attune to this amorphous ooze, it slides up your arms, enhancing them with an extra-cutaneous layer of malleable, oily muscle. Armhancements. While attuned to this item, whenever you make an ability check that uses Strength, you can treat a d20 roll of 7 or lower as an 8 . Malleable Skin. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Very rare variant: You gain 3 temporary hit points at the start of each of your turns. Add the Claws property. Claws. Protruding from your tar-coated hands are long claws; natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare","Requires Attunement":"yes"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Visionary's Cloak","description":"Visionary's Cloak Wondrous item, very rare (requires attunement) This gray, hooded traveler’s cloak sports a white silk hem and a platinum clasp that, when closed, resembles the shape of an eye. While wearing this cloak, you have advantage on initiative checks and can’t be surprised. Additionally, when you wear the cloak with the hood up, you gain truesight out to a range of 60 feet and your eyes cast a soft blue-white glow. Pulling the hood up or down requires an action. Cursed Sentience. The bracers are a sentient and cursed magic item, as described below. Sentience. This magic item is sentient. Its alignment and Intelligence, Wisdom, and Charisma scores match the corresponding persona’s stat block. This magic item has hearing and darkvision out to a range of 60 feet. It can speak, read, and understand the languages in its persona’s stat block, and it can communicate telepathically with its wearer. Curse. Once you attune to this item, you can’t end your attunement to it unless you are targeted by the remove curse spell or similar magic. Seven days after you attune to it, you must make a DC 18 Wisdom saving throw. On a failed save, your Wisdom score is reduced by 1 for as long as you remain attuned to the item. You must repeat this saving throw every 24 hours while you remain attuned to the item. If you fail this saving throw three times, the magic item possesses your body, and your soul becomes trapped in your body. Your body transforms into the original body of the soul within the magic item, and your statistics change to match the persona in control of your new body. While possessed, your equipment transforms into the equipment used by the possessing persona’s stat block. You sense everything your body can sense, but the persona controls your movement, speech, and actions. If you end your attunement to the magic item, your body returns to its original form, you regain control of your body, and the magic item’s soul returns to the magic item. If you die, the magic item’s soul returns to the magic item. If your body is possessed for 1d6 + 12 months, your soul is destroyed, your body crumbles to dust, and you die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vitalophage Greatsword","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Greatsword (uncommon variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Greatsword (very rare variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing. Very rare variant: Increase the charges to 5 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Longsword","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Longsword (uncommon variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Longsword (very rare variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing. Very rare variant: Increase the charges to 5 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Rapier","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Rapier (uncommon variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Rapier (very rare variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing. Very rare variant: Increase the charges to 5 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Scimitar","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Scimitar (uncommon variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Scimitar (very rare variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing. Very rare variant: Increase the charges to 5 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Shortsword","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Shortsword (uncommon variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitalophage Shortsword (very rare variant)","description":"Weapon (any sword), rare Component: ooze vesicle After years of study, frequently punctuated by time-consuming pranks, Humperdink and L’Arsène cracked the arcanical secrets behind how microorganisms turn living tissue into factories for more microorganisms. Adapting this process to a scale handleable by people, the pair created a blade capable of biological warfare. Delightful. This weapon has 3 charges and regains all expended charges daily at dawn. Lysogenic Alchemy. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject the creature with the biological material contained within. The creature must succeed on a DC 15 Constitution saving throw or be infected with a disease for 1 minute, during which you can’t infect another creature. As an action, you can sink the sword into the corpse of a creature that died while infected and extract a restorative liquid into the detachable pommel or another appropriate container, producing a potion of greater healing. Potions produced by the sword lose their potency at the next dawn. Uncommon variant: Reduce the charges to 2 and the DC to 13. The sword produces potions of healing instead of potions of greater healing. Very rare variant: Increase the charges to 5 and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Vitrum Goggles","description":"Wondrous item, uncommon While wearing these goggles, you don’t suffer disadvantage due to range when you make an attack beyond short range with a thrown or ranged weapon. You also receive Advantage on Wisdom (Perception) checks that rely on sight.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Vocal Disruptor","description":"Wondrous Item, Uncommon This metallic box features a sleek handle, a small antenna, and an array of dials on its surface. Distorted Sound As a Bonus Action, you can use this device to create a 120-foot-Cone that disrupts speech for 1 minute or until you end it (no action required). A creature in the area that tries to speak or cast a spell with a verbal component for the first time on a turn must succeed on a DC 15 Wisdom save or it can't speak until the start of its next turn. At the start of each of your turns, you decide which way the Cone faces. Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":34474,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Voice Box","description":"Donor: Any creature with the Mimicry trait Slot: Head You have augmented your own vocal folds with those of a creature that can mimic sounds. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check, contested by your Charisma (Deception) check.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Voice Reaper","description":"Voice Reaper Weapon (Sickle), Rare (Requires Attunement) Images of screaming mouths are carved into the blade of this tarnished silver sickle. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, the target must succeed on a DC 15 Constitution saving throw or be rendered mute. Talking or casting a spell that includes a verbal component is impossible in such a state. Casting lesser restoration , greater restoration , or similar magic on the target restores its speech. While you are attuned to this weapon, you can flawlessly mimic the speech of any creature whose voice you have stolen with it.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Void Blade","description":"Void Blade Weapon (Longsword), Rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure darkness to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Void Blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a humanoid with it, that target takes an extra 1d8 necrotic damage. Item Variant: Greater Void Blade At the gamemaster’s discretion, a legendary version of this item can be found. The Greater Void Blade grants a +3 bonus to attack and damage rolls (instead of +2) and deals an extra 2d8 necrotic damage to humanoids (instead of 1d8). Player characters may undertake a quest to upgrade a Void Blade into a Greater Void Blade, possibly by gaining the favor of a powerful creature of darkness.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Weapon (Longsword)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Void Shackles","description":"These heavy wristbands wither at the space in front of its user's fists, creating microscopic holes to the Void that tear into the target.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Fist, Light","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Void-Touched Buckler","description":"Armor (shield), very rare (requires attunement) This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts ). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Voidmaw Bombard","description":"Voidmaw Bombard Wondrous item, very rare This item resembles a miniature mortar: a short iron tube set into a rotating metal base, small enough to fit in a pocket. If you use an action to speak the command word and throw the mortar to a point on the ground within 15 feet of you, the mortar becomes Large. The voidmaw bombard is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim and fire the bombard. After the bombard is fired, it reverts to its miniature form and must recharge for 1 hour before it can be used again. Firing the voidmaw bombard lobs a sphere of crackling black energy in an arc to a point you choose within 350 feet. When the sphere strikes a horizontal surface, it expands into a 20-foot-radius, 10-foot deep, magic portal full of gnashing fangs and rending claws. Any creature in the area of the voidmaw when it expands must make a DC 15 Dexterity saving throw. On a failed save, a creature falls into the voidmaw, taking 11 (2d10) piercing damage and 11 (2d10) slashing damage. On a successful save, a creature takes half as much damage and does not fall into the voidmaw. The voidmaw lasts for 1 minute. Creatures ending their turn within 5 feet of the voidmaw must succeed on a DC 15 Dexterity saving throw or fall into the pit. A creature that begins its turn within the voidmaw takes 2d10 piercing damage and 2d10 slashing damage. It must succeed on a DC 15 Strength (Athletics) check to pull itself out of the portal.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon (mortar)","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Voidmaw Sphere","description":"Voidmaw Sphere Wondrous item, uncommon You can use your action to throw this 1-inch-diameter black sphere up to 30 feet. When it reaches that distance, or strikes a solid surface, the sphere unfolds into a voidmaw, a 5-foot-diameter opening into the Void ringed with gnashing teeth. Each creature within 5 feet of where the voidmaw appeared must succeed on a DC 15 Dexterity saving throw or take 3d6 piercing damage. For 1 minute, any creature that begins its turn within 5 feet of the voidmaw must repeat the saving throw or take the same damage. The voidmaw sphere can unfold in a horizontal or vertical orientation, and even form in midair. When the duration ends, the voidmaw is destroyed.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Voidshot Arrow","description":"Ammunition (arrow or bolt), very rare Component: aberration (beholder) main eye This jagged black, glass arrowhead drinks in light and seems lit as if with an unholy nimbus. Spelldrain. When you hit a creature with an attack using this ammunition, it projects a 20-foot-radius sphere of magic suppression, centred on the creature, for 1 minute. When a creature in the sphere tries to cast a spell, it must make a DC 16 ability check using its spellcasting ability. On a failure, the spell fails, and the spell slot is absorbed by the black hole. On a success, it casts the spell as normal. After this property of the ammunition is used, the ammunition is destroyed.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Voidshot Arrow (rare variant)","description":"Ammunition (arrow or bolt), very rare Component: aberration (beholder) main eye This jagged black, glass arrowhead drinks in light and seems lit as if with an unholy nimbus. Spelldrain. When you hit a creature with an attack using this ammunition, it projects a 20-foot-radius sphere of magic suppression, centred on the creature, for 1 minute. When a creature in the sphere tries to cast a spell, it must make a DC 16 ability check using its spellcasting ability. On a failure, the spell fails, and the spell slot is absorbed by the black hole. On a success, it casts the spell as normal. After this property of the ammunition is used, the ammunition is destroyed. Rare variant: Reduce the radius of the sphere to 10 feet and the DC to 15. When a creature attempts to cast a spell within the area of magic suppression and fails its saving throw, the spell fails but the spell slot isn’t lost.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Voidshot Bolt","description":"Ammunition (arrow or bolt), very rare Component: aberration (beholder) main eye This jagged black, glass arrowhead drinks in light and seems lit as if with an unholy nimbus. Spelldrain. When you hit a creature with an attack using this ammunition, it projects a 20-foot-radius sphere of magic suppression, centred on the creature, for 1 minute. When a creature in the sphere tries to cast a spell, it must make a DC 16 ability check using its spellcasting ability. On a failure, the spell fails, and the spell slot is absorbed by the black hole. On a success, it casts the spell as normal. After this property of the ammunition is used, the ammunition is destroyed.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Voidshot Bolt (rare variant)","description":"Ammunition (arrow or bolt), very rare Component: aberration (beholder) main eye This jagged black, glass arrowhead drinks in light and seems lit as if with an unholy nimbus. Spelldrain. When you hit a creature with an attack using this ammunition, it projects a 20-foot-radius sphere of magic suppression, centred on the creature, for 1 minute. When a creature in the sphere tries to cast a spell, it must make a DC 16 ability check using its spellcasting ability. On a failure, the spell fails, and the spell slot is absorbed by the black hole. On a success, it casts the spell as normal. After this property of the ammunition is used, the ammunition is destroyed. Rare variant: Reduce the radius of the sphere to 10 feet and the DC to 15. When a creature attempts to cast a spell within the area of magic suppression and fails its saving throw, the spell fails but the spell slot isn’t lost.","properties":{"Category":"Items","Item Type":"Ammunition (bolt)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Voidskin Cloak","description":"Wondrous item, rare (requires attunement) This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can’t be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Voidskin Cloak","description":"This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your black gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can’t be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Voidsong Shakuhachi","description":"Voidsong Shakuhachi Wondrous item, rare (requires a ttunement) An unusual looking flute made of bleached bamboo the color of bone. You can spend your action to play a magical melody on it, causing up to 10 creatures within 70 feet that can hear it to receive certain effects and make a saving throw (detailed below). The DC of this saving throw is increased by your proficiency bonus if you are proficient in at least one musical instrument. Once this magic melody has been played, you cannot use this item again until you complete a long rest. Effect on the living. If a listener is a living creature, it is immediately no longer frightened or charmed. Then, it must make a DC 14 Wisdom saving throw. On a failure, the creature can only use its action to perform an Attack action during its next turn. Effect on the undead. If the listener is undead, it takes 3d8 psychic damage. Then it must make DC 14 Wisdom saving throw. On a failure, it becomes frightened of the flute player. Each creature frightened this way can repeat the saving throw at the end of each of its turns. On a successful save, it is no longer frightened.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Voidwalker","description":"Ring, legendary (requires attunement) This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker , you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. Forbidden Lore. Voidwalker knows a great deal about esoteric and dark topics, and grants you the following skill modifiers: Arcana +8, History +8, Religion +8. Necrotic Absorption. When you would take necrotic damage, you can use your reaction to absorb the damage instead. You regain hit points equal to the necrotic damage you would have otherwise taken. Void Step. You can use the ring to cast misty step at will. Instead of a puff of mist, you fade and reappear in a black smear in the air. Sentience. Voidwalker is a sentient neutral evil ring with an Intelligence of 14, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The ring communicates telepathically with its wearer and can also speak Abyssal, Common, Infernal, and Void Speech. It constantly whispers suggestions for its wearer to find new pathways to the Void, often as a means to solve any problem or dilemma the wearer faces. Personality. Voidwalker is an obsequious thing that takes great pains to cater to the desires of its wearer. It comports itself as an advisor, majordomo, or other high-ranking servant. In truth, its purpose is to return to the Void and to take a mortal “master” with it. Conflict arises if its wearer tries to seal a breach or gateway into the Void or to discard the ring. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn’t overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it’s maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature’s doom.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Voidwalker","description":"This band of tarnished silver bears no ornament or inscription, but is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of cold resistance. It has the following additional properties. Forbidden Lore . Voidwalker knows a great deal about esoteric and dark topics, and grants you the following skill modifiers: Arcana +8, History +8, Religion +8. Necrotic Absorption . When you would take necrotic damage, you can use your reaction to absorb the damage instead. You regain hit points equal to the necrotic damage you would have otherwise taken. Void Step . You can use the ring to cast misty step at will. Instead of a puff of mist, you fade and reappear in a black smear in the air. Sentience. Voidwalker is a sentient neutral evil ring with an Intelligence of 14, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The ring communicates telepathically with its wearer and can also speak Abyssal, Common, Infernal, and Void Speech. It constantly whispers suggestions for its wearer to find new pathways to the Void, often as a means to solve any problem or dilemma the wearer faces. Personality. Voidwalker is an obsequious thing that takes great pains to cater to the desires of its wearer. It comports itself as an advisor, majordomo, or other high-ranking servant. In truth, its purpose is to return to the Void and to take a mortal “master” with it. Conflict arises if its wearer tries to seal a breach or gateway into the Void or to discard the ring. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn’t overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it’s maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature’s doom.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Voidwalker Armor","description":"Voidwalker Armor Armor (Studded Leather), Rare (Requires Attunement) This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn. Curse. This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this way, your body is inert and doesn’t age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body. Studded Leather Armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier Weight: 13","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Vola'khesh","description":"Vola’khesh Wondrous item, common This small carved stone is typically bound to a leather strap worn around the wrist or neck. Designed by the Dhakaani duur’kala, the vola’khesh facilitates communication between elite units. They are created in linked sets; up to ten stones can be bound together, and once established, this link cannot be changed. At present, the vola’khesh are only used by the Kech Dhakaan and are unknown to the people of the Five Nations. If the enchantments were replicated, these tools could be put into use by spies and law enforcement agencies of the Five Nations. While wearing a vola’khesh , you can use a bonus action to whisper a message. This message is heard by all creatures within 120 feet wearing a linked vola’khesh. Magical silence, 1 foot of stone, 1 inch of common metal, or 3 feet of wood will block this effect, but the magic doesn’t have to follow a straight line and can travel freely around corners or through openings.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Volatile Weapon","description":"Volatile Weapon Weapon (any weapon), rare (dangerous), very rare (explosive), legendary (deadly) (requires attunement) Attacks you make with this magic weapon score a critical hit on an increased range of attack roll results depending on the weapon’s rarity (see the Volatile Weapon table below). Additionally, attacks you make with this weapon ignore all sources of advantage and disadvantage. Curse. The weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic; removing the weapon fails to remove the curse. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon has an increased failure range. If the result of an attack roll you make with this weapon is within the failure range, the attack misses regardless of any modifiers or the target’s AC, and you lose 1d8 hit points. Volatile Weapon Volatility Critical Range Failure Range dangerous 19 or 20 1 or 2 explosive 18–20 1–3 deadly 17–20 1–4","properties":{"Category":"Items"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Volley Gun","description":"","properties":{"Category":"Items","Item Type":"Weapon (volley gun)","Properties":"Ammunition (100/400), Dry, Heavy, Misfire, Reload (10; 2 actions), Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Volt","description":"Volt Weapon (Dart), Rare (Requires Attunement) This dart has a bright silver sheen and is fashioned in the shape of a lightning bolt. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make an attack against a creature using this weapon, a bolt of lightning crashes down where the dart impacts or lands and every creature within 5 feet of that space must make a DC 15 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. If you hit your target with the dart, it has disadvantage on the saving throw. If you miss your target by 5 or less, the dart lands on the ground at their feet and they do not have disadvantage. If you miss your target by more than 5, it lands in a random space; the GM rolls 1d8 to determine the direction the dart falls away from your target (1 indicating north and moving clockwise from there) and 1d4 to determine how many spaces away it falls.","properties":{"Category":"Items","Item Type":"Weapon (dart)","Properties":"Finesse, Thrown","Item Rarity":"rare","Requires Attunement":"Requires Attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Voltspire","description":"Staff, Rare (Requires Attunement by a Spellcaster) This magic staff is crowned with an intricate orb woven with pure silver. Conductive. When a target takes Lightning damage from a spell you cast while you're holding the staff, it takes an extra 1d8 Lightning damage. Supercharge. When you cast a spell of 1st-level or higher that deals Lightning damage, the staff gains 1 charge. The staff can hold up to 3 charges for the following properties and loses unspent charges 1 hour after gaining them: Jolt. At the start of your turn, you can expend 1 charge to gain a jolt of energy. Until the start of your next turn, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you can take the Dash, Disengage, Hide, or Use an Object action as a bonus action. Recharge. When you are reduced to 0 hit points but not killed outright, you can expend 1 charge to drop to 1 hit point instead.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Staff","Item Rarity":"Rare","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Vorpal","description":"Legendary weapon property Components: Masterwork exotic weapon that deals slashing damage When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Vorpal Boline","description":"Weapon (sickle), Weird, Legendary This weird is only made by a night hag coven, who will take turns carrying it. A hag will bring this with them if they are interfering with dreams or traveling in the Astral or Ethereal Planes. For more information on these two planes and the use of astral projection, see chapter 2, “Creating a Multiverse,” in the Dungeon Master’s Guide. If the vorpal boline (a type of sickle) is used for combat outside of the Ethereal or Astral Plane, then it is a sickle +1. But most hags can do far more damage using other tools. The vorpal bonine becomes more useful if brought into the Ethereal or Astral Planes, where it is as a sickle +2, +2d4 necrotic damage, if used for combat there. A hag, as an action, can also attempt to either identify a silver cord or sever one if she choses. In the hands of any creature that is not a hag, the vorpal boline is only a sickle +1 that cannot identify or sever silver cords. Identify Silver Cord. A hag, using a vorpal boline in the Astral Plane, can attempt to identify who or what is using an astral cord by grasping it in one hand and slicing off a thin ribbon from the cord: which she then eats. If she succeeds on a DC 10 Charisma ability check then she learns who or what is using the cord. This information is limited to name, race, and the plane they originated from and the plane they are currently on. The target that owns the silver cord will know that someone has the ability to sever their cord if the hag fails her ability check. The hag can attempt to identify the silver cord again if she fails. Sever Silver Cord. A hag can sever a silver cord by sawing at it with the vorpal boline. This is resolved with a Charisma ability check contest against whoever is using the silver cord. If the hag has not identified who the owner is then her check is at a disadvantage. If the hag succeeds in this Charisma contest then the cord is severed after 1d3 rounds. If the hag fails, then the target can either immediately return to their physical form or they can immediately travel back into the Astral Plane and confront the hag. A victim could theoretically ignore this attack also, but this is very dangerous for a severed astral cord results in instant death as the soul and body are separated forever.","properties":{"Category":"Items","Item Type":"Weapon (sickle)","Item Rarity":"Legendary"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Vorpal Glaive","description":"Weapon (Glaive), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach, Two-Handed","Item Rarity":"No","Name":"Vorpal Glaive"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vorpal Greatsword","description":"Vorpal Greatsword Melee weapon (martial, greatsword ), legendary (requires attunement ) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions , or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+3 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Damage":"2d6","Source":"5th Edition SRD","Weight":6,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Heavy, Two-Handed","Damage Type":"Slashing","data-Attack Description":"When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vorpal Greatsword","description":"Weapon (Greatsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.","properties":{"Category":"Items","Item Type":"martial","Properties":"Two-Handed","Item Rarity":"No","Name":"Vorpal Greatsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vorpal Longsword","description":"Vorpal Longsword Melee weapon (martial, longsword ), legendary, (requires attunement ) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions , or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Versatile","Damage Type":"Slashing","Secondary Damage":"1d10","data-Attack Description":"When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vorpal Longsword","description":"Vorpal Longsword Weapon (longsword), legendary You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Expansion":20627,"Item Type":"Longsword","Properties":"Versatile","Item Rarity":"legendary"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Vorpal Longsword","description":"Weapon (Longsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Vorpal Longsword"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vorpal Scimitar","description":"Vorpal Scimitar Melee weapon (martial, scimitar ), legendary (requires attunement ) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions , or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage : 1d6+3 Damage Type : Slashing Properties : Finesse, Light Weight : 3","properties":{"Category":"Items","Damage":"1d6","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Finesse, Light","Damage Type":"Slashing","data-Attack Description":"When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vorpal Scimitar","description":"Weapon (Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.","properties":{"Category":"Items","Item Type":"martial","Properties":"Light","Item Rarity":"No","Name":"Vorpal Scimitar"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vorpal Sword","description":"Vorpal Sword Weapon (any sword that deals slashing damage), legendary (requires attunement ) You gain a +3 bonus to attack and damage rolls made with this weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any sword that deals slashing damage)","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Vorpal Sword (Template)","description":"Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Melee Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Vox Seeker","description":"Vox Seeker Wondrous item, common This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying vox seeker stat block. This automaton is under the DM’s control. A vox seeker reduced to 0 hit points is destroyed.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Vox Seeker","description":"Vox Seeker Wondrous item, common This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying vox seeker stat block. This automaton is under the DM’s control. A vox seeker reduced to 0 hit points is destroyed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Voyager Staff","description":"Voyager Staff Staff, very rare (requires attunement by a spellcaster) You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever. Versatile . This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+1 (1d8+1) Damage Type: Bludgeoning Properties: Versatile Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Vriel's Bow","description":"Weapon (longbow, Heavy), rare (requires attunement) Range: 150/600 feet Ammunition (range 150/600 feet), Heavy, Two-Handed Hero’s bow: this longbow is oversized and can only be wielded by a creature with a Strength score of 13 or more. It deals 1d12 piercing damage. Shredding Tip: When you hit a creature with a ranged weapon attack with this bow, you can use your reaction to choose another creature within 5ft of the first one. They suffer piercing damage equal to your Strength or Dexterity modifier (whichever is higher). Infernal Arrow (5/day): When you make a ranged weapon attack with this bow, you can use a bonus action to imbue the arrow with infernal energies. This attack deals an additional 4 (1d8) necrotic damage on a hit on top of your regular damage.","properties":{"Category":"Items","Expansion":29375,"Item Type":"Weapon (Longbow)","Properties":"Heavy, Two-handed, Oversized","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Vril Engineer's Tools","description":"Vril Engineer's Tools Artisan's Tools Cost : 50 gp Weight : 10 lb. These artisan’s tools include ratchets, lubricants, wire tools, and other implements needed to work with vril-powered clockworks and machinery. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to understand or repair vril technology. Also, proficiency with these tools is required to recharge vril batteries.","properties":{"Category":"Items","Item Type":"Equipment","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Vril Saber","description":"Vril Saber Melee weapon Cost : 2,000 gp Damage : 1d12 force Weight : 2 lb. Properties : Light, Finesse This intricate, hilt-like device is made of orichalcum and has a compartment that allows the housing of a vril battery. Assuming the attached battery has at least 1 charge, you may activate or deactivate the saber as a bonus action, causing a 3-foot electric-blue beam of arcing plasma to emerge from the hilt. The energy blade deals 1d12 force damage on a hit, draining 1 charge from the attached battery each time. The blade is hot enough to burn or melt nonmagical materials on contact (the details of which are left to the GM’s discretion). Rolling a natural 1 on an attack with the vril saber means you’ve overestimated the weightless nature of the blade and struck yourself, suffering the damage.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Finesse","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Vrithmytrix's Bane (Level 1)","description":"This exquisite suit of armor is crafted from perfectly overlapping black dragon scales carefully fastened to thick, black dragon hide. Vrithmytrix the black dragon inhabited a vast, stinking swamp. Many tried to slay the dragon, but Vrithmytrix was simply too powerful and too clever. The black dragon’s luck changed one fog-shrouded morning when Osland the Dragonslayer entered the swamp. Osland had already killed two dragons in his lifetime and was determined to make Vrithmytrix his third. Shouting a challenge of honor, the knight attacked! After the titanic battle, Vrithmytrix, the mighty black dragon, was dead. Osland hauled the black dragon’s body back to his keep. There, he commissioned the creation of a wonderous suit of armor made from Vrithmytrix’s scales and hide. He christened the armor Vrithmytrix’s Bane . Over time, Osland discovered that many of the black dragon’s unique qualities had somehow carried over to the armor itself! One dark night almost a year later, Osland felt his entire keep shake. Rushing outside, he saw a large portion of the outer wall had been reduced to rubble, and a massive black dragon was circling overhead. As the terrible beast soared closer, its reptilian eyes widened at the sight of Osland’s armor, then quickly narrowed in abject hatred. This was Vrithmytrix’s mate, and it was much larger and more powerful than Vrithmytrix had been. Roaring in anger, the dragon swooped down, snatched Osland in its great claws and carried him away into the night sky. Osland was never seen again. It is said the massive black dragon keeps Osland’s armor in its lair deep in the swamp, where it weeps acidic tears at the loss of its mate. Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use an action to cast the acid splash spell (save DC 15) from it at will. Draconic Might (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can breathe air and water, and you have resistance to acid damage. 9th level. You gain a +1 bonus to AC. When you hit a dragon with any melee weapon, the dragon takes an extra 2d6 damage of the weapon’s type. For the purpose of this property, “dragon” refers to any creature with the dragon type, including drakes and wyverns. 13th level. You now gain a +2 bonus to AC, instead of +1, and you have advantage on saving throws against the Frightful Presence and breath weapons of dragons. In addition, you can sprout a pair of black dragon wings from the back of the armor, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you remove the armor or dismiss them as a bonus action on your turn. Clothing not made to accommodate your wings might be destroyed when you manifest them. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to acid damage for 10 minutes. Once used, the armor can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vrithmytrix's Bane (Level 13)","description":"This exquisite suit of armor is crafted from perfectly overlapping black dragon scales carefully fastened to thick, black dragon hide. Vrithmytrix the black dragon inhabited a vast, stinking swamp. Many tried to slay the dragon, but Vrithmytrix was simply too powerful and too clever. The black dragon’s luck changed one fog-shrouded morning when Osland the Dragonslayer entered the swamp. Osland had already killed two dragons in his lifetime and was determined to make Vrithmytrix his third. Shouting a challenge of honor, the knight attacked! After the titanic battle, Vrithmytrix, the mighty black dragon, was dead. Osland hauled the black dragon’s body back to his keep. There, he commissioned the creation of a wonderous suit of armor made from Vrithmytrix’s scales and hide. He christened the armor Vrithmytrix’s Bane . Over time, Osland discovered that many of the black dragon’s unique qualities had somehow carried over to the armor itself! One dark night almost a year later, Osland felt his entire keep shake. Rushing outside, he saw a large portion of the outer wall had been reduced to rubble, and a massive black dragon was circling overhead. As the terrible beast soared closer, its reptilian eyes widened at the sight of Osland’s armor, then quickly narrowed in abject hatred. This was Vrithmytrix’s mate, and it was much larger and more powerful than Vrithmytrix had been. Roaring in anger, the dragon swooped down, snatched Osland in its great claws and carried him away into the night sky. Osland was never seen again. It is said the massive black dragon keeps Osland’s armor in its lair deep in the swamp, where it weeps acidic tears at the loss of its mate. Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use an action to cast the acid splash spell (save DC 15) from it at will. Draconic Might (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can breathe air and water, and you have resistance to acid damage. 9th level. You gain a +1 bonus to AC. When you hit a dragon with any melee weapon, the dragon takes an extra 2d6 damage of the weapon’s type. For the purpose of this property, “dragon” refers to any creature with the dragon type, including drakes and wyverns. 13th level. You now gain a +2 bonus to AC, instead of +1, and you have advantage on saving throws against the Frightful Presence and breath weapons of dragons. In addition, you can sprout a pair of black dragon wings from the back of the armor, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you remove the armor or dismiss them as a bonus action on your turn. Clothing not made to accommodate your wings might be destroyed when you manifest them. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to acid damage for 10 minutes. Once used, the armor can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vrithmytrix's Bane (Level 17)","description":"This exquisite suit of armor is crafted from perfectly overlapping black dragon scales carefully fastened to thick, black dragon hide. Vrithmytrix the black dragon inhabited a vast, stinking swamp. Many tried to slay the dragon, but Vrithmytrix was simply too powerful and too clever. The black dragon’s luck changed one fog-shrouded morning when Osland the Dragonslayer entered the swamp. Osland had already killed two dragons in his lifetime and was determined to make Vrithmytrix his third. Shouting a challenge of honor, the knight attacked! After the titanic battle, Vrithmytrix, the mighty black dragon, was dead. Osland hauled the black dragon’s body back to his keep. There, he commissioned the creation of a wonderous suit of armor made from Vrithmytrix’s scales and hide. He christened the armor Vrithmytrix’s Bane . Over time, Osland discovered that many of the black dragon’s unique qualities had somehow carried over to the armor itself! One dark night almost a year later, Osland felt his entire keep shake. Rushing outside, he saw a large portion of the outer wall had been reduced to rubble, and a massive black dragon was circling overhead. As the terrible beast soared closer, its reptilian eyes widened at the sight of Osland’s armor, then quickly narrowed in abject hatred. This was Vrithmytrix’s mate, and it was much larger and more powerful than Vrithmytrix had been. Roaring in anger, the dragon swooped down, snatched Osland in its great claws and carried him away into the night sky. Osland was never seen again. It is said the massive black dragon keeps Osland’s armor in its lair deep in the swamp, where it weeps acidic tears at the loss of its mate. Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use an action to cast the acid splash spell (save DC 15) from it at will. Draconic Might (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can breathe air and water, and you have resistance to acid damage. 9th level. You gain a +1 bonus to AC. When you hit a dragon with any melee weapon, the dragon takes an extra 2d6 damage of the weapon’s type. For the purpose of this property, “dragon” refers to any creature with the dragon type, including drakes and wyverns. 13th level. You now gain a +2 bonus to AC, instead of +1, and you have advantage on saving throws against the Frightful Presence and breath weapons of dragons. In addition, you can sprout a pair of black dragon wings from the back of the armor, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you remove the armor or dismiss them as a bonus action on your turn. Clothing not made to accommodate your wings might be destroyed when you manifest them. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to acid damage for 10 minutes. Once used, the armor can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Expansion":12760,"Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vrithmytrix's Bane (Level 5)","description":"This exquisite suit of armor is crafted from perfectly overlapping black dragon scales carefully fastened to thick, black dragon hide. Vrithmytrix the black dragon inhabited a vast, stinking swamp. Many tried to slay the dragon, but Vrithmytrix was simply too powerful and too clever. The black dragon’s luck changed one fog-shrouded morning when Osland the Dragonslayer entered the swamp. Osland had already killed two dragons in his lifetime and was determined to make Vrithmytrix his third. Shouting a challenge of honor, the knight attacked! After the titanic battle, Vrithmytrix, the mighty black dragon, was dead. Osland hauled the black dragon’s body back to his keep. There, he commissioned the creation of a wonderous suit of armor made from Vrithmytrix’s scales and hide. He christened the armor Vrithmytrix’s Bane . Over time, Osland discovered that many of the black dragon’s unique qualities had somehow carried over to the armor itself! One dark night almost a year later, Osland felt his entire keep shake. Rushing outside, he saw a large portion of the outer wall had been reduced to rubble, and a massive black dragon was circling overhead. As the terrible beast soared closer, its reptilian eyes widened at the sight of Osland’s armor, then quickly narrowed in abject hatred. This was Vrithmytrix’s mate, and it was much larger and more powerful than Vrithmytrix had been. Roaring in anger, the dragon swooped down, snatched Osland in its great claws and carried him away into the night sky. Osland was never seen again. It is said the massive black dragon keeps Osland’s armor in its lair deep in the swamp, where it weeps acidic tears at the loss of its mate. Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use an action to cast the acid splash spell (save DC 15) from it at will. Draconic Might (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can breathe air and water, and you have resistance to acid damage. 9th level. You gain a +1 bonus to AC. When you hit a dragon with any melee weapon, the dragon takes an extra 2d6 damage of the weapon’s type. For the purpose of this property, “dragon” refers to any creature with the dragon type, including drakes and wyverns. 13th level. You now gain a +2 bonus to AC, instead of +1, and you have advantage on saving throws against the Frightful Presence and breath weapons of dragons. In addition, you can sprout a pair of black dragon wings from the back of the armor, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you remove the armor or dismiss them as a bonus action on your turn. Clothing not made to accommodate your wings might be destroyed when you manifest them. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to acid damage for 10 minutes. Once used, the armor can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Vrithmytrix's Bane (Level 9)","description":"This exquisite suit of armor is crafted from perfectly overlapping black dragon scales carefully fastened to thick, black dragon hide. Vrithmytrix the black dragon inhabited a vast, stinking swamp. Many tried to slay the dragon, but Vrithmytrix was simply too powerful and too clever. The black dragon’s luck changed one fog-shrouded morning when Osland the Dragonslayer entered the swamp. Osland had already killed two dragons in his lifetime and was determined to make Vrithmytrix his third. Shouting a challenge of honor, the knight attacked! After the titanic battle, Vrithmytrix, the mighty black dragon, was dead. Osland hauled the black dragon’s body back to his keep. There, he commissioned the creation of a wonderous suit of armor made from Vrithmytrix’s scales and hide. He christened the armor Vrithmytrix’s Bane . Over time, Osland discovered that many of the black dragon’s unique qualities had somehow carried over to the armor itself! One dark night almost a year later, Osland felt his entire keep shake. Rushing outside, he saw a large portion of the outer wall had been reduced to rubble, and a massive black dragon was circling overhead. As the terrible beast soared closer, its reptilian eyes widened at the sight of Osland’s armor, then quickly narrowed in abject hatred. This was Vrithmytrix’s mate, and it was much larger and more powerful than Vrithmytrix had been. Roaring in anger, the dragon swooped down, snatched Osland in its great claws and carried him away into the night sky. Osland was never seen again. It is said the massive black dragon keeps Osland’s armor in its lair deep in the swamp, where it weeps acidic tears at the loss of its mate. Armor (scale mail), fabled (5th-level and higher properties require attunement) While wearing this armor, you can use an action to cast the acid splash spell (save DC 15) from it at will. Draconic Might (Requires Attunement). As your level increases, you gain the following benefits while wearing this armor. 5th level. You can breathe air and water, and you have resistance to acid damage. 9th level. You gain a +1 bonus to AC. When you hit a dragon with any melee weapon, the dragon takes an extra 2d6 damage of the weapon’s type. For the purpose of this property, “dragon” refers to any creature with the dragon type, including drakes and wyverns. 13th level. You now gain a +2 bonus to AC, instead of +1, and you have advantage on saving throws against the Frightful Presence and breath weapons of dragons. In addition, you can sprout a pair of black dragon wings from the back of the armor, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you remove the armor or dismiss them as a bonus action on your turn. Clothing not made to accommodate your wings might be destroyed when you manifest them. 17th level. You now gain a +3 bonus to AC, instead of +2. In addition, you can use an action to make yourself immune to acid damage for 10 minutes. Once used, the armor can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wafer of Warmth","description":"Potion, uncommon This small biscuit can be eaten in just one or two bites. It always feels warm, as if it just came out of the oven. For 1 hour after eating the wafer, you have resistance to cold damage, and you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Waffle Shield","description":"Armor (shield), common (requires attunement) When you wear this shield, if you take a critical hit the shield breaks into pieces, but you take no damage at all. The fragments of the destroyed shield cannot be reassembled, but they become edible cookies, equivalent to 2d4 Rations.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Wagner & Waltz Emerald Embrace Green Wine","description":"Wagner & Waltz Emerald Embrace Green Wine Adventuring gear Cost 65 gp per bottle The natural phenomenon that churns the mud and earth surrounding Kamordah has helped its people cultivate a valuable collection of vineyards. Wines produced by these families are some of the best in Exandria, often presented as extravagant gifts or a display of wealth. These bottles fetch a healthy sum of gold, with some of the finest listed below, though the prices vary depending on the market.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wagon","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wakened Dragon Vessel","description":"Wakened Dragon Vessel Wondrous item, very rare (requires attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing , a potion of climbing , mead, a potion of fire breath , a potion of healing (greater), wine, a potion of flying , or a potion of healing (superior). Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Wakened Dragon-Touched Focus","description":"Wakened Dragon-Touched Focus Wondrous item, very rare (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. It gains an additional property determined by the family of the dragon in whose hoard it became Wakened: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears in this book. Chromatic. Hold monster , Rime's binding ice* Gem. Rary's telepathic bond , Raulothim's psychic lance* Metallic. Fizban's platinum shield ,* legend lore","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Wakened Dragon's Wrath Weapon","description":"Wakened Dragon's Wrath Weapon Weapon (any), very rare (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. Modifiers: Melee Attacks +2, Melee Damage +2 Secondary Damage: 2d6","properties":{"Category":"Items","Expansion":12314,"Item Type":"Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Wakened Scaled Ornament","description":"Wakened Scaled Ornament Wondrous item, very rare (requires attunement) This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn. Modifiers: AC +1","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Wakizashi","description":"Wakizashi Melee weapon (martial, sword) The wakizashi is a small, katana-like sword usually two to three feet in length with the same flexible blade and lethal edge. It is often made as part of a pair, with the same decorations as its matched katana. The wakizashi also fills another, more social role: it clearly signals that its wearer is a samurai. Many samurai who do not wish to be burdened with carrying a long sword when traveling on official business carry only their wakizashi. Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Slashing Properties: Finesse, Light, Thrown Range: 10/30 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Wakizashi of Feeble Fates","description":"Wakizashi of Feeble Fates Melee weapon (martial, wakizashi), very rare (requires a ttunement) 1d6 slashing damage, Finesse, light, thrown (10/30) Attacks made with this weapon have +2 to hit and deal an additional 2 damage. Creatures hit by this weapon gain the weakened condition (a weakened creature loses its damage resistances, and its damage immunities become resistances) for 1 minute. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d6 Damage Type: Slashing Modifiers: Melee Attacks +2, Melee Damage +2 Properties: Finesse, Light, Thrown Range: 10/30 Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon (wakizashi)","Properties":"Finesse, Light, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Wall Shield","description":"Wall Shield Armor (shield) Members of the Crab Clan occasionally use these massive shields alongside crossbows or spears. While their weight makes it difficult to move while wielding one, they are excellent for entrenched holding actions. Wearer has half-cover against ranged attacks, but -10 movement speed and disadvantage on Acrobatics, Athletics, and Stealth. Requires Attunement: Str 15 Acrobatics: Disadvantage Athletics: Disadvantage Stealth: Disadvantage","properties":{"Category":"Items","Item Type":"Shield","Requires Attunement":"Str 15","Properties":"Stealth Disadvantage"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Walloping Ammunition","description":"Walloping Ammunition Weapon (any ammunition), common This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.","properties":{"Category":"Items","Expansion":6,"Item Type":"Ammunition","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Walloping Ammunition (Template)","description":"Weapon (Any Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Walloping Ammunition"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Walloping Arrow","description":"Walloping Arrow Weapon (ammunition), common This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.","properties":{"Category":"Items","Expansion":6,"Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Walloping Arrow","description":"Weapon (Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Walloping Arrow"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Walloping Blowgun Needle","description":"Walloping Blowgun Needle Weapon (ammunition), common This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.","properties":{"Category":"Items","Expansion":6,"Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Walloping Bolt","description":"Weapon (Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Walloping Bolt"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Walloping Crossbow Bolt","description":"Walloping Crossbow Bolt Weapon (ammunition), common This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.","properties":{"Category":"Items","Expansion":6,"Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Walloping Firearm Bullet","description":"Weapon (Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Walloping Firearm Bullet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Walloping Needle","description":"Weapon (Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Walloping Needle"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Walloping Sling Bullet","description":"Walloping Sling Bullet Weapon (ammunition), common This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.","properties":{"Category":"Items","Expansion":6,"Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Walloping Sling Bullet","description":"Weapon (Ammunition), Common A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.","properties":{"Category":"Items","Item Type":"Ammunition","Properties":"Ammunition","Item Rarity":"No","Name":"Walloping Sling Bullet"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand","description":"Wand Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Arcane Focus","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand","description":"Wand Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Wand","description":"Adventuring Gear (Arcane Focus) Weight: 1 lb. Cost: 10 GP An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer , Warlock , or Wizard can use such an item as a Spellcasting Focus .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Wand"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wand","description":"Wand Adventuring gear (arcane focus) An arcane focus is a special item designed to channel the power of arcane spells . A sorcerer , warlock , or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wand Arcane Focus","description":"Focus Usage Cost Weight Arcane Focuses (Wizards) Wand Held 10 gp 1 lb","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Wand of Accompaniment","description":"Wand, very rare (requires attunement) Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Air Glyphs","description":"Wand, common While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Bedlam","description":"Wand of Bedlam Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the spells listed on the Wand of Bedlam table. The likelihood of casting the spell you want from the wand increases with the number of charges you expend to cast the spell. If you expend 1 charge, roll a d10 and consult the table to determine which spell you cast. If you expend more than 1 charge, state which spell you would like to cast and roll a d10 for each charge you expend. If one of the d10 rolls corresponds to the spell you want to cast, you cast the lowest level version of that spell. If more than one of the d10 rolls corresponds to the spell you want to cast, you cast that spell as though it was cast using a spell slot equal to the number of dice rolls that correspond to its table entry, if it is possible to cast the spell using a higher spell slot. If you expend multiple charges and none of the d10 rolls correspond to the table entry of the spell you want to cast, you instead cast the lowest level of one of the spells corresponding to one of the other d10s rolled. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. On a 20, the wand regains all of its charges. WAND OF BEDLAM d10 Spell Cast 1 arcane eye 2 charm person 3 color spray 4 disguise self 5 fireball 6 hideous laughter 7 locate object 8 protection from evil and good 9 shatter 10 stinking cloud","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wand of Binding","description":"Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Binding","description":"Wand of Binding Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained , or you can expend 1 charge and gain advantage on any check you make to escape a grapple . Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Binding","description":"Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Hold Monster 5 Hold Person 2 Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Binding"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Bristles","description":"Wand, rare (requires attunement) This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Bubbles","description":"Wand of Bubbles Wand, rare (requires attunement by a Spellcaster) Weight: 1 lb. This wand has 5 charges, and it regains 1d4 expended charges daily at dawn. While holding it, you can use an action to expend 1 of its charges and choose 1 of its effects. Air Bubble. You create a magical bubble of air around a willing target's head or similar sized object. The bubble lasts for 1 hour and allows the target to breathe freely underwater or in similar airless environments. The bubble is destroyed if the wearer takes damage. Blinding Bubbles. You create a 20-foot-radius cloud of colorful bubbles centered on a point within 100 feet. Each creature in that area is blinded until they leave the area. The bubbles last for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses them. Acid Bubbles. You create a 10-foot-radius cloud of dark bubbles centered on a point within 60 feet. When the bubbles pop, they splash acid. Each creature in the area must make a DC 12 Dexterity saving throw, taking 3d6 acid damage on a failed save, or half as much damage on a successful one. If you expend the wand's last charge, roll a d20. On a 1, the wand melts into colorful goo.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a Spellcaster"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Wand of Chains","description":"Wand, rare This wand has 7 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Melee Attack. While holding the wand, you can use an action to expend 1 charge, causing the wand to create a magical trio of 10-foot-long spiked chains that lash enemies. The chains function similar to whips and have both the finesse and reach properties. You are considered proficient in the chains regardless of class. The chains attack three times as an action inflicting 1d6 slashing damage on each successful hit. The chains can target multiple opponents if within 5 feet of each other. Entangle. While holding the wand, you can use an action to expend 2 charges, causing the wand to create a magical trio of 10-foot-long spiked chains that entangle an opponent. They act as a rope of entanglement with a 10-foot range for this purpose. This power remains in effect until the entangled creature is freed or escapes.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare"},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Wand of Cleanliness","description":"Wand of Cleanliness Wondrous item Price: 1,000 gp A long piece of wood with “Oxen Clean” carved into the side of the wood. This wand can clean at any clothing by simply touching the tip of the wand to the offending outfit. The wielder of the wand says the activation word, “Clean, please,” and the wand will immediately remove any dirt or stains from the clothing. The wand can clean up to 5ft of cloth and leather every 10 seconds. The only question is... where does the dirt go?","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Wand of Conducting","description":"Wand of Conducting Wand, common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wand of Conducting","description":"Wand, Common This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you stop waving the wand. Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Conducting"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Conjure Animals","description":"Wand, uncommon (requires attunement by a spellcaster) This wand has 9 charges. While holding it, you can use an action to expend 1 of its charges to cast the conjure animals spell from it. The wand regains 1d8 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"Yes (spellcaster)"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wand of Depth Detection","description":"Wand, common This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid’s deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid’s surface.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Diminution","description":"Wand Of Diminution Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the “reduce” effect of the enlarge/reduce spell (DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Wand of Direction","description":"Wand, common This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Drowning","description":"Wand, very rare This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature’s lungs, ending the effect.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Enemy Detection","description":"Wand of Enemy Detection Wand, rare (requires attunement ) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Enemy Detection","description":"Wand of Enemy Detection Wand (arcane focus), rare (requires attunement ) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Enemy Detection","description":"Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Enemy Detection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Enhance Ability","description":"Wand, uncommon (requires attunement by a spellcaster) This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges to cast the enhance ability spell from it. The wand regains 1d8 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"Yes (spellcaster)"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wand of Entanglement","description":"Wand of Entanglement Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ( The Sunless Citadel )","properties":{"Category":"Items","Expansion":7386,"Item Type":"Adventuring Gear","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Wand of Escape","description":"Wand, rare (requires attunement) This wand has 7 charges. It regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, it vanishes as though teleported, lost forever. Spells. While holding the wand you can use your action to expend some of its charges to cast one of the following spells: rope trick (2 charges), dimension door (4 charges). While holding the wand you can use your bonus action to cast misty step (2 charges). While holding the wand you can use your reaction to cast feather fall (1 charge).","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Wand of Extinguishing","description":"Wand, common This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of ignition (see).","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Fear","description":"Wand of Fear Wand (arcane focus), rare (requires attunement ) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Fear","description":"Wand of Fear Wand, rare (requires attunement ) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Fear","description":"Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Fear"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Fermentation","description":"Wand, uncommon Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn’t been consumed within 24 hours of being transformed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Fire Manipulation","description":"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to deal 3 (1d6) fire damage in a 15-foot cone for every charge expended. Each creature in the area must make a DC 13 Dexterity saving throw. A creature takes the damage on a failed save, or half as much damage on a successful one. The wand can siphon fire. While holding it, you can use your reaction to draw in fire effects or damage from spells targeted at you to charge the wand. The wand regains 1 charge for every dice of fire damage siphoned in such a way and negates 1 dice of fire damage per charge regained. The wand cannot have more than 7 charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wand","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Wand of Fireballs","description":"Wand of Fireballs Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Fireballs","description":"Wand of Fireballs Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Fireballs","description":"Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Fireballs"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Flame Control","description":"Wand, common This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell’s damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: Change the color of any flames within 30 feet. Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long. Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand bursts into flames and burns to ash in seconds.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Freezing","description":"Wand of Freezing Wand, rare This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles to ashes and is destroyed. Spells . While holding the want, you can use an action to expend some of its charges to cast one of the following spell (save DC 17): freezing sphere (3 charges). Alternatively, you can spend 4 charges to create a 15-foot cone of a freezing blast. Each creature in the cone must make a Constitution saving throw. A creature that fails becomes incapacitated as they are frozen solid for 1 minute. Any damage immediately ends the effect, unless it reduces the creature to 0 hit points, at which point they shatter.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare"},"publisher":"Matthew Whitby","book":"Volo's Guide to Getting Murdered"},{"name":"Wand of Giggles","description":"Wand, common This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn’t prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of tears (see).","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Guidance","description":"Wand, common This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of resistance .","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Harrowing","description":"Wand, rare (requires attunement) The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Ignition","description":"Wand, common The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of extinguishing .","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Lightning Bolts","description":"Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Lightning Bolts","description":"Wand of Lightning Bolts Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Lightning Bolts","description":"Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Lightning Bolts"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Magic Detection","description":"Wand of Magic Detection Wand, uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Magic Detection","description":"Wand of Magic Detection Wand (arcane focus), uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Magic Detection","description":"Wand, Uncommon This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Magic Detection"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Magic Missiles","description":"Wand of Magic Missiles Wand, uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Wand of Magic Missiles","description":"Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Magic Missiles","description":"Wand of Magic Missiles Wand (arcane focus), uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Magic Missiles","description":"Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Magic Missiles"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Magic Missiles","description":"Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wand","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"Yes","filter-Lists":"No","filter-Charges":"Multiple Uses","data-datarecords":"[{\"name\":\"Wand of Magic Missiles\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Wand of Magic Missiles\\\",\\\"description\\\":\\\"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\\\\nRegaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Wand of Magic Missiles Charges\",\"parent\":\"Wand of Magic Missiles\",\"payload\":\"{\\\"type\\\":\\\"Resource\\\",\\\"name\\\":\\\"Wand of Magic Missiles Charges\\\",\\\"value\\\":\\\"full\\\",\\\"maxValueFormula\\\":{\\\"flatValue\\\":7},\\\"recoveryRate\\\":{\\\"Dawn\\\":{\\\"type\\\":\\\"Roll\\\",\\\"rollFormula\\\":\\\"1d6 + 1\\\"}}}\"},{\"name\":\"Wand of Magic Missiles - Magic Missile\",\"parent\":\"Wand of Magic Missiles Charges\",\"payload\":\"{\\\"type\\\":\\\"Spell Attach\\\",\\\"spells\\\":[\\\"Magic Missile\\\"],\\\"alwaysPrepared\\\":true}\"}]","filter-Attunement":"Uncommon","Name":"Wand of Magic Missiles","data-description":"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\nRegaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wand of Orcus","description":"Wand of Orcus Wand, artifact (requires attunement ) The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal. Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence. Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. Random Properties. The Wand of Orcus has the following random properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties 1 major detrimental property The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself. Protection. You gain a +3 bonus to Armor Class while holding the wand. Spells. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn. While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0). Call Undead. While you are holding the wand, you can use an action to conjure skeletons and zombies , calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn. While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them. Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well guarded. Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss. Damage: 1d6+3 Damage Type: Bludgeoning Secondary Damage: 2d12 Secondary Damage Type: Necrotic AC: 3 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Orcus","description":"Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve some fell goal. The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water within 10 feet of the wand is destroyed. Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie. Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The wand deals an extra 2d12 Necrotic damage on a hit. Random Properties. The Wand of Orcus has the following random properties (see “Artifacts” ): 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties 1 major detrimental property The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus. Protection. You gain a +3 bonus to Armor Class while holding the wand. Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Animate Dead 1 Blight 2 Circle of Death 3 Finger of Death 3 Power Word Kill 4 Speak with Dead 1 While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0). Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies . These Undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property, you can’t use it again until the next dawn. While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don’t perish at dawn the following day, remaining until Orcus dismisses them. Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and Darkvision out to 120 feet. The wand communicates telepathically with its wielder and speaks Abyssal and Common. Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor. To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well guarded. Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus’s layer of the Abyss.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Orcus"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Paralysis","description":"Wand of Paralysis Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Paralysis","description":"Wand of Paralysis Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Paralysis","description":"Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target’s turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Paralysis"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Plant Destruction","description":"Wand, rare (requires attunement) This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand shatters and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Polymorph","description":"Wand of Polymorph Wand (arcane focus), very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Polymorph","description":"Wand of Polymorph Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Polymorph","description":"Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Polymorph"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Pyrotechnics","description":"Wand of Pyrotechnics Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wand of Pyrotechnics","description":"Wand Of Pyrotechnics Wand (arcane focus), common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Properties":"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.\n The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Wand of Pyrotechnics","description":"Wand, Common This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Pyrotechnics"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Quickness","description":"Wand, Rare (Requires Attunement) This magic wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that has a casting time of 1 action while holding this wand, you can expend 1 charge to change the casting time to 1 bonus action for this casting.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wand","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Wand of Relieved Burdens","description":"Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles to dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Resistance","description":"Wand, common This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of guidance .","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Restoration","description":"Wand of Restoration Wand, rare (requires attunement) This wand has 6 charges. While holding it, you can use an action to expend 2 of its charges to cast the lesser restoration spell from it, or 4 charges to cast the greater restoration spell from it. The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand crumbles into dust and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wand of Revealing","description":"Wand, uncommon Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand’s charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Scowls","description":"Wand of Scowls Wand, Common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles .","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Wand of Scowls","description":"Wand of Scowls Wand, common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wand of Secrets","description":"Wand of Secrets Wand (arcane focus), uncommon The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Secrets","description":"Wand of Secrets Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Secrets","description":"Wand of Secrets Wand (arcane focus), uncommon The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Wand of Secrets","description":"Wand, Uncommon This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Secrets"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Shadows","description":"Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 5 charges. While holding it, you have advantage on Dexterity (Stealth) checks against creatures that rely on sight. You can also use an action to expend 1 or more of its charges to cast the darkbolt spell (save DC 15, see Deep Magic ) from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the wand turns to ash and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wand of Smiles","description":"Wand of Smiles Wand, common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.","properties":{"Category":"Items","Expansion":6,"Item Type":"Adventuring Gear","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Wand of Smiles","description":"Wand of Smiles Wand, Common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls .","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"Common"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Wand of Snare","description":"Wand, uncommon This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges to create a snare trap of vines. The wand regains 1d8 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wand of Stone Shape","description":"Wand Of Stone Shape Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend one of its charges to cast the stone shape spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Wand of Tears","description":"Wand, common The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn’t prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of giggles .","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of the Conductor","description":"Wand of the Conductor Wand (arcane focus) , legendary (requires attunement by a bard) This wand — a beautifully lacquered and stained length of hawthorne with a gold-embossed handle — is clearly ancient but lovingly cared for, having been passed down through generations of conductors. Their magical abilities, love of music, and performing skills have seeped into the wand over centuries. While you hold the wand, each creature within 30 feet of you gains a +3 bonus to Charisma (Performance) checks and to ability checks made with instruments, and you gain a +2 bonus to your spell save DC and to ability checks you make for the purpose of spells. The wand has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the wand regains 1d12 + 1 charges. Conductor’s Presence. While holding the wand, when another creature you can see within 30 feet of you casts an enchantment spell, you can use your reaction to attempt to absorb the spell’s magic into the wand. Make a spellcasting ability check with a +2 bonus against a DC equal to 10 + the spell’s level. If you succeed, you cancel the spell’s effect and the wand gains a number of charges equal to the spell’s level. However, if doing so brings the staff’s total number of charges above 50, the wand teleports itself to another bard worthy of it elsewhere in the multiverse and you lose your attunement to it. You permanently gain one additional use of your Bardic Inspiration, and are unable to ever attune to a wand of the conductor again. Ensemble Inspiration. When you use your bonus action to grant a Bardic Inspiration die to a creature, you can also grant a Bardic Inspiration die to one other creature that can hear you within 60 feet of you. You expend only one use of your Bardic Inspiration to grant the die to both targets. When you have no uses remaining of your Bardic Inspiration, you can use your bonus action and expend 4 charges from the wand to use your Bardic Inspiration. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: animate objects (5 charges), compulsion (4 charges), dominate monster (8 charges), hypnotic pattern (3 charges), locate creature (4 charges), mass cure wounds (5 charges), mass suggestion (6 charges), nondetection (3 charges), Otto’s irresistible dance (6 charges), programmed illusion (6 charges), shatter (7th-level version, 7 charges), silence (2 charges), skill empowerment XGE (5 charges). You can also cast one of the following spells from the wand without using any of the charges: calm emotions , dissonant whispers , enhance ability , faerie fire , message , or thunderclap XGE . Modifiers: Performance +3, Spell DC +2","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"legendary","Requires Attunement":"requires attunement by a bard"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Wand of the Director","description":"Wand, Uncommon This magic wand has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge and point the wand at a creature you can see within 30 feet. That creature can immediately use its reaction to move up to its speed or make one weapon attack.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wand","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Wand of the Mimic","description":"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to turn an inanimate object into a mimic. You can expend 1 charge to animate a Tiny or Small mimic, 2 charges to animate a Medium mimic, and 3 charges to animate a Large mimic, and 5 charges to animate a Huge mimic. The wand functions as an animate objects spell with respect to statistics and rules. However, the object turns into a mimic of the appropriate size, remains animated for 1 hour, and does not require concentration. It is a monstrosity (shapechanger) rather than a construct and can make a bite attack that deals piercing damage with an additional 1d4 acid damage, instead of a slam attack and bludgeoning damage. It also gains the Adhesive and False Appearance traits of a mimic. The wand regains 1d3 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wand","Item Rarity":"rare"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Wand of the Sleeping Faerie","description":"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the sleep spell from it that only affects fey creatures, even if they are immune to sleep. For 1 charge, you cast the 1st-level version of the spell. You can cast the spell at higher levels by expending additional charges for each spell slot level above 1st. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Wand of the Timekeeper","description":"Wand, rare (requires attunement) This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of the Two Outta Three","description":"Wand, uncommon (requires attunement) There are various types of Wands of the Two Outta Three, each capable of a different type of magical cantrip. Whenever you hold the wand, you can use it to cast the cantrip magically infused into it. After you use the wand, you must roll 1d6: on a result of 1 or 2, the wand no longer works until you finish a short rest.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Wand of the War Mage +1","description":"Wand of the War Mage +1 Wand, uncommon (requires attunement by a spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of the War Mage +1","description":"Wand, Uncommon (Requires Attunement by a Spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Wand of the War Mage +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of the War Mage +1","description":"Wand, Uncommon (Requires Attunement by a Spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Wand","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Wand of the War Mage +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Wand of the War Mage +1\\\",\\\"description\\\":\\\"Requires Attunement by a Spellcaster\\\\nWhile holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"400 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Wand of the War Mage +1 Attunement\",\"parent\":\"Wand of the War Mage +1\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Wand of the War Mage +1 Bonus Effect\",\"parent\":\"Wand of the War Mage +1 Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Wand of the War Mage Attack Bonus\\\",\\\"description\\\":\\\"While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. 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In addition, you ignore half cover when making a spell attack.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of the War Mage +2","description":"Wand, Rare (Requires Attunement by a Spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Wand of the War Mage +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of the War Mage +2","description":"Wand, Rare (Requires Attunement by a Spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Wand","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Wand of the War Mage +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Wand of the War Mage +2\\\",\\\"description\\\":\\\"Requires Attunement by a Spellcaster\\\\nWhile holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"4000 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Wand of the War Mage +2 Attunement\",\"parent\":\"Wand of the War Mage +2\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Wand of the War Mage +2 Bonus Effect\",\"parent\":\"Wand of the War Mage +2 Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Wand of the War Mage Attack Bonus\\\",\\\"description\\\":\\\"While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll.\\\",\\\"category\\\":[\\\"Attack\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":2}}\"}]","filter-Attunement":"Rare","Name":"Wand of the War Mage +2","data-description":"Requires Attunement by a Spellcaster\nWhile holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wand of the War Mage +3","description":"Wand of the War Mage +3 Wand, very rare (requires attunement by a spellcaster) While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of the War Mage +3","description":"Wand, Very Rare (Requires Attunement by a Spellcaster) While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"No","Name":"Wand of the War Mage +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of the War Mage +3","description":"Wand, Very Rare (Requires Attunement by a Spellcaster) While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","properties":{"Category":"Items","Theme":"Arcana, Relics","Subtype":"Wand","Expansion":33335,"Item Type":"Arcane Spell Focus","data-List":"false","Item Rarity":"No","filter-Lists":"Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Wand of the War Mage +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Wand of the War Mage +3\\\",\\\"description\\\":\\\"Requires Attunement by a Spellcaster\\\\nWhile holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.\\\",\\\"weight\\\":\\\"\\\",\\\"properties\\\":[],\\\"cost\\\":\\\"40,000 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Wand of the War Mage +3 Attunement\",\"parent\":\"Wand of the War Mage +3\",\"payload\":\"{\\\"type\\\":\\\"Attunement\\\",\\\"requireEquip\\\":true}\"},{\"name\":\"Wand of the War Mage +3 Bonus Effect\",\"parent\":\"Wand of the War Mage +3 Attunement\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Wand of the War Mage Attack Bonus\\\",\\\"description\\\":\\\"While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll.\\\",\\\"category\\\":[\\\"Attack\\\"],\\\"flatValueFormula\\\":{\\\"flatValue\\\":3}}\"}]","filter-Attunement":"Very Rare","Name":"Wand of the War Mage +3","data-description":"Requires Attunement by a Spellcaster\nWhile holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wand of the War Mage, +1","description":"Wand of the War Mage, +1 Wand, uncommon (requires attunement by a spellcaster) While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","Modifiers":"Spell Attack +1","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of the War Mage, +2","description":"Wand of the War Mage, +2 Wand, rare (requires attunement by a spellcaster) While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","Modifiers":"Spell Attack +2","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of the War Mage, +3","description":"Wand of the War Mage, +3 Wand, very rare (requires attunement by a spellcaster) While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","Modifiers":"Spell Attack +3","data-List":"false","Item Rarity":"Very Rare","data-RarityNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Tides","description":"Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 5 charges. While holding it, you cannot be paralyzed. You can also use an action to expend 1 or more of its charges to warp space around you, filling it with tangible shadows. All creatures moving toward you move as if they are in difficult terrain. Attack rolls against you have disadvantage. The shadows last for 3 rounds or until you choose to end them. The wand regains 1d4 + 1 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the wand turns to ash and is destroyed.","properties":{"Category":"Items","Item Type":"Wand","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wand of Treasure Finding","description":"Wand, rare (requires attunement) This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand’s magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Treasures","description":"Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if there is treasure worth at least 1,000 gold pieces within a 1-mile radius, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.","properties":{"Category":"Items","Expansion":26071,"Item Type":"Wand","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Wand of Vapors","description":"Wand, rare (requires attunement by a spellcaster) Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Viscid Globs","description":"Wand of Viscid Globs Wand, rare (requires attunement) Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent . The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Wand of Vital Death","description":"The Wand of Vital Death is a curious item that combines life and death into a powerful magic effect. It’s unknown who made the first of these wands. What is known is that the original Wands of Vital Death have a few special properties: The command word to activate them is Muerza, a word that even most sages don’t know anything about. When they break, they disappear at dawn - allegedly, to appear elsewhere in the world, fully intact. Mortals later tried to copy these items, mostly successful. As a tradition, they usually have the same command word, but they don’t disappear after they’re broken - they just stay broken. Magic schools: Transmutation Cost: 10.000 gp Magic properties: This wand has five charges, which regenerate each dawn. If all five charges are used, roll a d20. On a 1, the wand breaks, losing its magical powers forever. As an action, you can cast a special version of the spell Animate Dead. The prerequisite is that there is plant life no more than five feet away from the corpse or skeleton you want to animate. Vines, roots and leaves grow and entangle the dead body. These plants are what is actually animated. The created skeleton or zombie has all the stats of the regular undead version, but counts as a living plant under control of the wielder of the wand. To cast the spell at a higher level, you have to use one charge of the wand for each additional level. Tulacc stared at the small creature in front of him. Was that a little bear with wings? Whatever it was, the little one wouldn’t stop him from taking his deserved loot. “Better leave as long as you can”, he grunted, drawing his sword. “I’m sorry, I can’t do that.” The creature shook its head. “That dead man has stolen from my people, and his belongings are ours.” The half-elf laughed. “If he took from you, it became his. And now it’ll become mine. It’s as simple as that.” Again, the little winged bear shook its head. “I disagree.” He pulled a wand from his belt, and pointed it at the corpse... and suddenly, the vines on the ground began to move, growing and entangling the dead body. Only seconds later, the corpse stood up, drawing a sword. “I’m sorry”, the bear-person said. “I didn’t want this to get ugly.”","properties":{"Category":"Items","Expansion":26136,"Item Type":"Wand","Item Rarity":"rare"},"publisher":"Braythe RPG","book":"Braythe - Arcane Items 1"},{"name":"Wand of Warping","description":"Wand of Warping Wand (arcane focus) , very rare (requires attunement) The wand has 7 charges you can expend to cast spells from it (listed in the Wand of Warping table). A spell cast from the wand has a spell attack bonus of +7 and a spell save DC of 15. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, unless you are attuned to a ring of weaving , the wand crumbles into ashes and is destroyed. Wand of Warping Charge Cost Enchantment Illusion Necromancy Transmutation 1 suggestion invisibility blindness/deafness enlarge/reduce 2 confusion fear blight fly","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Wand of Web","description":"Wand of Web Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Web","description":"Wand of Web Wand (arcane focus), uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Web","description":"Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Web"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand of Whooping Explosions","description":"Wand of Whooping Explosions Wand, Very Rare (requires attunement) Crafted by a technognome supervillain in a crisis of megalomania, this volatile wand can turn mundane objects into deadly explosives. Designed to strike from afar and without revealing the supervillain’s identity, the Wand of Whooping Explosions can be targeted through scrying sensors or the eyes of faithful minions. Bombify. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges and target a Medium or smaller nonmagical object that is not being worn or carried that you can see on the same plane of existence regardless of distance and line of sight. The targeted object’s structure becomes explosively unstable for the next minute. While the object is in this unstable state, it explodes if it takes 1 point of damage. You can also use your bonus action to cause as many affected objects as you wish to explode at once. Each creature within 5 feet of an object that explodes that way must make a DC 15 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion is affected only once.","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Wand of Windows","description":"Wand, common This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wand of Winter","description":"Wand of Winter wand, rare (requires attunement) This wand looks and feels like an icicle. You must be attuned to the wand to use it. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Wand of Winter","description":"Wand of Winter Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.","properties":{"Category":"Items","Expansion":7391,"Item Type":"Adventuring Gear","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Wand of Wonder","description":"Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 Effect 01-05 You cast slow . 06-10 You cast faerie fire . 11-15 You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind . 21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26-30 You cast stinking cloud . 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. 37-46 You cast lightning bolt . 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/reduce . If the target can't be affected by that spell, or if you didn't target a creature, you become the target. 54-58 You cast darkness . 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 You cast fireball . 80-84 You cast invisibility on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of all the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wand of Wonder","description":"Wand of Wonder Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 Effect 01-05 You cast slow . 06-10 You cast faerie fire . 11-15 You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind . 21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26-30 You cast stinking cloud . 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured . The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. 37-46 You cast lightning bolt . 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured . The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/reduce . If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 You cast darkness . 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 An object of the DM 's choice disappears into the Ethereal Plane . The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 You cast fireball . 80-84 You cast invisibility on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified . On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Wand","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wand of Wonder","description":"Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects 1d100 Effect 01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness ; on a 3–4, Faerie Fire ; on a 5–6, Fireball ; on a 7–8, Slow ; on a 9–10, Stinking Cloud . 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind . The Line created by the spell extends from you to the chosen point of origin. 31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage. 36–40 Heavy rain falls for 1 minute in a 120-foothigh, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured. 41–45 A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured. 46–50 You cast Lightning Bolt . The Line created by the spell extends from you to the chosen point of origin. 51–55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/ Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead. 56–60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears. 61–64 Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute. 65–68 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69–72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute. 73–77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. 83–87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself. 88–92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line. 93–97 You cast Polymorph , targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear ; on a 2, the new form is a Giant Wasp ; on a 3–4, the new form is a Frog . 98–00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.","properties":{"Category":"Items","Item Type":"Arcane Spell Focus","Item Rarity":"Yes","Name":"Wand of Wonder"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wand Sheath","description":"Wand Sheath Wondrous item, common (requires attunement by a warforged ) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re attuned to it. You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time. You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"common (requires attunement by a warforged)"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Wander Pool","description":"Wondrous item, very rare This fine blue cloth is akin to a portable hole . It can be unfurled into an oblong sheet 10 feet long and 8 feet wide. You can use an action to unfold a wander pool and place it on the ground, whereupon the wander pool creates an extradimensional hole filled with water 10 feet deep. The space within the hole exists on a different plane, so it can't be used to create passages. None of the water native to the hole can spill outside the bounds of the space. While a creature swims within the pool, the wander pool moves along the ground at the same speed. If there is no longer ground beneath the pool, it falls at the rate the creature would fall to the ground. You can use an action to close a wander pool by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the pool, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the cloth weighs next to nothing. When the pool is folded, any creature in it is completely submerged. A creature within the folded pool's extradimensional space can make a DC 10 Strength check as an action. On a successful check, the creature forces its way out and appears within 5 feet of the pool or the creature carrying it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Wanderer's Book (Level 1)","description":"The thick, leather-bound book is very old, yet in excellent condition. Its many pages are edged in gold leaf. An elaborate, gold sigil of the letter “T” is stamped on the cover. Talvin the Wanderer, considered perhaps the greatest historian and collector of stories, wandered from one corner of the land to the other during his long and fruitful life. It is said Talvin never forgot a story or fact once he heard it. Toward the end of his life, Talvin collected a great many of these stories into a large, leather-bound book, which he lovingly and meticulously crafted himself. After his death, loyal followers of the bard copied the book’s contents and distributed copies throughout the land. These collected works are still studied by sages today and are considered among the greatest historical and literary works ever produced. There are conflicting stories regarding Talvin the Wanderer’s final years. Some tales say he became embroiled in the political intrigue of a distant king and eventually felt the executioner’s axe. Others say the great bard retired in some far-off land and ended his days in complete solitude. Perhaps the greatest mystery is what became of Talvin’s original book, bound and written by Talvin’s own hand. Scholars and adventurers alike have tried in vain to discover what became of the bard’s book, but so far none have succeeded. Whatever Talvin the Wanderer’s fate, his book faded from history. Some say that, upon his death, Talvin’s spirit became one with his book, where he revels for all eternity within its tales. Wondrous item, fabled (5th-level and higher properties require attunement) The book contains simple stories of the local region, its history, and its religions. While this book is on your person, you have proficiency in your choice of two of the following skills: Arcana, History, Nature, and Religion. During a long rest, you can change your proficiency to be in a different one of these skills. Story Keeper (Requires Attunement). The book contains in-depth accounts of one person’s journey exploring the world. Only you can read these contents; to all others, its pages appear blank or appear to display only the simple stories it contains when a creature that isn’t attuned reads it (your choice). As your level increases, you gain the following benefits while holding or carrying this book. 5th level. You double your proficiency bonus on Arcana, History, Nature, and Religion checks. If you don’t have proficiency in these skills, you gain proficiency in them instead. In addition, you can use an action to cast the identify spell from the book. Once used, the book can’t be used in this way again until the next dawn. 9th level. By spending 10 minutes studying the wanderer’s book, you can recall obscure facts, tales, or lore about a person, place, or object as if you had cast the legend lore spell. The subject of your research doesn’t have to be of legendary importance, but the more historically significant the subject, the more information the book can reveal. For example, the book can give you stories about a local inn that’s been in business for decades, but it would have very little, if any, information on the bakery that opened last week. The information appears on the book’s pages and isn’t couched in figurative language, but it might be incomplete. Once used, the book can’t be used in this way again until the next dawn. 13th level. Your Intelligence score increases by 2, to a maximum of 20. When you fail an Arcana, History, Nature, or Religion check, you can choose to succeed instead. Once used, the book can’t be used in this way again until the next dawn. 17th level. Your Wisdom score increases by 2, to a maximum of 20. If you die from a cause other than old age while attuned to this book, your memories appear on its pages, and your soul enters the book, unless the book already houses a soul. You can remain in the book or depart for the afterlife. While your soul inhabits the book, you are aware of your surroundings as if you were in the book’s space, you can’t move or take any actions, and you can telepathically communicate with any creature holding the book. As long as your soul is in the book, you can be restored to life, such as with the raise dead and resurrection spells. Your body doesn’t need to be present, but the spellcaster must touch this book as part of the casting. When restored to life in this way, your body reforms, fully intact, in an unoccupied space within 10 feet of the book.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wanderer's Book (Level 13)","description":"The thick, leather-bound book is very old, yet in excellent condition. Its many pages are edged in gold leaf. An elaborate, gold sigil of the letter “T” is stamped on the cover. Talvin the Wanderer, considered perhaps the greatest historian and collector of stories, wandered from one corner of the land to the other during his long and fruitful life. It is said Talvin never forgot a story or fact once he heard it. Toward the end of his life, Talvin collected a great many of these stories into a large, leather-bound book, which he lovingly and meticulously crafted himself. After his death, loyal followers of the bard copied the book’s contents and distributed copies throughout the land. These collected works are still studied by sages today and are considered among the greatest historical and literary works ever produced. There are conflicting stories regarding Talvin the Wanderer’s final years. Some tales say he became embroiled in the political intrigue of a distant king and eventually felt the executioner’s axe. Others say the great bard retired in some far-off land and ended his days in complete solitude. Perhaps the greatest mystery is what became of Talvin’s original book, bound and written by Talvin’s own hand. Scholars and adventurers alike have tried in vain to discover what became of the bard’s book, but so far none have succeeded. Whatever Talvin the Wanderer’s fate, his book faded from history. Some say that, upon his death, Talvin’s spirit became one with his book, where he revels for all eternity within its tales. Wondrous item, fabled (5th-level and higher properties require attunement) The book contains simple stories of the local region, its history, and its religions. While this book is on your person, you have proficiency in your choice of two of the following skills: Arcana, History, Nature, and Religion. During a long rest, you can change your proficiency to be in a different one of these skills. Story Keeper (Requires Attunement). The book contains in-depth accounts of one person’s journey exploring the world. Only you can read these contents; to all others, its pages appear blank or appear to display only the simple stories it contains when a creature that isn’t attuned reads it (your choice). As your level increases, you gain the following benefits while holding or carrying this book. 5th level. You double your proficiency bonus on Arcana, History, Nature, and Religion checks. If you don’t have proficiency in these skills, you gain proficiency in them instead. In addition, you can use an action to cast the identify spell from the book. Once used, the book can’t be used in this way again until the next dawn. 9th level. By spending 10 minutes studying the wanderer’s book, you can recall obscure facts, tales, or lore about a person, place, or object as if you had cast the legend lore spell. The subject of your research doesn’t have to be of legendary importance, but the more historically significant the subject, the more information the book can reveal. For example, the book can give you stories about a local inn that’s been in business for decades, but it would have very little, if any, information on the bakery that opened last week. The information appears on the book’s pages and isn’t couched in figurative language, but it might be incomplete. Once used, the book can’t be used in this way again until the next dawn. 13th level. Your Intelligence score increases by 2, to a maximum of 20. When you fail an Arcana, History, Nature, or Religion check, you can choose to succeed instead. Once used, the book can’t be used in this way again until the next dawn. 17th level. Your Wisdom score increases by 2, to a maximum of 20. If you die from a cause other than old age while attuned to this book, your memories appear on its pages, and your soul enters the book, unless the book already houses a soul. You can remain in the book or depart for the afterlife. While your soul inhabits the book, you are aware of your surroundings as if you were in the book’s space, you can’t move or take any actions, and you can telepathically communicate with any creature holding the book. As long as your soul is in the book, you can be restored to life, such as with the raise dead and resurrection spells. Your body doesn’t need to be present, but the spellcaster must touch this book as part of the casting. When restored to life in this way, your body reforms, fully intact, in an unoccupied space within 10 feet of the book.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wanderer's Book (Level 17)","description":"The thick, leather-bound book is very old, yet in excellent condition. Its many pages are edged in gold leaf. An elaborate, gold sigil of the letter “T” is stamped on the cover. Talvin the Wanderer, considered perhaps the greatest historian and collector of stories, wandered from one corner of the land to the other during his long and fruitful life. It is said Talvin never forgot a story or fact once he heard it. Toward the end of his life, Talvin collected a great many of these stories into a large, leather-bound book, which he lovingly and meticulously crafted himself. After his death, loyal followers of the bard copied the book’s contents and distributed copies throughout the land. These collected works are still studied by sages today and are considered among the greatest historical and literary works ever produced. There are conflicting stories regarding Talvin the Wanderer’s final years. Some tales say he became embroiled in the political intrigue of a distant king and eventually felt the executioner’s axe. Others say the great bard retired in some far-off land and ended his days in complete solitude. Perhaps the greatest mystery is what became of Talvin’s original book, bound and written by Talvin’s own hand. Scholars and adventurers alike have tried in vain to discover what became of the bard’s book, but so far none have succeeded. Whatever Talvin the Wanderer’s fate, his book faded from history. Some say that, upon his death, Talvin’s spirit became one with his book, where he revels for all eternity within its tales. Wondrous item, fabled (5th-level and higher properties require attunement) The book contains simple stories of the local region, its history, and its religions. While this book is on your person, you have proficiency in your choice of two of the following skills: Arcana, History, Nature, and Religion. During a long rest, you can change your proficiency to be in a different one of these skills. Story Keeper (Requires Attunement). The book contains in-depth accounts of one person’s journey exploring the world. Only you can read these contents; to all others, its pages appear blank or appear to display only the simple stories it contains when a creature that isn’t attuned reads it (your choice). As your level increases, you gain the following benefits while holding or carrying this book. 5th level. You double your proficiency bonus on Arcana, History, Nature, and Religion checks. If you don’t have proficiency in these skills, you gain proficiency in them instead. In addition, you can use an action to cast the identify spell from the book. Once used, the book can’t be used in this way again until the next dawn. 9th level. By spending 10 minutes studying the wanderer’s book, you can recall obscure facts, tales, or lore about a person, place, or object as if you had cast the legend lore spell. The subject of your research doesn’t have to be of legendary importance, but the more historically significant the subject, the more information the book can reveal. For example, the book can give you stories about a local inn that’s been in business for decades, but it would have very little, if any, information on the bakery that opened last week. The information appears on the book’s pages and isn’t couched in figurative language, but it might be incomplete. Once used, the book can’t be used in this way again until the next dawn. 13th level. Your Intelligence score increases by 2, to a maximum of 20. When you fail an Arcana, History, Nature, or Religion check, you can choose to succeed instead. Once used, the book can’t be used in this way again until the next dawn. 17th level. Your Wisdom score increases by 2, to a maximum of 20. If you die from a cause other than old age while attuned to this book, your memories appear on its pages, and your soul enters the book, unless the book already houses a soul. You can remain in the book or depart for the afterlife. While your soul inhabits the book, you are aware of your surroundings as if you were in the book’s space, you can’t move or take any actions, and you can telepathically communicate with any creature holding the book. As long as your soul is in the book, you can be restored to life, such as with the raise dead and resurrection spells. Your body doesn’t need to be present, but the spellcaster must touch this book as part of the casting. When restored to life in this way, your body reforms, fully intact, in an unoccupied space within 10 feet of the book.","properties":{"Category":"Items","Expansion":12760,"Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wanderer's Book (Level 5)","description":"The thick, leather-bound book is very old, yet in excellent condition. Its many pages are edged in gold leaf. An elaborate, gold sigil of the letter “T” is stamped on the cover. Talvin the Wanderer, considered perhaps the greatest historian and collector of stories, wandered from one corner of the land to the other during his long and fruitful life. It is said Talvin never forgot a story or fact once he heard it. Toward the end of his life, Talvin collected a great many of these stories into a large, leather-bound book, which he lovingly and meticulously crafted himself. After his death, loyal followers of the bard copied the book’s contents and distributed copies throughout the land. These collected works are still studied by sages today and are considered among the greatest historical and literary works ever produced. There are conflicting stories regarding Talvin the Wanderer’s final years. Some tales say he became embroiled in the political intrigue of a distant king and eventually felt the executioner’s axe. Others say the great bard retired in some far-off land and ended his days in complete solitude. Perhaps the greatest mystery is what became of Talvin’s original book, bound and written by Talvin’s own hand. Scholars and adventurers alike have tried in vain to discover what became of the bard’s book, but so far none have succeeded. Whatever Talvin the Wanderer’s fate, his book faded from history. Some say that, upon his death, Talvin’s spirit became one with his book, where he revels for all eternity within its tales. Wondrous item, fabled (5th-level and higher properties require attunement) The book contains simple stories of the local region, its history, and its religions. While this book is on your person, you have proficiency in your choice of two of the following skills: Arcana, History, Nature, and Religion. During a long rest, you can change your proficiency to be in a different one of these skills. Story Keeper (Requires Attunement). The book contains in-depth accounts of one person’s journey exploring the world. Only you can read these contents; to all others, its pages appear blank or appear to display only the simple stories it contains when a creature that isn’t attuned reads it (your choice). As your level increases, you gain the following benefits while holding or carrying this book. 5th level. You double your proficiency bonus on Arcana, History, Nature, and Religion checks. If you don’t have proficiency in these skills, you gain proficiency in them instead. In addition, you can use an action to cast the identify spell from the book. Once used, the book can’t be used in this way again until the next dawn. 9th level. By spending 10 minutes studying the wanderer’s book, you can recall obscure facts, tales, or lore about a person, place, or object as if you had cast the legend lore spell. The subject of your research doesn’t have to be of legendary importance, but the more historically significant the subject, the more information the book can reveal. For example, the book can give you stories about a local inn that’s been in business for decades, but it would have very little, if any, information on the bakery that opened last week. The information appears on the book’s pages and isn’t couched in figurative language, but it might be incomplete. Once used, the book can’t be used in this way again until the next dawn. 13th level. Your Intelligence score increases by 2, to a maximum of 20. When you fail an Arcana, History, Nature, or Religion check, you can choose to succeed instead. Once used, the book can’t be used in this way again until the next dawn. 17th level. Your Wisdom score increases by 2, to a maximum of 20. If you die from a cause other than old age while attuned to this book, your memories appear on its pages, and your soul enters the book, unless the book already houses a soul. You can remain in the book or depart for the afterlife. While your soul inhabits the book, you are aware of your surroundings as if you were in the book’s space, you can’t move or take any actions, and you can telepathically communicate with any creature holding the book. As long as your soul is in the book, you can be restored to life, such as with the raise dead and resurrection spells. Your body doesn’t need to be present, but the spellcaster must touch this book as part of the casting. When restored to life in this way, your body reforms, fully intact, in an unoccupied space within 10 feet of the book.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wanderer's Book (Level 9)","description":"The thick, leather-bound book is very old, yet in excellent condition. Its many pages are edged in gold leaf. An elaborate, gold sigil of the letter “T” is stamped on the cover. Talvin the Wanderer, considered perhaps the greatest historian and collector of stories, wandered from one corner of the land to the other during his long and fruitful life. It is said Talvin never forgot a story or fact once he heard it. Toward the end of his life, Talvin collected a great many of these stories into a large, leather-bound book, which he lovingly and meticulously crafted himself. After his death, loyal followers of the bard copied the book’s contents and distributed copies throughout the land. These collected works are still studied by sages today and are considered among the greatest historical and literary works ever produced. There are conflicting stories regarding Talvin the Wanderer’s final years. Some tales say he became embroiled in the political intrigue of a distant king and eventually felt the executioner’s axe. Others say the great bard retired in some far-off land and ended his days in complete solitude. Perhaps the greatest mystery is what became of Talvin’s original book, bound and written by Talvin’s own hand. Scholars and adventurers alike have tried in vain to discover what became of the bard’s book, but so far none have succeeded. Whatever Talvin the Wanderer’s fate, his book faded from history. Some say that, upon his death, Talvin’s spirit became one with his book, where he revels for all eternity within its tales. Wondrous item, fabled (5th-level and higher properties require attunement) The book contains simple stories of the local region, its history, and its religions. While this book is on your person, you have proficiency in your choice of two of the following skills: Arcana, History, Nature, and Religion. During a long rest, you can change your proficiency to be in a different one of these skills. Story Keeper (Requires Attunement). The book contains in-depth accounts of one person’s journey exploring the world. Only you can read these contents; to all others, its pages appear blank or appear to display only the simple stories it contains when a creature that isn’t attuned reads it (your choice). As your level increases, you gain the following benefits while holding or carrying this book. 5th level. You double your proficiency bonus on Arcana, History, Nature, and Religion checks. If you don’t have proficiency in these skills, you gain proficiency in them instead. In addition, you can use an action to cast the identify spell from the book. Once used, the book can’t be used in this way again until the next dawn. 9th level. By spending 10 minutes studying the wanderer’s book, you can recall obscure facts, tales, or lore about a person, place, or object as if you had cast the legend lore spell. The subject of your research doesn’t have to be of legendary importance, but the more historically significant the subject, the more information the book can reveal. For example, the book can give you stories about a local inn that’s been in business for decades, but it would have very little, if any, information on the bakery that opened last week. The information appears on the book’s pages and isn’t couched in figurative language, but it might be incomplete. Once used, the book can’t be used in this way again until the next dawn. 13th level. Your Intelligence score increases by 2, to a maximum of 20. When you fail an Arcana, History, Nature, or Religion check, you can choose to succeed instead. Once used, the book can’t be used in this way again until the next dawn. 17th level. Your Wisdom score increases by 2, to a maximum of 20. If you die from a cause other than old age while attuned to this book, your memories appear on its pages, and your soul enters the book, unless the book already houses a soul. You can remain in the book or depart for the afterlife. While your soul inhabits the book, you are aware of your surroundings as if you were in the book’s space, you can’t move or take any actions, and you can telepathically communicate with any creature holding the book. As long as your soul is in the book, you can be restored to life, such as with the raise dead and resurrection spells. Your body doesn’t need to be present, but the spellcaster must touch this book as part of the casting. When restored to life in this way, your body reforms, fully intact, in an unoccupied space within 10 feet of the book.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wandering Eye","description":"Wandering Eye Wondrous item, uncommon (requires attunement) This disturbing daelkyr-made symbiont is a leathery tentacle with one end terminating in a single bulbous eye, and the other sporting a barb designed to burrow into flesh. When you attune to the wandering eye , it burrows into one of your shoulders, then rises up from it, studying the world and projecting insights into your mind. The wandering eye may occasionally take an interest in some random element of your current environment; in this case, the DM may draw your attention to this object or person. While the eye is uncovered, you gain the following benefits. Third Eye. When you make a Wisdom (Perception) or Intelligence (Investigation) check involving sight, you can roll a d4 and add the number rolled to the ability check. Periscopic Vision. The eye can stretch up to 18 inches and can be used to peer around corners or over cover. When extended and used in this way, the eye has an AC of 20 and 6 hit points. If it is forced to make an ability check or a saving throw, it uses your statistics. If it is reduced to 0 hit points, you cannot benefit from any of the eye’s properties until you finish a short or long rest, after which it regains all lost hit points. Always Vigilant. The eye remains watchful while you sleep. When you take a long rest, the wandering eye remains active, allowing you to use your passive Wisdom (Perception) score to notice threats even while asleep. If the eye spots danger, it sends you a mental alarm in the form of a nightmare that immediately wakes you up. Symbiotic Nature. The eye can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the eye ends, and you can remove it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Waning Moon","description":"Waning Moon Ranged weapon (martial longbow), rare (requires attunement) This slender elven bow is lacquered blue and purple. Its inside curve twinkles with tiny diamonds set like a field of stars. This magical longbow grants a +1 bonus to attack and damage rolls made with it. If you hit a creature who can’t see you with this bow, the attack deals an extra 2d6 force damage. Additionally, when you hit a target with an attack made with the bow, you can choose to become invisible for 1 minute and take the Hide action as part of the attack. The invisibility ends early if you attack, cast a spell, or manifest a power. Once this invisibility has been used, it can’t be used again until the next dusk. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two-­Handed. This weapon requires two hands when you attack with it. Damage: 1d8 Damage Type: piercing Modifiers: Melee Attacks +1, Melee Damage +0 Properties: Ammunition, Heavy, Two-Handed Range: 150/600 Weight: 2","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Ammunition, Heavy, Two-Handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"War Boomerang","description":"A war boomerang is a martial ranged weapon. It is a flat, curved piece of wood with more heft than its smaller cousin. While it does more damage than a regular boomerang, it doesn’t return to its wielder on a miss. The boomerang can be used to knock a target unconscious rather than kill it when thrown by a proficient wielder.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Finesse, thrown","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"War crescent","description":"War Crescents War crescents are simple melee weapons consisting of large, convex curved blades, meant to be wielded with one or two hands. They deal 1d6 slashing damage on a hit, and have the Versatile ( 1d8 ) property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (War crescent)","Properties":"Versatile (1d8)","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"War fan","description":"War Fan Melee weapon (martial, war fan) Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Defensive, Thrown"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"War Fan of Bloodletting","description":"War Fan of Bloodletting Melee weapon (martial, war fan), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"War Fan of Inverted Probability","description":"War Fan of Inverted Probability Melee weapon (martial, war fan), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. AC: 1 Damage: 1d4 Damage Type: Bludgeoning Properties: Defensive, Thrown Range: 15/30 Weight: 4","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive, Thrown","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"War Horn of Valor","description":"War Horn of Valor Wondrous item, rare This brass war horn is engraved with the war rune, which glows purple when the horn is blown. You can blow the horn as a bonus action. When you do, if you have the frightened condition, you immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn. Invoking the Rune. When you blow the horn, you can also invoke the rune, imbuing the horn’s deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the start of your next turn. Once the rune has been invoked, it can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"War Pick","description":"War Pick Melee weapon (martial, war pick) Damage: 1d8 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Pick","Item Type":"Melee Weapon","data-List":"false","Damage Type":"Piercing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"War Pick","description":"Martial Melee Weapon Damage: 1d8 Piercing Properties: Versatile (1d10) Mastery: Sap Weight: 2 lb. Cost: 5 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"None","Name":"War Pick"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"War Pick","description":"War Pick Melee weapon (martial, war pick) Damage: 1d8 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"War Pick +1","description":"War Pick +1 Melee weapon (martial, war pick) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage: 1d8+1 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"War Pick +1","description":"War Pick +1 Melee weapon (martial, war pick), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Damage: 1d8+1 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"War Pick +1","description":"Weapon (War Pick), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"War Pick +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"War Pick +1","description":"Weapon (War Pick), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"War Pick +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"War Pick +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"405 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"War Pick\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"War Pick +1 Attack\",\"parent\":\"War Pick +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"War Pick +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"War Pick +1 Damage\",\"parent\":\"War Pick +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"War Pick +1 Attack (Two-handed)\",\"parent\":\"War Pick +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"War Pick +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"War Pick +1 Damage (Two-handed)\",\"parent\":\"War Pick +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Sap","Name":"War Pick +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"War Pick +2","description":"War Pick +2 Melee weapon (martial, war pick), rare You have a +2 bonus to attack and damage rolls made with this weapon. Damage: 1d8+2 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"War Pick +2","description":"War Pick +2 Melee weapon (martial, war pick) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Damage: 1d8+2 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"War Pick +2","description":"Weapon (War Pick), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"War Pick +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"War Pick +2","description":"Weapon (War Pick), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"War Pick +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"War Pick +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4005 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"War Pick\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"War Pick +2 Attack\",\"parent\":\"War Pick +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"War Pick +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"War Pick +2 Damage\",\"parent\":\"War Pick +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"War Pick +2 Attack (Two-handed)\",\"parent\":\"War Pick +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"War Pick +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"War Pick +2 Damage (Two-handed)\",\"parent\":\"War Pick +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Sap","Name":"War Pick +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"War Pick +3","description":"War Pick +3 Melee weapon (martial, war pick), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Damage: 1d8+3 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"War Pick +3","description":"War Pick +3 Melee weapon (martial, war pick), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Damage: 1d8+3 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"War Pick +3","description":"Weapon (War Pick), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"War Pick +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"War Pick +3","description":"Weapon (War Pick), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Piercing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"War Pick +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"War Pick +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40005 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"War Pick\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"War Pick +3 Attack\",\"parent\":\"War Pick +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"War Pick +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"War Pick +3 Damage\",\"parent\":\"War Pick +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"War Pick +3 Attack (Two-handed)\",\"parent\":\"War Pick +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"War Pick +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"War Pick +3 Damage (Two-handed)\",\"parent\":\"War Pick +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Piercing\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Sap","Name":"War Pick +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Piercing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"War Pick for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"War Pick of Agonizing Paralysis","description":"Weapon (war pick), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (war pick)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"War Pick of Bloodletting","description":"War Pick of Bloodletting Melee weapon (martial, war pick), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Damage: 1d8 Damage Type: piercing Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"War Pick of Certain Death","description":"War Pick of Certain Death Weapon (war pick), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"War Pick of Defense","description":"War Pick of Defense Melee weapon (martial, war pick), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d8 Damage Type: Piercing Properties: Defensive Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"War Pick of Inverted Probability","description":"War Pick of Inverted Probability Melee weapon (martial, war pick), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Damage: 1d8 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"War Pick of Throne's Command","description":"War Pick of Throne's Command Melee Weapon (martial, war pick), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Damage: 1d8+1 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"War Pick of Warning","description":"Weapon (War Pick), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"War Pick of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"War pig","description":"This muscular, human-sized swine is covered with bristly brown and gray hair. A pair of long, curved tusks juts from its lower jaw. War pigs are the bane of cavalry and other army units that make extensive use of animals. War pigs are often untrained. Officers of the army using them simply keep them penned in a dark, covered area until they are needed then set them loose on the enemy army immediately prior to their own army’s advance. Some less scrupulous commanders douse their war pigs with pitch and set them aflame before spurring them toward the enemy. Such an incendiary war pig takes 1d6 fire damage each round but any creature that hits the war pig with a melee attack takes 1d6 fire damage.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"War Scythe","description":"Weapon (martial, scythe), common (cost: 15 gold pieces) This weapon deals 2d4 piercing or slashing damage, has the heavy and two-handed properties, and deals an additional 2d4 damage on a critical hit (in addition to any bonus damage from the critical hit).","properties":{"Category":"Items","Expansion":28072,"Item Type":"Melee Weapon","Properties":"Heavy, Two-handed","Item Rarity":"common"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"War Staff","description":"War Staff Staff, common (requires attunement) Aundair developed the war staff to help wandslingers match the range of Thranish archers, but it quickly spread across Khorvaire. Any spellcaster who can use a staff as an arcane focus can attune to a war staff . While holding this staff in both hands, you can use it as an arcane focus. Any cantrip cast using it can be cast at up to four times the standard range. However, when you cast a cantrip at more than twice the standard range, your attack rolls have disadvantage, and other creatures have advantage on any saving throws made against your cantrip. So a fire bolt cast using a war staff has a range of 480 feet, but attack rolls against targets more than 240 feet away are made at disadvantage.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"War wagon","description":"Designed to transport armored combatants across battlefields, this land vehicle is reinforced with metal bands and may be adorned with spikes, sturdy shields, or symbols related to the war party’s cause. As a pulled vehicle, the war wagon’s speed is dependent upon the speed of the horses pulling it, and it requires a team of at least two horses to move it. Multiple war wagons can be placed together in a circle to form a quick fortification, protecting those within the circle. War wagons are often designed with arrow slits or similar openings for attacking those outside the wagon. Creatures inside a war wagon or wagon circle have three-quarters cover from attacks outside the wagon or wagon circle. A war wagon has 30 hit points, an Armor Class of 17, and a damage threshold of 5. It has immunity to poison and psychic damage.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Ward Against Wild Appetites","description":"Wondrous item, uncommon (requires attunement by a druid or ranger) Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to piney villages. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Ward Against Wild Appetites","description":"Wondrous item, uncommon (requires attunement by a druid or ranger) Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a druid or ranger"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Warden Runestone","description":"Wondrous Item, Uncommon This runestone is magically bound to a runeward golem . As long as the runeward golem and the runestone are on the same plane of existence, any creature holding the stone can telepathically command the runeward golem as a bonus action. If the runeward golem is left without instructions, it continues to follow its last orders to the best of its ability. The runestone can be attacked if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting a runestone requires 1 week of work for a creature proficient with smith's or tinker's tools and costs 500 gp in materials.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Warding","description":"Legendary armor property Components: Masterwork suit of exotic medium armor This suit of armor generates a field of force, protecting its wearer from harm. As a bonus action on your turn, you can gain temporary hit points equal to half your craftsman level.","properties":{"Category":"Items","Item Type":"Legendary armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Warding Armor","description":"Warding Armor Armor (any), varies (requires affinity) This armor protects the wearer’s body and mind from debilitating, paranormal effects. You have advantage on Wisdom saving throws made to avoid being charmed or frightened. Exceptional. As an action, you can use the armor to activate the restore pattern power, targeting yourself. Once you use this feature, you can’t use it again until you finish a short or long rest. Superior. When the armor reaches this grade, it gains the following properties. You have a +1 bonus to AC while wearing this armor. You can use your reaction to grant yourself advantage on a saving throw made to avoid being petrified or paralyzed. Optimum. When the armor reaches its optimum grade, it gains the following properties. The bonus to AC increases to +2. While wearing this armor, you have advantage on saving throws against esper powers and effects, and esper power attacks have disadvantage against you.","properties":{"Category":"Items","Expansion":27053,"Item Type":"armor","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Warding Icon","description":"Wondrous item, common (requires attunement) This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren’t incapacitated.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wargong","description":"Wargong Musical instrument A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Warhammer","description":"Warhammer Melee weapon (martial, warhammer) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Warhammer","description":"Warhammer Melee weapon (martial, warhammer) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Warhammer","description":"Warhammer Melee weapon (martial, warhammer) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Subtype":"Martial, Hammer","Item Type":"Melee Weapon","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Item Rarity":"Standard","Alternate Damage":"1d10","Alternate Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warhammer","description":"Warhammer Melee weapon (martial) Damage : 1d8 Damage Type : bludgeoning Properties : Versatile (1d10) Weight : 3","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Versatile (1d10)","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Warhammer","description":"Martial Melee Weapon Damage: 1d8 Bludgeoning Properties: Versatile (1d10) Mastery: Push Weight: 5 lb. Cost: 15 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"None","Name":"Warhammer"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Warhammer","description":"Warhammer Melee weapon (martial, warhammer) Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Warhammer +1","description":"Warhammer +1 Melee weapon (martial, warhammer) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":4415,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Warhammer +1","description":"Warhammer +1 Melee weapon (martial, warhammer), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Warhammer +1","description":"Warhammer +1 Melee weapon (martial, warhammer) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warhammer +1","description":"Warhammer +1 Melee weapon (martial, warhammer) , uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Warhammer +1","description":"Weapon (Warhammer), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Warhammer +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Warhammer +1","description":"Weapon (Warhammer), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Warhammer +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Warhammer +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"415 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Warhammer +1 Attack\",\"parent\":\"Warhammer +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warhammer +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Warhammer +1 Damage\",\"parent\":\"Warhammer +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Warhammer +1 Attack (Two-handed)\",\"parent\":\"Warhammer +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warhammer +1 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Warhammer +1 Damage (Two-handed)\",\"parent\":\"Warhammer +1 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Push","Name":"Warhammer +1","Weight":2,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Warhammer +2","description":"Warhammer +2 Melee weapon (martial, warhammer), rare You have a +2 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Warhammer +2","description":"Warhammer +2 Melee weapon (martial, warhammer) , rare You have a +2 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warhammer +2","description":"Weapon (Warhammer), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Warhammer +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Warhammer +2","description":"Weapon (Warhammer), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Warhammer +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Warhammer +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"4015 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Warhammer +2 Attack\",\"parent\":\"Warhammer +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warhammer +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Warhammer +2 Damage\",\"parent\":\"Warhammer +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Warhammer +2 Attack (Two-handed)\",\"parent\":\"Warhammer +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warhammer +2 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Warhammer +2 Damage (Two-handed)\",\"parent\":\"Warhammer +2 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Push","Name":"Warhammer +2","Weight":2,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Warhammer +3","description":"Warhammer +3 Melee weapon (martial, warhammer) , very rare You have a +3 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Damage":"1d8","Source":"5th Edition SRD","Weight":2,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Versatile","Damage Type":"Bludgeoning","Secondary Damage":"1d10","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warhammer +3","description":"Warhammer +3 Melee weapon (martial, warhammer), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Versatile","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Warhammer +3","description":"Weapon (Warhammer), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Warhammer +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Warhammer +3","description":"Weapon (Warhammer), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Bludgeoning","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Versatile (1d10)","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Versatile","filter-Charges":"No","data-datarecords":"[{\"name\":\"Warhammer +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Warhammer +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":2,\\\"properties\\\":[\\\"Versatile\\\"],\\\"cost\\\":\\\"40015 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Warhammer\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Warhammer +3 Attack\",\"parent\":\"Warhammer +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warhammer +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Warhammer +3 Damage\",\"parent\":\"Warhammer +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d8\\\"}\"},{\"name\":\"Warhammer +3 Attack (Two-handed)\",\"parent\":\"Warhammer +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Warhammer +3 (Two-handed)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Warhammer +3 Damage (Two-handed)\",\"parent\":\"Warhammer +3 Attack (Two-handed)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Bludgeoning\\\",\\\"diceSize\\\":\\\"d10\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Push","Name":"Warhammer +3","Weight":2,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d8","Damage Type":"Bludgeoning","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Warhammer for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Warhammer of Agonizing Paralysis","description":"Weapon (warhammer), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Warhammer of Bloodletting","description":"Warhammer of Bloodletting Melee weapon (martial, warhammer), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warhammer of Certain Death","description":"Warhammer of Certain Death Weapon (warhammer), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d8 (1d10) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Warhammer of Defense","description":"Warhammer of Defense Melee weapon (marital, warhammer), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile, Defensive Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warhammer of Inverted Probability","description":"Warhammer of Inverted Probability Melee weapon (martial, warhammer), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Warhammer of Throne's Command","description":"Warhammer of Throne's Command Melee Weapon (martial, warhammer), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Warhammer of Thunderbolts","description":"Weapon (Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"Yes","Name":"Warhammer of Thunderbolts"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Warhammer of Warning","description":"Weapon (Warhammer), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile (1d10)","Item Rarity":"No","Name":"Warhammer of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Warhammerhead Light Hammer","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Light Hammer (rare variant)","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Light Hammer (very rare variant)","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. As part of the bonus action taken to activate the Hunter’s Aura property, you can move up to your speed towards a creature within the range of the aura that doesn’t have all of its hit points.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light hammer)","Properties":"Light, thrown (range 20/60)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Maul","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Maul (rare variant)","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Maul (very rare variant)","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. As part of the bonus action taken to activate the Hunter’s Aura property, you can move up to your speed towards a creature within the range of the aura that doesn’t have all of its hit points.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (maul)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Warhammer","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Warhammer (rare variant)","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhammerhead Warhammer (very rare variant)","description":"Weapon (any hammer), uncommon Component: beast (giant shark) flesh Jealously guarded by mysterious keepers of the secrets of yore, the enigmatic instructions for creating this menacing weapon, staunchest ally to bloodthirsty pirates and ravenous ocean dwellers, are thus: take a shark head. Enchant it. Shove a stick in it. Yes, that’s it. Did you expect more? It’s a shark head on a stick. This weapon has 3 charges and regains all expended charges daily at dawn. Aquatic Predator. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon. In addition, while underwater, the weapon has the thrown (range 20/60) property, and returns to your hand immediately after you make a ranged attack with it. Hunter’s Aura. As a bonus action while holding this weapon, you can expend 1 charge to tap into the primal hunger of the shark, becoming more adept at sensing blood and weakness until the start of your next turn. Until then, you have advantage on Perception checks made to detect creatures within 60 feet of you that don’t have all of their hit points, as well as advantage on attack rolls made with the hammer against them. While you are underwater, the range of this effect extends to 120 feet. Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. As part of the bonus action taken to activate the Hunter’s Aura property, you can move up to your speed towards a creature within the range of the aura that doesn’t have all of its hit points.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Warhorn of the Undead","description":"Warhorn of the Undead Wondrous item, artifact (requires attunement) The warhorn has 6 charges usable for the following abilities. It regains 1d4+2 charges daily at dawn. Each ability requires an action and expends the specified number of charges. To expend a charge and use each ability you must blow an equal number of blasts of sound through the warhorn. Grasp from the Grave. Blow the warhorn once and expend 1 charge to use this ability and call upon the undead buried beneath your feet to attack your enemies. Skeletal and ghoulish arms reach out of the ground in a 30-foot-radius centered on you and grasp and slash at the legs of hostile creatures. Each enemy within the area at the start of their turn must succeed on a DC 14 Dexterity saving throw or suffer 1d12 slashing damage and become grappled. The affected area becomes difficult terrain for enemies for 2 minutes. You can dismiss this effect at any time. Call of the Haunted. Blow the warhorn twice and expend 2 charges to call forth an undead spirit. It manifests in an unoccupied space that you can see within 90 feet. This corporeal form uses the Undead Spirit stat block When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or after 1 hour. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Raze the Living. Blow the warhorn three times and expend 6 charges to use this ability. A red cloud of smoke erupts from the horn to a point you choose within a range of 120 feet and then spreads with a loud hum into a cloud of undead energy. The cloud begins as a 20-foot-radius sphere centered on the cast point and grows by 10 feet each round, up to a maximum of a 60-foot-radius sphere Each creature in the sphere must make a Constitution saving throw. A target takes 6d6 + 6 necrotic damage on a failed save, or half as much damage on a successful one. Any creature that is killed by this cloud is raised as a zombie , ghast , or wight under your control.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Warhorse","description":"Warhorse Mounts The Unicorn Clan’s venture into the Plains of Wind and Stone lead to their encounters with the Ujik peoples, from whom they purchased much larger, sturdier horses. The Unicorn have bred these horses for centuries, and their warhorses are now renowned in Rokugan. A Unicorn Clan horse uses the profile for a warhorse found in the SRD.","properties":{"Category":"Items","Item Type":"Mounts"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Warlock's Aegis","description":"Armor (leather), rare (requires attunement by a warlock) When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor’s colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can’t be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement by a warlock"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Warping Blade","description":"Weapon (Any Sword), Very Rare (Requires Attunement) This magic sword is fashioned from crystal infused with raw magic. When you hit with an attack roll using the sword, the target takes an extra 1d8 force damage. Spellwarping. The sword has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to infuse the target with raw magic for 1 minute. When it becomes affected and at the end of each of its turns for the duration, the target must make a DC 17 Charisma saving throw. On a failure, the creature suffers a random effect that lasts until the end of its next turn, determined by rolling a d6 on the table below: d6 Effect 1 The target has disadvantage on saving throws against spells and other magical effects. 2 The target is transformed into a random creature as with the polymorph spell. Roll a d4 to determine the creature it transforms into (1: bat ; 2: cat ; 3: raven ; 4: snake ). 3 The target rises vertically 20 feet into the air and remains suspended there. 4 The target takes 2d8 force damage and its speed is halved. 5 The target is turned to stone and subjected to the petrified condition. 6 The target teleports in a random direction to the furthest away unoccupied space within 30 feet of it. To determine the direction, roll a d8 and assign a direction to each die face.","properties":{"Category":"Items","Expansion":32062,"Item Type":"Weapon","Item Rarity":"Very Rare"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Warrick's Holy Symbol","description":"Warrick's Holy Symbol Wondrous item Price: 12,000 gp Warrick, the servant of Malvex, did not always serve evil. He was once a paladin, who was corrupted by Malvex’s magic. Her holy symbol no longer serves her, and her god abandoned her long ago. However, the symbol seeks to do good in the world, now untethered from Warrick. The holy symbol gives some minor paladin powers, but may abandon the holder if they perform an evil act. Once per Long Rest the owner may hold the symbol and use their Main Action to heal a target that they are touching for 2d8+10 hit points. Also once per Long Rest, when the owner of the symbol hits with an attack and does damage, they may choose to add an additional 2d8+5 radiant damage to the attack. This damage often does double damage to undead and evil targets, to the discretion of the game master. If the owner performs an evil act (also determined by the game master), the holy symbol will suddenly disappear from their bag and end up in the hands of one of the owner’s enemies, specifically to help extract revenge for the betrayal.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Warrior's Passkey","description":"Warrior's Passkey Wondrous Item (martial, longword), Rare (Requires Attunement) This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the K nock spell from the key. Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form. If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Damage: 1d10+1 (1d10+1) Damage Type: Force Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon, Wondrous Item","Properties":"Versatile","Item Rarity":"Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Warship","description":"Warship Vehicle (water) Cost: 25,000 gp Speed: 2.5 mph Crew: 60 Passengers: 60 Cargo (tons): 200 AC: 15 HP: 500 Damage Threshold: 20 Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook , one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Warship","description":"","properties":{"Category":"Items","Item Type":"Vehicle","Item Rarity":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Warspear","description":"Warspear Melee weapon (martial, spear) A long-shafted spear, the warspear, or yari, is one of the most common weapons in Rokugan. Between six and eight feet long, its shaft is made of hardwood and topped with a deadly spearhead. These spearheads vary wildly in design: some are long, angular blades, while others are forked points or have crossbars to control foes’ weapons. Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Two‐Handed: This weapon requires two hands when you attack with it. Damage: 1d10 Damage Type: Piercing Properties: Reach, Two-Handed Weight: 4","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Waspberry Jam","description":"Wondrous item, common Component: phial of plant sap This terracotta jar, 4 inches in diameter, contains 1d4 + 1 doses of a sweet, sticky, pink jam. The jar and its contents weigh ½ pound. Insect Trap. As an action, you can spread a single dose of jam to cover a 5-foot-square surface. Tiny, venomous waspberries immediately teleport from the Plane of Fey, forming a swarm of insects that stays in the same spot as the jam and takes its turn on initiative count 0 of each round. The swarm attacks a creature it shares a space with, and otherwise takes the Dodge action. A creature that starts its turn in the swarm’s area or enters the area for the first time on its turn must make a DC 10 Dexterity saving throw, taking 1d4 piercing damage and 1d4 poison damage on a failed save, or half as much damage on a successful one. If the swarm has half its hit points or fewer, creatures take no damage in this way. It takes the swarm 1 hour to completely consume the jam, after which it returns to the Plane of Fey. The swarm doesn’t like smoke; if the area where the jam is applied is ever heavily obscured by smoke, the swarm teleports back to the Plane of Fey. If the smoke disappears, the swarm immediately returns to continue eating the jam. Uncommon variant: Increase both damages to 2d4. If the swarm has half its hit points or fewer, creatures take 1d4 piercing damage and 1d4 poison damage instead. Additionally, the swarm is more active in protecting the jam; on each of its turns, it can move up to 15 feet away from the jam’s space, and attacks the creature closest to it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waspberry Jam (uncommon variant)","description":"Wondrous item, common Component: phial of plant sap This terracotta jar, 4 inches in diameter, contains 1d4 + 1 doses of a sweet, sticky, pink jam. The jar and its contents weigh ½ pound. Insect Trap. As an action, you can spread a single dose of jam to cover a 5-foot-square surface. Tiny, venomous waspberries immediately teleport from the Plane of Fey, forming a swarm of insects that stays in the same spot as the jam and takes its turn on initiative count 0 of each round. The swarm attacks a creature it shares a space with, and otherwise takes the Dodge action. A creature that starts its turn in the swarm’s area or enters the area for the first time on its turn must make a DC 10 Dexterity saving throw, taking 1d4 piercing damage and 1d4 poison damage on a failed save, or half as much damage on a successful one. If the swarm has half its hit points or fewer, creatures take no damage in this way. It takes the swarm 1 hour to completely consume the jam, after which it returns to the Plane of Fey. The swarm doesn’t like smoke; if the area where the jam is applied is ever heavily obscured by smoke, the swarm teleports back to the Plane of Fey. If the smoke disappears, the swarm immediately returns to continue eating the jam. Uncommon variant: Increase both damages to 2d4. If the swarm has half its hit points or fewer, creatures take 1d4 piercing damage and 1d4 poison damage instead. Additionally, the swarm is more active in protecting the jam; on each of its turns, it can move up to 15 feet away from the jam’s space, and attacks the creature closest to it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wastelander's All-Encompassing Portable Lodging","description":"Wastelander’s All-Encompassing Portable Lodging Wondrous item, very rare (requires attunement) In its compact form, this item looks like a rolled-up scroll of yellowing parchment. When unrolled, one side of the roll shows what appears to be a blueprint for a cabin. When you use an action to unroll the parchment on the ground and speak its command word, a log domicile rapidly appears amid a cacophony of chopping, sawing, and hammering. The domicile is large enough to comfortably hold eight Medium-sized humanoids and their gear and is comprised of a common room with a fireplace and food preparation area, a dormitory holding four sets of bunk beds, and a lavatory with a basin full of ever-clean water. Attached to the lodging is a stable with stalls for eight horses and space for a cart or wagon. There are no windows or exterior doors in the domicile. When the lodging is erected, you and any friendly creatures of your choice within 30 feet of you appear inside it: humanoids appear in the common room, and mounts appear, one to a stall, in the stable. Your vehicle appears inside the stable as well, as long as it is no larger than a wagon. While the lodging is in use, the parchment lies flat on a small table in the dormitory. To exit the lodging, simply roll the blueprint back up. The interior of the lodging is always clean, dry, and comfortable. Environmental effects outside the lodging, such as sandstorms or volcanic eruptions have no effect on its interior, though you may have to deal with them when you exit. Dirt and debris are magically swept away each time the lodging is stored. If an object is left inside the lodging when it is stored, there’s a 50 percent chance it disappears and is lost in the Astral Plane. To exit the lodging, you must roll up the parchment and speak the command word. You and all other occupants of the lodging appear in the spaces you occupied before you entered it. Creatures that were hitched to your cart when you erected the lodging are hitched to it once again when you exit.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wastelander's All-Environment Protective Suit","description":"Wastelander’s All-Environment Protective Suit Armor (studded leather), rare (requires attunement) This rugged suit of studded leather armor is reinforced with steel bands at the knees, elbows, neck, and stomach, and includes a close-faced helmet, gloves, and sturdy boots. It seems to be molded to the form of its wearer. While you wear this armor, you gain the following benefits: You have a +1 bonus to your Armor Class. You have darkvision to a range of 60 feet. You can tap your head as a bonus action, lighting a headlamp on your helmet that illuminates as a bullseye lantern. You can tap your head again to put the light out. You can add your proficiency bonus to Strength (Athletics) checks. As a bonus action, you can speak the armor’s command word to seal it and gain the following features for 1 hour: You have an independent air supply that renders you immune to drowning and disease, as well as contact and inhaled poisons. You have resistance to acid, cold, and fire damage. Once you have activated these features, you can’t do so again until the next dawn.","properties":{"Category":"Items","Expansion":25357,"Item Type":"Light Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wastelander's All-Knowing Protective Device","description":"Wastelander’s All-Knowing Protective Device Wondrous item, very rare (requires attunement) This skullcap has a core of steel bands sandwiched between a durable boiled leather exterior and comfortable silken interior. While you wear the skullcap, you have a +1 bonus to your Armor Class. The skullcap has 2 charges. When a creature makes a critical hit against you, you can use your reaction to expend 1 charge. When you do so, you can move 5 feet to an empty space and avoid taking damage from the attack. You can use an action to expend 2 charges to cast detect thoughts . The skullcap regains any expended charges at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wastelander's All-Purpose Tool","description":"Wastelander’s All-Purpose Tool Wondrous item, uncommon This series of linked metal tubes, compartments, and flaps can be folded and twisted into several useful tools for the oft-encumbered wasteland traveler. In its compact form, it weighs 4 pounds and can easily be carried in one hand or stowed in a pack. As an action, you can adjust the tubes and flaps to allow the all-purpose tool to function as one of the following: Carpenter’s tools Crowbar Lamp Manacles Portable Ram Tinker’s tools Thieves’ tools While using the all-purpose tool, you can use a bonus action to gain advantage on an ability check. Once you have done so, you can’t do so again until the following morning at dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wastelander's All-Seeing Almanac","description":"Wastelander’s All-Seeing Almanac Wondrous item, very rare (requires attunement by a cleric, druid, or wizard) When you open this book, loose pages seem to float out and disappear. When you examine it, however, none of the pages appears to be missing. While this book is on your person, the following spells are added to your spell list: augury, detect magic, detect poison and disease, divination , and locate animals or plants . You can cast these spells as rituals with a reduced casting time of 1 minute and requiring no material components. Using the book, you can cast commune or commune with nature as a ritual, but you can’t do so again until dawn on the seventh day following the last casting.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement by a cleric, druid, or wizard"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wastelander's All-Terrain Wagon","description":"Wastelander’s All-Terrain Wagon Wondrous item, very rare These carts are highly sought after by those who regularly travel inhospitable lands. The worn and graying wood of the cart is patched with scrap metal, wire, and some unidentifiable adhesive. All four of the wheels are steel-shod and the rear ones are oversized. The contact surfaces of the wheels are spiked, either to improve the wagon’s grip on the terrain or to better crush victims beneath it. The wagon’s flanks are protected by battered shields, and rusty shards of metal jut from the vehicle at odd angles to deter attackers from trying to climb aboard. Three 4-foot-long, perpetually smoking tubes stacked atop each other are affixed to each side of the wagon. The cart has 4 charges. While seated in the wagon, one of its riders can use an action to expend 1 of the charges to perform one of the following exploits. Levitate. The wagon and everything inside it rise vertically, up to 100 feet, and remain suspended there for 10 minutes. While levitating, the wagon can move laterally only by being pushed or pulled against a fixed object. At the end of the duration, the wagon floats gently to the ground if it is still aloft. Spider Climb. The wagon can drive up, down, and across vertical and horizontal surfaces, as well as upside-down along ceilings for 1 hour. While this mode is engaged, a field of magical force prevents riders and cargo from falling out of the wagon. Summon Goats. The spectral goats that pull the wagon appear in their harness and remain there for 8 hours. If the goats aren’t in their harness, the wagon can only move if it’s pushed. Living animals that are harnessed to the wagon teleport to the nearest empty space, unsecured and unharmed. Water Walk. The wagon gains the ability to move across any liquid surface as if it was harmless solid ground for 10 minutes. Surfaces that can damage the wagon, such as acid or lava, do so. If the wagon becomes submerged in a liquid, it bobs to the surface at a rate of 60 feet per round. The wastelander’s wagon's statistics can be found here: Wastelander’s All-Terrain Wagon","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Watch of Prospecting","description":"Watch of Prospecting Wondrous item, rare This silver pocket watch can detect the presence of items made of gold. Its second hand ticks loudly when you are within 30 feet of an item that is worth at least 100 gp, partially or entirely made of gold, and not worn or carried by another creature. Additionally, you have advantage on ability checks made to find hidden treasure.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Watcher's Visage","description":"Wondrous Item, Rare (Requires Attunement) This magic helmet has 3 charges and regains all expended charges daily at dawn. As an action, you can expend 1 charge to gain one of the following benefits for 1 hour or until you take the helmet off: You have darkvision out to a range of 60 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 60 feet. You can see magical auras around any visible creature or object out to a range of 30 feet that bears magic, and you learn its school of magic, if any.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Watchful Helm","description":"Watchful Helm Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Water Cloak","description":"Water Cloak Wondrous item, rare (requires attunement) This cloak is made of black sailcloth and appears to be soaking wet, but it feels warm and dry to the wearer. Upon donning the cloak, you gain resistance to fire damage, and you can also, as an action, extinguish any non-magical flame that you can see within 60 feet and that fits within a 5-foot cube. You can also use a reaction to interrupt a creature in the process of casting a spell that inflicts fire damage. Provided the creature is casting a spell of 3rd level or lower, the spell fails and has no effect. Once used, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Water Fragment","description":"Water Fragment Wondrous item, Rare (requires attunement) While attuned to this fragment, you have resistance to cold damage, you can breathe air and water, and you have a swimming speed of 30 feet. Additionally, you can speak, read, and write Aquan, and you can cast the water shape cantrip at will. Awakened Water Fragment. Attuning to the Water Fragment while also attuned to the Shattered Staff awakens the fragment and it magically merges with the staff, becoming one item that takes up a single attunement slot. After the Water Fragment has been awakened, the following spells are added to the staff’s spell list: cone of cold (5 charges), control water (4 charges), fog cloud (1 charge), wall of ice (6 charges), and water walk (3 charges).","properties":{"Category":"Items","Expansion":22471,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Water Wagon","description":"Wondrous item, uncommon This wagon carries a suspended 10-foot cube of weightless water. Creatures, objects, and magic can freely pass through the tank, but none of the water can spill outside the bounds of the wagon. A creature submerged in the wagon's tank can pilot the wagon’s movement using its swimming speed. However, it can’t take the Dash action unless the wagon is on a decline. If there are multiple creatures submerged in the tank, only the creature that has been there for the longest consecutive amount of time gains these benefits.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Water Wings","description":"Wondrous item, uncommon While a creature with the Mounted trait wears these adorable water wingies, it gains the following properties: Its fastest speed becomes a swimming speed if it does not already have one. It has an additional 10 foot swimming speed while rising toward the surface of the liquid in a straight line. It and one creature riding it can breathe in water.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Water-Spider","description":"Water-Spider Vehicle A water-spider, or mizugumo, consists of five air bladders made of animal hide and pine resin and strung together. To use a water-spider as a flotation device, the shinobi places it on the water’s surface underneath their torso and paddles with their arms and legs. The item’s name comes from the shinobi’s appearance while using it: the shinobi skates along the water’s surface like the Rokugani fishing spider.","properties":{"Category":"Items","Item Type":"Vehicle"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Waterskin","description":"Waterskin Adventuring gear A waterskin can hold up to 4 pints of liquid. Weight: 5 (when full)","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Waterskin","description":"Waterskin Adventuring gear (container) A waterskin can hold up to 4 pints of liquid. Weight: 5 (when full)","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Waterskin","description":"Waterskin Adventuring gear Price: 1 gp A soft, flexible, watertight container with a stopper or cork in the opening. Used to carry water with you on a journey. Often made from animal parts.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Waterskin","description":"Adventuring Gear Weight: 5 lb. (full) Cost: 2 SP A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Waterskin"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Waterskin","description":"Waterskin Adventuring gear (container) A waterskin can hold up to 4 pints of liquid. Weight: 5 (when full)","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wave","description":"Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning . It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert. Trident of Fish Command. This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Weapon of Warning. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Cap of Waterbreathing. While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. Cube of Force. This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can't pass through the barrier. 4 4 Spell effects can't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4 Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6+3 (1d8+3) Damage Type: Piercing Properties: Range, Thrown, Versatile Range: 20/60 Weight: 4","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (trident)","Properties":"Range, Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a creature that worships a god of the sea"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wave","description":"Weapon (Trident), Artifact (Requires Attunement) Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage. While holding Wave , you gain the following benefits: Combat Ready. You have Advantage on Initiative rolls. Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment. Aquatic Command. Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed. Globe of Invulnerability. While holding Wave , you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn. Sentience. Wave is a sentient weapon of Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and Darkvision out to 120 feet. The weapon communicates telepathically with its wielder and speaks Aquan. Personality. Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon’s objectives in the world. Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant’s strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers.","properties":{"Category":"Items","Item Type":"martial","Properties":"Versatile","Item Rarity":"Yes","Name":"Wave"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wave Chain Mail","description":"Armor (chain mail), rare (requires attunement) The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker’s turn. Once used, this property of the armor can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wave-crusher Boat","description":"Wondrous item, rare (requires attunement) This 15-feet long boat is a magnificent vessel crafted from a combination of enchanted wood and reinforced metal. Its sleek and sturdy design reflects its purpose as a vessel that fearlessly navigates treacherous waters. The wave-crusher boat is virtually unsinkable and cannot capsize. Even in the face of monstrous waves, turbulent currents, or supernatural forces, the boat remains upright and steady. You can control it merely by thinking of its designated course. It has a movement speed of 50 feet. The wave-crusher boat features an enclosed waterproof and airtight compartment located in the center of the vessel. The compartment can comfortably house up to four medium-sized creatures. It is equipped with cushioned seating, storage compartments, and small viewing windows. It has AC 15 and 100 hit points, a damage threshold of 10, and immunity against poison and psychic damage.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Wave-Washed Steel","description":"Wave-washed steel, made from combining iron, wood ash, and a rare metal from deep within ancient mountains, has a unique wave-like pattern and is light, flexible, and very strong. It is used to craft weapons, never armor. A weapon made of wave-washed steel costs an additional 250 gp to create. This cost represents not only the price of the rare metal, but also the time and specialized expertise needed to craft the weapon from it. Only weapons made primarily of metal can be crafted from wave-washed steel (a longsword can be a wave-washed weapon, but a quarterstaff can’t). When you score a critical hit with a weapon made of wave-washed steel against a creature wearing armor or that has natural armor, the target’s armor is damaged and takes a cumulative –1 penalty to the AC it offers as the wave-washed steel weapon cuts through it. This reduction lasts until the armor is repaired (if crafted armor) or the creature finishes a long rest (if natural armor). A wave-washed steel weapon can’t reduce a creature’s AC below 10.","properties":{"Category":"Items","Item Type":"Material"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Waveripper (Common)","description":"Weapon (Scimitar), Common (Requires Attunement) Common Attack rolls made with this magic weapon do not suffer disadvantage as a result of being underwater.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, Light","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Waveripper (Legendary)","description":"Weapon (Scimitar), Legendary (Requires Attunement) Common Attack rolls made with this magic weapon do not suffer disadvantage as a result of being underwater. Uncommon While holding this weapon, you have a swim speed equal to your walking speed and can breathe both air and water. Rare Surging Wave. This weapon has 3 changes, and regains all expended uses when you finish a long rest. As an action, you can expend 1 charge to summon a wave of water that surges forward in a 60-foot line. Each creature in this line must make a DC 15 Strength saving throw. A creature takes 4d6 bludgeoning damage and is pushed 20 feet on a failed save, or half as much damage and is not pushed on a successful one. Very Rare The DC of Surging Wave increases to 16. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals an extra 1d6 force damage on a hit. Douse. Elementals with immunity to fire damage are considered vulnerable to the force damage dealt by this weapon’s attacks and properties. Legendary The bonus to attack and damage rolls increases to +2, and the DC for Surging Wave increases to 17. Pummeling Waves. When using Surging Wave, you can expend all 3 charges at once to create three waves. The waves can all follow the same path or be sent in different directions. Creatures hit by multiple waves make a Strength saving throw for each.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, Light","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Waveripper (Rare)","description":"Weapon (Scimitar), Rare (Requires Attunement) Common Attack rolls made with this magic weapon do not suffer disadvantage as a result of being underwater. Uncommon While holding this weapon, you have a swim speed equal to your walking speed and can breathe both air and water. Rare Surging Wave. This weapon has 3 changes, and regains all expended uses when you finish a long rest. As an action, you can expend 1 charge to summon a wave of water that surges forward in a 60-foot line. Each creature in this line must make a DC 15 Strength saving throw. A creature takes 4d6 bludgeoning damage and is pushed 20 feet on a failed save, or half as much damage and is not pushed on a successful one.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Waveripper (Uncommon)","description":"Weapon (Scimitar), Uncommon (Requires Attunement) Common Attack rolls made with this magic weapon do not suffer disadvantage as a result of being underwater. Uncommon While holding this weapon, you have a swim speed equal to your walking speed and can breathe both air and water.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, Light","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Waveripper (Very Rare)","description":"Weapon (Scimitar), Very Rare (Requires Attunement) Common Attack rolls made with this magic weapon do not suffer disadvantage as a result of being underwater. Uncommon While holding this weapon, you have a swim speed equal to your walking speed and can breathe both air and water. Rare Surging Wave. This weapon has 3 changes, and regains all expended uses when you finish a long rest. As an action, you can expend 1 charge to summon a wave of water that surges forward in a 60-foot line. Each creature in this line must make a DC 15 Strength saving throw. A creature takes 4d6 bludgeoning damage and is pushed 20 feet on a failed save, or half as much damage and is not pushed on a successful one. Very Rare The DC of Surging Wave increases to 16. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals an extra 1d6 force damage on a hit. Douse. Elementals with immunity to fire damage are considered vulnerable to the force damage dealt by this weapon’s attacks and properties.","properties":{"Category":"Items","Item Type":"Weapon (Scimitar)","Properties":"Finesse, Light","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Wax of Fabrication","description":"Wax of Fabrication Wondrous item, rare When found, this item is a 6-inch cube of pale, pliable wax. When you mold the wax and speak the command word, you can transform it into a single nonliving object of wood, stone, crystal, or metal. The object may be any shape you choose but must be of the same volume as the wax or smaller and must be of a form that you have seen before. The object exists for only a limited duration before reverting to a block of wax. The duration depends upon the material created. If the object is composed of multiple materials, use the shortest duration. Material Duration Wood 7 days Stone or crystal 1 day Metals 12 hours Gems 1 hour Adamantine or mithral 10 minutes The entire block of wax must be used for the magical transformation to take place. Once used, the wax can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Wax of Hearing","description":"Wax of Hearing Wondrous item, uncommon This tin container, 2 inches in diameter, contains 1d6 + 1 applications of pale wax. As an action, you can take one application of the wax, roll it into two small balls, and insert them into your ears. This enables you to create an invisible sensor in a location up to a mile away that you have visited or seen before. The sensor remains in place for 1 hour, and it can’t be attacked or otherwise interacted with. You can hear through the sensor as if you were in its space. The used wax becomes nonmagical once the hour has elapsed.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Waxen Sceptre Rod","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Rod","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Rod (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Rod (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects.","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Rod (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The item has the Living Candle property. Living Candle. As an action while holding this item, you can expend 2 charges to cast the living candle * spell (save DC 16). *See Appendix A","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Rod (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The item has the Living Candle property. Living Candle. As an action while holding this item, you can expend 2 charges to cast the living candle spell (save DC 16).","properties":{"Category":"Items","Item Type":"Rod","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Staff","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Staff","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Staff (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Staff (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Staff (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The item has the Living Candle property. Living Candle. As an action while holding this item, you can expend 2 charges to cast the living candle * spell (save DC 16). *See Appendix A","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Staff (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The item has the Living Candle property. Living Candle. As an action while holding this item, you can expend 2 charges to cast the living candle spell (save DC 16).","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Wand","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Wand","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Wand (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Wand (uncommon variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxen Sceptre Wand (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (pontiff) core of wax Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The item has the Living Candle property. Living Candle. As an action while holding this item, you can expend 2 charges to cast the living candle * spell (save DC 16). *See Appendix A","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Waxen Sceptre Wand (very rare variant)","description":"Rod, staff, or wand, rare (requires attunement) Component: elemental (wax) core of fire Sinister yet holy, the waxen god blesses those who endure their molten ministrations, restoring their fortitude, protecting their skin, and purifying their words. When lit, the candlesmoke of this sceptre carries the subtle, sweet scent of charred flesh while its tendrils form the screaming visages of those it has blessed. This item has 4 charges and regains 1d4 expended charges daily at dawn. Wax On. As an action while holding this item, you can expend 1 charge to drop some wax from one of its candles on a willing creature within 5 feet of you. The effects of this wax depend on the colour of the candle you choose. White. The wax of this cleansing candle seeps into the skin to purify the body. The creature gains the benefits of the lesser restoration spell. Orange. The wax of this warding candle expands to form a protective layer over the creature. The creature gains the benefits of the barkskin spell for 10 minutes (no concentration required). Red. The wax of this overbearing candle forms a barrier over the creature’s mouth, preventing it from telling any lies but letting the truth pass. The creature is under the effects of the zone of truth spell for 10 minutes. Uncommon variant: The item has no charges. Instead, after the wax from a candle has been used, that candle can’t be used again until the next dawn. Dropping wax on a creature deals 1d10 fire damage to it in addition to its other effects. Very rare variant: Increase the charges to 6 and the recharge to 1d4 + 2. The item has the Living Candle property. Living Candle. As an action while holding this item, you can expend 2 charges to cast the living candle spell (save DC 16).","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Waxing Moon Chakram","description":"Weapon (Dart), Uncommon This magic dart is crescent-shaped and glows with a faint light. It deals Slashing damage instead of Piercing damage and flies back to your hand immediately after each ranged attack you make with it. Waxing Light. The dart has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack using the dart, you can expend 1 charge to deal an extra 1d8 Radiant damage to the target and cause it to emit dim light in a 5-foot radius until the start of your next turn. While the creature emits this light, attack rolls against it have advantage and it can’t benefit from being Invisible.","properties":{"Category":"Items","Expansion":25354,"Item Type":"Weapon (Dart)","Properties":"Finesse, Thrown","Item Rarity":"uncommon"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Wayfarer's Armor","description":"Armor (Any), Common (Requires Attunement) This magical armor is enchanted to be as comfortable and supple as possible. While wearing it, you have advantage on ability checks and saving throws you make to avoid or end the Exhaustion condition on yourself. Wayfarer's Boon. You can cast one of the following cantrips: Druidcraft , Guidance , or Light . Once used, this property can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Armor","Item Rarity":"Common","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Wayfarer's Boots","description":"Wayfarer's Boots Wondrous item, rare (requires attunement) This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks. Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Wayfarer's Candle","description":"Wondrous item, common This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can’t be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Waythe","description":"Waythe Weapon (greatsword), legendary (requires attunement) Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection . It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. ( Against the Giants ) Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 2d6+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 6","properties":{"Category":"Items","Expansion":7386,"Item Type":"Weapon","Properties":"heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Weapon +1 (Template)","description":"Weapon (Any Simple or Martial), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Weapon +1 (Template)","description":"Weapon (Any Simple or Martial), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Uncommon","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Weapon +2 (Template)","description":"Weapon (Any Simple or Martial), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Weapon +2 (Template)","description":"Weapon (Any Simple or Martial), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Weapon +3 (Template)","description":"Weapon (Any Simple or Martial), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Weapon +3 (Template)","description":"Weapon (Any Simple or Martial), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Theme":"Armaments","Subtype":"Weapon","Expansion":33335,"Item Type":"Ranged Weapon","data-List":"false","Item Rarity":"No","filter-Lists":"No","filter-Charges":"No","filter-Attunement":"Very Rare","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Weapon Charms - Bat","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Bat (Uncommon). This obsidian charm appears like a shrieking bat. While attached, when you deal damage to a creature with this weapon, its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Blade","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Blade (Uncommon). This adamantine charm is shaped like a miniature longsword. While attached, you have a +1 bonus to attack and damage rolls made with this magic weapon. This bonus doesn’t apply to magic weapons that already have a bonus to attack and damage rolls.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Die","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Die (Uncommon). This silver charm depicts a six-sided die. While attached, the weapon deals more potent critical hits. When you score a critical hit, if you roll the maximum number on any damage die, you can roll an extra damage die and add its damage to the total, rolling again if this die is also the maximum number, and so on. You can roll a total number of damage dice for this critical hit equal to twice the number of damage dice you initially rolled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Feather","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Feather (Common). This gold charm of a feather feels unusually light. While attached, this weapon weighs half as much as usual. Small creatures can effectively use the weapon, even if it has the Heavy property.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Ghost","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Ghost (Common). This crystal charm is carved into the shape of a wispy spirit. While attached, the weapon can affect creatures on the Ethereal Plane as if they were on the Material Plane, and vice versa.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Hook","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Hook (Common). This bronze charm is shaped like a fishing hook. When attached, if the weapon is on the same plane of existence, you can use your bonus action to teleport it to your hand.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Lance","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Lance (Uncommon). This copper charm depicts a short lance. While attached, once on each of your turns when you make a melee attack with this weapon against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn’t provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you have nothing holding you aloft.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Lightning Bolt","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Lightning Bolt (Uncommon). This mithral charm depicts a wild lightning bolt. While attached, this weapon deals an extra 1d6 lightning damage to any target it hits.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon Charms - Mirror","description":"Wondrous item, varies A weapon charm is a small ornament fixed on a loop of string or chain. You can use your action to attach the charm on a weapon, usually on the weapon’s pommel, causing the weapon to become a magic weapon that requires attunement. Even if the weapon was already magical, you must attune to it again to gain the charm’s magical benefits, which are listed in the charm’s description. A weapon can only have one charm attached at a time. Mirror (Rare). This shiny platinum charm depicts an elegant hand mirror. This charm can only be attached to a weapon with the Light property. When attached, when you draw the weapon with one hand, a spectral duplicate of the weapon appears in your other hand. This spectral duplicate has identical statistics to the original weapon, including its magical effects, but doesn’t include ammunition. When the attached weapon or its spectral duplicate leaves your hand, the duplicate vanishes.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weapon of Bloodletting","description":"Weapon of Bloodletting Weapon (any), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect.","properties":{"Category":"Items","Item Type":"Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weapon of Certain Death","description":"Weapon Of Certain Death Weapon (any), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn.","properties":{"Category":"Items","Expansion":5016,"Item Type":"weapon (any)","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Weapon of Certain Death","description":"Weapon of Certain Death Weapon (any), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Roll20 Note: This is a template for creating custom weapons and does not have full drag-and-drop capability.","properties":{"Category":"Items","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Weapon of Defense","description":"Weapon of Defense Weapon (any without the defensive property), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield.","properties":{"Category":"Items","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weapon of Inverted Probability","description":"Weapon of Inverted Probability Weapon (any weapon), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one.","properties":{"Category":"Items","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weapon of Throne's Command","description":"Weapon of Throne's Command Weapon (Any Martial Weapon), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn.","properties":{"Category":"Items","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Weapon of Warning","description":"Weapon of Warning Weapon (any), uncommon (requires attunement ) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (any)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Weapon of Warning (Template)","description":"Weapon (Any Simple or Martial), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. Roll20 Note: This item is not supported for drag and drop.","properties":{"Category":"Items","Expansion":33359,"Item Type":"Ranged Weapon","Item Rarity":"No"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Weapons of Blood Feud","description":"Weapon (dagger or shortsword), very rare (requires attunement) Sorcerers developed magic weapons for their elite warriors to use against vampires during the early conflicts between Kanrath and Cyherested. These weapons, mostly daggers, are known as weapons of blood feud. It is rumored that all weapons of blood feud are now collected by vampire nobles who fear the consequences if they fall in the wrong hands. The weapon deals an extra 1d6 radiant damage on a hit. If the target is undead, the extra damage increases to 2d6. If the target is a vampire or has vampiric powers, the extra damage increases to 3d6. When you score a critical hit with this weapon, your target’s hit point maximum decreases by the amount of radiant damage inflicted, and you regain hit points equal to half of the radiant damage dealt.","properties":{"Category":"Items","Item Type":"Weapon (dagger or shortsword)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Weave Stripper","description":"Wondrous item, rare Component: aberration tentacle Part trap, part torture device, part magic removal mechanism, the weave stripper is a gold-banded, lead-lined box that houses a portal to a remote, antimagical corner of the Abyss. The denizens of this void feed on the Weave, forcibly removing it from the creatures around which it is woven. Pandora’s Box. As an action while holding this box, you can place it down and unlock it, causing it to slowly and eerily creep open. At the end of your turn, black mist spews forth in a 20-foot radius sphere centred on the box, soon followed by writhing, ethereal purple tentacles that flail and thrash wildly. Each creature that starts its turn in the area or moves into it for the first time on its turn must make a DC 15 Wisdom saving throw. If the creature is under the effect of a spell or concentrating on one, it has disadvantage on the saving throw. On a failure, a creature takes 4d8 psychic damage, it loses concentration if it is concentrating on a spell, and any magical effect or spell of 5th level or lower that is affecting it is dispelled. On a success, a creature takes half as much damage and no additional effects occur. As an action, a creature within reach of the box can attempt a DC 15 Strength check, closing it on a success. Otherwise, after 1 minute, these abyssal creatures satiate themselves, retreat back into the box, the effect ends, and the box can be closed normally. Once this property of the item has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weave Stripper (uncommon variant)","description":"Wondrous item, rare Component: aberration tentacle Part trap, part torture device, part magic removal mechanism, the weave stripper is a gold-banded, lead-lined box that houses a portal to a remote, antimagical corner of the Abyss. The denizens of this void feed on the Weave, forcibly removing it from the creatures around which it is woven. Pandora’s Box. As an action while holding this box, you can place it down and unlock it, causing it to slowly and eerily creep open. At the end of your turn, black mist spews forth in a 20-foot radius sphere centred on the box, soon followed by writhing, ethereal purple tentacles that flail and thrash wildly. Each creature that starts its turn in the area or moves into it for the first time on its turn must make a DC 15 Wisdom saving throw. If the creature is under the effect of a spell or concentrating on one, it has disadvantage on the saving throw. On a failure, a creature takes 4d8 psychic damage, it loses concentration if it is concentrating on a spell, and any magical effect or spell of 5th level or lower that is affecting it is dispelled. On a success, a creature takes half as much damage and no additional effects occur. As an action, a creature within reach of the box can attempt a DC 15 Strength check, closing it on a success. Otherwise, after 1 minute, these abyssal creatures satiate themselves, retreat back into the box, the effect ends, and the box can be closed normally. Once this property of the item has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the DCs to 13, the damage to 3d6, and the level of spell that can be dispelled to 3rd level or lower.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaver's Kit","description":"Weaver's Kit Adventuring gear (artisan's tools) These kits often contain weaving hooks, framing reeds, dyes, inks, and bamboo lacquer. Some weaver’s kits contain shaving knives or other implements to help shave bamboo strips or cut straw.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Weaver's Tools","description":"Weaver's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Weaver's Tools","description":"Weaver's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Weaver's Tools","description":"Artisan's Tools Ability: Dexterity Weight: 5 lb. Cost: 1 GP Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor , Basket , Bedroll , Blanket , Fine Clothes , Net , Robe , Rope , Sack , String , Tent , Traveler’s Clothes","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Weaver's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Weaver's Tools","description":"Weaver's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Weavesaber +0","description":"Weavesaber +0 Wand, uncommon (+0) (requires attunement by a spellcaster) When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand’s tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column’s color. While the column is extended, the wand is considered a simple melee weapon that deals 1d8 force damage on a hit and has the finesse, light, and versatile (1d10) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon. The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand’s rarity. Wand. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Force Properties: Finesse, Light, and Versatile Weight: 1","properties":{"Category":"Items","Expansion":20542,"Item Type":"Wand","Properties":"Finesse, Light, Versatile","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weavesaber +1","description":"Weavesaber +1 Wand, rare (+1) (requires attunement by a spellcaster) When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand’s tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column’s color. While the column is extended, the wand is considered a simple melee weapon that deals 1d8 force damage on a hit and has the finesse, light, and versatile (1d10) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon. The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand’s rarity. Wand. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+1 (1d10+1) Damage Type: Force Properties: Finesse, Light, and Versatile Weight: 1","properties":{"Category":"Items","Item Type":"Wand","Properties":"Finesse, Light, Versatile","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weavesaber +2","description":"Weavesaber +2 Wand, very rare (+2) (requires attunement by a spellcaster) When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand’s tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column’s color. While the column is extended, the wand is considered a simple melee weapon that deals 1d8 force damage on a hit and has the finesse, light, and versatile (1d10) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon. The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand’s rarity. Wand. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+2 (1d10+2) Damage Type: Force Properties: Finesse, Light, and Versatile Weight: 1","properties":{"Category":"Items","Item Type":"Wand","Properties":"Finesse, Light, Versatile","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weavesaber +3","description":"Weavesaber +3 Wand, legendary (+3) (requires attunement by a spellcaster) When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand’s tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column’s color. While the column is extended, the wand is considered a simple melee weapon that deals 1d8 force damage on a hit and has the finesse, light, and versatile (1d10) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon. The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand’s rarity. Wand. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Force Properties: Finesse, Light, and Versatile Weight: 1","properties":{"Category":"Items","Item Type":"Wand","Properties":"Finesse, Light, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weaveshaped Sword Greatsword","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Greatsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Greatsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword. Very rare variant: Increase the bonus to attack and damage rolls to +2. The Mana Drain property works on spells and spell slots of 5th level or lower.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Longsword","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Longsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Longsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword. Very rare variant: Increase the bonus to attack and damage rolls to +2. The Mana Drain property works on spells and spell slots of 5th level or lower.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Rapier","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Rapier (uncommon variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Rapier (very rare variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword. Very rare variant: Increase the bonus to attack and damage rolls to +2. The Mana Drain property works on spells and spell slots of 5th level or lower.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Scimitar","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Scimitar (uncommon variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Scimitar (very rare variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword. Very rare variant: Increase the bonus to attack and damage rolls to +2. The Mana Drain property works on spells and spell slots of 5th level or lower.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Shortsword","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Shortsword (uncommon variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Weaveshaped Sword Shortsword (very rare variant)","description":"Weapon (any sword), rare (requires attunement by a spellcaster) Component: phial of humanoid (spellcaster) blood A book with a handle? How ingenious! Hold it between your thighs while you sunbathe, keep your greasy, post-sausage-roll fingers off its pristine pages, and, of course, turn the book into a crossguard spouting a blade of pure magic. This blade’s high magical conductivity changes its nature in response to magical discharges and can drain power away from spellcasters it strikes. While holding this book, you can use it as a spellcasting focus for your spells and, if you are a wizard, you can also use this sword as a spellbook. Spellblade. As a bonus action while holding the book, you can form a blade of magical force from its pages, or make the blade disappear. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can use your spellcasting ability in place of your Strength or Dexterity when making attack rolls with it. On a hit, the sword deals force damage instead of its normal damage type. Malleable Magic. When you deal damage to a creature using a spell, you can change the sword’s damage type to that of the spell until you cause the blade to disappear or you use a bonus action to change its damage type back to force. Mana Drain. When you hit a spellcasting creature with this sword, you can choose to drain some of its magical power. If the creature has spell slots, it loses its highest unexpended spell slot of 3rd level or lower, and you regain one expended slot of the same level or lower. If it doesn’t have spell slots, it loses one use of a spell of your choice of 3rd level or lower, and you regain one spell slot of the same level as that spell or lower. Once this property of the sword has been used, it can’t be used again until the next dawn. Uncommon variant: The Mana Drain property only works on spells and spell slots of 2nd level or lower. Remove the attack and damage bonus from the sword. Very rare variant: Increase the bonus to attack and damage rolls to +2. The Mana Drain property works on spells and spell slots of 5th level or lower.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Web Arrows","description":"Weapon (arrow), uncommon Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Webbed Staff","description":"Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: black tentacles (the tentacles appear as large strands of gray webbing, 4 charges), spider climb (2 charges), or web (2 charges). Web Shot. While holding the staff, you can use an action to expend 1 of its charges to shoot a wad of webbing at a target you can see within 60 feet of you. Make a ranged spell attack, using your spellcasting ability. On a hit, the target is restrained by webbing. As an action, the restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"rare","Requires Attunement":"requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Webspinner Apparatus","description":"Donor: Any creature with a Web action Slot: Internal You have installed spinnerets from a spiderlike creature into your body, allowing you to produce webs. You can cast the web spell without using spell slots or spell components (DC equals 8 + your Constitution modifier + your proficiency bonus). Once you use this ability, you can’t use it again until you finish a short or long rest.","properties":{"Category":"Items","Item Type":"Monstrous Graft"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Weeping Blade","description":"Weeping Blade Melee weapon (martial, whip sword), legendary (requires a ttunement) 1d6 slashing damage. Reach, Special ( Adventures in Rokugan ). Attacks made by this weapon have +1 to hit and deal +1 damage. Creatures damaged by this weapon gain the bleeding condition for 1 minute. Special: When you make an opportunity attack with this weapon, its damage profile is 2d6 slashing. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d6 Damage Type: Slashing Modifiers: Melee Attacks +1, Melee Damage +1 Properties: Reach, Special Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon (whip sword)","Properties":"Reach, Special","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Weighted chain","description":"Weighted Chain Melee weapon (martial, weighted chain) Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach Weight: 8","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Reach"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weighted Chain of Bloodletting","description":"Weighted Chain of Bloodletting Melee weapon (martial, weighted chain), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weighted Chain of Defense","description":"Weighted Chain of Defense Melee weapon (martial, weighted chain), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach, Defensive Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Reach, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weighted Chain of Inverted Probability","description":"Weighted Chain of Inverted Probability Melee weapon (martial, weighted chain), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Bludgeoning Properties: Light, Reach Weight: 8","properties":{"Category":"Items","Expansion":20542,"Item Type":"Melee Weapon","Properties":"Light, Reach","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Weird Tank","description":"Weird Tank Wondrous item, rare (requires attunement) A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank. You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it. The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Well of Many Worlds","description":"Well of Many Worlds Wondrous item, legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can’t do so again for 1d8 hours.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Well of Many Worlds","description":"Well of Many Worlds Wondrous item, legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Legendary","data-RarityNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Well of Many Worlds","description":"Wondrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can’t do so again for 1d8 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Well of Many Worlds"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Well Seasoned Frying Pan","description":"Well Seasoned Frying Pan Wondrous item Price: 1,000 gp This frying pan has been owned by the most accomplished chefs from across the now and ever. Each time a chef makes their fame and fortune, it disappears from their cookware shelf, and seeks out a new owner. This frying pan imbues the holder with amazing cooking abilities. The owner of the frying pan gets a +10 bonus to any rolls made to prepare food, so long as the frying pan is used in the creation of the dish. Any dish prepared this way is always edible, cannot be poisonous or carry disease, and seems deliciously flavorful regardless of the ingredients used.","properties":{"Category":"Items","Item Type":"Wondrous Item"},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Well-Rested Traveler's Boots","description":"Well-Rested Traveler’s Boots Wondrous item, very rare (requires attunement) These leather boots look like they’ve seen a lot of use. While you are wearing these boots, you regain all your expended Hit Dice when you finish a long rest.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wheel of Burning","description":"Wheel of Burning Wondrous item, rare This wheel is 2 inches in diameter and constructed from black iron. If you place it on the ground and use an action to speak its command word, a ringed wall of fire appears, 20 feet in diameter, 20 feet high, 1 foot thick, with the wheel at the center. The wall is opaque and lasts for one minute. Any creature that enters the wall or ends its turn there must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, or half as much damage on a successful save. Once used, the wheel can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Wheel of Flying","description":"Wheel of Flying Wondrous item, uncommon This wheel is about 1 foot in diameter and constructed from polished wood. While holding it in both hands, you can use an action to speak its command word and gain a flying speed of 60 feet for 1 hour. You must keep both hands on the wheel for the duration or the effect ends. Once used, the wheel can’t be used again until the next dawn. I think the inspiration for this device may have been taken from a peculiar world I visit from time to time. Real magic is rare there, while gnome-like gadgetry is very advanced indeed. In this place, they use wheels to control steel vehicles, some of which traverse the land, some the water, and others the air.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Wheel of Fortune","description":"Wondrous item, legendary This is a 6-foot-tall bronze wheel that has been set on a stand so that it can easily be spun. Along the wheel are inscriptions showing each of Thylea’s major constellations. At the top of the wheel is the symbol of the mother goddess, pointing down. When the wheel is spun, a magical effect occurs depending upon which of the inscriptions the mother goddess is pointing at. Any effect, magical or otherwise, that would make the spinning of the wheel not random removes all of the wheel’s magic until the dawn of the next day. A creature may only spin the wheel of fortune once per day (24-hour period). Refer to the table below for the effects of the wheel. d20 Constellation Effect 1 The Bear Your Constitution and Intelligence scores increase by 4 for 8 hours. 2 The Gygan A gygan hero has been sent to kill you. In every battle, there is a cumulative 10% chance that the gygan hero catches up with you and attacks. He attacks in the second round of the battle and focuses all of his attacks on you. When the gygan is defeated, this effect ends. 3 The Prisoner You are banished to an extradimensional maze. At the end of each day you may make an Intelligence check at DC 15 to escape. In your place, a sacred beast appears beside the wheel. This beast will, to the best of its abilities, try to accomplish any goals you were working on. You may choose any beast of a CR equal to or less than your level. The beast has the celestial type. Your gamemaster can allow you to continue play as this beast until you free yourself from your maze. When you free yourself, the beast vanishes, and you appear in its place. 4 The Tree You gain the ability to cast the spell polymorph one time in the next 8 hours. The spell is different in the following ways. The duration is concentration, up to 1 minute. The new form can only be a treant. 5 The Trickster You become the center of a zone of wild magic. For the next 8 hours, any spell cast within 30 feet of you has a 25% chance of being replaced by a wild magic surge. The caster rolls on the Sorcerer’s wild magic chart when this happens. 6 The Bard Everything you say becomes indescribably funny for the next 8 hours. As an action, you may cast the spell hideous laughter with no somatic or material components. 7 The Warrior The Fates have decided that you need to be tested. In every battle, there is a cumulative 10% chance that all of the enemies focus their attacks upon you until you are rendered unconscious. This effect ends when the enemies in the battle are defeated. 8 The Centaur A centaur hero has been sent to make your life miserable. The centaur hero can cast transport via plants twice per day and it does not have disadvantage when attacking at long range. In every battle, there is a 50% chance that the centaur hero will show up on the second round at the maximum range of its longbow and fire arrows at you. It will attack you for 5 rounds and try to stay at maximum range during that time. At the end of 5 rounds, the centaur will escape by using transport via plants. This effect ends when the centaur hero is killed. 9 The Queen Your Charisma and Wisdom scores increase by 4 for 8 hours. 10 The Twins In every battle, there is a cumulative 10% chance that the enemy creature with the lowest CR is polymorphed into a cyclops. This lasts for one hour and requires no concentration. 11 The Ant Your size becomes Tiny for the next 8 hours. Everything you are wearing shrinks with you. Your Strength and Constitution scores are reduced by 6 to a minimum of 3. Your movement score is halved, rounded down. All of your weapon attacks have a base damage of 1. All of your spell ranges are halved, rounded down. Creatures have advantage to save against any abilities or spells that you use. You have advantage on Dexterity (Stealth) checks. 12 The Dragon You gain a metallic dragon companion for 24 hours. Choose between brass, bronze, copper, or silver. The dragon is a wyrmling. If you already have a wyrmling (i.e. as an Oath of the Dragonlord paladin), then your wyrmling becomes a young dragon for 24 hours. If you have a young dragon, then your young dragon become an adult dragon for 24 hours. 13 The Nymph Any armor, boots, cloaks, clothes, gloves, helms, or robes (magical or otherwise) that you are wearing vanish, leaving you naked. These items are returned to you by a nymph 24 hours later. 14 The Spear Your Strength and Dexterity scores increase by 4 for 8 hours. 15 The Chariot For 8 hours, you gain the ability to use a bonus action to take the Dash action. 16 The Blacksmith You gain a +2 bonus to your Armor Class for 8 hours. 17 The Titan You gain the ability to cast the spell polymorph one time in the next 8 hours. The spell is different in the following ways. The duration is concentration, up to 1 minute. The new form can only be a storm giant. 18 The Dreamer Your nightmares become reality. Whenever you take a long rest, there is a 10% cumulative chance that you have a nightmare halfway through the rest. When this happens, a creature materializes before you and fights to the death. The creature is determined by your level. 1-4: harpy, 5-8: gorgon, 9-12: hydra, 13+: Cerberus. This effect ends when the nightmare creature is defeated. 19 Empty The wheel of fortune vanishes, reappearing somewhere else in the world. 20 The Swine Spin twice for the day.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"legenndary"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Wheel of Stars","description":"Wheel of Stars Requires attunement While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights , guidance , or message cantrips. Portent of the Stars. As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars , it cannot be used again until the next dawn. Alter Gravity. As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars , it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer , its magic might function sporadically or with unpredictable side effects, as determined by the DM.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Wheel of Wind and Water","description":"Wheel of Wind and Water Wondrous item, uncommon When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel. If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Whelm","description":"Whelm Melee weapon (martial, warhammer), legendary (requires attunement by a creature that worships a god of the sea) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm , you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality. Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8+3 (1d10+3) Damage Type: Bludgeoning Secondary Damage: 1d8 Secondary Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon (warhammer)","Properties":"Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement by a dwarf"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Whelm","description":"Weapon (Warhammer), Artifact (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. Hurl. Whelm has the Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm , the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand. Shock Wave. You can take a Magic action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and Darkvision out to 120 feet. The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin. Personality. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm ’s purpose is to protect dwarves. Conflict arises if the wielder doesn’t share this goal. Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.","properties":{"Category":"Items","Item Type":"martial","Properties":"Thrown","Item Rarity":"Yes","Name":"Whelm"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Whetstone","description":"Whetstone Adventuring gear Weight: 1","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Whetstone","description":"Whetstone Adventuring gear Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Whetstone","description":"Whetstone Adventuring gear Whetstones are portable grinding stones used to sharpen most knives and other bladed weapons. However, the katana and wakizashi must be sharpened by an accomplished weaponsmith or professional polisher with a sword maintenance kit.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Whetstone","description":"Whetstone Adventuring gear Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Whip","description":"Whip Melee weapon (martial, whip) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":3,"Subtype":"Martial, Whip","Item Type":"Melee Weapon","data-List":"false","Properties":"Finesse, Reach","Damage Type":"Slashing","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Whip","description":"Martial Melee Weapon Damage: 1d4 Slashing Properties: Finesse , Reach Mastery: Slow Weight: 3 lb. Cost: 2 GP","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"None","Name":"Whip"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Whip","description":"Whip Melee weapon (martial, whip) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":5,"Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Whip +1","description":"Whip +1 Melee weapon (martial, whip), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+1 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Reach","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Whip +1","description":"Whip +1 Melee weapon (martial, whip), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+1 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +1, Melee Damage +1","data-List":"false","Properties":"Finesse, Reach","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Whip +1","description":"Weapon (Whip), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Whip +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Whip +1","description":"Weapon (Whip), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Whip +1\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Whip +1\\\",\\\"description\\\":\\\"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Reach\\\"],\\\"cost\\\":\\\"402 GP\\\",\\\"rarity\\\":\\\"Uncommon\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Whip\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Whip +1 Attack\",\"parent\":\"Whip +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whip +1\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Whip +1 Damage\",\"parent\":\"Whip +1 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Whip +1 Attack (Finesse)\",\"parent\":\"Whip +1\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whip +1 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":1}}\"},{\"name\":\"Whip +1 Damage (Finesse)\",\"parent\":\"Whip +1 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":1,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Uncommon","filter-Consumable":"Slow","Name":"Whip +1","Weight":3,"data-description":"You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Whip +2","description":"Whip +2 Melee weapon (martial, whip), rare You have a +2 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+2 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Whip +2","description":"Whip +2 Melee weapon (martial, whip), rare You have a +2 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+2 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +2, Melee Damage +2","data-List":"false","Properties":"Finesse, Reach","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Whip +2","description":"Weapon (Whip), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Whip +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Whip +2","description":"Weapon (Whip), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Whip +2\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Whip +2\\\",\\\"description\\\":\\\"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Reach\\\"],\\\"cost\\\":\\\"4002 GP\\\",\\\"rarity\\\":\\\"Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Whip\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Whip +2 Attack\",\"parent\":\"Whip +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whip +2\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Whip +2 Damage\",\"parent\":\"Whip +2 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Whip +2 Attack (Finesse)\",\"parent\":\"Whip +2\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whip +2 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":2}}\"},{\"name\":\"Whip +2 Damage (Finesse)\",\"parent\":\"Whip +2 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":2,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Rare","filter-Consumable":"Slow","Name":"Whip +2","Weight":3,"data-description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Whip +3","description":"Whip +3 Melee weapon (martial, whip), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+3 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Expansion":7583,"Item Type":"Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Whip +3","description":"Whip +3 Melee weapon (martial, whip), very rare You have a +3 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+3 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Damage":"1d4","Source":"5th Edition SRD","Weight":3,"Item Type":"Melee Weapon","Modifiers":"Melee Attacks +3, Melee Damage +3","data-List":"false","Properties":"Finesse, Reach","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Whip +3","description":"Weapon (Whip), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Whip +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Whip +3","description":"Weapon (Whip), Very Rare You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","properties":{"Category":"Items","Theme":"Armaments","Mastery":"Slashing","Subtype":"Weapon","Expansion":33335,"Item Type":"martial","data-List":"false","Properties":"Reach","Item Rarity":"No","filter-Lists":"Melee Weapon, Martial Weapon, No","filter-Damage":"Finesse","filter-Charges":"No","data-datarecords":"[{\"name\":\"Whip +3\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Whip +3\\\",\\\"description\\\":\\\"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.\\\",\\\"weight\\\":3,\\\"properties\\\":[\\\"Finesse\\\",\\\"Reach\\\"],\\\"cost\\\":\\\"40002 GP\\\",\\\"rarity\\\":\\\"Very Rare\\\",\\\"weaponData\\\":{\\\"category\\\":\\\"Melee\\\",\\\"training\\\":\\\"Martial\\\",\\\"type\\\":\\\"Whip\\\"},\\\"equipData\\\":{\\\"equippable\\\":true}}\"},{\"name\":\"Whip +3 Attack\",\"parent\":\"Whip +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whip +3\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Strength\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Whip +3 Damage\",\"parent\":\"Whip +3 Attack\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"},{\"name\":\"Whip +3 Attack (Finesse)\",\"parent\":\"Whip +3\",\"payload\":\"{\\\"type\\\":\\\"Attack\\\",\\\"name\\\":\\\"Whip +3 (Finesse)\\\",\\\"attack\\\":{\\\"type\\\":\\\"Melee\\\",\\\"abilityBonus\\\":\\\"Dexterity\\\",\\\"bonus\\\":3}}\"},{\"name\":\"Whip +3 Damage (Finesse)\",\"parent\":\"Whip +3 Attack (Finesse)\",\"payload\":\"{\\\"type\\\":\\\"Damage\\\",\\\"ability\\\":\\\"auto\\\",\\\"bonus\\\":3,\\\"damageType\\\":\\\"Slashing\\\",\\\"diceSize\\\":\\\"d4\\\"}\"}]","filter-Attunement":"Very Rare","filter-Consumable":"Slow","Name":"Whip +3","Weight":3,"data-description":"You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.","Damage":"1d4","Damage Type":"Slashing","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Whip for Dummies","description":"Weapon (any martial weapon), uncommon (requires attunement) While attuned to this magic weapon, you have proficiency in it. This weapon has 3 charges and regains all expended charges daily at dawn. When you miss an attack with this weapon, you can expend a charge to gain a +5 bonus to the attack roll, potentially causing the attack to hit. The weapon congratulates you when you hit an enemy, and condescendingly berates you when you miss.","properties":{"Category":"Items","Item Type":"Weapon (any martial weapon)","Properties":"Finesse, Reach","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Whip of Agonizing Paralysis","description":"Weapon (whip), very rare (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn’t die. Instead, infernal runes appear as if carved into their flesh and they’re healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they’re paralyzed, the creature suffers immense pain and gains a level of exhaustion.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Whip of Bloodletting","description":"Whip of Bloodletting Melee weapon (martial, whip), very rare (requires attunement) When you make an attack with this weapon, you can choose to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can’t be reduced or prevented in any way. If you take necrotic damage this way, the damage roll of the attack gains a bonus equal to double the amount of necrotic damage you took. You must choose to take the necrotic damage before you make the attack roll. You can’t use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the aura of life spell. When you reduce your hit point maximum this way, your hit point maximum can’t be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum. The first time you hit a creature with this weapon each turn, it begins to bleed profusely. At the start of its next turn, it takes 1d8 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. At the end of each of its turns, the creature can make a DC 16 Constitution saving throw, ending the ongoing necrotic damage on a success. Creatures without blood, or that don’t rely on blood to survive (such as undead and most constructs) are immune to this effect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Whip of Certain Death","description":"Whip of Certain Death Weapon (whip), rare When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Whip of Defense","description":"Whip of Defense Melee weapon (martial, whip), rare The weapon has the defensive property, seeming to move by itself to aid in its wielder’s defense. Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach, Defensive Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach, Defensive","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Whip of Fangs","description":"Weapon (whip), uncommon (requires attunement) The skin of a large asp is woven into the leather of this whip. The asp’s head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whip of Inverted Probability","description":"Whip of Inverted Probability Melee weapon (martial, whip), common (requires attunement) When you make an attack with this magic weapon, the attack automatically misses when you roll a 20 on the d20, and scores a critical hit when you roll a 1 on the d20, instead of the normal rules for attack rolls. When you score a critical hit with this weapon, you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Curse. The weapon is cursed, and becoming attuned to the weapon extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"common","Requires Attunement":"requires attunement"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Whip of Lightning","description":"Whip of Lightning Weapon (whip), rare (requires attunement) Damage: 1d8+1 lightning Weight: 2 lbs. Properties: Finesse, Reach When activated, a long whip of electricity extends from the metal handle. This whip deals 1d8 lightning damage instead of the usual 1d4 slashing damage. You gain a +1 bonus to attack and damage rolls made with this magic whip. Additionally, when making an attack with this whip, you get a +2 bonus to the attack roll if the target is wearing metal armor. Thunderclap. On a hit, you may use your bonus action to crack the whip and release a wave of thunderous energy. Each medium or smaller creature in a 5 foot radius of the target must make a DC 10 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (whip)","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Whip of Tentacles","description":"These whips are crafted from dried medusa tentacles that have been infused with magic to retain the poisoning effect of their stings. The whip of tentacles counts as a magic weapon for the purposes of overcoming damage resistance or vulnerability. Additionally, on a hit, the target of the weapon must succeed on a DC 11 Constitution save or become poisoned for one minute. The target can attempt a new save at the end of its turn. A successful save ends the poisoned condition.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Weapon (whip) ","Item Rarity":"uncommon"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Whip of the Blue Wyrm +1","description":"Weapon (whip), uncommon (+1) (requires attunement) Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon’s tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity. You can use a bonus action to speak this whip’s command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whip of the Blue Wyrm +2","description":"Weapon (whip), rare (+2) (requires attunement) Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon’s tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity. You can use a bonus action to speak this whip’s command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whip of the Blue Wyrm +3","description":"Weapon (whip), very rare (+3) (requires attunement) Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon’s tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity. You can use a bonus action to speak this whip’s command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whip of Throne's Command","description":"Whip of Throne's Command Melee Weapon (martial, whip), Very Rare (Requires Attunement) This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don’t already have it. Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4+1 Damage Type: Slashing Properties: Finesse, Reach Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Reach","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Whip of Warning","description":"Weapon (Whip), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.","properties":{"Category":"Items","Item Type":"martial","Properties":"Reach","Item Rarity":"No","Name":"Whip of Warning"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Whip Sword","description":"Whip Sword Melee weapon (martial, whip sword) In the Ivory Kingdoms, some warriors wield a particularly imposing weapon: the urumi, or whip sword. A set of one to three sharpened, flexible blades that can be over five feet long, a whip sword is extremely hard to avoid, and makes approaching (or fleeing from) the user a dangerous proposition. Special: When you make an opportunity attack with this weapon, its damage profile is 2d6 slashing. Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d6 Damage Type: Slashing Properties: Reach, Special Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Reach, Special"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Whip Sword","description":"","properties":{"Category":"Items","Item Type":"Weapon (whip sword)","Properties":"Finesse, Reach, Versatile (1d10)","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Whip-Sash","description":"The stylish and colorful silk sashes worn by various peoples on the Plain are normally used to safely secure items to their wearer’s waist. A cunning silkman designed a sash that could be used as a whip when other weapons are unavailable. Stories tell of a family of Kariv who, having been disarmed and taken prisoner by bandits from the Black City, lashed their captors to death with silken sashes. You can draw the whip as a bonus action by tugging on the sash’s knot to reveal a hidden handle. The whip-sash functions as a normal whip.","properties":{"Category":"Items","Item Type":"Weapon (whip)","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Whipsaw","description":"A whipsaw is comprised of razor-sharp teeth loosely riveted together and attached to a T-shaped handle at each end. Used as a tool, a whipsaw allows a single creature to cut down a Medium or smaller tree with 30 minutes of work. When not in use, a whipsaw can be coiled and hung from a belt or pack.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Whirlwind","description":"Legendary weapon property Components: Masterwork exotic melee weapon with the Finesse property and the Double property or Light property When you use your bonus action to make an additional melee attack with this weapon—such as when you engage with two-weapon fighting or use a double weapon—you can make an attack with it against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can't move between these bonus attacks.","properties":{"Category":"Items","Item Type":"Legendary weapon property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Whirlwind Bolas","description":"Weapon (bolas), rare The metal weights of this magic weapon are inscribed with spiraling sigils of the wind. When you throw this bolas at a creature, the DC for the weapon’s Strength saving throw is 15 instead of 10. If a creature deals slashing damage to the bolas to free itself, the bolas can’t be used to reduce a creature’s speed again until the next dawn, when it knits itself back together. Whirling Trip. If a creature’s speed is reduced to 0 by this weapon, you can speak a command word as a bonus action. If you do, the weights of the bolas begin to spin, creating a vortex of wind around the target. The vortex lifts the target up to 30 feet into the air, then releases it. The whirlwind bolas then flies up to 50 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. The bolas can’t be used this way again until the next dawn. Bolas Statistics. A bolas is a martial ranged weapon with a range of 5/15 feet. It weighs 2 pounds and costs 5 gp, and it has the thrown property in addition to the special property below. The whirlwind bolas is a magical version of this weapon. Special. A Medium or smaller creature hit by a bolas must make a DC 10 Strength saving throw or have its speed reduced to 0 and fall prone until it is freed. A bolas has no effect on formless creatures or creatures that are Large or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Properties":"Thrown, Special","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whirlwind Boomerang","description":"Whirlwind Boomerang Melee weapon (martial, boomerang), uncommon When you make an attack with the boomerang, it generates a weak cyclone. It picks up objects in its flight path of 5 pounds or less that aren’t being worn or carried and deposits them on the ground in your space upon its return. Boomerang. If you are proficient with a boomerang and miss with an attack, the boomerang returns to you immediately after the attack. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Damage : 1d4 Damage Type : Bludgeoning Properties : Finesse, Light, Special, Thrown Range: 50/150 Weight : 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Special, Thrown","Item Rarity":"uncommon"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Whisper","description":"Whisper Weapon (dagger), legendary (requires attunement) Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by Vax’ildan, a legendary champion of the Matron of Ravens. Two raven feathers are linked to its pommel as a memento of its former bearer. Dormant While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you score a critical hit with this dagger, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Awakened When Whisper reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra 1d6 psychic damage. The DC to resist being frightened from a critical hit increases to 15. Exalted When Whisper reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3, and the extra psychic damage it deals increases to 1d8. The DC to resist being frightened from a critical hit increases to 17. When this dagger is used to make a ranged attack, you can choose to transform into shadow and merge with the blade as part of the action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the dagger lands (typically within 1d6 × 5 feet of the target). In either case, you appear with the dagger in your hand.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Whisper","description":"","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, Light","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Whisper, Awakened","description":"Whisper, Awakened Weapon (dagger), legendary (requires attunement) Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by Vax’ildan, a legendary champion of the Matron of Ravens. Two raven feathers are linked to its pommel as a memento of its former bearer. Dormant While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you score a critical hit with this dagger, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Awakened When Whisper reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra 1d6 psychic damage. The DC to resist being frightened from a critical hit increases to 15. Damage: 1d4+2 Damage Type: Piercing Secondary Damage: 1d6 Secondary Damage Type: Psychic Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Whisper, Dormant","description":"Whisper, Dormant Weapon (dagger), legendary (requires attunement) Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by Vax’ildan, a legendary champion of the Matron of Ravens. Two raven feathers are linked to its pommel as a memento of its former bearer. Dormant While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you score a critical hit with this dagger, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Damage: 1d4+1 Damage Type: Piercing Properties: Finesse, Light, Thrown Range: 20/60 Weight: 1","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Whisper, Exalted","description":"Whisper, Exalted Weapon (dagger), legendary (requires attunement) Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by Vax’ildan, a legendary champion of the Matron of Ravens. Two raven feathers are linked to its pommel as a memento of its former bearer. Dormant While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you score a critical hit with this dagger, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours. Awakened When Whisper reaches an awakened state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra 1d6 psychic damage. The DC to resist being frightened from a critical hit increases to 15. Exalted When Whisper reaches an exalted state, you gain the following benefits: The weapon’s bonus to attack and damage rolls increases to +3, and the extra psychic damage it deals increases to 1d8. The DC to resist being frightened from a critical hit increases to 17. When this dagger is used to make a ranged attack, you can choose to transform into shadow and merge with the blade as part of the action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the dagger lands (typically within 1d6 × 5 feet of the target). In either case, you appear with the dagger in your hand. Damage: 1d4+3 Damage Type: Piercing Secondary Damage: 1d8 Secondary Damage Type: Psychic Properties: Finesse, Light, Thrown","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light, Thrown","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Whispering Cloak","description":"Wondrous item, rare (requires attunement) This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can’t make ranged or melee attacks with nonmagical weapons. In addition, you can’t pick up objects, and you can’t give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can’t be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whispering Cloak","description":"Wondrous item, rare (requires attunement) This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can’t make ranged or melee attacks with nonmagical weapons. In addition, you can’t pick up objects, and you can’t give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can’t be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"rare (requires attunement)"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Whispering Cloak","description":"Wondrous Item, Rare (Requires Attunement) This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your AC increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk when its time limit resets. Pulling the hood up or down requires an action.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Whispering Powder","description":"Wondrous item, common A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder’s creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder’s magic. Otherwise, the effect lasts as long as the powder coats the area.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Whistle of Beasts","description":"Whistle of Beasts Wondrous item, rare (requires attunement) When you blow this tin whistle, you summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Roll on the following table to determine what appears: d10 Beast 1 4 apes 2 4 black bears 3 2 lions 4 2 tigers 5 2 brown bears 6 2 dire wolves 7 2 giant eagles 8 2 giant spiders 9 1 giant boar 10 1 saber-toothed tiger Each beast is also considered fey, and it disappears when it drops to 0 hit points or after an hour. The summoned creatures are friendly to you and your companions, and they obey any verbal commands that you issue to them. Once used, this property of the whistle can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Whistle of Stopping","description":"Whistle of Stopping Wondrous item, uncommon (requires attunement) When you blow this silver whistle, choose a humanoid that you can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be paralyzed for one minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. Once used, this property of the whistle can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"White Ape Hide","description":"Armor (leather or hide), very rare (requires attunement) This armor was made from the remains of a white ape (see Tome of Beasts ) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it. White Ape’s Speed. As a bonus action, you can gain a climbing speed of 30 feet for 1 hour. Once used, this property of the armor can’t be used again until the next dawn. White Ape’s Strength. As a bonus action, you can call on the power of the white ape. For 1 minute, you have advantage on Strength and Constitution ability checks and saving throws, and you have a +1 bonus to attack and damage rolls with melee weapons. Once used, this property of the armor can’t be used again until the next dawn. White Ape’s Wasting. When you hit a creature with a melee weapon attack, you can choose to imbue the weapon with disease. The target must succeed on a DC 15 Constitution saving throw or become infected with the arcane wasting disease. It takes 1d6 days for arcane wasting’s symptoms to manifest in an infected creature, which include forgetfulness and minor delirium. At the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or its Intelligence and Wisdom scores are each reduced by 1d3. The creature dies if this reduces either score to 0. Otherwise, the reduction lasts until the creature finishes a long rest after the disease is cured. The creature recovers from the disease by making two consecutive successful saving throws. The lesser restoration spell cures the disease if the spellcaster succeeds on a DC 15 spellcasting check. Once used, this property of the armor can’t be used again until 7 days have passed.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"White Chromatic Rose","description":"White Chromatic Rose Wondrous Item, Rare This magic rose is white. While a rose is held, it gains a harmless visual effect as indicated on the table. The white rose is covered with frost. While holding the rose by its stem, you gain resistance to cold damage. If you would take more than 10 damage of cold from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead. As an action, you can blow the petals from the rose to produce a 20-foot cone of cold. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 cold damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"White Cloak of Charming","description":"Wondrous item, rare (requires attunement by a sorcerer or a wizard) This cloak is unusually white. While you are attuned to it, the targets of your charm person, suggestion, hypnotic pattern, and confusion spells have disadvantage on their saving throws.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Cruor Games","book":"Vault of Magic"},{"name":"White Cloak of the Spider","description":"White Cloak of the Spider Wondrous item, rare (requires attunement) This white velvet cloak is embroidered with the image of a large black spider sitting in a web. While wearing it, you gain the following benefits: You have resistance to poison damage. You can use an action to cast the spider climb spell. Once used, this property of the cloak can’t be used again until the next dawn. You can use an action to cast the hold person spell (save DC 13). Once used, this property of the cloak can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"White Dandelion","description":"Wondrous item, common When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"White Dragon Mask","description":"White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. Damage Absorption. You have resistance against cold. If you already have resistance to cold from another source, you instead have immunity to cold. If you already have immunity to cold from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the cold damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"White Dragon Mask","description":"White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you wear the mask, you gain the following benefits: Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. Damage Absorption. You have resistance against cold. If you already have resistance to cold from another source, you instead have immunity to cold. If you already have immunity to cold from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the cold damage dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"White Dragon Mask","description":"White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the mask, you gain the following benefit, in addition to those the dragon masks share. Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. Dragon Masks Each dragon mask is a legendary wondrous item that reshapes to fit the face and head of a wearer attuned to it. While you are wearing any dragon mask and attuned to it, you gain the following benefits. Damage Absorption. You have resistance against the mask’s damage type. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against dragons that share the mask’s color. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.","properties":{"Category":"Items","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"White Dragon Scale Mail","description":"Armor (Scale Mail), Very Rare (Requires Attunement) White Dragon Scale Mail is made of the scales of a white dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, White Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Cold damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest white dragon within 30 miles of yourself. This action can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Medium Armor","Properties":"Stealth Disadvantage","Item Rarity":"No","Name":"White Dragon Scale Mail"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"White Oak Broom","description":"White Oak Broom Wondrous item, very rare (requires attunement) Woven together from the tendril-like deep roots of The Pale Oak, magic courses through this broom as blood does through veins. Superstitious locals claim to have seen witches use these brooms as a means of flight or other heinous magic, but tall tales are woven throughout The Shrouded Coast, much like the tightly wound white oak roots of this broom. This wooden broom functions as a mundane broom until you speak its command word. Once you speak its command word, this magic broom hovers beneath you and can be ridden in the air. It has a flying speed of 40 feet. Once every 24 hours, you can speak the broom’s command word and click your heels together. When you do, the broom will fly you back to the place of its creation, The Pale Oak of Oakwood Crossing. You can spend 8 hours in meditation with the broom in a new location to have it fly you there instead. While flying to the broom’s remembered location, you can safely rest and even sleep. The roots of the broom wrap around you, keeping you safe from falling. Additionally, if the broom is placed upright with the roots facing downward, you can speak its command word and the broom will root itself in place. Only the person attuned to the broom is able to move it from its rooted position by speaking its command word once more. If you are separated from the broom but are still on the same plane of existence as it is, you can hold your hand out and speak the broom’s command word to call it to you. No matter how far away you are from the broom, it arrives in 1 minute.","properties":{"Category":"Items","Expansion":27683,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"White Oak Wand","description":"White Oak Wand Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells ( save DC 17 ): death ward (4 charges), entangle (1 charge), plant growth (3 charges), spike growth (2 charges), or tree stride (5 charges).","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Wightstaff","description":"Weapon (quarterstaff), rare (requires attunement) This staff is carved in the Vikmordere style, eliciting spirits from the wood’s natural patterns. Images of death—skulls, bones, and ravens—adorn the length of a wightstaff. The staff functions as a holy symbol for a servant of a deity associated with death or necromancy. You gain a +1 to attack and damage rolls made with this weapon. Death Spirit. If the staff is on your person when you cast a spell that deals necrotic damage (such as inflict wounds), the staff gains a charge. The staff holds up to 3 charges. While holding the staff, you can expend 3 charges to cast animate dead, 2 charges to cast blindness/deafness, and 1 charge to cast false life.","properties":{"Category":"Items","Expansion":5818,"Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"rare","Requires Attunement":"Yes"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wild Stench","description":"Wild-boar hair's mud, undergrowth moss, mouflon scrotum degreasing, and forest's puddle water. Effect : Spreading this prodigious tincture on your skin gives you advantage on all Wisdom (Animal Handling) checks. However, due to the disgusting components of which the mixture is made, you also have disadvantage on all Charisma checks. The effects of the concoction end after 1 hour.","properties":{"Category":"Items"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Wildflower Wand","description":"Wondrous item, uncommon This slim wooden wand has tiny carved wildflowers twining around its length. While holding the wand, you can cast the druidcraft spell at will.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Wildspace Orrery","description":"Wildspace Orrery Wondrous item, uncommon Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Wildwood Buckler","description":"Wildwood Buckler Often used by dual-wielding swordsmen and stealth fighters, the Wildwood buckler is a small shield made from Wildwood trees that is strapped to the wearer’s forearm and allows the wearer to wield a weapon in the same hand. The magical properties of the Wildwood grants the wearer +1 to attacks with a weapon using the same arm as the buckler, but the bearer loses the shield benefit until the start of their next turn if they do so. AC: 1 Weight: 2","properties":{"Category":"Items","Item Type":"Armor"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Will of the Talon","description":"Will Of The Talon Melee weapon (martial, war pick), artifact (requires attunement) Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. Sentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. Personality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon . The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. Dormant. The war pick grants the following benefits in its dormant state: You can speak, read, and write Draconic and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can’t be used again until the next dawn. While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn. Will of the Talon Breath Weapons Damage Type Area Saving Throw Acid 5 ft. wide, 30 ft. long line Dexterity Cold 15 ft. cone Constitution Fire 15 ft. cone Dexterity Lightning 5 ft. wide, 30 ft. long line Dexterity Poison 15 ft. cone Constitution Awakened. When the war pick reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the war pick’s Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 15. While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. Exalted. When the war pick reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the war pick’s Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 17. Damage: 1d8 Damage Type: piercing Modifiers: Attack Rolls +3, Damage Rolls +3 Weight: 2","properties":{"Category":"Items","Item Type":"weapon (war pick)","Item Rarity":"artifact (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Will of the Talon","description":"Will of the Talon Weapon (war pick), artifact (requires attunement) Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. Sentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. Personality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon . The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. Dormant. The war pick grants the following benefits in its dormant state: You can speak, read, and write Draconic and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can’t be used again until the next dawn. While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn. Will of the Talon Breath Weapons Damage Type Area Saving Throw Acid 5 ft. wide, 30 ft. long line Dexterity Cold 15 ft. cone Constitution Fire 15 ft. cone Dexterity Lightning 5 ft. wide, 30 ft. long line Dexterity Poison 15 ft. cone Constitution Awakened. When the war pick reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the war pick’s Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 15. While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. Exalted. When the war pick reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the war pick’s Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 17. Damage: 1d8 + 1/2/3 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Will of the Talon, Awakened","description":"Will of the Talon Weapon (war pick), artifact (requires attunement) Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. Sentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. Personality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon . The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. Dormant. The war pick grants the following benefits in its dormant state: You can speak, read, and write Draconic and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can’t be used again until the next dawn. While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn. Will of the Talon Breath Weapons Damage Type Area Saving Throw Acid 5 ft. wide, 30 ft. long line Dexterity Cold 15 ft. cone Constitution Fire 15 ft. cone Dexterity Lightning 5 ft. wide, 30 ft. long line Dexterity Poison 15 ft. cone Constitution Awakened. When the war pick reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the war pick’s Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 15. While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. Damage: 1d8 + 2 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Will of the Talon, Dormant","description":"Will of the Talon Weapon (war pick), artifact (requires attunement) Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. Sentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. Personality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon . The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. Dormant. The war pick grants the following benefits in its dormant state: You can speak, read, and write Draconic and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can’t be used again until the next dawn. While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn. Will of the Talon Breath Weapons Damage Type Area Saving Throw Acid 5 ft. wide, 30 ft. long line Dexterity Cold 15 ft. cone Constitution Fire 15 ft. cone Dexterity Lightning 5 ft. wide, 30 ft. long line Dexterity Poison 15 ft. cone Constitution Damage: 1d8 + 1 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Will of the Talon, Exalted","description":"Will of the Talon Weapon (war pick), artifact (requires attunement) Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. Sentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. Personality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon . The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. Dormant. The war pick grants the following benefits in its dormant state: You can speak, read, and write Draconic and Infernal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can’t be used again until the next dawn. While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn. Will of the Talon Breath Weapons Damage Type Area Saving Throw Acid 5 ft. wide, 30 ft. long line Dexterity Cold 15 ft. cone Constitution Fire 15 ft. cone Dexterity Lightning 5 ft. wide, 30 ft. long line Dexterity Poison 15 ft. cone Constitution Awakened. When the war pick reaches an awakened state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +2. The saving throw DC for the war pick’s Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 15. While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. Exalted. When the war pick reaches an exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls increases to +3. The saving throw DC for the war pick’s Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. The saving throw DC for the war pick’s Frightful Presence property increases to 17. Damage: 1d8 + 3 Damage Type: Piercing Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Willbow Hand Crossbow","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Hand Crossbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-’o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the DC to 15 and the charges to 4. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Hand Crossbow (very rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: Increase the DC to 16. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns. Attacks made with this bow automatically hit creatures under the effect of the Unseelie Lights property.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Heavy Crossbow","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Heavy Crossbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-’o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the DC to 15 and the charges to 4. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Heavy Crossbow (very rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: Increase the DC to 16. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns. Attacks made with this bow automatically hit creatures under the effect of the Unseelie Lights property.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Light Crossbow","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Light Crossbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-’o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the DC to 15 and the charges to 4. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Light Crossbow (very rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: Increase the DC to 16. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns. Attacks made with this bow automatically hit creatures under the effect of the Unseelie Lights property.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Longbow","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Longbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-’o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the DC to 15 and the charges to 4. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (longbow)","Properties":"Ammunition (150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Longbow (very rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: Increase the DC to 16. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns. Attacks made with this bow automatically hit creatures under the effect of the Unseelie Lights property.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Shortbow","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Shortbow (rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-’o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Rare variant: Increase the DC to 15 and the charges to 4. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willbow Shortbow (very rare variant)","description":"Weapon (any bow), uncommon (requires attunement) Component: undead (will-'o-wisp) ethereal ichor Grown in fey soil, these wrought-iron bows are used by unseelie fey in conflicts against their Seelie cousins. Turquoise fruit sprouts from the metallic branches; bulbs of liquid fire ripe to erupt and scour the ground for a new generation of growth. This bow has 3 charges and regains all expended charges daily at dawn. The first attack you make with this bow on each of your turns wreathes the arrow in blue flame and deals an extra 1d4 fire damage on a hit. Unseelie Lights. As a bonus action while carrying this bow, you can expend 1 charge to imbue your next attack with it with the ghostly light from the bow’s bulbs. If you hit a creature with it, that creature must succeed on a DC 13 Constitution saving throw or come under the effects of the faerie fire spell for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Very rare variant: Increase the DC to 16. All arrows fired from this bow deal an extra 1d4 fire damage, instead of only the first one each of your turns. Attacks made with this bow automatically hit creatures under the effect of the Unseelie Lights property.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Willow-Leaf Arrows","description":"Willow-Leaf Arrows Ammunition These are standard Rokugani arrows, with a long, leaf-shaped head.","properties":{"Category":"Items","Item Type":"Ammunition"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Willowshade Oil","description":"Willowshade Oil Adventuring gear A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn. Cost: 30 gp per dose.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wind Fan","description":"Wind Fan Wondrous item, uncommon While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wind Fan","description":"Wind Fan Wondrous item, uncommon While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wind Fan","description":"Wondrous Item, Uncommon While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Wind Fan"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Windforged Steel","description":"Windforged steel is manufactured only in clifftop forges and is very strong and lightweight. It has a deep blue, nearly black color, never rusts, and has a remarkable ability to survive blows and magical effects that would destroy lesser metals. This remarkable metal is made into weapons and shields but seldom armor. An item made of windforged steel has advantage on saving throws to resist being damaged or destroyed, and attacks against it are made with disadvantage. Windforged steel items are immune to rust, including that caused by rust monsters and similar creatures. Windforged steel items weigh 25 percent less and have twice as many hit points as their counterparts made of more traditional metals. An item made from windforged steel costs 25 percent more than a standard item of that type.","properties":{"Category":"Items","Item Type":"Material"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Windvane","description":"Windvane Weapon (spear), legendary (requires attunement) A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. Air Mastery. You gain the following benefits while you hold Windvane : You can speak Auran fluently. You have resistance to lightning damage. You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can’t be used this way again until the next dawn. Song of the Four Winds. While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can’t be used to perform the ritual again until the next dawn. Flaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: “I break my vows and plans. Duty and honor mean nothing to me.” Elemental Weapons Each of the four prophets who leads a cult of Elemental Evil is armed with a mighty elemental weapon. These potent objects are infused with the essences of the Princes of Elemental Evil. In addition to the weapon’s obvious usefulness in battle, they serve as keys that allow the prophets to channel the power of the elemental nodes and rip open the boundary between the planes. The weapons also bring out the worst in their wielders, twisting their minds toward evil ends. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage : 1d6+2 (1d8+2) Damage Type : Piercing Secondary Damage : 1d6 Secondary Damage Type : Lightning Properties : Finesse, Range, Thrown, Versatile Range : 20/60 Weight : 3","properties":{"Category":"Items","Expansion":7390,"Item Type":"Weapon","Properties":"Range, Thrown, Versatile","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Windwalker Boots","description":"Wondrous item, uncommon (requires attunement) These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don’t end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wine of the Starry Void","description":"Potion, Rare Found largely in the realms of the Court of a Million Stars and in the hands of disciples of the Void, this wine enables you to see the future—for a time. Roll 10d20 and apply each resulting die in any order when ability checks, attack rolls, saving throws, or even death saving throws are required. However, all ten results must be applied before any normal rolls can resume.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wine of the Summer Court","description":"Potion, Rare This white wine is slightly pink from the rose petals added to the grapes prior to the crush. It is light and airy in consistency and evaporates within an hour if left exposed to the air. The wine tastes of peach, grapefruit, and your first kiss. Drinking it fills you with giddy thoughts of dancing, romance, and adventure. When you drink this wine, you have advantage on Charisma ability checks for 1 hour, and you can reroll one failed ability check, attack roll, or saving throw during that time.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wine of the Winter Court","description":"Potion, Uncommon This wine, so dark red in color it is nearly black, pours from its bottle in a syrupy flow. When you drink it, you taste notes of sour apple, bitter ash, and jealousy, and your thoughts are occupied with vivid memories of heartbreak and loss. When you drink this wine, you have disadvantage on Charisma ability checks for 1 hour, but you are immune to being charmed and can add your proficiency bonus to Wisdom saving throws for the duration. If you already add your proficiency bonus to Wisdom saving throws, your bonus is instead doubled for the duration.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wing Crest Shield","description":"Wing Crest Shield Armor (shield), uncommon (requires attunement) While wielding this shield, you gain a +1 bonus to your AC. As an action, you can speak the command word to cast gust of wind (save DC 15). Once the shield has been used to cast this spell, it can’t be used to cast this spell again until the next dawn. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC : 3 Weight : 6","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"uncommon","Requires Attunement":"Yes"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Winged","description":"Master armor property Components: Masterwork suit of exotic light armor This armor has a set of wings that you can extend from it or fold back into it as a bonus action. While wearing this armor with the wings extended, you have a flying speed equal to your walking speed.","properties":{"Category":"Items","Item Type":"Master armor property"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Winged Ammunition","description":"Winged Ammunition Weapon (Any Ammunition), Uncommon Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Winged Arrow","description":"Winged Arrow Ammunition, uncommon Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Winged Blowgun Needle","description":"Winged Blowgun Needle Ammunition, Uncommon Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Winged Boots","description":"Winged Boots Wondrous item, uncommon (requires attunement ) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Winged Boots","description":"Winged Boots Wondrous item, uncommon (requires attunement ) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item, Feet","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Uncommon","data-RarityNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Winged Boots","description":"Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Yes","Name":"Winged Boots"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Winged Boots","description":"Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.","properties":{"Category":"Items","Theme":"Arcana","Subtype":"Wondrous Item","Expansion":33335,"Item Type":"Wondrous Item","data-List":"false","Item Rarity":"Yes","filter-Lists":"Adventuring Gear, Clothing, Yes","filter-Charges":"No","data-datarecords":"[{\"name\":\"Winged Boots\",\"payload\":\"{\\\"type\\\":\\\"Item\\\",\\\"name\\\":\\\"Winged Boots\\\",\\\"description\\\":\\\"These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. 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If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\\\",\\\"actionType\\\":\\\"Action\\\"}\"},{\"name\":\"Winged Boots Effect\",\"parent\":\"Winged Boots Resources\",\"payload\":\"{\\\"type\\\":\\\"Effect\\\",\\\"name\\\":\\\"Winged Boots Fly\\\",\\\"description\\\":\\\"Gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\\\",\\\"category\\\":[]}\"},{\"name\":\"Winged Boots Fly Speed\",\"parent\":\"Winged Boots Effect\",\"payload\":\"{\\\"type\\\":\\\"Speed\\\",\\\"speed\\\":\\\"Fly\\\",\\\"calculation\\\":\\\"Set Base\\\",\\\"valueFormula\\\":{\\\"flatValue\\\":30}}\"}]","filter-Attunement":"Uncommon","Name":"Winged Boots","data-description":"These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Winged Crossbow Bolt","description":"Winged Crossbow Bolt Ammunition, Uncommon Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Winged Sling Bullet","description":"Winged Sling Bullet Ammunition, Uncommon Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.","properties":{"Category":"Items","Item Type":"Ammunition","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Wings of Chaos Greatsword","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Greatsword (rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Greatsword (very rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6. Very rare variant: Increase the DCs to 16, the charges to 6, and the recharge to 1d6. The Butterfly Effect property produces two effects. Roll the d4 twice to determine them, ignoring any duplicate results.","properties":{"Category":"Items","Item Type":"Weapon (greatsword)","Properties":"Heavy, two-handed","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Longsword","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Longsword (rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Longsword (very rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6. Very rare variant: Increase the DCs to 16, the charges to 6, and the recharge to 1d6. The Butterfly Effect property produces two effects. Roll the d4 twice to determine them, ignoring any duplicate results.","properties":{"Category":"Items","Item Type":"Weapon (longsword)","Properties":"Versatile (1d10)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Rapier","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Rapier (rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Rapier (very rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6. Very rare variant: Increase the DCs to 16, the charges to 6, and the recharge to 1d6. The Butterfly Effect property produces two effects. Roll the d4 twice to determine them, ignoring any duplicate results.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Scimitar","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Scimitar (rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Scimitar (very rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6. Very rare variant: Increase the DCs to 16, the charges to 6, and the recharge to 1d6. The Butterfly Effect property produces two effects. Roll the d4 twice to determine them, ignoring any duplicate results.","properties":{"Category":"Items","Item Type":"Weapon (scimitar)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Shortsword","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Shortsword (rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Chaos Shortsword (very rare variant)","description":"Weapon (any sword), uncommon Component: phial of fey blood Ever the chaotic mischief-makers, seelie fey hold unpredictability contests at deliberately irregular intervals, picking the winner at random, often from outside the registered competitors. The flutter of this blade’s butterfly wings causes a series of unexpected events and exceptional outcomes. After winning several games in a row, the item was banned from all such competitions. This weapon has 3 charges and regains 1d3 expended charges daily at dawn. Butterfly Effect. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to cause the butterfly wings on the sword to flap. Through a convoluted series of increasingly unlikely events, this produces a random and unexpected effect. For example, the movement of the wings might cause a nearby bird to swoop down to try to catch the butterfly, leaving its nest unprotected and allowing a predator to lunge for an egg but accidentally drop it on a creature’s face instead, blinding it. Roll a d4 to determine the random effect. d4 Effect 1 The target and another random hostile creature within 30 feet of you must each succeed on a DC 13 Strength saving throw or fall prone. 2 The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. 3 The target takes 4d6 bludgeoning, piercing, or slashing damage (GM’s discretion) from a falling object, accidental attack, or similar mishap. 4 You have advantage on your next attack roll, and the target has disadvantage on its next attack roll, before the end of your next turn. Rare variant: Increase the DCs to 15, the charges to 6, and the recharge to 1d6. Very rare variant: Increase the DCs to 16, the charges to 6, and the recharge to 1d6. The Butterfly Effect property produces two effects. Roll the d4 twice to determine them, ignoring any duplicate results.","properties":{"Category":"Items","Item Type":"Weapon (shortsword)","Properties":"Finesse, light","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Flying","description":"Wings of Flying Wondrous item, rare (requires attunement ) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours.","properties":{"Category":"Items","Expansion":7583,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Wings of Flying","description":"Wings of Flying Wondrous item, rare (requires attunement ) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.","properties":{"Category":"Items","Source":"5th Edition SRD","Subtype":"Wondrous Item","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Rare","data-RarityNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wings of Flying","description":"Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can’t use them again for 1d12 hours.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Wings of Flying"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wings of Prey","description":"Wondrous item, rare (requires attunement) Component: pouch of beast (giant eagle) feathers Bestowed upon defenders of city walls and mountain rangers alike, these wings provide great mobility, as well as packing a secret weapon. The appearance of the wings varies from one individual to another, shifting in colour to mirror their soul. When you attune to the wings, they attach to your back and can’t be removed against your will. As a bonus action, you can speak the wings’ command word to cause them to disappear or reappear. Additionally, the wings have 6 charges and regain 1d4 + 2 expended charges daily at dawn. While the wings are present, you have a flying speed equal to 5 times the number of remaining charges in feet. Razor Sharp. As an action while the wings are present, you can expend 2 charges to hurl a flurry of razor-sharp feathers in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d8 slashing damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Prey (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of beast (giant eagle) feathers Bestowed upon defenders of city walls and mountain rangers alike, these wings provide great mobility, as well as packing a secret weapon. The appearance of the wings varies from one individual to another, shifting in colour to mirror their soul. When you attune to the wings, they attach to your back and can’t be removed against your will. As a bonus action, you can speak the wings’ command word to cause them to disappear or reappear. Additionally, the wings have 6 charges and regain 1d4 + 2 expended charges daily at dawn. While the wings are present, you have a flying speed equal to 5 times the number of remaining charges in feet. Razor Sharp. As an action while the wings are present, you can expend 2 charges to hurl a flurry of razor-sharp feathers in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d8 slashing damage on a failed save or half as much damage on a successful one. Uncommon variant: Reduce the charges to 3, the recharge to 1d3, the DC to 13, and the damage to 4d6.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of Prey (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of beast (giant eagle) feathers Bestowed upon defenders of city walls and mountain rangers alike, these wings provide great mobility, as well as packing a secret weapon. The appearance of the wings varies from one individual to another, shifting in colour to mirror their soul. When you attune to the wings, they attach to your back and can’t be removed against your will. As a bonus action, you can speak the wings’ command word to cause them to disappear or reappear. Additionally, the wings have 6 charges and regain 1d4 + 2 expended charges daily at dawn. While the wings are present, you have a flying speed equal to 5 times the number of remaining charges in feet. Razor Sharp. As an action while the wings are present, you can expend 2 charges to hurl a flurry of razor-sharp feathers in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d8 slashing damage on a failed save or half as much damage on a successful one. Uncommon variant: Reduce the charges to 3, the recharge to 1d3, the DC to 13, and the damage to 4d6. Very rare variant: Increase the DC to 16 and the damage to 5d8. The Razor Sharp property only requires 1 charge to use.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of the Deva","description":"Wings of the Deva Wondrous Item, very rare (requires attunement) Weight: 6 lbs. This pair of white feathered wings were harvested from a slain deva . To attune to this item, you must attach it to your upper back by holding it there throughout the attunement process. Flight. While the wings are attached, you have a flying speed that is double your walking speed. You can use the wings to fly a number of hours equal to your combined Strength and Constitution bonuses. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The wings can be used to fly again after a long rest. Divine Form. While the wings are attached, you can use your action to take on a shining, divine form for 1 round. Each creature of your choice within 10 feet must succeed on a DC 12 Constitution saving throw or take 3d6 radiant damage. The wings can't be used this way again until the next dawn. The wings can’t be removed against your will but fall off if your attunement ends.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Wings of the Hellspawn","description":"Wondrous item, uncommon (requires attunement) Component: fiend skin The membranes of these wings are almost transparent in bright daylight, the bones appearing like fleshless claws. Come night or thick shadow, the membranes coalesce into blood-red curtains of opaque, ragged flesh. As you attune to this item, bands of sinew wrap around your form, binding you to these grotesque bone-and-membrane wings. Until your attunement to the wings ends, you can’t be parted from them, willingly or otherwise. Fiendish Flight. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Devil’s Cocoon. As an action, you can cause these wings to wrap around you, forming a fleshy carapace. You gain 1d4 + 4 temporary hit points that last for 1 hour. If you use the Fiendish Flight property, you lose any temporary hit points you have from this property. Once this property of the wings has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of the Hellspawn (rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fiend skin The membranes of these wings are almost transparent in bright daylight, the bones appearing like fleshless claws. Come night or thick shadow, the membranes coalesce into blood-red curtains of opaque, ragged flesh. As you attune to this item, bands of sinew wrap around your form, binding you to these grotesque bone-and-membrane wings. Until your attunement to the wings ends, you can’t be parted from them, willingly or otherwise. Fiendish Flight. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Devil’s Cocoon. As an action, you can cause these wings to wrap around you, forming a fleshy carapace. You gain 1d4 + 4 temporary hit points that last for 1 hour. If you use the Fiendish Flight property, you lose any temporary hit points you have from this property. Once this property of the wings has been used, it can’t be used again until the next dawn. Rare variant: Increase the number of temporary hit points gained to 3d4 + 4. The Fiendish Flight property has the following additional benefits: When you jump, you can choose to propel yourself with your wings (no action required); you no longer require a running start to jump up to your maximum distance. Your jump distance is doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wings of the Hellspawn (very rare variant)","description":"Wondrous item, uncommon (requires attunement) Component: fiend skin The membranes of these wings are almost transparent in bright daylight, the bones appearing like fleshless claws. Come night or thick shadow, the membranes coalesce into blood-red curtains of opaque, ragged flesh. As you attune to this item, bands of sinew wrap around your form, binding you to these grotesque bone-and-membrane wings. Until your attunement to the wings ends, you can’t be parted from them, willingly or otherwise. Fiendish Flight. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Devil’s Cocoon. As an action, you can cause these wings to wrap around you, forming a fleshy carapace. You gain 1d4 + 4 temporary hit points that last for 1 hour. If you use the Fiendish Flight property, you lose any temporary hit points you have from this property. Once this property of the wings has been used, it can’t be used again until the next dawn. Rare variant: Increase the number of temporary hit points gained to 3d4 + 4. The Fiendish Flight property has the following additional benefits: When you jump, you can choose to propel yourself with your wings (no action required); you no longer require a running start to jump up to your maximum distance. Your jump distance is doubled. Very rare variant: Increase the number of temporary hit points gained to 5d4 + 4. The Fiendish Flight property grants you a flying speed equal to your walking speed, and has the following additional benefits: When you jump, you can choose to propel yourself with your wings (no action required); you don’t require a running start to jump up to your maximum distance. Your jump distance is doubled.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wingwear","description":"Wingwear Wondrous item, uncommon (requires attunement) This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. Elemental Magic Items Elemental power has allowed the cults to have more magic items than is normal for groups of their size, yet there still aren’t enough magic items for each cultist to have one. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Wink Brooch","description":"Wink Brooch Wondrous item, rare (requires attunement) A ruby engraved with a winking face is set at the head of this silver pin. While wearing the pin, you gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Winter Coat","description":"Potion, uncommon This syrupy mead is deep brown in color and smells of honeyed ham. When you drink this mead, you sprout a thick, shaggy coat of fur. The fur lasts for 8 hours, after which time it falls off harmlessly. This fur mimics the effects of cold weather clothing, allowing you to tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Winter's End Hand Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Hand Crossbow (legendary variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7. Legendary variant: Increase the bonus to attack and damage rolls to +3 and the cold damage of all properties to 1d10. Increase the Ice Shower property’s radius to 30 feet, the DC to 17, and the maximum number of arrows you can fire with it to 8.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Hand Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Hand Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7.","properties":{"Category":"Items","Item Type":"Weapon (hand crossbow)","Properties":"Ammunition (range 30/120), light, loading","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Heavy Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Heavy Crossbow (legendary variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7. Legendary variant: Increase the bonus to attack and damage rolls to +3 and the cold damage of all properties to 1d10. Increase the Ice Shower property’s radius to 30 feet, the DC to 17, and the maximum number of arrows you can fire with it to 8.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Heavy Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Heavy Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7.","properties":{"Category":"Items","Item Type":"Weapon (heavy crossbow)","Properties":"Ammunition (range 100/400), heavy, loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Light Crossbow","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Light Crossbow (legendary variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7. Legendary variant: Increase the bonus to attack and damage rolls to +3 and the cold damage of all properties to 1d10. Increase the Ice Shower property’s radius to 30 feet, the DC to 17, and the maximum number of arrows you can fire with it to 8.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Light Crossbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Light Crossbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7.","properties":{"Category":"Items","Item Type":"Weapon (light crossbow)","Properties":"Ammunition (range 80/320), loading, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Longbow","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Longbow (legendary variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7. Legendary variant: Increase the bonus to attack and damage rolls to +3 and the cold damage of all properties to 1d10. Increase the Ice Shower property’s radius to 30 feet, the DC to 17, and the maximum number of arrows you can fire with it to 8.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Longbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Longbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7.","properties":{"Category":"Items","Item Type":"Weapon (longbow)","Properties":"Ammunition (range 150/600), heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Shortbow","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Shortbow (legendary variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7. Legendary variant: Increase the bonus to attack and damage rolls to +3 and the cold damage of all properties to 1d10. Increase the Ice Shower property’s radius to 30 feet, the DC to 17, and the maximum number of arrows you can fire with it to 8.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Shortbow (uncommon variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Winter's End Shortbow (very rare variant)","description":"Weapon (any bow), rare (requires attunement) Component: bundle of plant roots Woven from the first branches to bloom at the end of winter, this living bow is strung with a length of snowspider’s silk. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this bow, you can cast the druidcraft cantrip. In addition, when an arrow is nocked on this bow, the arrow immediately lights up, emanating blue mist and shedding bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts for 1 minute after the arrow is shot from the bow. Winter Hunt. This weapon deals an extra 1d6 cold damage to each creature it hits that is in freezing temperatures or is standing on snow or ice. Ice Shower. As an action, you can choose a point you can see within the normal range of this weapon and fire a volley of up to 6 arrows. These arrows levitate in the air when they enter a 15-foot radius centred on that point. For 1 minute, or until all the arrows are used, whenever a creature other than you enters the area for the first time on its turn or starts its turn there, one arrow shoots at it. The creature must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage and 1d6 cold damage. Once this property of the bow has been used, it can’t be used again until the next dawn. Uncommon variant: Remove the bonus to attack and damage rolls. Decrease the cold damage of all properties to 1d4. Reduce the Ice Shower property’s radius to 10 feet and the DC to 13. Very rare variant: Increase the bonus to attack and damage rolls to +2 and the cold damage of all properties to 1d8. Increase the Ice Shower property’s radius to 20 feet, the DC to 16, and the maximum number of arrows you can fire with it to 7.","properties":{"Category":"Items","Item Type":"Weapon (shortbow)","Properties":"Ammunition (range 80/320), two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wisp of the Void","description":"Potion, uncommon The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Witch Hunter's Armor","description":"Armor (light, medium, or heavy), rare (requires attunement) A suit of this armor is typically etched or embroidered with protective glyphs and runes. While wearing this armor, you gain a +1 bonus to AC, and you have advantage on saving throws against spells. If you fail a saving throw against a spell while wearing this armor, you can choose to succeed instead. If you do, the armor’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Witch Ward Bottle","description":"Wondrous item, uncommon This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle’s magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug’s magic, and it shatters.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Witch's Brew","description":"Potion, uncommon For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion’s opaque liquid bubbles and steams as if boiling.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Witch's Circle","description":"Weapon (chakram), very rare (requires attunement by a spellcaster) This damask steel weapon is a simple ring with the interior edge dulled to rest comfortably in hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call the Four. When you hit with a ranged attack using this weapon, the target takes an extra 1d8 damage of one of the following types (your choice): cold, fire, lightning, or thunder. Immediately after the attack, the weapon flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. Witch’s Light. While holding this weapon, you can use an action to cast the moonbeam spell from it, using your spell save DC. You cast the 6th-level version of the spell. Once used, this property can’t be used again until the next dawn. Chakram Statistics. A chakram is a martial melee weapon with the thrown property (range 20/60 feet). It weighs 1 pound and costs 15 gp, and it deals 1d6 slashing damage. The witch’s circle is a magical version of this weapon.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Thrown","Item Rarity":"very rare","Requires Attunement":"requires attunement by a spellcaster"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Witchbane","description":"This poison is a trade secret within the witch hunters. Its components are said to be readily available but difficult to combine. Against a creature that cannot cast spells this poison is a slight irritant. If a spellcasting creature is affected by this poison then they must make a DC 14 Constitution saving throw or be poisoned for 1 hour. If an affected target attempts to cast a spell then they must first succeed at a DC 10 Constitution saving throw or be stunned by intense headaches until the beginning of their next combat round. The spell is consumed.","properties":{"Category":"Items","Expansion":34600,"Item Type":"Poison","Item Rarity":"-"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Witchlight Scimitar","description":"Weapon (Scimitar), Rare (Requires Attunement) You can use a bonus action to speak this magic scimitar's command word, causing golden radiance to spring from the blade. It sheds bright light in a 30-foot-radius sphere and dim light for an additional 30 feet. While the scimitar is ablaze, it deals an extra 2d6 radiant damage to any target it hits. The witchlight glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, Light","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Witherbloom Primer","description":"Witherbloom Primer Wondrous item, uncommon (requires attunement by a spellcaster) The Witherbloom Primer is a magic textbook created at Strixhaven’s Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon","Requires Attunement":"Requires Attunement by a Spellcaster"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Withercap","description":"Wondrous item, rare (requires attunement) Component: pouch of plant spores Various little gourds and mushrooms constantly grow and die on the brim of this conical hat, each cycle of life and death taking only a matter of hours. Even in this decay, however, there is immense beauty, for it allows the old to fade away and gives way to a brand new arrangement of shapes and colours. Aura of Decay. As a bonus action while wearing this hat, you can cause it to emit an aura of decay, or deactivate the aura. While the aura is active, whenever a creature within 10 feet of you takes damage, it takes an extra 1d6 necrotic damage, and whenever a creature within 10 feet of you regains hit points, it regains 1d6 fewer hit points. In addition, you can use an action to cause any number of corpses within the aura to disintegrate, preventing them from being resurrected or raised as undead. Necrotic Burst. When you take damage that reduces you to 0 hit points while wearing this hat, it lets out a wave of retaliatory necrotic energy. Each hostile creature within 10 feet of you must make a DC 15 Constitution saving throw, taking necrotic damage equal to the damage that reduced you to 0 hit points (maximum of 15 damage) on a failure, or half as much damage on a success. Once this property of the hat has been used, it can’t be used again until the next dawn.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Withercap (uncommon variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of plant spores Various little gourds and mushrooms constantly grow and die on the brim of this conical hat, each cycle of life and death taking only a matter of hours. Even in this decay, however, there is immense beauty, for it allows the old to fade away and gives way to a brand new arrangement of shapes and colours. Aura of Decay. As a bonus action while wearing this hat, you can cause it to emit an aura of decay, or deactivate the aura. While the aura is active, whenever a creature within 10 feet of you takes damage, it takes an extra 1d6 necrotic damage, and whenever a creature within 10 feet of you regains hit points, it regains 1d6 fewer hit points. In addition, you can use an action to cause any number of corpses within the aura to disintegrate, preventing them from being resurrected or raised as undead. Necrotic Burst. When you take damage that reduces you to 0 hit points while wearing this hat, it lets out a wave of retaliatory necrotic energy. Each hostile creature within 10 feet of you must make a DC 15 Constitution saving throw, taking necrotic damage equal to the damage that reduced you to 0 hit points (maximum of 15 damage) on a failure, or half as much damage on a success. Once this property of the hat has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage and healing reduction of the Aura of the Decay property to 1d4. Remove the Necrotic Burst property.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Withercap (very rare variant)","description":"Wondrous item, rare (requires attunement) Component: pouch of plant spores Various little gourds and mushrooms constantly grow and die on the brim of this conical hat, each cycle of life and death taking only a matter of hours. Even in this decay, however, there is immense beauty, for it allows the old to fade away and gives way to a brand new arrangement of shapes and colours. Aura of Decay. As a bonus action while wearing this hat, you can cause it to emit an aura of decay, or deactivate the aura. While the aura is active, whenever a creature within 10 feet of you takes damage, it takes an extra 1d6 necrotic damage, and whenever a creature within 10 feet of you regains hit points, it regains 1d6 fewer hit points. In addition, you can use an action to cause any number of corpses within the aura to disintegrate, preventing them from being resurrected or raised as undead. Necrotic Burst. When you take damage that reduces you to 0 hit points while wearing this hat, it lets out a wave of retaliatory necrotic energy. Each hostile creature within 10 feet of you must make a DC 15 Constitution saving throw, taking necrotic damage equal to the damage that reduced you to 0 hit points (maximum of 15 damage) on a failure, or half as much damage on a success. Once this property of the hat has been used, it can’t be used again until the next dawn. Uncommon variant: Reduce the damage and healing reduction of the Aura of the Decay property to 1d4. Remove the Necrotic Burst property. Very rare variant: Increase the DC to 16, the damage and healing reduction of the Aura of the Decay property to 1d8, its radius to 20 feet, and the maximum damage of the Necrotic Burst property to 30.","properties":{"Category":"Items","Expansion":26720,"Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Withercloud Pitchfork","description":"Weapon (Trident), Very Rare (Requires Attunement) This farming implement consists of three rusted points twisted together before spreading out like iron vines. The prongs sit atop a gnarled wooden polearm. Stale and heavy air hangs about the weapon. This magic weapon deals an extra 1d8 necrotic damage on a hit. When you kill a living creature with this weapon, the creature dries out into a husk and dissolves. All living creatures within 30 feet of the killed creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 4d8 necrotic damage. A creature who is brought to 0 hit points as a result of this damage dies, triggering the effect again. On a success, the creature takes half damage and doesn’t suffer the withering effects if they drop to 0 hit points. Hit points lost to the necrotic damage dealt by this weapon cannot be regained except through healing magic. In addition, you can cast blight (spell save DC 17) from this weapon. Once used, this property can’t be used again until you finish a long rest. Encounter Ideas Village Quarantine. A rapid plague forces the villagers to isolate themselves, unable to confront the mysterious stranger that now stalks their roads. Blighted Crops. A farmer struggles with diseased produce. She suspects a jealous rival is responsible after seeing the rival enter the forest with a bag of coins and emerge with a gnarled pitchfork. No Rest for the Withered. A forgotten temple has revealed itself in the woods after the vines covering the entrance withered away. Inside resides the weapon, along with servants of the ancient deity of decay and disease that corrupted it.","properties":{"Category":"Items","Expansion":34001,"Item Type":"Weapon (Trident)","Properties":"Thrown, versatile","Item Rarity":"Very Rare","Requires Attunement":"requires attunement"},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Withering Bomb","description":"By mixing your bomb’s explosive components with a powerful desiccating agent, you can change it into a withering bomb. A withering bomb deals necrotic damage instead of fire damage, its damage dice are d8s, it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can’t regain hit points until the end of its next turn.","properties":{"Category":"Items","Item Type":"Weapon (bomb)","Properties":"Finesse, Special, Thrown"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Wok of Frying","description":"Wok of Frying Weapon (club), rare (requires attunement) Damage: 1d6+1 bludgeoning Weight: 3 lbs. Properties: Light This heavy steel wok is used by the dwarven monks of Kendu for cooking and self defense. You gain a +1 bonus to attack and damage rolls made with this magic cooking pan. Flaming Wok. You can use a bonus action to speak the wok’s command word, causing flames to erupt from the bottom of the pan. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the wok is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last for 1 minute or until you use a bonus action to speak the command word again. This feature can be used a number of times per day equal to your proficiency bonus. Hearty Meal. Once per day, you can spend 5 minutes cooking a nutritious meal. Eating this meal restores 2d8 hit points and removes 1 level of exhaustion.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Weapon (club)","Properties":"Light","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Wolf Brush","description":"Weapon (halberd or spear), very rare (requires attunement) From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm’s shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.","properties":{"Category":"Items","Item Type":"Melee Weapon","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wolf Killer","description":"Weapon (handaxe), rare (requires attunement) This ancient silver hatchet was cast by the first woodsman to face the Challenge of the Fang. One side of the blade is engraved with a snarling wolf’s face, the other with a young child’s visage. Wolf Killer is a +1 moonsteel handaxe. The weapon deals an extra 1d6 radiant damage to any creature it hits. Additionally, any creature that is not in its true form or has the shapechanger trait must succeed on a DC 13 Charisma saving throw or be frightened until the start of its next turn, and it is forced to immediately resume its natural form. Anyone touching the axe feels a tingle of magic and the inexplicable sense that there’s a price involved in owning it. During the Challenge of the Fang, the wielder is the subject of a geas (save DC 17) urging the character to head into the deep woods and face the Would-Be-King of Wolves and is plagued by dreams and visions: fearsome wolves pursuing a red-cloaked girl, and apparitions of Wolf Killer’s many previous wielders.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Range, Thrown","Item Rarity":"rare"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Wolf Mask","description":"Wolf Mask Wondrous item, (requires attunement ) +1 to Animal Handling Disadvantage on Intelligence checks Ranger Step: Once a day, you can give yourself, or an ally, +5 to Stealth for one hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Requires Attunement":"requires attunement"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Wolf Whistle","description":"Wolf Whistle Wondrous Item, uncommon Weight: none When you blow this silver whistle, you summon a fey spirit that takes the form of a Dire Wolf . The summoned dire wolf is friendly to you and your companions. It understands your languages and obeys your spoken commands, taking its action after your turn. If you issue no commands, the creature defends itself but takes no other actions. The wolf disappears after three hours or when it drops to 0 hit points. Once the whistle has been used, it can't be used again until the next dawn.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Wolf's Howl Ring","description":"This exquisitely crafted ring has a lifelike wolf’s head carved from moonstone. It is rare for two competing packs of wolves to merge. It is all but unheard of when the wolf packs are both lead by powerful werewolves. Legends tell of just such an occurrence, long ago. Two packs, each aggressive and dangerous, fought violently for dominance within a large forest, but neither could gain the upper hand. Both sides eventually suffered such losses that the two clans soon found themselves at the mercy of human hunters intent on killing them all. To ensure their survival, the werewolf leaders reluctantly agreed to bury their hatred for one another and the two diminished packs became one. To seal the alliance, each werewolf bestowed a gift upon the other. One pack leader gave the other a magical ring he named wolf’s howl . In return, the first pack leader was given a magical horn. For a time, the joined pack existed peacefully, and their combined might allowed them to rule the forest once again. However, the werewolf who possessed the magical horn grew disenchanted. He felt that his gift, the wolf’s howl ring , was far greater than the horn he had been given. He believed that the other werewolf pack leader had intentionally given him an inferior gift in order to slight him. Tensions grew between the two werewolves. When the inevitable breaking point came, the ensuing battle involved not only the leaders, but the entire pack. When the bloodbath was over, few of the werewolves remained alive. The victorious werewolf leader bathed his wolf’s howl ring in the blood of his enemy, and the ring absorbed the creature’s dying essence into itself. The triumph was short-lived, however. The few survivors of the battle, including the werewolf leader, fell to the silvered arrows of hunters only a few days later. To this day, stories and sightings persist of a woodsman or other forest hermit in possession of a strange ring with a wolf’s head. Could these stories refer to the actual wolf’s howl ring , all these many years later? Ring, fabled (5th-level and higher properties require attunement) While wearing this ring, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. Lupine Power (Requires Attunement). As your level increases, you gain the following benefits while wearing this ring. 5th level. You can use your action to cast the polymorph spell on yourself, transforming into a dire wolf. While you are in the form of the dire wolf, you retain your Intelligence, Wisdom, and Charisma scores, and you can use the properties of this ring as if you weren’t polymorphed. Once used, the ring can’t be used in this way again until the next dawn. 9th level. You can use an action to cast beast sense or speak with animals from the ring. These spells affect only dogs and wolves. In addition, while in dire wolf form, you know the direction to the closest dog or wolf within 1 mile of you, if any are present. 13th level. You can use an action to cause the ring to emit a bloodcurdling wolf howl. Each creature of your choice within 60 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Once used, the ring can’t be used in this way again until the next dawn. 17th level. You can now use the 5th level property of this ring to transform into an arctic dire wolf, instead of a dire wolf. This effect works exactly like that property, except you don’t have to maintain concentration on the spell, and it lasts for a number of hours equal to half your level. An arctic dire wolf has the statistics of a winter wolf, except it is a beast, not a monstrosity, and it doesn’t know the Giant or Winter Wolf languages.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Fabled","Requires Attunement":"5th-level and higher properties require attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wolf's Sheep Wool","description":"Wondrous item, rare (requires attunement) This magic clump of white wool and dark hairs, allows you to use your action to cast polymorph on yourself, transforming into a dire wolf. While you are in the form of the dire wolf, you retain your Intelligence, Wisdom, and Charisma scores. The item can't be used this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Wolfbite Ring","description":"Ring, rare (requires attunement) This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring’s charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wolfsbane","description":"Magic plant, very rare Themes: Lycanthropy, transformation, and the moon Environments: Secluded groves, near the borders between the Material and Shadow Planes, where creatures or objects were forced to change their shapes Wolfsbane is a poisonous, flowering plant with dark green, palm-like leaves around tall stems. Each stem is crowned with a cluster of blue, purple, white, yellow, or pink hood-like flowers. Minor Wort. As an action, you can crush and sprinkle wolfsbane petals over a creature or object that has been turned to stone or forced to change its shape, such as through the polymorph spell. The creature immediately reverts to its original form. An unwilling creature can make a Charisma saving throw, and if it succeeds, it is unaffected by this use of wolfsbane. Ceremony Wort (7th Level). If you soak the petals of wolfsbane in a bowl of shallow water beneath the full moon for 10 minutes, you can imbue the petals with the moon’s power. You and up to 5 other creatures can consume the petals to cast polymorph on yourselves, each of you transforming into a dire wolf. While a creature is in the form of the dire wolf, it retains its Intelligence, Wisdom, and Charisma scores. This transformation lasts until dawn’s first light touches a transformed creature, the creature drops to 0 hit points or dies, or the creature is forced to revert to its original form by some other means. This wort requires 3 cuttings of wolfsbane. Cultivated Wort (5th level). A garden of wolfsbane that has been cultivated for at least 8 weeks cleanses lycanthropy within it. A creature afflicted with lycanthropy that takes a long rest in the garden is cured of lycanthropy. During the long rest, the lycanthrope must make death saving throws as the magic of the garden attacks the affliction. If the lycanthrope fails three death saving throws before succeeding on three death saving throws, it perishes, but the lycanthropy is removed in the process. If a creature afflicted with lycanthropy received the lycanthropy through heritage, such as a werewolf with a werewolf parent, the garden removes the lycanthropy only if the creature is willing and remains within the garden for 1 week. Such a creature must make the death saving throws on only the first long rest in the garden.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wolfskin Cloak","description":"Wondrous Item, Uncommon (Requires Attunement) While wearing this cloak, as an action, you can assume the form of a dire wolf , gaining its bite attack, AC, and speed. You also gain its Keen Hearing and Smell trait. You retain your own ability scores, hit points, and saving throws.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Requires Attunement":"Requires Attunement"},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wolverine","description":"This shaggy, low-slung animal looks like the offspring of a badger and a grizzly bear. Its short, broad muzzle is filled with small teeth, and each paw is tipped with five long, ragged claws. Some dwarven armies use wolverines to burrow underneath enemy holdings and fortifications. Once these fierce creatures have emerged inside enemy lines, they act as shock troops, softening up the enemy while the army uses the tunnel the wolverine burrowed to move its forces into place.","properties":{"Category":"Items","Item Type":"Animal"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wondrous Bestiary","description":"Wondrous Item, Rare (Requires Attunement) This magic book contains descriptions of a seemingly infinite assortment of creatures. You can reference the book whenever you make an Intelligence check to recall information about a type or subtype of creature (such as an Elf, a Dragon, or a Zombie). When you do so, double your proficiency bonus on that check. Instant Recollection. The book has 3 charges and regains all expended charges daily at dawn. As a bonus action, you can speak its command word to magically recall information about a creature you can see within 30 feet. Choose one of the following pieces of information to learn: The creature’s AC, maximum Hit Points, and Speed. The creature’s Ability Scores and Saving Throw proficiencies. The creature’s Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities, if it has any. Which actions the creature has, though not the exact details of those actions. Any special qualities and defenses, such as Legendary Resistance or Magic Resistance. If the creature has statistics beyond what is typical for its race, type, or subtype (such as a Goblin with special actions and additional hit points), you may not able to learn these unique statistics, at the GM’s discretion.","properties":{"Category":"Items","Expansion":27826,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Woodcarver's Knife","description":"Woodcarver’s Knife Weapon (Dagger), Uncommon This dagger looks more like a well-worn woodcarving tool than a weapon, despite being perfectly serviceable in a fight. If you spend 10 minutes carving a block of wood in the likeness of a Small CR 0 Beast using this magic dagger and succeed on a DC 10 Dexterity check, your carving animates for 1 hour. For every 5 that your Dexterity check result exceeds the DC, the carving remains animated for an additional hour. If you are proficient with woodcarver’s tools, you have advantage on this check. The animated creature is friendly to you and your companions, obeys your commands, and has the statistics of the beast that you carved except that it doesn’t need to breathe and is vulnerable to fire damage. In combat, the beast shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Once used, this property can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, Light, Thrown","Item Rarity":"uncommon"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Woodcarver's Tools","description":"Woodcarver's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency Weight: 5","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Woodcarver's Tools","description":"Woodcarver's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":5,"Subtype":"Artisan's Tools","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Woodcarver's Tools","description":"Artisan's Tools Ability: Dexterity Weight: 5 lb. Cost: 1 GP Utilize: Carve a pattern in wood (DC 10) Craft: Club , Greatclub , Quarterstaff , Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus: Crystal , Orb , Rod , Wand , Arrows , Bolts , Druidic Focus: Sprig of Mistletoe , Yew Wand , Ink Pen , Needles","properties":{"Category":"Items","Item Type":"Tool","Item Rarity":"None","Name":"Woodcarver's Tools"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Woodcarver's Tools","description":"Woodcarver's Tools Artisan's tools These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Weight: 5","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Woodcutter's Axe","description":"Woodcutter's Axe Melee weapon (martial, greataxe), Rare You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Damage : 1d12+1 Damage Type : Slashing Properties : Heavy, Two-Handed Weight : 7","properties":{"Category":"Items","Expansion":11857,"Item Type":"Weapon (Greataxe)","Properties":"Heavy, Two-Handed","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Wooden Coin of Lies","description":"Wondrous item, very rare (requires attunement) While attuned to this coin, you are constantly under the effect of the glibness spell. Curse. This coin is cursed; attuning to it extends its curse to you. You can only break attunement to the coin with the remove curse spell or similar magic. While attuned to the coin, you can’t deliberately speak the truth. You can be evasive in your wording, lie by omission, or speak half-truths, as long as your words remain within the boundaries of deception.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Wooden Shield","description":"Wooden Shield Armor (shield) A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC: 2 Weight: 6","properties":{"Category":"Items","AC":2,"Source":"5th Edition SRD","Weight":6,"Subtype":"Shield","Item Type":"Shield","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wooden Shield","description":"Wooden Shield Armor (shield) A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC: 2 Weight: 6","properties":{"Category":"Items","Expansion":5,"Item Type":"Shield","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wooden Staff","description":"Wooden Staff Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: 4","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":4,"Subtype":"Druidic Focus","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wooden Staff","description":"Wooden Staff Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: 4","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Wooden Sword","description":"Wooden Sword Melee weapon (simple, sword) Training swords are carved of wood or made of bamboo rather than forged of metal. Though far less deadly than a metal blade, a wooden sword does have the advantage of being far less prone to rust. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile Weight: 2","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Worg Salve","description":"Wondrous item, uncommon Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application rubbed on the appropriate area grants one of the following benefits: darkvision 60 ft., advantage on Wisdom [Perception} checks that rely on scent, speed 50 ft., or a secondary attack (bite) for 5 minutes. Use all three applications at once to transform into a wolf, as the polymorph spell. Excessive use of worg salve might result in the target’s becoming a werewolf.","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Worg Salve","description":"Wondrous item, uncommon Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf’s bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Worldshaper","description":"Weapon (greataxe), legendary (requires attunement) Component: humanoid (dwarf) heart When gods still walked the world, dwarven smiths forged an axe to rival the powers of deities. With it, they carved a new world of rock; canyons sheared under its mighty blows, mountains were beheaded, and great stone caverns were founded where only impenetrable rock had stood before. Incensed by the dwarves’ hubris, the gods cursed the axe and extracted promises from all dwarvenkind that they would never again reach for the power of the gods. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While this weapon is on your person, you can speak, read, and write Dwarvish. In addition, you have darkvision out to a range of 60 feet. As an action, you can feel the ground, gaining tremorsense out to a range of 15 feet until the end of your next turn. If you are underground, this distance is doubled to 30 feet. Tunneler. While wielding this axe, you gain a burrowing speed of 30 feet. You leave a tunnel big enough for a creature of equal size to walk through without squeezing. Stone Shaper. While holding the axe, you can cast the following spells (save DC 17): flesh to stone , move earth , stone shape , stoneskin , and wall of stone . After you cast one of these spells in this way, roll a d8. If the result is less than or equal to the spell’s level, this property of the axe can’t be used again until the next dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. While cursed, each time you finish a long rest, you must make a DC 15 Constitution saving throw. A dwarf has disadvantage on this saving throw. On a failure, you slowly begin to petrify and your speed is reduced by 5 feet. When your speed becomes 0 feet due to this curse, you become fully petrified, even if your attunement to this weapon ends. Each time lesser restoration is cast on you, your speed increases by 5 feet, up to your normal maximum. Very rare variant: Reduce the attack and damage bonus to +2, the DC of the Stone Shaper property to 16, and the DC of the curse to 13. Remove flesh to stone and move earth from the list of spells you can cast using the axe. Remove the Tunneler property.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Worldshaper (very rare variant)","description":"Weapon (greataxe), legendary (requires attunement) Component: humanoid (dwarf) heart When gods still walked the world, dwarven smiths forged an axe to rival the powers of deities. With it, they carved a new world of rock; canyons sheared under its mighty blows, mountains were beheaded, and great stone caverns were founded where only impenetrable rock had stood before. Incensed by the dwarves’ hubris, the gods cursed the axe and extracted promises from all dwarvenkind that they would never again reach for the power of the gods. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While this weapon is on your person, you can speak, read, and write Dwarvish. In addition, you have darkvision out to a range of 60 feet. As an action, you can feel the ground, gaining tremorsense out to a range of 15 feet until the end of your next turn. If you are underground, this distance is doubled to 30 feet. Tunneler. While wielding this axe, you gain a burrowing speed of 30 feet. You leave a tunnel big enough for a creature of equal size to walk through without squeezing. Stone Shaper. While holding the axe, you can cast the following spells (save DC 17): flesh to stone , move earth , stone shape , stoneskin , and wall of stone . After you cast one of these spells in this way, roll a d8. If the result is less than or equal to the spell’s level, this property of the axe can’t be used again until the next dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. While cursed, each time you finish a long rest, you must make a DC 15 Constitution saving throw. A dwarf has disadvantage on this saving throw. On a failure, you slowly begin to petrify and your speed is reduced by 5 feet. When your speed becomes 0 feet due to this curse, you become fully petrified, even if your attunement to this weapon ends. Each time lesser restoration is cast on you, your speed increases by 5 feet, up to your normal maximum. Very rare variant: Reduce the attack and damage bonus to +2, the DC of the Stone Shaper property to 16, and the DC of the curse to 13. Remove flesh to stone and move earth from the list of spells you can cast using the axe. Remove the Tunneler property.","properties":{"Category":"Items","Item Type":"Weapon (greataxe)","Properties":"Heavy, two-handed","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Wormhole Generator","description":"Wormhole Generator Utility, epic This metallic ring has a 12-inch diameter. You can use an action to issue a voice command and place the wormhole generator on a solid surface, whereupon it adheres to the surface and expands into a 6-foot ring. Within the expanded ring is a two-way portal to another world or dimension. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the ring and pulling it off of its surface. Once wormhole generator has opened a portal, it can’t do so again for 1d8 hours.","properties":{"Category":"Items","Expansion":27053,"Item Type":"utility","Item Rarity":"epic"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Wormsilk cloak","description":"These full, hooded cloaks exist in a wide variety of vivid colors. When you are attacked by a creature you can see and you have at least one hand free, you can use a reaction to pull the cloak between yourself and the creature. If you do so, you gain resistance to piercing damage from nonmagical attacks until the start of your next turn. If the piercing damage is from a critical hit, you have resistance to the attack’s damage as normal, then the cloak is destroyed.","properties":{"Category":"Items","Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wormsilk net","description":"A wormsilk net is a lighter, more durable variant of a standard net. A creature restrained by a wormsilk net must succeed on a DC 14 Strength check to free itself. In addition, a wormsilk net has AC 12 and 10 hit points.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Special, thrown"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wormsilk Rope","description":"50 feet. Wormsilk rope has 4 hit points and can be burst or detached with a DC 20 Strength check.","properties":{"Category":"Items","Expansion":16832,"Item Type":"Adventuring Gear"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wormsilk whip","description":"Wormsilk is braided together with leather to lend this whip an edge.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, reach"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Worry Stone","description":"Wondrous item, common This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"common"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wortcunning Thumb","description":"Wand, Weird, Uncommon The first hag to make a wortcunning thumb had an unusually dark sense of humor, even for a hag. The first wortcunning thumb was the thumb of a herbalist that had outsmarted this very resentful hag. As revenge she captured the herbalist and would not let him escape his cage until he had removed both of his thumbs. What these two fought over is lost to antiquity but these hag weirds are still being made. Young herbalists are told a different version of this story, but the moral is always the same: never upstage a hag if you value your thumbs. A wortcunning thumb wand is usually a curved antler with a magically prepared thumb attached to it with some sort of twine or ribbon. The thumbs are not important and are usually just decoration. While holding this weird, a hag has advantage on all Intelligence (Nature) or Wisdom (Medicine) ability checks involving plants, herbs, poisons, or naturally occuring diseases. The user of a wortcunning thumb will never misidentify a poison or harmful herbal concoction that they have made. The user of a wortcunning thumb can also choose to disguise a herbal remedy, brewed potion, or poison that she crafted. In game terms, this means that anyone who fails to identify such creations made by the hag will instead identify the creation as something else. Hags will often do this in attempts to fool or otherwise embarrass local herbalists. If the hag is watching the creature’s attempt she can force their ability check to be made at a disadvantage as long as she concentrates and can watch them. Any creature, other than a hag, attempting to use this weird will always get incorrect results when attempting to make Intelligence (Nature) or Wisdom (Medicine) ability checks.","properties":{"Category":"Items","Item Type":"Wand","Item Rarity":"Uncommon"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Wounding Weapon","description":"Wounding Weapon Weapon (any slashing or piercing), varies (requires affinity) This weapon disrupts and destroys matter, inflicting severe injuries that are difficult to treat. Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1 necrotic damage for each time you’ve wounded it, and it can then make a DC 13 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 13 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Exceptional. When the weapon reaches this grade, it gains the following properties. The necrotic damage a wounded creature takes at the start of each of their turns increases to 1d4. The DC for the saving throw or skill check to end the effects of wounds increases to 15. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, esper powers, or any other means. Superior. When the weapon reaches this grade, it gains the following properties. You gain a +1 bonus to attack and damage rolls made with this weapon. The damage a wounded creature takes at the start of each of their turns increases to 1d8 for each time you’ve wounded it. Optimum. When the weapon reaches its optimum grade, it gains the following properties. The weapon’s bonus to attack and damage rolls increases to +2. The DC for the saving throw or skill check to end the effects of wounds increases to 17. If a wounded creature takes any actions or reactions other than the Dodge action or an action that would end its wounded condition, they take an additional 1d8 necrotic damage.","properties":{"Category":"Items","Expansion":27053,"Item Type":"weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Wraithstone","description":"Wondrous item, uncommon (requires attunement) This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature’s essence stays within until the stone is broken, upon which point the soul is released and the creature can’t be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature’s likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can’t physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone’s charges have been used, the beast’s spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects: Bestial Vigor. The next time you hit a creature with a melee weapon attack, the target takes an extra 1d6 damage of the weapon’s type. Natural Selection. Until the end of your next turn, you have advantage on Wisdom (Perception) checks, and your speed increases by 5 feet. Wisdom of the Wilds. You have advantage on Wisdom (Animal Handling) and Wisdom (Survival) checks for 1 minute.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wraps of Dyamak","description":"Wraps of Dyamak Wondrous item, legendary (requires attunement by a monk) Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown. Dormant When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them. In addition, when you finish a short or long rest, you gain a number of temporary hit points equal to your total number of ki points. Awakened When the Wraps of Dyamak reach an awakened state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +2. You can cast the misty step spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can’t be used again until you finish a short or long rest, or until you score a critical hit with an unarmed strike against a hostile creature. Exalted When the Wraps of Dyamak reach an exalted state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +3. When you hit with an unarmed strike, you can choose to make the attack a ravenous strike. The target takes an extra 6d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. This property of the wraps can’t be used again until you finish a long rest, or until you score a critical hit with an unarmed strike against a hostile creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a monk"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Wraps of Dyamak, Awakened","description":"Wraps of Dyamak, Awakened Wondrous item, legendary (requires attunement by a monk) Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown. Dormant When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them. In addition, when you finish a short or long rest, you gain a number of temporary hit points equal to your total number of ki points. Awakened When the Wraps of Dyamak reach an awakened state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +2. You can cast the misty step spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can’t be used again until you finish a short or long rest, or until you score a critical hit with an unarmed strike against a hostile creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a monk"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Wraps of Dyamak, Dormant","description":"Wraps of Dyamak, Dormant Wondrous item, legendary (requires attunement by a monk) Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown. Dormant When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them. In addition, when you finish a short or long rest, you gain a number of temporary hit points equal to your total number of ki points.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a monk"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Wraps of Dyamak, Exalted","description":"Wraps of Dyamak, Exalted Wondrous item, legendary (requires attunement by a monk) Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown. Dormant When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them. In addition, when you finish a short or long rest, you gain a number of temporary hit points equal to your total number of ki points. Awakened When the Wraps of Dyamak reach an awakened state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +2. You can cast the misty step spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can’t be used again until you finish a short or long rest, or until you score a critical hit with an unarmed strike against a hostile creature. Exalted When the Wraps of Dyamak reach an exalted state, they gain the following properties: The bonus to attack and damage rolls with your unarmed strike increases to +3. When you hit with an unarmed strike, you can choose to make the attack a ravenous strike. The target takes an extra 6d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. This property of the wraps can’t be used again until you finish a long rest, or until you score a critical hit with an unarmed strike against a hostile creature.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement by a monk"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Wraps of Unarmed Power +1","description":"Wondrous Item, Uncommon While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Wraps of Unarmed Power +1"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wraps of Unarmed Power +2","description":"Wondrous Item, Rare While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Wraps of Unarmed Power +2"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wraps of Unarmed Power +3","description":"Wondrous Item, Very Rare While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"No","Name":"Wraps of Unarmed Power +3"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wraps of Unarmed Prowess +1","description":"Wraps of Unarmed Prowess +1 Wondrous Item, Uncommon (+1) While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Uncommon"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Wraps of Unarmed Prowess +2","description":"Wraps of Unarmed Prowess +2 Wondrous Item, Rare (+2) While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Wraps of Unarmed Prowess +3","description":"Wraps of Unarmed Prowess +3 Wondrous Item, Very Rare (+3) While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"Very Rare"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Wrath of the Moon","description":"Weapon (urutuk), Covenant Item (requires a ttunement) This pair of matched urutuks are made of mithral and feature stylized engravings of the mythical Mother Moon on one hatchet and of Father Sun on the other. They are beautiful weapons and the epitome of the smith’s art. They are also ancient Durgis Clan heirlooms. Legend claims that a common figure of dwarven legend, a mythical youth known only as the Child of the Mountain, was one day hunted by a party of orcs. Wounded and weaponless, the child was cornered in a narrow defile. It is said that Father Sun, hoping to see a noble last stand, bestowed a single urutuk on the boy. The boy fought valiantly but was clearly outnumbered. Mother Moon, seeing his plight, gifted him with a second urutuk to even the odds. Wielded together, the magical powers they manifested allowed the Child to prevail against the orcs. Table B-6: Wrath of the Moon and Fury of the Sun Character Level Covenant Item Properties 1 These two urutuks are a matched pair, counting as a single magic item for purposes of attunement. Each urutuk is made of mithral, giving you a +1 bonus to attack and damage rolls made with both the Wrath of the Moon and Fury of the Sun. 2-4 You gain a +1 bonus to AC while wielding both urutuks. 5-10 While wielding the Wrath of the Moon and Fury of the Sun, you can’t be disarmed of either weapon unless you are incapacitated. You can summon either or both weapons as a bonus action on your turn, causing them to teleport instantly to your hands. In addition, each urutuk returns to your hand immediately after it is used to make a ranged attack. 11-16 You have a +2 bonus to attack and damage rolls made with both the Wrath of the Moon and Fury of the Sun. In addition, you gain a +2 bonus to AC while wielding both urutuks. This replaces the bonus gained at level 2-­4. 17+ When you take the Attack action and attack with either the Wrath of the Moon or the Fury of the Sun, you can use a bonus action to attack with the other urutuk in the pair. If you have the Extra Attack feature, you can make a number of attacks equal to the number granted by that feature when using your bonus action in this way.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Light, Thrown","Item Rarity":"Covenant Item","Requires Attunement":"requires attunement"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Wrathful Vapors","description":"Potion, uncommon Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn’t an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Items","Item Type":"Potion","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Wreath of the Prism","description":"Wreath Of The Prism Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. Exalted. Once the wreath of the prism reaches an exalted state, it gains the following benefits: You can affect creatures of challenge rating 15 or lower with the wreath. The save DC of the wreath’s spell increases to 17.","properties":{"Category":"Items","Item Type":"adventuring gear","Item Rarity":"legendary (requires attunement)"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wreath of the Prism","description":"Wreath of the Prism Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. Exalted. Once the wreath of the prism reaches an exalted state, it gains the following benefits: You can affect creatures of challenge rating 15 or lower with the wreath. The save DC of the wreath’s spell increases to 17.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Wreath of the Prism, Awakened","description":"Wreath Of The Prism, Awakened Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Rarity":"Wondrous Item","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wreath of the Prism, Awakened","description":"Wreath of the Prism Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Wreath of the Prism, Dormant","description":"Wreath Of The Prism, Dormant Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wreath of the Prism, Dormant","description":"Wreath of the Prism Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Wreath of the Prism, Exalted","description":"Wreath Of The Prism, Exalted Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. Exalted. Once the wreath of the prism reaches an exalted state, it gains the following benefits: You can affect creatures of challenge rating 15 or lower with the wreath. The save DC of the wreath’s spell increases to 17. For more information, see Vestiges of Divergence .","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wreath of the Prism, Exalted","description":"Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. Exalted. Once the wreath of the prism reaches an exalted state, it gains the following benefits: You can affect creatures of challenge rating 15 or lower with the wreath. The save DC of the wreath’s spell increases to 17.","properties":{"Category":"Items","Expansion":5016,"Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Wreath of the Prism, Exalted","description":"Wreath of the Prism Wondrous item, legendary (requires attunement) This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. Dormant. While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. Awakened. Once the wreath of the prism reaches an awakened state, it gains the following benefits: You can affect creatures of challenge rating 10 or lower with the wreath. The save DC of the wreath’s spell increases to 15. Exalted. Once the wreath of the prism reaches an exalted state, it gains the following benefits: You can affect creatures of challenge rating 15 or lower with the wreath. The save DC of the wreath’s spell increases to 17.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Wrenchinator","description":"Though different models exist, the most common by far is the Wrenchinator 9000, a tool used by starship mechanics the ‘verse over. This incredible oversized wrench can fasten bolts, loosen bolts, and clobber people over the head.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Melee Weapon","Properties":"Heavy, Two-Handed","Item Rarity":"Standard"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Wrestling Oil","description":"Wrestling Oil Wondrous item, uncommon This brass canister has a swirling pattern engraved upon it and contains 1d4 + 1 doses of a thick, sticky, translucent mixture. As an action, one dose of the oil can be applied to your skin. You then have advantage on any ability check you make to escape a grapple for 1 hour.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Wrist Beam","description":"Wrist Beam Utility, uncommon This wrist-mounted emitter fires a focused plasma beam at one or more targets. It has two firing modes. When you use an action to activate it, choose one of the following modes: Single Target. Choose one target you can see up to 120 feet away from you. That target must succeed on a DC 13 Dexterity saving throw or take 4d6 fire damage. Sweeping Beam. You fire a sweeping beam that covers a 15-foot cone in front of you. Each target in the cone must succeed on a DC 13 Dexterity saving throw or take 2d6 fire damage. Once used, the device’s charge is depleted and can’t be used again until you finish a long rest.","properties":{"Category":"Items","Item Type":"Ranged Weapon","Item Rarity":"uncommon"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Wrist Blades","description":"Wrist Blades Melee weapon (simple) Damage : 1d4 Damage Type : slashing Properties : Finesse, light Weight : 1","properties":{"Category":"Items","Expansion":27051,"Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"Standard"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Wrist Crossbow","description":"","properties":{"Category":"Items","Item Type":"Weapon (wrist crossbow)","Properties":"Ammunition (30/120), Concealable, Light, Loading","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Wrist knife","description":"This 1-to 2-inch-wide circular blade is worn around the wrist like a bracelet.","properties":{"Category":"Items","Item Type":"Weapon","Properties":"Finesse, light"},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wrist Knife","description":"This 1 to 2-inch-wide circular blade is worn around the wrist like a bracelet.","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Finesse, light","Item Rarity":"Standard"},"publisher":"Kobold Press","book":"Southlands Player's Guide"},{"name":"Wristwatch","description":"A simple device with a simple purpose, this watch reports the time in a way that is consistent with all major galactic factions.","properties":{"Category":"Items","Item Type":"adventuring gear"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Writ of Execution","description":"Writ of Execution Spell catalyst, rare A written order from a ruler or religious leader that gives you the authority to condemn a creature to death. When you cast the banishing smite , blinding smite , branding smite , dispelling smite UAH , reaping smite UAH , searing smite , staggering smite , sundering smite UAH , thundering smite , vengeful smite UAH , warding smite UAH , or wrathful smite spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts its full duration without requiring your concentration and its initial damage increases by 2d8.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"rare"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Written Prayer","description":"Written Prayer Spell catalyst, common A small note containing a prayer to a deity that contains a portion of the worshipper’s faith. When you cast the bless spell, you can choose to allow the spell to consume this spell catalyst. When you do, each target of the spell uses a d6 for the duration, instead of a d4.","properties":{"Category":"Items","Item Type":"Spell catalyst","Item Rarity":"common"},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Wrought-Iron Tower","description":"Weapon (warhammer), artifact (requires attunement) Constructed from the same materials as his tower, Dispater’s Wrought-Iron Tower is a powerful weapon that marks his rule over Dis. It embodies his ideals, representing defense, authority, and power. Its construction changes hourly, similar to the tower, appearing as either iron, steel, lead, or adamantine. The Wrought-Iron Tower is a magic staff that functions as a warhammer and you have a +3 bonus to attack and damage rolls made with it. If a creature is vulnerable to a certain type of damage, all damage dealt with the staff is converted to that damage type. When you hit a good aligned creature with it, that creature takes an extra 3d6 fire damage. While holding the staff, you can control and navigate through the Iron Tower in Dis. While the staff is on the layer of Dis, Dispater knows the exact location of it, and is capable of teleporting to within 30 feet of it at will. Random Properties . The Wrought-Iron Tower has the following random properties: 2 minor beneficial properties. The Best Offense. While attuned to the staff, you have a +2 bonus to AC and a +2 bonus to all saving throws. Additionally, the staff has 10 charges. When you make an attack, you may spend 1 or more charges. For each charge spent, you deal an additional 2 fire damage on a successful attack. Charges are still consumed if the attack misses. The staff regains all charges each day at dawn. After dealing damage with the staff, you may use a bonus action and expend 1 charge to replace the damage dealt with your total AC instead. Rulership. The Wrought-Iron Tower also functions as a Rod of Rulership , with an increased save DC of 18. This property costs 3 charges to use, though a creature that successfully saves against one of its uses is immune to future uses for 24 hours. Slag. You can cast Searing Smite at 6th level on yourself, expending 1 charge. Instead of doing fire damage, you may have Searing Smite inflict acid damage. The spell requires no concentration and lasts for 1 minute. Destroying the Staff. The Wrought-Iron Tower can only be destroyed inside the Iron Tower on Dis. Located somewhere within the tower is the forge that Dispater used to create the staff. An attuned creature must place the staff into the forge fires, then cast Dispel Evil and Good and touch the staff. They then take 20d10 fire damage, which ignores resistance and immunities. If the attuned creature survives the fire damage, the staff is destroyed.","properties":{"Category":"Items","Item Type":"Weapon (warhammer)","Properties":"Versatile (1d10)","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Wyrding Crystal","description":"Wyrding Crystal Wondrous Item, rare (requires attunement by a spellcaster) Weight: ¼ lb. This glowing crystal holds the power of ancient wyrding magic. The crystal starts with 10 charges, and it regains 1d6 expended charges daily at dawn. You can use an action to speak a powerful magic wyrd, expending a number of charges based on the chosen wyrd. Binding Wyrd (1 charge). One creature you can see within 90 ft. must succeed a DC 15 Wisdom saving throw or be affected by the Hold Monster spell. Confusing Wyrd (1 charge). One creature you can see within 90 ft. must succeed a DC 15 Wisdom saving throw or be affected by the Confusion spell. Ice Wyrd (3 charges). You cast the Cone of Cold spell at 6th level, dealing 9d8 cold damage. Lightning Wyrd (3 charges). You cast the Lightning Bolt spell at 6th level, dealing 11d6 lightning damage. Ethereal Wyrd (5 charges). You cast the Etherealness spell on yourself.","properties":{"Category":"Items","Expansion":32955,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement by a Spellcaster"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Wyrm’s Breath Grenade (Brass)","description":"Wondrous item, very rare Within the beautifully sculpted exterior is housed a dragon’s biomantically-sustained toxin gland, pungent incense, and crushed diamond. Available in a variety of hues, the metal of this grenade-like contraption matches the dragon from which the organ was harvested. As an action, you can throw this magical device onto a surface you can see within 60 feet . Upon impact, the incense ignites, billowing out in a pungent, 15-foot-radius sphere , carrying with it the dragon’s magic. A creature that starts its turn in the area or enters the area for the first time on its turn must make the associated saving throw, suffering the associated effects on a failure. Creatures are affected even if they hold their breath or don’t need to breathe. The cloud lasts for 1 minute or until a strong wind (at least 20 miles per hour) disperses it. Once a grenade has been used, it can’t be used again until the following dawn, and it must be re-filled with 100 gp of good-quality incense, as well as a specified value of diamond dust. Brass, Sleep: Very rare. A creature must succeed on a DC 16 Constitution saving throw or be affected by a heavy drowsiness that causes it to fall unconscious until the start of its next turn. A creature with 80 or more hit points is immune to this effect. This effect ends for a creature if the creature takes damage, or if another creature uses an action to wake it. Diamond dust: 600 gp.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Wyrm’s Breath Grenade (Bronze)","description":"Wondrous item, rare Within the beautifully sculpted exterior is housed a dragon’s biomantically-sustained toxin gland, pungent incense, and crushed diamond. Available in a variety of hues, the metal of this grenade-like contraption matches the dragon from which the organ was harvested. As an action, you can throw this magical device onto a surface you can see within 60 feet . Upon impact, the incense ignites, billowing out in a pungent, 15-foot-radius sphere , carrying with it the dragon’s magic. A creature that starts its turn in the area or enters the area for the first time on its turn must make the associated saving throw, suffering the associated effects on a failure. Creatures are affected even if they hold their breath or don’t need to breathe. The cloud lasts for 1 minute or until a strong wind (at least 20 miles per hour) disperses it. Once a grenade has been used, it can’t be used again until the following dawn, and it must be re-filled with 100 gp of good-quality incense, as well as a specified value of diamond dust. Bronze, Repulsion; Rare . A creature must succeed on a DC 15 Strength saving throw or be flung up to 60 feet from the centre of the sphere, landing prone and taking 2d6 bludgeoning damage . If a creature collides with another creature, both creatures take an additional 2d6 bludgeoning damage . If a creature collides with a solid object, it takes 4d6 bludgeoning damage instead. Diamond dust: 400 gp.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Wyrm’s Breath Grenade (Copper)","description":"Wondrous item, rare Within the beautifully sculpted exterior is housed a dragon’s biomantically-sustained toxin gland, pungent incense, and crushed diamond. Available in a variety of hues, the metal of this grenade-like contraption matches the dragon from which the organ was harvested. As an action, you can throw this magical device onto a surface you can see within 60 feet . Upon impact, the incense ignites, billowing out in a pungent, 15-foot-radius sphere , carrying with it the dragon’s magic. A creature that starts its turn in the area or enters the area for the first time on its turn must make the associated saving throw, suffering the associated effects on a failure. Creatures are affected even if they hold their breath or don’t need to breathe. The cloud lasts for 1 minute or until a strong wind (at least 20 miles per hour) disperses it. Once a grenade has been used, it can’t be used again until the following dawn, and it must be re-filled with 100 gp of good-quality incense, as well as a specified value of diamond dust. Copper, Slow: Rare. A creature must succeed on a DC 15 Constitution saving throw or suffer the effects of the slow spell until the start of its next turn. Diamond dust: 300 gp.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Wyrm’s Breath Grenade (Gold)","description":"Wondrous item, very rare Within the beautifully sculpted exterior is housed a dragon’s biomantically-sustained toxin gland, pungent incense, and crushed diamond. Available in a variety of hues, the metal of this grenade-like contraption matches the dragon from which the organ was harvested. As an action, you can throw this magical device onto a surface you can see within 60 feet . Upon impact, the incense ignites, billowing out in a pungent, 15-foot-radius sphere , carrying with it the dragon’s magic. A creature that starts its turn in the area or enters the area for the first time on its turn must make the associated saving throw, suffering the associated effects on a failure. Creatures are affected even if they hold their breath or don’t need to breathe. The cloud lasts for 1 minute or until a strong wind (at least 20 miles per hour) disperses it. Once a grenade has been used, it can’t be used again until the following dawn, and it must be re-filled with 100 gp of good-quality incense, as well as a specified value of diamond dust. Gold, Weakening: Very rare. A creature must succeed on a DC 16 Constitution saving throw or have disadvantage on all ability checks, attack rolls, and saving throws, and also deal half damage with Strength-based attacks until the end of its next turn. Diamond dust: 1200 gp.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Wyrm’s Breath Grenade (Silver)","description":"Wondrous item, legendary Within the beautifully sculpted exterior is housed a dragon’s biomantically-sustained toxin gland, pungent incense, and crushed diamond. Available in a variety of hues, the metal of this grenade-like contraption matches the dragon from which the organ was harvested. As an action, you can throw this magical device onto a surface you can see within 60 feet . Upon impact, the incense ignites, billowing out in a pungent, 15-foot-radius sphere , carrying with it the dragon’s magic. A creature that starts its turn in the area or enters the area for the first time on its turn must make the associated saving throw, suffering the associated effects on a failure. Creatures are affected even if they hold their breath or don’t need to breathe. The cloud lasts for 1 minute or until a strong wind (at least 20 miles per hour) disperses it. Once a grenade has been used, it can’t be used again until the following dawn, and it must be re-filled with 100 gp of good-quality incense, as well as a specified value of diamond dust. Silver, Paralysing: Legendary. A creature must succeed on a DC 17 Constitution saving throw or be paralysed until the start of its next turn. Diamond dust: 2400 gp.","properties":{"Category":"Items","Expansion":23695,"Item Type":"wondrous item","Item Rarity":"legendary"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Wyrmheart Amulet","description":"Wondrous Item, Rare (Requires Attunement) This golden amulet features a polished ruby, clasped within the talons of a golden dragon. You have resistance to Cold damage while wearing it. The amulet has 3 charges for the following properties and regains all expended charges daily at dawn: Aura of Warmth. As an action, you can expend 1 charge to cause the amulet to emit an aura of warmth in a 10-foot radius for 1 minute. Each creature within the aura gains resistance to Cold damage. Fiery Purge. When you fail a Constitution, Intelligence, Wisdom, or Charisma saving throw, you can expend 1 charge to cause searing heat to spread from the amulet, cleansing your body. You take 1d10 Fire damage and can reroll the saving throw. You must use the new result.","properties":{"Category":"Items","Expansion":27827,"Item Type":"Wondrous Item","Item Rarity":"Rare","Requires Attunement":"Yes"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Wyrmreaver Gauntlets","description":"Wyrmreaver Gauntlets Wondrous item, very rare (requires attunement) Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune. While you are wearing these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest. Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss. The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition. Once the runes have been invoked, they can’t be invoked again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Wyrmskull Throne","description":"Wyrmskull Throne Wondrous item, artifact Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire. The Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet—the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian winking to life with blue energy when the throne's powers are activated. After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne , which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership. Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne. Any creature seated on the throne can hear faint Whispers in Draconic—the whisperings of four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne's properties, which are as follows: The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges. Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges. As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls. As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks. Destroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Items","Item Type":"Wondrous Item, Artifact","Item Rarity":"artifact"},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Wyvern Poison","description":"Injury Poison A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one. Cost: 1,200 GP","properties":{"Category":"Items","Item Type":"Poison","Item Rarity":"No","Name":"Wyvern Poison"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Wyvern poison (Injury)","description":"Wyvern Poison Adventuring gear (poison, injury) This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Damage: 7d6 Damage Type: Poison","properties":{"Category":"Items"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Xaantikorijek's Looking Glass","description":"Xaantikorijek’s Looking Glass Wondrous item, very rare (requires attunement) This handheld silver mirror is made from a portion of Xaantikorijek’s Glass Cavern, and the back shows his thoughtful visage. While you carry the mirror, you are resistant to lightning and thunder damage. In addition, while you hold the mirror and can see a creature or object in its reflection, you can ask the mirror a question about the reflected creature or object’s past. The mirror answers the question by magically changing the reflection, showing an event from the subject’s past. The mirror can only show events that have occurred on the Mundane World. Once the mirror has shown an answer to a question, it can’t be used in this way again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Xiphos","description":"Weapon, dagger, common This dagger has a straight, leaf-shaped blade, which is excellent for thrusting and piercing between shields in phalanx formations.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"standard"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Xiphos of Slaughter","description":"Weapon (dagger), very rare (requires attunement) Centuries ago, the Dragonlord Estor Arkelander defeated a gygan smith in single combat and forced the cyclops into his service. He demanded that the cyclops forge him a weapon that would drench all the shores of Thylea in blood. The gygan complied, crafting this bronze dagger. Estor anointed the weapon by slaughtering the smith and his family. The weapon is stained deep red. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Cursed . This dagger is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the dagger, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one. At the beginning of your turn in combat, you must use your actions to attack the nearest creature at least once. If you have multiple possible targets, you attack one at random. At the end of your turn in combat, if you did not inflict damage on any creature this turn, you suffer 1d10 psychic damage.","properties":{"Category":"Items","Expansion":4963,"Item Type":"Melee Weapon","Properties":"Finesse, Light, Range, Thrown","Item Rarity":"very rare"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Xylophone of Xenomorphy","description":"Xylophone of Xenomorphy Wondrous item, very rare (requires attunement) This item comprises a wooden mallet and three small wooden bars affixed to a frame. If you use an action to strike the wooden bars, you may transform a creature you can see within 60 feet into a hideous new form. An unwilling creature must make a successful DC 18 Wisdom saving throw to avoid the effect. The transformation lasts for 1 hour. The new form can be any aberration whose challenge rating is equal to or less than the target's challenge rating or level. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen aberration. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before transforming. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Once used, this property of the xylophone can’t be used again until the next dawn. Alliteration is not a sound basis on which to conduct serious magical research. The Balance is left in tatters due to nonsense such as this.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Xyxlbark Armour Breastplate","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Breastplate (legendary variant)","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it. Very rare variant: You gain a +1 bonus to AC while wearing this armour. Increase the temporary hit points gained to 4. Legendary variant: You gain a +2 bonus to AC while wearing this armour. Increase the temporary hit points gained to 5. In addition, you can speak and understand Sylvan and can cast the druidcraft cantrip while attuned to the item and wearing it.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"legendary","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Breastplate (very rare variant)","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it. Very rare variant: You gain a +1 bonus to AC while wearing this armour. Increase the temporary hit points gained to 4.","properties":{"Category":"Items","Item Type":"Armor (breastplate)","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Half Plate","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Half Plate (legendary variant)","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it. Very rare variant: You gain a +1 bonus to AC while wearing this armour. Increase the temporary hit points gained to 4. Legendary variant: You gain a +2 bonus to AC while wearing this armour. Increase the temporary hit points gained to 5. In addition, you can speak and understand Sylvan and can cast the druidcraft cantrip while attuned to the item and wearing it.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"legendary","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Half Plate (very rare variant)","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it. Very rare variant: You gain a +1 bonus to AC while wearing this armour. Increase the temporary hit points gained to 4.","properties":{"Category":"Items","Item Type":"Armor (half plate)","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Plate","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Plate (legendary variant)","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it. Very rare variant: You gain a +1 bonus to AC while wearing this armour. Increase the temporary hit points gained to 4. Legendary variant: You gain a +2 bonus to AC while wearing this armour. Increase the temporary hit points gained to 5. In addition, you can speak and understand Sylvan and can cast the druidcraft cantrip while attuned to the item and wearing it.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"legendary","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlbark Armour Plate (very rare variant)","description":"Armour (breastplate, half plate, or plate), rare (optional attunement) Component: plant bark Armour made from the cured bark of the xyxl tree is stronger and lighter than steel and possesses the ability to nourish its wearer. The source of the xyxl tree’s immense durability is the mithral particles it incorporates into a rigid lattice throughout its wood. The art of curing the slow-growing xyxl bark is known to but a few denizens of the Plane of Fey to which it is native. The armour weighs half as much as normal and, if it normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the xyxlbark version of the armour doesn’t. Optional Attunement. If you attune to xyxlbark armour, it nourishes you, causing you to gain 3 temporary hit points at the start of each of your turns while wearing it. Very rare variant: You gain a +1 bonus to AC while wearing this armour. Increase the temporary hit points gained to 4.","properties":{"Category":"Items","Item Type":"Armor (plate)","Item Rarity":"very rare","Requires Attunement":"optional attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Arrow Bramblestrike","description":"Ammunition (arrow), rarity varies Component: bundle of plant roots The incredible durability of xyxlwood means that a single arrow can see many battlefields and be wielded by multiple generations of a sylvan family. Xyxlwood arrows take nature-based enchantments exceedingly well and have been crafted with a plethora of effects. After an effect triggers, the arrow is destroyed. The following types of xyxlwood arrows can be found: Splinterstrike; Uncommon. On a hit, this magic arrow deals the weapon’s normal damage and then erupts in a storm of splinters and thorns. The target and each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Bramblestrike; Rare. On a hit, this magic arrow deals the weapon’s normal damage and the target must succeed on a DC 15 Strength saving throw or become restrained by magical vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. While restrained by this arrow, the target takes 1d6 piercing damage at the start of its turn. The restrained creature, or a creature within 5 feet of it, can use its action to make a DC 15 Strength check, freeing it on a success. Tanglestrike; Very rare. If the arrow hits an object or solid surface, grasping weeds and thorny vines sprout on the surface in a 5-foot-radius sphere centred on the arrow. The area becomes difficult terrain for 1 minute and each creature within the area must succeed on a DC 16 Strength saving throw or become restrained by the entangling plants for 1 minute. The restrained creature, or a creature within 5 feet of it, can use its action to make a DC 16 Strength check, freeing it on a success.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Arrow Splinterstrike","description":"Ammunition (arrow), rarity varies Component: bundle of plant roots The incredible durability of xyxlwood means that a single arrow can see many battlefields and be wielded by multiple generations of a sylvan family. Xyxlwood arrows take nature-based enchantments exceedingly well and have been crafted with a plethora of effects. After an effect triggers, the arrow is destroyed. The following types of xyxlwood arrows can be found: Splinterstrike; Uncommon. On a hit, this magic arrow deals the weapon’s normal damage and then erupts in a storm of splinters and thorns. The target and each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Bramblestrike; Rare. On a hit, this magic arrow deals the weapon’s normal damage and the target must succeed on a DC 15 Strength saving throw or become restrained by magical vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. While restrained by this arrow, the target takes 1d6 piercing damage at the start of its turn. The restrained creature, or a creature within 5 feet of it, can use its action to make a DC 15 Strength check, freeing it on a success. Tanglestrike; Very rare. If the arrow hits an object or solid surface, grasping weeds and thorny vines sprout on the surface in a 5-foot-radius sphere centred on the arrow. The area becomes difficult terrain for 1 minute and each creature within the area must succeed on a DC 16 Strength saving throw or become restrained by the entangling plants for 1 minute. The restrained creature, or a creature within 5 feet of it, can use its action to make a DC 16 Strength check, freeing it on a success.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"uncommon"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Arrow Tanglestrike","description":"Ammunition (arrow), rarity varies Component: bundle of plant roots The incredible durability of xyxlwood means that a single arrow can see many battlefields and be wielded by multiple generations of a sylvan family. Xyxlwood arrows take nature-based enchantments exceedingly well and have been crafted with a plethora of effects. After an effect triggers, the arrow is destroyed. The following types of xyxlwood arrows can be found: Splinterstrike; Uncommon. On a hit, this magic arrow deals the weapon’s normal damage and then erupts in a storm of splinters and thorns. The target and each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much damage on a successful one. Bramblestrike; Rare. On a hit, this magic arrow deals the weapon’s normal damage and the target must succeed on a DC 15 Strength saving throw or become restrained by magical vines until the end of its next turn. A Large or larger creature has advantage on this saving throw. While restrained by this arrow, the target takes 1d6 piercing damage at the start of its turn. The restrained creature, or a creature within 5 feet of it, can use its action to make a DC 15 Strength check, freeing it on a success. Tanglestrike; Very rare. If the arrow hits an object or solid surface, grasping weeds and thorny vines sprout on the surface in a 5-foot-radius sphere centred on the arrow. The area becomes difficult terrain for 1 minute and each creature within the area must succeed on a DC 16 Strength saving throw or become restrained by the entangling plants for 1 minute. The restrained creature, or a creature within 5 feet of it, can use its action to make a DC 16 Strength check, freeing it on a success.","properties":{"Category":"Items","Item Type":"Ammunition (arrow)","Item Rarity":"very rare"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Dagger","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Dagger (rare variant)","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected. Rare variant: Increase the charges to 3, the damage to 1d8, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Dagger (very rare variant)","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected. Rare variant: Increase the charges to 3, the damage to 1d8, and the DC to 15. Very rare variant: Increase the charges to 4, the damage to 1d10, and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (dagger)","Properties":"Finesse, light, thrown (range 20/60)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Rapier","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Rapier (rare variant)","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected. Rare variant: Increase the charges to 3, the damage to 1d8, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Rapier (very rare variant)","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected. Rare variant: Increase the charges to 3, the damage to 1d8, and the DC to 15. Very rare variant: Increase the charges to 4, the damage to 1d10, and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (rapier)","Properties":"Finesse","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Spear","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Spear (rare variant)","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected. Rare variant: Increase the charges to 3, the damage to 1d8, and the DC to 15.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xyxlwood Sporeshiv Spear (very rare variant)","description":"Weapon (dagger, rapier, or spear), uncommon (requires attunement) Component: pouch of plant spores In the glimmering Plane of Fey, xyxl trees have one nemesis: the witherblight fungus. The hyphae creep through the trees’ vascular systems, before blooming in one fungal explosion that turns the entire plant into a glowing, orange fruiting body. Clever sylvan craftspeople have developed a means of enchanting xyxlwood weapons to host this fungus and inject the necrotic spores under a pierced foe’s flesh. This weapon has 2 charges and regains all expended charges after it spends 8 continuous hours buried in soil. Witherblight Spore. As an action, you can expend 1 charge to make a special attack with this weapon. On a hit, the target takes the attack’s normal damage and is injected with a rapidly growing witherblight spore. As a bonus action while holding this weapon, you can will the spore to grow, consuming the target from the inside out; the host takes 1d6 necrotic damage and deals only half damage with weapon attacks that use Strength until the end of its next turn. A creature that hosts a spore can make a DC 13 Constitution saving throw at the end of each of its turns, ridding itself of the spore on a success. Creatures that don’t have flesh or that are immune to necrotic damage or disease are immune to this effect. If you inject a spore into a second creature, the first spore dies and the target is no longer affected. Rare variant: Increase the charges to 3, the damage to 1d8, and the DC to 15. Very rare variant: Increase the charges to 4, the damage to 1d10, and the DC to 16.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Thrown (range 20/60), versatile (1d8)","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Yacht","description":"","properties":{"Category":"Items","Expansion":27053,"Item Type":"vehicle"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Yarting","description":"Yarting Musical instrument A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Yellow Diamond Elemental Gem","description":"Yellow Diamond Elemental Gem Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. ","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"uncommon"},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Yellow Shard of Hateful Wasting","description":"Yellow Shard of Hateful Wasting Wondrous item, very rare (requires attunement) Shards of hateful wasting are the crystallized by-product of planar conflicts between the forces of order and chaos. They appear on the Material Plane in areas of fierce conflict, or in locations that have experienced a ruinous magical conflagration. Seven colors of shards exist, all roughly the size of an adult human’s fist. When you attune to a shard, it melds with your body at the location indicated and, unless you choose to end the attunement, can’t be separated from you while you are alive. When you trigger your shard, you take 1d12 psychic damage that can’t be reduced by any means. Unless otherwise specified, triggering the shard is an action, though many of the shards have additional effects if they are triggered again within the duration. If you die as a result of taking this damage, the shard forms a chrysalis around your body from which a gibbering mouther emerges after 1d4 rounds. The effects of each shard have a duration of 1 minute. You can only be attuned to one shard of hateful wasting at a time. Yellow (Very Rare). This shard melds into your stomach. When you trigger this shard, for the duration, creatures you hit with melee or ranged attacks gain 1 level of exhaustion in addition to the damage you deal. When you hit with an attack roll, you can trigger your shard again to halve your target’s speed until the end of its next turn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Yew Wand","description":"Yew Wand Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: 1","properties":{"Category":"Items","Source":"5th Edition SRD","Weight":1,"Subtype":"Druidic Focus","Item Type":"Adventuring Gear","data-List":"false","Item Rarity":"Standard","data-RarityNum":0},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Yew Wand","description":"Adventuring Gear (Druidic Focus) Weight: 1 lb. Cost: 10 GP A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus .","properties":{"Category":"Items","Item Type":"Adventuring Gear","Item Rarity":"None","Name":"Yew Wand"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Yew Wand","description":"Yew Wand Adventuring gear (druidic focus) A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Weight: 1","properties":{"Category":"Items","Expansion":5,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Wizards of the Coast","book":"Player's Handbook"},{"name":"Yoke of Flight","description":"Yoke of Flight Wondrous item, very rare When this double yoke is used to harness a pair of horses, they gain a flying speed of 60 feet and can also pull a carriage through the air.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Yoke of Obedience","description":"Yoke of Obedience Wondrous item, rare This yoke is made of soft leather and fits comfortably over the head. If you place the yoke on a sleeping humanoid, that creature is charmed by you for an hour upon waking. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. Once used, this property of the yoke can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Yolchicachuac the Proud Warrior's Armament","description":"Yolchicachuac, the Proud Warrior’s Armament Melee weapon (martial, longsword), artifact (requires attunement) Yolchicachuac is a Maztican macuahuitl, a sort of “sword” consisting of a long wooden paddle with razor sharp shards of jet-black obsidian inserted along the edge. The name means “courageous” in the Nexalan language, and it is a weapon that has been passed down from legendary warrior to legendary warrior for over a thousand years. Over time, rather than the wood decaying and the obsidian chipping away, the macuahuitl became imbued with the martial spirit of all its wielders, developing into a magic weapon with a strong personality. While attuned to Yolchicachuac, you gain the rewards and suffer the penalties of Yolchicachuac’s Favor. Yolchicachuac’s Favor Favor Modifier Property 15 and above Favored Tier 5. Yolchicachuac grants the reward of Favored Tiers 1-4. Additionally, you are filled with a sense of valor and vitality that fuels and restores you. You have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. 12 to 14 Favored Tier 4. Yolchicachuac grants the rewards of Favored Tiers 1-3. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 9 to 11 Favored Tier 3. Yolchicachuac grants the rewards of Favored Tiers 1-2. Additionally, you are immune to the frightened condition. However, if you attempt to flee from a fight or surrender to an enemy, you take 6 (1d12) psychic damage at the end of each of your turns until you make an attack. If you are reduced to 0 hit points by this damage, you are stable. 6 to 8 Favored Tier 2. Yolchicachuac grants the rewards of Favored Tier 1. Additionally, when you see an allied creature within 30 feet of you take damage, you can use your reaction to divide that damage evenly between yourself and the creature, taking half the damage yourself. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. 3 to 5 Favored Tier 1. You can cast the following spells three times per day each, without requiring any material components: compelled duel and hold person your spell save DC for these spells is 15. -2 to 2 Neutral. Yolchicachuac regards you neutrally. He functions as a +3 magical weapon but has no additional properties or penalties. -3 to -5 Scorned Tier 1. Yolchicachuac reserves his power for a more worthy wielder. He functions as a +1 magical weapon. -6 to -8 Scorned Tier 2. Yolchicachuac imposes the effects of Scorned Tier 1. Additionally, you suffer disadvantage on attack rolls made to attack with Yolchicachuac as he resists you. -9 to -11 Scorned Tier 3. Yolchicachuac imposes the penalties of Scorned Tiers 1-2. Additionally, you become physically repugnant to all who behold you, suffering disadvantage on Charisma-based ability checks. -12 to -14 Scorned Tier 4. Yolchicachuac imposes the penalties of Scorned Tiers 1-3. Additionally, your ability to communicate is restricted. Every time you attempt to talk, your words come out as senseless babbling no matter what language you choose to speak. If you would ordinarily be able to communicate telepathically, your thoughts are conveyed as incoherent screams, inaudible whispers, or a simple repetitive noise such as a cricket chirping. Further, you are unable to write in any language, even through pictographic writing. Any attempt to do so creates incoherent scribbles or absurd doodles. -15 and below Scorned Tier 5. Yolchicachuac imposes the penalties of Scorned Tiers 1-4 as a permanent curse before forcibly unattuning you from himself. The penalties of Scorned Tiers 1 and 2 are modified as follows: Tier 1. any magical weapon you use acts as +1 weapon with no other benefits, and Tier 2. you have disadvantage on attack rolls made with any weapon. These penalties can be removed by a remove curse or similar spell, but the effects of each tier must be removed separately. Sentience. Yolchicachuac is a sentient lawful good weapon with an Intelligence of 15, a Wisdom of 15, and a Charisma of 10. It has hearing and darkvision out to a range of 60 feet. Yolchicachuac can speak, read, and understand one language of its current wielder, and can communicate telepathically with its wielder and any creature within 30 feet of it. While you are attuned to it, Yolchicachuac also understands every language you know. Yolchicachuac will state his terms and conditions when a new wielder picks the weapon up for the first time: he expects his wielder to behave as an honorable warrior and earn true glory and, thereby, Yolchicachuac’s favor. As you gain his favor, he will reward you with power. As you lose his favor by behaving dishonorably and cowardly, he will penalize you. Personality. For over a thousand years, Yolchicachuac has been wielded by one great Maztican warrior after another, and has developed a warlike personality amalgamated from all who wielded it. Traits: I am decisive, straightforward, honest, and fearless. I am usually level-headed and reasonable, but get quite passionate during a challenge or battle. Ideals: Battle allows a warrior to prove their valor and greatness. One’s conduct in battle clearly demonstrates their honor. Bonds: I shall be a peerless weapon for a worthy wielder, and serve them as best as I am able. Flaws: Some say my craving for battle is cruel, but I do not heed the opinions of others easily. Yolchicachuac’s Favor. As you behave in a way that Yolchicachuac deems worthy of a true warrior, you will rise in his esteem, or fall if you behave in a way he deems unworthy. Yolchicachuac grants rewards and imposes penalties based on the amount of favor his bearer gains from him as shown in the Yolchicachuac’s Favor table. Gaining and Losing Favor. Yolchicachuac is constantly judging you, causing you to gain and lose favor with him depending on what you do. The more you act in accordance with his personality and alignment, the greater the favor you will gain, and the more you go against his will or act in opposition to his alignment, the more favor you will lose. Below are some examples of actions you can take that will increase or decrease your favor with Yolchicachuac. If you think you have done something similarly worthy of favor, you can work with your DM to negotiate an increase in favor, but be cautious! Your DM can alternatively choose to impose a decrease in favor if they feel you have acted against the will of Yolchicachuac. Cowardice. Acts such as letting an ally take damage for you, refusing to take part in a duel, or fleeing from combat show Yolchicachuac your cowardice. Depending on the severity of the action, you will lose 1 or more points of favor. For instance, refusing to accept a duel with someone of an equal level or CR to you would lose 1 point of favor. Fleeing from the middle of a battle and abandoning your allies to hide and then claiming glory with your victorious companions later would lose 2-3 points of favor. Performing Feats. Successfully performing a feat of prowess in combat or taking down that dragon that you swore to slay can earn you favor with Yolchicachuac. The greater the feat, the greater the favor. For instance, saying you will kill the leader of the bandits before any other enemies and then doing so could earn you 1 point of favor—as long as you keep your word. If you claim you can take down the head of a pack of demons on your own and successfully do so, you may gain 2-3 favor or more depending on the difficulty of the fight. But beware! If you fail to keep your word, you will lose 1 point of favor for every 2 points of favor that you would have gained. Noble Victory. Once per day when you take prisoner a creature whose level or CR is of a level equal to or greater than your own without killing it, you gain 2 points of favor with Yolchicachuac. The creature cannot be killed by you or any of your companions within 3 days or you lose 3 points of favor. Slaying a Mighty Foe. Once per day when you slay a creature whose level or CR is of a level equal to or greater than your own, you gain 1 point of favor with Yolchicachuac. Underhanded Methods. If you attack a creature that is unaware of you or regards you as an ally, this displeases Yolchicachuac, causing you to lose 1 point of favor. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Damage: 1d8 (1d10) Damage Type: Slashing Properties: Versatile Weight: 3","properties":{"Category":"Items","Item Type":"Melee Weapon","Properties":"Versatile","Item Rarity":"artifact","Requires Attunement":"requires attunement"},"publisher":"Viscount Games","book":"Drizzts Travelogue of Everything"},{"name":"Your Own Personal Witch Finger","description":"Wondrous item, Unique This witch finger is unique and if you are the victim of this particular witch finger then you get +1 to your spell DCs or +1 to your spell attack rolls. This decision is made when the finger is created. It cannot be changed. This unique bonus is in addition to the bonuses associated with a living witch finger.","properties":{"Category":"Items","Expansion":34600,"Item Type":"Wondrous item","Item Rarity":"Unique"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Ythryn Mythallar","description":"A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter. The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master’s Guide. If a ninth creature tries to attune to the mythallar, nothing happens. All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar’s properties are as follows: While you’re on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion. As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can’t be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own. You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell’s casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails. Touching the Mythallar. Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar’s cradle, is disintegrated instantly (no save).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"Legendary","Requires Attunement":"Yes (spellcaster)"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Ythryn Mythallar","description":"Ythryn Mythallar Wondrous item, legendary (requires attunement by a spellcaster) A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar , the more magic it can hold. The largest mythallars are 150 feet in diameter. The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar , a creature must finish a short rest within 30 feet of it, meditating on the mythallar . Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master’s Guide . If a ninth creature tries to attune to the mythallar , nothing happens. All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar’s properties are as follows: While you’re on the same plane of existence as the Ythryn mythallar , you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion. As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can’t be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own. You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell’s casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails. Touching the Mythallar. Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar ’s cradle, is disintegrated instantly (no save).","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"legendary"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Yult Spear","description":"Weapon (ranseur), very rare The eponymous spears of Yult, are balanced, deadly weapons, with a cross-guard below the long blade, wielded with deadly force by the order. Melee weapon, simple, finesse, reach 5 ft.: You gain a +2 bonus to attack and damage rolls made with this weapon. The spear does 1d8 piercing damage and has the ‘versatile (1d10)’ property. The spear’s cross guard allows for parrying: the wielder can use their reaction to gain a +2 to its AC against one melee attack that would hit it. To do so, the wielder must be able to see the attacker.","properties":{"Category":"Items","Item Type":"Weapon (spear)","Properties":"Range, Thrown, Versatile","Item Rarity":"Very Rare"},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Zephyr Shield","description":"Armor (shield), very rare (requires attunement) This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield’s normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Armor","Item Rarity":"very rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Zero-G Pack","description":"Compressed air jets are integrated into this pack and harness, providing propulsion in Zero-G. While wearing this pack in a Zero-G environment, you have a flying speed of 20 feet that lasts for 1 hour, after which it can’t be used again until you finish a long rest.","properties":{"Category":"Items","Expansion":27053,"Item Type":"Miscellaneous Gear"},"publisher":"Alligator Alley Entertainment","book":"Master Technician's Guide"},{"name":"Zevellon's Gaze","description":"Zevellon’s Gaze Wondrous item, legendary (requires attunement) This helmet molds to your face and fits comfortably and slightly bolsters your voice’s volume when you speak. It appears to be a winged helm of shimmering steel with a gold and red lining, and a soft yellow glow that emanates from the eyes. However, the helmet’s true form is made of fiery red steel with black horns and eyes fuming with smoke. Zevellon’s Gaze has 3 charges. You can spend charges to create the following effects: Spell Reversal. When a creature you can see within 60 feet of you targets you with a spell or magical effect, you can spend 1 charge as a reaction and force the creature to target itself instead. If the spell or magical effect forced a saving throw, the chosen creature must make the saving throw against its own spell save DC. If the spell or magical effect was an attack, the attack roll is rerolled against the creature. Kneel Before Me. As a bonus action, you can spend 2 charges to force each creature of your choice within 30 feet of you that you can see to make a DC 18 Wisdom saving throw. On a failed save, a target takes 4d10 psychic damage and falls prone. On a successful save, a target takes half as much damage and doesn’t fall prone. Gaze of Annihilation. As an action, you can spend 3 charges to send searing pain coursing through a creature that you can see within 30 feet of you. The target must make a DC 18 Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. The helmet regains all spent charges daily at dawn. Completing the Armor of Zevellon “I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won’t be using it anyway.” When you are attuned to and wearing all the pieces of the armor, Zevellon’s spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power: If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon’s power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon’s soul, and not yours, inhabits the form. If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are incapacitated and but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor. While you wield Zevellon’s power and you are wearing and attuned to the full suit of the Armor of Zevellon , you gain the following benefits: You have advantage on saving throws against spells and other magical effects. You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon’s Scourge . You can perform this reaction whether the tendrils are activated or not, and doing so doesn’t activate the tendrils. On a hit, the attacker takes 4d10 necrotic damage and is restrained until the end of its next turn. You can’t use this benefit again until you complete a long rest. As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. You can’t use this benefit again until you complete a long rest. If Zevellon possesses your body, he gains access to the same benefits. In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see “Destroying the Armor,” below), Zevellon dies and his soul can’t be returned to life. Destroying the Armor Individual pieces of armor can’t be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer’s corpse, the whole suit becomes vulnerable. While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell*. If a single piece of armor is destroyed, it reforms on Zevellon’s body 1d10 days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms. * Disintegrate normally doesn't destroy magic items, but that's why Zevellonmade this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 7th-level spell slot trying to destroy a magic item.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Zevellon's Grasp","description":"Zevellon’s Grasp Wondrous item, legendary (requires attunement) These gauntlets are warm to the touch. In their illusory form, they appear shiny, gold, and sturdy. In their true form, the fiery gauntlets are tipped with claws. While you wear both gauntlets and have at least one free hand, you can use a bonus action to create a sword of green flame. While the sword is active, tiny screams sound in the crackling of the fire. The sword is a one-handed melee weapon that deals 4d6 damage on a hit. Each time you create the sword, you decide if it deals fire or necrotic damage. This weapon is dismissed if you are knocked unconscious or when you use a bonus action to dispel it. You can’t let go of the sword until you dismiss it. You can only have one sword at a time. When you hit a creature with a melee weapon attack while wearing the gauntlets and you don’t have a flame sword active, you can choose to deal an extra 2d6 fire damage. Completing the Armor of Zevellon “I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won’t be using it anyway.” When you are attuned to and wearing all the pieces of the armor, Zevellon’s spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power: If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon’s power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon’s soul, and not yours, inhabits the form. If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are incapacitated and but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor. While you wield Zevellon’s power and you are wearing and attuned to the full suit of the Armor of Zevellon , you gain the following benefits: You have advantage on saving throws against spells and other magical effects. You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon’s Scourge . You can perform this reaction whether the tendrils are activated or not, and doing so doesn’t activate the tendrils. On a hit, the attacker takes 4d10 necrotic damage and is restrained until the end of its next turn. You can’t use this benefit again until you complete a long rest. As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. You can’t use this benefit again until you complete a long rest. If Zevellon possesses your body, he gains access to the same benefits. In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see “Destroying the Armor,” below), Zevellon dies and his soul can’t be returned to life. Destroying the Armor Individual pieces of armor can’t be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer’s corpse, the whole suit becomes vulnerable. While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell*. If a single piece of armor is destroyed, it reforms on Zevellon’s body 1d10 days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms. * Disintegrate normally doesn't destroy magic items, but that's why Zevellonmade this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 7th-level spell slot trying to destroy a magic item.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Zevellon's Scourge","description":"Zevellon’s Scourge Armor (plate), legendary (requires attunement) This plate mail hums with tangible power. In its illusory form, the silvery plate features a large gold cross emblazoned on the chest, and beautiful crimson rose patterns adorning the shoulders. The armor’s true form has an open hand with a dagger through it and thorn-covered vines emblazoned on the crimson steel. As a bonus action, you can activate invisible thorny tendrils that only you can see to extend from the armor until the start of your next turn. While the tendrils are active, attacks against you are made with disadvantage. In addition, while the tendrils are active, you make up to three melee weapon attacks with the tendrils as an action. The tendrils have a +10 bonus to attack rolls, a reach of 10 feet and deal 2d10 psychic damage on a hit. You can activate the tendrils five times, regaining all uses each day at dawn. Completing the Armor of Zevellon “I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won’t be using it anyway.” When you are attuned to and wearing all the pieces of the armor, Zevellon’s spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power: If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon’s power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon’s soul, and not yours, inhabits the form. If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are incapacitated and but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor. While you wield Zevellon’s power and you are wearing and attuned to the full suit of the Armor of Zevellon , you gain the following benefits: You have advantage on saving throws against spells and other magical effects. You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon’s Scourge . You can perform this reaction whether the tendrils are activated or not, and doing so doesn’t activate the tendrils. On a hit, the attacker takes 4d10 necrotic damage and is restrained until the end of its next turn. You can’t use this benefit again until you complete a long rest. As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. You can’t use this benefit again until you complete a long rest. If Zevellon possesses your body, he gains access to the same benefits. In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see “Destroying the Armor,” below), Zevellon dies and his soul can’t be returned to life. Destroying the Armor Individual pieces of armor can’t be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer’s corpse, the whole suit becomes vulnerable. While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell*. If a single piece of armor is destroyed, it reforms on Zevellon’s body 1d10 days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms. * Disintegrate normally doesn't destroy magic items, but that's why Zevellonmade this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 7th-level spell slot trying to destroy a magic item.","properties":{"Category":"Items","Item Type":"Heavy Armor","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Zevellon's Steps","description":"Zevellon’s Steps Wondrous item, legendary (requires attunement) While you wear these boots, every step you take reverberates with power and grace, and your movement speed increases by 10 feet. The boots subtly increase your height, giving you a more powerful presence. In their illusory form, a radiant glow emanates from the bottom of these silver boots. In their true form, the boots resemble the clawed feet of an Abyssal creature. In addition, you can use an action or a bonus action to teleport up to 60 feet to an unoccupied space you can see. If you use this property as a bonus action, you must make a DC 17 Intelligence saving throw. On a failure, you take 2d10 necrotic damage but still teleport to your chosen space. Completing the Armor of Zevellon “I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won’t be using it anyway.” When you are attuned to and wearing all the pieces of the armor, Zevellon’s spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power: If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon’s power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon’s soul, and not yours, inhabits the form. If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are incapacitated and but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor. While you wield Zevellon’s power and you are wearing and attuned to the full suit of the Armor of Zevellon , you gain the following benefits: You have advantage on saving throws against spells and other magical effects. You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon’s Scourge . You can perform this reaction whether the tendrils are activated or not, and doing so doesn’t activate the tendrils. On a hit, the attacker takes 4d10 necrotic damage and is restrained until the end of its next turn. You can’t use this benefit again until you complete a long rest. As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. You can’t use this benefit again until you complete a long rest. If Zevellon possesses your body, he gains access to the same benefits. In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see “Destroying the Armor,” below), Zevellon dies and his soul can’t be returned to life. Destroying the Armor Individual pieces of armor can’t be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer’s corpse, the whole suit becomes vulnerable. While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell*. If a single piece of armor is destroyed, it reforms on Zevellon’s body 1d10 days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms. * Disintegrate normally doesn't destroy magic items, but that's why Zevellonmade this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 7th-level spell slot trying to destroy a magic item.","properties":{"Category":"Items","Item Type":"Wondrous Item","Item Rarity":"legendary","Requires Attunement":"Requires Attunement"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Zipgun","description":"This one-handed blaster is designed to be fired only once, but at far above nominal power. You can only fire it by first charging it as an action on your turn, during which time it makes a quiet zipping sound. On your next turn, you can use your action to make an attack with the blaster. If you don't make an attack with the blaster when it is charged, it harmlessly discharges and overheats. An attack with the blaster creates a blast 100-foot long by 5-foot wide line in a direction that you choose. Each creature in the line must make a DC 14 Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. After the blaster is fired, it smolders and becomes nonmagical.","properties":{"Category":"Items","Expansion":9634,"Item Type":"Ranged Weapon","Item Rarity":"uncommon"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ziphian Eye Amulet","description":"Wondrous item, rare (requires attunement) This gold amulet holds a preserved eye from a ziphius (see Creature Codex ). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Zipline Ring","description":"Ring, uncommon (requires attunement) This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn’t exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can’t move more than 5 feet away from the zipline. When you magically travel along the line, you don’t provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring’s magic ceases to function until the next dawn.","properties":{"Category":"Items","Item Type":"Ring","Item Rarity":"uncommon","Requires Attunement":"requires attunement"},"publisher":"Kobold Press","book":"Vault of Magic"},{"name":"Zither","description":"Zither Adventuring gear (musical instrument) The koto is a kind of zither, a stringed instrument that sits horizontally and is played by plucking the strings. Numerous varieties of koto exist, though the most common have thirteen or seventeen strings. The zither gained popularity in Rokugan thanks to the Dragon Clan’s contact with Yún Fēng Guó, where the guzheng is a popular courtly instrument, and also to the Isawa family of the Phoenix Clan’s origins in the mountains to the north, from which they brought the gayageum, another offshoot of the venerable guzheng.","properties":{"Category":"Items","Expansion":26129,"Item Type":"Adventuring Gear","Item Rarity":"Standard"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Zither (weapon)","description":"Zither (weapon) Unusual weapon (martial, zither) This weapon is an unusual weapon that can be used as part of the Unusual Weapon Mastery feat. Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Two‑Handed: This weapon requires two hands when you attack with it. Damage: 2d4 Damage Type: Bludgeoning Properties: Heavy, Two-Handed","properties":{"Category":"Items","Item Type":"Unusual Weapon","Properties":"Heavy, Two-Handed"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Zoantarian Staff","description":"Zoantharian Staff Staff, uncommon This staff appears to be made from black wood with a twisting design, but looking closer, it becomes clear that it is actually eight black tentacles braided together. You can use an action to speak this staff’s command word and plant one end of the staff upon the ground. A magical tentacle bursts from the ground in the space occupied by one creature you can see within 30 feet. The target must make a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be restrained. At the start of each of its turns, the target takes an additional 2d6 bludgeoning damage and at the end of each of its turns, the target can attempt another DC 13 Dexterity saving throw, ending the effect on a success. Maintaining the tentacle’s hold on a target requires the wielder to maintain concentration.","properties":{"Category":"Items","Item Type":"Staff","Item Rarity":"uncommon"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Zombie Mask","description":"A zombie mask is crafted from the skin that has been removed from the face of a zombie. The decayed flesh smells putrid, and wearing the mask can easily make you nauseated. While attuned to the mask and wearing it, you gain darkvision 60 ft., and you become invisible to zombies as if you were under the effects of an invisibility spell. When you don the mask and while wearing it, you must make a DC 10 Constitution saving throw against poison every hour or become poisoned for one hour.","properties":{"Category":"Items","Expansion":17604,"Item Type":"Wondrous item","Item Rarity":"rare","Requires Attunement":"requires attunement"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Zoster of Zeal","description":"Zoster of Zeal Wondrous item, very rare This is a wide leather belt covered in bronze plates. You can use an action to don this item, and you gain a +2 bonus to all attack and damage rolls for 1 minute. Once used, the zoster can’t be used again until the next dawn.","properties":{"Category":"Items","Item Type":"Wondrous item","Item Rarity":"very rare"},"publisher":"M.T. Black Games","book":"Mordenkainen's Tome of Marvelous Magic"},{"name":"Zulkoon","description":"Zulkoon Musical instrument A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.","properties":{"Category":"Items","Item Type":"Tool"},"publisher":"Wizards of the Coast","book":"Sword Coast Adventurer's Guide"},{"name":"Zweihander","description":"","properties":{"Category":"Items","Item Type":"Weapon (zweihander)","Properties":"Heavy, Superheavy, Two-Handed","Item Rarity":"common"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"}]